I see. That looks like it could be used for something.
I’ve been thinking about using stairs tiles for slanted roofs, anyone else tried that?
MV3D - 3D rendering for RMMV with Babylon.js
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I don't think the CPU is not enough for RPG MAKER.
What I know is that it worked well in previous versions.
I tried 256x256 and had 75 fps, only small dips when loading new cells, same as normal. With way it works I don't think map size would even increase lag much really, update changed movement system so more CPU needed, no way to avoid that. Rather than 256x256 more events would be more laggy than before. Solution is better CPU or cut map into less/less events. -
I think I'll wait for the fix of the bug Glaphen mentioned before downloading the new version... seems good enough save for that, but for now the 0.3.10 is being enough for my needs for now anyway.
that said, am I right in thinking that if I made an event to raise a flat event set as platform I could create an elevator?
On an unrelated note, I edited QAudio a bit.
Made the camera's yaw affect the pan of the sound, made the audio's focus be the camera's target instead of just the player (since you can put it in an event), and added a vertical radius to make the height affect the volume too, and thus a separate horizontal radius plugin option too. If you set only the basic one you'll basically be setting both.
It is just an edit and not a patch though, since the changes I needed to make were a bit too internal for a patch. But if I did it right it would still work no problem when used without mv3d or with it disabled. But as it is just an edit it still needs QPlus to work.
Tried putting it on dropbox but there has been errors for over 10 tries already... attachment it is...
That said, while I tested the camera direction the rest wasn't tested as much, so any problems just tell me later. -
You can actually make a platform that raises and you don't fall through, just not moving to other tiles.
I don't think the CPU is not enough for RPG MAKER.
What I know is that it worked well in previous versions.
View attachment 130532
Yeah I think your problem is you're using the q plugins, he made a compatibility for the .3 versions but .4 redid the movement system. If not maybe other plugins that involve movement. -
Ah right, he is the one using QMovement? I couldn't see it in the video.
While I can't say it is what is causing the slowdown for him, even on 0.3.10 it did cause a lot of it for me when I used the two together...... -
Ah right, he is the one using QMovement? I couldn't see it in the video.
While I can't say it is what is causing the slowdown for him, even on 0.3.10 it did cause a lot of it for me when I used the two together......
You can see him move diagonal in the second half where he uses .3 version, pretty sure it doesn't work in first half .4 and tried but he still has it on. Even in .3 version his fps is extremely jittery and it's not from cell loading.
Also if I may suggest @palatkorn you should put your plugins in order, those yanfly are completely out of order. http://www.yanfly.moe/wiki/Yanfly_Engine_Plugins
The order should be the order on the page. You have a better CPU than me, I have i5-2500k at 4.0ghz overclock and 8gb ram and I use a lot more plugins but am not lagging and also I'm using 1080p in mine. Another thing that might help is putting mv3d at the bottom of your plugins, mine doesn't even load anything at the top. -
I tried searching in this forum but couldn't find anything. Does the show animation command work with this plugin?
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I tried searching in this forum but couldn't find anything. Does the show animation command work with this plugin?
Yes. -
@Danielcross it didn't use to, but that has been fixed now.
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Hey, question. Is it possible to do a reverse pit (like the opposite of using depth)? And if so, if there's a way to make it so the height difference is small enough that the player can casually step up unto that elevated ground?
If not, is that something that could be added in the future? @Dread_Nyanak -
Hey, question. Is it possible to do a reverse pit (like the opposite of using depth)? And if so, if there's a way to make it so the height difference is small enough that the player can casually step up unto that elevated ground?
If not, is that something that could be added in the future? @Dread_Nyanak
Make a region in plugin parameters with like height(0.4) or whatever you want for each height, you can make negative depth but it's the same as height, probably better to use height. -
@Parallax Panda uhm... I don't know why you'd do it, though... I mean, depth uses the inside while height uses the side, even negative height, is that why? to use the inside outside?
you can always test it I guess.
and to make the difference be small enough you can walk up into it, the difference from the level the player leaves from only needs to be smaller than the stair threshold parameter in the plugin. that is exactly what it is for, actually. and yes, depth and height are added in the comparison, so for it it should make no difference... at least on up to 0.3.10, as I said earlier didn't try the newer version yet. -
Cool. Thanks guys, I'll try it out.
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Yes, I have many plugins
I'm not using the Q plug-in.
This is all my plug-ins

You can actually make a platform that raises and you don't fall through, just not moving to other tiles.
Yeah I think your problem is you're using the q plugins, he made a compatibility for the .3 versions but .4 redid the movement system. If not maybe other plugins that involve movement. -
Yes, I have many plugins
I'm not using the Q plug-in.
This is all my plug-ins
Ok put the yanfly plugins in same order as this page. http://www.yanfly.moe/wiki/Yanfly_Engine_Plugins
Put rest of plugins below yanfly in whatever order works and then put 2 mv3d below them. -
I don't think it's related to other plugins.
As long as in the test
I use an older version Still works
Ok put the yanfly plugins in same order as this page. http://www.yanfly.moe/wiki/Yanfly_Engine_Plugins
Put rest of plugins below yanfly in whatever order works and then put 2 mv3d below them. -
I'd love to see you make this work with the Battle Scene, it'd be cool to replicate the Octopath battle visuals!
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I don't think it's related to other plugins.
As long as in the test
I use an older version Still works
It is 1000% the other plugins, their order or one of the few I don't use, you have a better computer than me and I use way more plugins without lag, I have 146 ATM. If you changed the order try disabling the not yanfly plugins one by one, but do disable smartjump and eventclicktrigger as I don't use them and they affect map. The only other possibility is the map you are on has way too many badly optimized parallel events/common events or events in general causing lag and the update just tipped the scales of your CPU usage. -
@Kraden96 I don't see how it would work with the battle scene, do you mean battles having layers of back and foreground? for that MogHunter already has a plugin you can use.
@palatkorn @glaphen there is another possibility, you guys...
some time ago someone pointed out that Mog_EventSensor can be... a little more intensive than expected. It checks every event on the map every frame, as they put it. I did not have any problem at the time, but it can become heavy.
If that is it, I once tried editing it to make it lighter. Making the check only happen for all map events when the player moves, and when the events move only that event makes the check. I admit I did not test much, tell me if for some reason it doesn't work sometimes, but maybe it helps. -
@Waterguy I would assume having a 3D map for the battle scene, so you can have a flat 3D floor and 3D objects in the background. You know? Literally imagine Octopath's 3D battle scene! As far as I know, Moghunter's plugin can't do that? It would also be cool to replicate a 3D space with a dynamic camera zoom like Pokemon Black & White?
I feel like that's an understandable idea?
Edit: Giving the battle scene some 3D depth and perspective zoom!