How to Update NW.js to Dramatically improve Game Performance!

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Started by KillerGin 273 posts Page 13 of 14 View original ↗
  1. KillerGin said:
    MZ users can use the ideas presented in this guide to update their NW.js from 44 to 50 if they like, but I'm not sure how much of a performance update this will be. (To update MV from 29 to 50 (or in my case 49.2) is a massive update!) It's actually easier to update MZ since the engine folders are structured much better. Just find the "Resource" folder, and replace the proper NW.js folder with the new downloaded versions and it should work just like that. Of course, I advise making backups, etc. (do NOT rename nw.exe to Game.exe) Have fun!
    It worked like a charm!
    I had some maps with lots of people moving and an occasional drop in FPS. After updating everything got much smoother. Thank you!
  2. Hi. Just providing a short feedback.

    I've updated today for my linux version of MV (steam), following the method you provided for windows.

    It somehow worked.

    However few remarks:
    - I first tried to update to the latest version of nw.js (v0.89.0) without success. I then tried again with an older version (I picked v0.49.2 because it seemed to be used quite often), and it worked.
    - you have to pay attention that the same permissions as the removed files are granted for the new ones.
    - after update, the console delivers some warning during playtest (see picture). As far as I could find out (though I am far from an expert), those are harmless.
    1722168385498.png
  3. @Franz_Pantalon you can ignore them, but you can remove it as well.
    as the js.map are just data, it isn't required and can be safely ignored, so don't
    pay to much on them unless you really want too, but I don't really bother with
    it to much.
  4. Hi, I've been encountering something rather weird while playtesting with this; sometimes, when you close the game, a NW process keeps staying in the background preventing to reopen the game again until I terminate it through the task manager. This happens completely randomly, and it is incredibly annoying. Did any of you encounter this? (I am using Windows 11 by the way.)
  5. AndreWharn said:
    Hi, I've been encountering something rather weird while playtesting with this; sometimes, when you close the game, a NW process keeps staying in the background preventing to reopen the game again until I terminate it through the task manager. This happens completely randomly, and it is incredibly annoying. Did any of you encounter this? (I am using Windows 11 by the way.)
    That is an issue with MV itself (technically the nwjs version it uses), they fixed it in MZ.

    Just throw this into a plugin and enable it, this should fix it although I've never tested it.
    JavaScript:
    const aliasSceneBootStart = Scene_Boot.prototype.start;
    
    Scene_Boot.prototype.start = function () {
    
      if (typeof nw === "object") {
    
        const window = nw.Window.get();
    
        window.on("close", () => window.close(true));
    
       // Alternative way if default does not work
       // nw.App.quit()
    
      }
    
      aliasSceneBootStart.call(this);
    
    };
  6. No, it
    inc0der said:
    That is an issue with MV itself (technically the nwjs version it uses), they fixed it in MZ.

    Just throw this into a plugin and enable it, this should fix it although I've never tested it.
    JavaScript:
    const aliasSceneBootStart = Scene_Boot.prototype.start;
    
    Scene_Boot.prototype.start = function () {
    
      if (typeof nw === "object") {
    
        const window = nw.Window.get();
    
        window.on("close", () => window.close(true));
    
       // Alternative way if default does not work
       // nw.App.quit()
    
      }
    
      aliasSceneBootStart.call(this);
    
    };
    No, it doesn't seem to work, sadly. If I use the alternative way, the game just immediately closes upon starting. Unless I'm using it in a wrong way?
    1722698746967.png
  7. AndreWharn said:
    No, it

    No, it doesn't seem to work, sadly. If I use the alternative way, the game just immediately closes upon starting. Unless I'm using it in a wrong way?
    View attachment 313587
    The alternative way would be to do it like this, I should've made the example better, sorry. Hopefully this works


    JavaScript:
    const aliasSceneBootStart = Scene_Boot.prototype.start;
    
    Scene_Boot.prototype.start = function () {
    
      if (typeof nw === "object") {
    
        const window = nw.Window.get();
    
        window.on("close", () => nw.App.quit());
      }
    
      aliasSceneBootStart.call(this);
    
    };
  8. inc0der said:
    The alternative way would be to do it like this, I should've made the example better, sorry. Hopefully this works


    JavaScript:
    const aliasSceneBootStart = Scene_Boot.prototype.start;
    
    Scene_Boot.prototype.start = function () {
    
      if (typeof nw === "object") {
    
        const window = nw.Window.get();
    
        window.on("close", () => nw.App.quit());
      }
    
      aliasSceneBootStart.call(this);
    
    };
    Now that works, thank you!! :D
  9. Thank you very much for this @KillerGin!
    I've upgraded pixiJS to 4.8.9 before but didn't apply this update as well to NW.js.

    It works but for some reason audio doesn't play at all.
    When I check the "Network" in the DevTools I see the files are indeed loaded but no sound.

    I tested on a new Project without any plugins and it doesn't work either.
    Running with RPG Maker MV.

    Any clue what it might be?
    Thanks again!
  10. I've done this recently, worked well except for the fact that the console instantly closes now. Making it impossible to view the console unless I revert it back to the default nw.js. I'm using v0.94.1, could it be just this version? Does anyone else have this problem?

    Any thoughts on how to prevent this?
  11. hexxor said:
    I'm using v0.94.1, could it be just this version? Does anyone else have this problem?
    I don't have this problem and I use 0.48.0 or 0.48.4 the same MZ uses to start.
    so I think it might be the 0.94.1 version.

    you can try 0.88.x or lower that can work out.
  12. By the way, I've seen multiple people who tried nw 0.49.2 and failed.
    So I just upload the specific greenworks build here just in case someone might need it.
    The one on the prebuild site doesn't work anymore, it seems. It was modified some time in 2024.
  13. Has anyone had trouble getting newer versions of nwjs to work on SteamDeck?

    I had upgraded to 0.69 a while ago, and at the time I couldn't get any newer version to run on SteamDeck. Today, I tried updating to several newer versions (0.94, 0.88, 0.86, 0.78) and they would all launch the game just fine on Steam Deck, however when updating to any of these versions, the game doesn't detect any inputs from the Steam Deck controller (only touch input on the screen via the cursor).

    I am not using any greenworks plugin, just deleting the contents of the win nwjs folder, replacing with the new files from the 64 bit SDK, exporting the game, and then running with the latest stable proton version on the SteamDeck.

    Any help is much appreciated!
  14. Is it normal that console does not open after updating? F12 does nothing, f8 opens page that gives error "unable to acsess site".

    utunnels said:
    By the way, I've seen multiple people who tried nw 0.49.2 and failed.
    So I just upload the specific greenworks build here just in case someone might need it.
    The one on the prebuild site doesn't work anymore, it seems. It was modified some time in 2024.

    What is that? How to use it? I can't find any files like in your archive to replace within the MV folder.
  15. ElvenNeko said:
    Is it normal that console does not open after updating? F12 does nothing, f8 opens page that gives error "unable to acsess site".



    What is that? How to use it? I can't find any files like in your archive to replace within the MV folder.
    User error. Sounds like you put the non-sdk nw.js into your playtest folder.
  16. SGHarlekin said:
    User error. Sounds like you put the non-sdk nw.js into your playtest folder.
    I thought this will work as well:
    "(Or just the bottom “win-x64” version if you plan to just update the PC version, yes, the deployed and test version of rpg maker)"
    Thank you, it's good to see that i messed up just a bit and it's fixable)
    So i need to download the sdk file that is NOT symbol, right?
  17. ElvenNeko said:
    I thought this will work as well:

    Thank you, it's good to see that i messed up just a bit and it's fixable)
    So i need to download the sdk file that is NOT symbol, right?
    You can try my guide. It's less confusing and only has the necessary infos.
    MV, Steam achievements & You (And also how to update nw.js!) But yes. Not the symbol ones. SDK is the developer version, which has the console enabled. The normal one is for your regular windows folder when deploying.
  18. My original pixie version in rpg maker is 5.3.12 can I upload to 6 for exemple?
  19. If anyone else digging through this topic to find answer how to update for MZ & Windows:
    - download NW.JS (SDK)
    - delete everything from "nwjs-win" folder (RMMZ folder; remember to do the copy of that folder before!)
    - extract the downloaded file and put everything from the folder to empty "nwjs-win" folder

    That's it! No more.