OcRam - Local Coop plugin (MZ/MV)

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Started by OcRam 325 posts Page 8 of 17 View original ↗
  1. OcRam said:
    @MegamanOmega and @Tuomo L

    I can't replicate this error "TypeError: Cannot read property 'pressed' of undefined rpg_managers.js:1949
    at Function.Input._updateGamepadState (OcRam_Local_Coop.js:1567)"

    I would bet on plugin order… Can I have demo project or something?

    Also released update where constantly shown player left / joined is now fixed.

    It's not plugin order issue. It is an issue that happens on some people, it didn't happen on me but another person said it happened on them with exact same project without any changes to order and it happened on Megaman above which means it's a very sneaky bug that don't happen on every person. I think it may have to do with the controllers themselves.
  2. Tuomo L said:
    It's not plugin order issue. It is an issue that happens on some people, it didn't happen on me but another person said it happened on them with exact same project without any changes to order and it happened on Megaman above which means it's a very sneaky bug that don't happen on every person. I think it may have to do with the controllers themselves.

    I'm thinking it has to do with my controller, because when I was getting a demo project ready to send. I decided to check my controllers settings. My controllers settings don't match with the plugins I believe. For me button 9 is one of my analog sticks.

    The controller i'm using is the Logitech gamepad F310.
  3. MegamanOmega said:
    I'm thinking it has to do with my controller, because when I was getting a demo project ready to send. I decided to check my controllers settings. My controllers settings don't match with the plugins I believe. For me button 9 is one of my analog sticks.

    The controller i'm using is the Logitech gamepad F310.
    I think I'll have to take a deeper look at this issue. Thank you very much for the information.

    BTW: Have you tried to different values instead of 9?
  4. Yes. I tried different values besides 9. Same thing happens.
  5. Even with the hotfix, I still get the message that player 2 has left.
  6. MegamanOmega said:
    Yes. I tried different values besides 9. Same thing happens.
    Thank you for the info.

    Tuomo L said:
    Even with the hotfix, I still get the message that player 2 has left.
    Can you replicate that in new project?
  7. OcRam said:
    Can you replicate that in new project?

    Yes, I have. Turning on a switch, any switch brings it on.

    I also think the reason for the controller issue may be related to Steam controller and options in Steam settings for controller at bottom.
  8. I'm having trouble using this plugin with SRD Character Creator EX.
    My Core is 1.6.1.
    When I open the character creator scene, the game crashes.
    TypeError: win.getWindowCode is not a function

    Please let me know what other information I can provide to help you understand the issue. Thanks!

    P.S. I really like this plugin and hop I can get it to work in my game. Thanks for making it!
  9. Hi everyone, i'm new on this forum and i pretend to stay here for a long time. Sorry if i did something wrong and sorry for the English, I'm not totally accustomed yet. About the plugin, this is a great ideia and the plugin works well. This is the only place i found a plugin for local coop, which is rare a plugin like this. My doubt is, in the same way there is a command for drop_player X, is there a way to join with the player without the player having to press start (by a script function or something)?
  10. For some reason, this plugin doesn't seem to be compatible with Moghunter's BattleHud or Yanfly's Party Manager.
    It spits out this error by the way:
    fRTtOp7.png
    It's odd though, because it was working fine earlier, but eh, maybe I was just lucky.

    EDIT: I'll keep investigating further, but it seems to work without any save data located in the save folder, but at the cost of not allowing save data to work.

    It reports "Error: Object too deep {stack: (...), message: "Object too deep"}" When attempting to manually save the game.

    EDIT 2: That was fast wasn't it? Figured out it was this combined with another plugin I was having problems with in the past. Specificly the one Found here.
  11. Is this plugin works on android ?
  12. Is there any way to make it works with MOG´s Chrono Engine?
  13. Okralord said:
    I'm having trouble using this plugin with SRD Character Creator EX.
    My Core is 1.6.1.
    When I open the character creator scene, the game crashes.
    TypeError: win.getWindowCode is not a function

    Please let me know what other information I can provide to help you understand the issue. Thanks!

    P.S. I really like this plugin and hop I can get it to work in my game. Thanks for making it!

    Thank you for the message,

    ATM I do not have time to support this plugin, but I will update main page if I start to do it.

    Guims said:
    Hi everyone, i'm new on this forum and i pretend to stay here for a long time. Sorry if i did something wrong and sorry for the English, I'm not totally accustomed yet. About the plugin, this is a great ideia and the plugin works well. This is the only place i found a plugin for local coop, which is rare a plugin like this. My doubt is, in the same way there is a command for drop_player X, is there a way to join with the player without the player having to press start (by a script function or something)?

    Thank you for the message,

    I could make plugin/JS command to next version where it would be possible to use assign_device -command.

    trakpichu said:
    For some reason, this plugin doesn't seem to be compatible with Moghunter's BattleHud or Yanfly's Party Manager.
    It spits out this error by the way:
    fRTtOp7.png
    It's odd though, because it was working fine earlier, but eh, maybe I was just lucky.

    EDIT: I'll keep investigating further, but it seems to work without any save data located in the save folder, but at the cost of not allowing save data to work.

    It reports "Error: Object too deep {stack: (...), message: "Object too deep"}" When attempting to manually save the game.

    EDIT 2: That was fast wasn't it? Figured out it was this combined with another plugin I was having problems with in the past. Specificly the one Found here.

    Thank you for the message,

    ATM I do not have time to support this plugin, but I will update main page if I start to do it.

    IronSteel said:
    Is this plugin works on android ?

    Thank you for the message,

    This plugin is only dependent of JavaScript engine. So Android should be fine for example when using latest version of Chrome for example. Also needs gamepads connected to device.

    Domster said:
    Is there any way to make it works with MOG´s Chrono Engine?

    Thank you for the message,

    ATM I do not have plans to do it (but I will update main page if I start to do it). This plugin is for turn based battle systems.
  14. OcRam said:
    Thank you for the message,

    ATM I do not have time to support this plugin, but I will update main page if I start to do it.

    Did you get my bug report?

    Also, in that case I'd like a refund because I paid for it thinking that it'd be supported.
  15. Tuomo L said:
    Did you get my bug report?

    Also, in that case I'd like a refund because I paid for it thinking that it'd be supported.
    Hello @Tuomo L,

    "ATM I do not have time to support this plugin, but I will update main page if I start to do it." I refered to Moghunter's BattleHud -plugin. Local co-op itself is supported.

    Yes I got your bug report where you got P2 has left/joined the game I would still like to have some demo project where this bug persists because I can't replicate it in any circumstances.
  16. OcRam said:
    Hello @Tuomo L,

    "ATM I do not have time to support this plugin, but I will update main page if I start to do it." I refered to Moghunter's BattleHud -plugin. Local co-op itself is supported.

    Yes I got your bug report where you got P2 has left/joined the game I would still like to have some demo project where this bug persists because I can't replicate it in any circumstances.

    My sincere apologies for the misunderstanding.

    This actually ocured on a brand new empty project, but I can send it to you if you'd like.
  17. Tuomo L said:
    My sincere apologies for the misunderstanding.

    This actually ocured on a brand new empty project, but I can send it to you if you'd like.
    Hello,

    No problems sir. Ok if it occurs on new project also it is not necessary to send it. You said you were using steam controller and custom bindings?
  18. OcRam said:
    Hello,

    No problems sir. Ok if it occurs on new project also it is not necessary to send it. You said you were using steam controller and custom bindings?

    This issue happens with a regular Logitch controller without custom bindings. Whenever I transfer to a new map, it'll tell that the player has left, if it bound on a switch. Having any switch turned on causes this to occur, it doesn't have to be the one that's bound to the switch.
  19. Tuomo L said:
    This issue happens with a regular Logitch controller without custom bindings. Whenever I transfer to a new map, it'll tell that the player has left, if it bound on a switch. Having any switch turned on causes this to occur, it doesn't have to be the one that's bound to the switch.
    Hello @Tuomo L,

    I have now tried to replicate (for several hours) this issue without any success (everything is working like is supposed to). Maybe sending your demo project is the only way to solve this... Can you give me a link or something?
  20. OcRam said:
    Hello @Tuomo L,

    I have now tried to replicate (for several hours) this issue without any success (everything is working like is supposed to). Maybe sending your demo project is the only way to solve this... Can you give me a link or something?

    I sent you it in a PM.