Game Scene Stabilizer - Version 7.2.0

● ARCHIVED · READ-ONLY
Started by chaucer 260 posts Page 3 of 13 View original ↗
  1. chaucer said:
    @Tuomo L I apologize, I'm unsure if I wrote it in the documentation, I should have, if not I'll add it in there though, my audio preload feature only affects default rpg maker scenes, and only the ones it can access( Title, Map, Battle Scenes only ), any custom scenes remain unaffects I apologize, theres just no way for me to scan for every possible audio file which could be used. :(

    That being said though, I'm sure I can make a patch for compatability with The victory aftermath plugin. :) I'll try to get an update out by the end of the day.

    edit : I just took a look at the victory after math plugin brother, unfortunately I can't really do much with it, as my plugins not a pre-loader for audio, it just loads audio between scene transfers, I thought this plugin used it's own scene, but it seems it does not, theres not really much I can do. I'd suggest looking into an audio preloader. Really sorry bro ^^;

    But I'm saying that even if having the audio load turned off in this plugin, it still causes the problem when I have this scene stablizer in my project so I can't make use of the victory aftermath and this plugin together.
  2. Sorry brother, I completely misunderstood what it was you were saying, I took another look at it and seen what it was you were talking about. I've managed to patch the issue. :) It should work fine now, reguardless of preload_audio settings.

    Plugin updated!

    ● Version : 2.1.0
    ● Date : 05/03/2018

    ★ Added compatability for YEP_VictoryAftermath( credits to Tuomo L @rmw ).
    ✩ Audio is now unaltered when preload_audio is turned off.
  3. Yup, that has fixed the compability issues as far as I can tell. :)
  4. Thanks Chaucer for this update! :D
  5. Hi Chaucer, I'm not sure if this is a bug. When I turned on Preload Audio on (granted I'm in 1.5.1) and did my event like this:
    Spoiler
    upload_2018-3-8_16-48-47.png

    Replay BGM stopped working completely. I figured just a heads up in case some people were like ???? at this too. :)
  6. @Archeia thank you for reporting the issue, I took a minute before work to write up a patch for this issue. :D There should no longer be any compatibility issues with audio as far as I can see, however if you do find anything don't hesitate to let me know :D I'll be more than happy to help out.~

    Plugin Updated :

    ● Version : 2.1.1
    ● Date : 05/03/2018
    ✩ AudioManager.playBgm & AudioManager.playBgs are no longer altered.
  7. Each update makes this better. Degica should hire you!
  8. BGM using map setting is applied preload normally but BGM through event command is not applied. Can I apply preload to BGM output commands using events?
  9. @wjsrudtn001 my apologies bro/sis, but currently this plugin does not pre-load any audio loaded through events, it only handles audio defined in the database( map bgm/bgs, battle bgm, and title bgm ). Perhaps I'll add it to my todo list, since a lot of people seem to be interested in a preloader. However it will more than likely will be a seperate plugin. :)
  10. Recently found a minor bug, when preload_audio parameter, the audio parameters are not defined until after the audio starts playing( pitch, pan, volume ), it was a bit awkward to hear the audio parameters changing while the audio is playing, so I've updated the plugin.


    ● Version : 2.1.2
    ● Date : 08/03/2018
    ✩ buffer parameters are applied before being played.
  11. Hi @chaucer I discovered something interesting.
    I'm not sure if it's going to be reproducible on your side, but I tried doing the following event:
    Spoiler
    upload_2018-4-7_11-10-49.png

    And what happened was, I'm guessing in combination with TDDP_Preloader and yours, all the sounds stopped playing and you can proceed through the game but with a major FPS dip. Then, all the sounds will play at once and crash the game.
  12. I guess this plugin have for dependence fpsmeter.js.
    Would not it be more correct to pass by the a PIXI tiker already included in the pixi.js core to calculate a FPS stabilization?
    Because when you will publish your project, you will probably get rid of the API fpsmeter.js. from \js\libs\ ?

    logically this simple code can do all jobs no ?
    PHP:
        const FPScheck= new PIXI.ticker.Ticker().add((delta) => {
           console.log('PIXI.ticker.shared.FPS: ', PIXI.ticker.shared.FPS);
        });
  13. @Archeia I'll be more than happy to check out this issue, I'll see what I can find, thanks for letting me know about the other plugin as well ^^ if I may ask for more info or a demo, if I'm not able to reproduce the error, but I'll see what I can find before then. Thank you for letting me know :D

    @Jonforum iirc, the ticker class was one of the more recent addons to pixi, how far back was it added in? I want this plugin to be usable in all versions of MV, which is why I've opted for using the FPS meter, in the first place, also the code you provided would need a little bit of an adjustment. As pixi Tickers have to be started, or they don't ever execute.


    PHP:
    var ticker = new PIXI.tickerTicker();
    
    ticker.add( function() {
      // Also I'd more than likely use ticker.elapsedMS,
      // as it returns the amount of latency direcetly.
      console.log( ticker.elapsedMS );
    }.bind( this ) );
    ticker.start();

    However, I don't see much use in changing it, as FPS meter is not removed automatically in a MV project, so the fps meter is indeed, still valid on an exported project, the only way it would not work, would be if someone manually removed the fps meter after exporting the game, and removed it's references from rpg_core.js as well.

    Edit : thanks for the feedback though @Jonforum , it might be a bit more stable, and less code, I'll have to play around with it a bit, I'll be sure to give you a mention if I do opt for a pixi ticker instead. :D
  14. chaucer said:
    @Jonforum iirc, the ticker class was one of the more recent addons to pixi, how far back was it added in? I want this plugin to be usable in all versions of MV, which is why I've opted for using the FPS meter, in the first place, also the code you provided would need a little bit of an adjustment. As pixi Tickers have to be started, or they don't ever execute.


    PHP:
    var ticker = new PIXI.tickerTicker();
    
    ticker.add( function() {
      // Also I'd more than likely use ticker.elapsedMS,
      // as it returns the amount of latency direcetly.
      console.log( ticker.elapsedMS );
    }.bind( this ) );
    ticker.start();

    However, I don't see much use in changing it, as FPS meter is not removed automatically in a MV project, so the fps meter is indeed, still valid on an exported project, the only way it would not work, would be if someone manually removed the fps meter after exporting the game, and removed it's references from rpg_core.js as well.

    Edit : thanks for the feedback though @Jonforum , it might be a bit more stable, and less code, I'll have to play around with it a bit, I'll be sure to give you a mention if I do opt for a pixi ticker instead. :D

    the Tikers has been there long enough, there was simply not too much information on how to manage it.
    for my side i will probaly use for stabilise scene transfere.
    example inside a interval
    I have not thought about it yet but it will be on my TODO: list.
    Example after look if ._scene.isReady(), check if the fps keep >= 60, also add a timeOut for prevent people that have very bad computer and can not get a stabilize fps after Xtime>.
    These Spikes are quite common even when the graphics and audio are cached.
    PHP:
    (function(){ // check if all loaded befor editor
        const SLL_loaded = setInterval(function(){ checkSLL() }, 500);
        function checkSLL() {
            // if(PIXI.ticker.shared.FPS<=60){return} TODO: SCENE STABILIZER
            const isInMap =  SceneManager._scene.constructor.name === "Scene_Map";
            if(DataManager.isDatabaseLoaded() && isInMap && SceneManager._scene.isReady() && $PME.editorLoaded ){
                $PME.startGui();
                clearInterval(SLL_loaded);
            };
        };
    })();
  15. Hi @chaucer, I was just wondering if you have the same problem.
    I noticed that audio stops when you load a save file.

    To reproduce. Save the game, quit the game, reopen game and try loading it.

    Alternatively, try having something like a game over script that autoloads a save file after death.
  16. @Archeia, I apologize for the delayed response, things have been a little hectic ^^; I honestly haven't had time to look into the matter yet, but I'm going to try to get this done over this coming weekend. :D
  17. Plugin has been updated! @Archeia I managed to fix the issue with loading a game, I apologize for the delay ^^; A quick update on what's changed on the new version. Unfortunately, I've not looked into the TDDP plugin at this moment yet, I apologize, however the issue might be fixed in the new version as I've changed the way virtually everything works.

    ● Version : 3.0.0
    ● Date : 21/4/2018
    ★ Plugin now constantly ensures scene is stable!
    ★ Preload custom audio for custom scenes!
    ★ Plugin code has been completely rewritten.

    I rewrote nearly the entirety of the code for the game, and as a result, the amount of code used is quite a bit less than the previous version! I've also added a constant latency check to the plugin, that way ALL large images loaded on the fly, not just animations, or pictures, even those from custom plugins, will trigger the plugin! I've also fixed the issue Archeia mentioned about the audio not playing when loading a game, as well as added the ability to preload audio for ANY scene( one BGM and one BGS only ), excluding Map, Battle, and Title scenes, that way if you use a custom audio for the menu for example, you can preload it so the scene does not start till that audio is ready! Really happy with how this new version turned out. :D

    Also thanks @Jonforum for recommending pixi ticker, I've tested this on several older versions of MV, and ticker seems to be present in all the versions i tested( didn't test 1.2.0 and below ).

    If anyone has any issues with this new version, let me know :)
  18. chaucer said:
    If anyone has any issues with this new version, let me know :)

    I keep getting this error:
    upload_2018-4-22_12-26-44.png

    But I was loading music through map properties -> BGM and for some reason it's looking for an empty BGS.
    Spoiler
    upload_2018-4-22_12-27-46.png

    The error only stops occuring if I put something in the BGS field. I'm also using 1.6.1. editor (the one with new nwjs).
  19. It's giving me an error about audio/bgm/.ogg

    This plugin was great and this new update broke it.
  20. Really sorry guys T__T I caught this error shortly after uploading it, I didn't account for audio name being blank, sorry bout that, 3.0.1 is up, it should be working perfectly fine now. ^^;


    ● Version : 3.0.1
    ● Date : 21/04/2018

    ✩ Plugin no longer looks for blank audio files