OcRam - Passages plugin (MZ/MV)

● ARCHIVED · READ-ONLY
Started by OcRam 528 posts Page 16 of 27 View original ↗
  1. ShadowDragon said:
    @Nortas
    if cliffs are on A, use 19, while 18 in your picture above, is above player and cut it out.
    18 is more used for bridged (center) and corners.

    it can be reconizeable though, if you use clifs pars (different from autotiles (A), than 18 can be used.
    but read carefully what they do and follow the example images for best use, so you dont have
    bugs if used incorrectly ^^

    if you recheck four images (region 19) and (region 18), you see the ground above the player
    while its not there on region19 image.
    Yes! I understood that! thank you again!

    Nortas said:
    Aaaaah! That's the key so! Because in my tileset the upper edges are in B tiles! (the other parts of cliff in A tiles).

    So I'm right using 18! :D
    TY

    I replied you before!

    My problem is I'm italian and my english is not so advanced! :'D
  2. Hi. So, How do you use this plugin with OcRam's Layers to set under/overlay tiles on parallax maps? Is it possible? I've done with RMMV's tile mapping but couldn't do it with a parallax map. I'm trying to do a simple passage beneath a door ceiling, but my character appears above the tile, instead of under it.
  3. PresaDePrata said:
    Hi. So, How do you use this plugin with OcRam's Layers to set under/overlay tiles on parallax maps? Is it possible? I've done with RMMV's tile mapping but couldn't do it with a parallax map. I'm trying to do a simple passage beneath a door ceiling, but my character appears above the tile, instead of under it.
    Thank you for the message,

    First of all you will need lower layer and upper layer that will both match map size. Then you'll need to mark regions and passages (this will be the hardest part, especially 4-dir passage setup - see example pic).

    Basic idea is same as in tile mapping >> 16 is for underpass, 17 is for overpass, 19/18 will show layer above player when player is on lower floor level (also blocks/allows movement based on player floor level).

    Screen shot
    layers_and_passages.png

    This example map (Region de parallax) is from my demo project. Map size is 30 x 30.

    map017.png

    !map17.png
  4. @OcRam

    I see, so you did use an upper layer. I thought i wouldn't have to. Thanks for your help.
  5. Game_2020-05-14_19-00-44.png
    When I try using this plugin, it spits out this error as soon as I try launching the game. Disabling the plugin immediately fixes it so I'm not sure what I'm doing wrong, does it not work with custom tilesets?
  6. afn360 said:
    View attachment 143715
    When I try using this plugin, it spits out this error as soon as I try launching the game. Disabling the plugin immediately fixes it so I'm not sure what I'm doing wrong, does it not work with custom tilesets?
    Thank you for the message,

    It seems that there's no such file existing in ../img/tilesets folder?
  7. Yeah I get that, but I'm not sure if your plugin requires additional files to work though?

    Like I said, without the plugin installed my game launches and runs fine, but as soon as I turn the plugin to the "On" position in the plugin manager it gives me this error, have you tried using this plugin with anything other than the default tileset? Because I can't think of anything else that would be causing it.

    I'm not sure how else to explain it I'm sorry, essentially,my game doesn't call for this file (because it's never existed in the first place) but for some reason when I activate your plugin it tries to load img/tilesets/(any file)ex.png so like, what I do to fix that problem is I'll copy the base file for this example it's: fsm_Forest02_A4, then I'll paste that copy and rename it fsm_Forest02_A4ex. After doing this, it stops calling for that file specifically to be loaded, but then it asks for another tileset after that and so on: "Failed to load: img/tilesets/fsm_Forest02_A5ex.png" (or something like that.)

    Later today I will try to make a test project with no plugin besides this one and no additional tilesets to see if it gives an error, because the additional tilesets I feel is what is giving me the issue.
  8. afn360 said:
    Yeah I get that, but I'm not sure if your plugin requires additional files to work though?

    Like I said, without the plugin installed my game launches and runs fine, but as soon as I turn the plugin to the "On" position in the plugin manager it gives me this error, have you tried using this plugin with anything other than the default tileset? Because I can't think of anything else that would be causing it.

    I'm not sure how else to explain it I'm sorry, essentially,my game doesn't call for this file (because it's never existed in the first place) but for some reason when I activate your plugin it tries to load img/tilesets/(any file)ex.png so like, what I do to fix that problem is I'll copy the base file for this example it's: fsm_Forest02_A4, then I'll paste that copy and rename it fsm_Forest02_A4ex. After doing this, it stops calling for that file specifically to be loaded, but then it asks for another tileset after that and so on: "Failed to load: img/tilesets/fsm_Forest02_A5ex.png" (or something like that.)

    Later today I will try to make a test project with no plugin besides this one and no additional tilesets to see if it gives an error, because the additional tilesets I feel is what is giving me the issue.
    Hi,

    This plugin will pre-load all tilesets for faster access in-game. That's why all tileset images must be valid.

    Code:
    $dataTilesets.forEach(function (ts) {
        if (ts != null) {
            tmp = [];
            ts.tilesetNames.forEach(function (s) {
                tmp.push(ImageManager.loadTileset_OC(s));
            });
        }
    });
  9. I had an issue with YEP_SaveMenuCore which I am also using. It allowes me to reload any other save file from within the Save Scene. Adding the following code to your plugin solved the issue for me:

    Code:
    this.extend(Scene_File, "onLoadSuccess", function () {
            _this.debug("Loading new save...", "Force to re-load whole tileset!");
            _savedLayer = null; _flags = null; _savedLayer = null;
            _currentShaderTilemap = null; _cacheReady = false;
            _tileSprites = []; _doCulling = false;
            _this["Scene_File_onLoadSuccess"].apply(this, arguments); return;
        });
  10. Hello. I downloaded the latest version (v. 4.07) but I get this error when I try to launch the game. How can I fix it in the code?


    1591087996624.png
  11. Valgous said:
    Hello. I downloaded the latest version (v. 4.07) but I get this error when I try to launch the game. How can I fix it in the code?


    View attachment 146281
    Thank you for the message,

    What is the version of RMMV core in your project?
  12. OcRam said:
    Thank you for the message,

    What is the version of RMMV core in your project?
    I used ver. 1.2.0 because this version works stably. If I update the version, will the error disappear?
  13. Valgous said:
    I used ver. 1.2.0 because this version works stably. If I update the version, will the error disappear?
    My plugins are designed for RMMV v1.6.2 so yes this plugin will work if 1.6.2 version is used.

    If you decide to upgrade your project, please backup your project - before updating from 1.2 to 1.6 a lot of things have been changed there.
  14. OcRam said:
    My plugins are designed for RMMV v1.6.2 so yes this plugin will work if 1.6.2 version is used.

    If you decide to upgrade your project, please backup your project - before updating from 1.2 to 1.6 a lot of things have been changed there.


    I updated the version and that error disappeared, but the following error appeared.

    1591113808882.png
  15. Valgous said:
    I updated the version and that error disappeared, but the following error appeared.

    View attachment 146288
    Looks like conflict with other plugin. Have you tried to move plugins on different order?
  16. OcRam said:
    Looks like conflict with other plugin. Have you tried to move plugins on different order?

    After moving the plugin, the error disappeared. Thanks!
  17. Hi

    I have a little problem with the plugin
    I try to make a transfer from a place to a other , this place from where I start is at top of the wall where guard patrol
    so , when I take the stair ( so the transfer event ) from the wall to the the room under , all is good , but if I try to take the stair back it don't work , and more weird , now I pass through people

    Capture1.JPG Capture2.JPG Capture3.JPG

    the only way I found to solve this is disable the plugin OR turn the " auto floors levels " to false
    I assure you their is no region ID in the 2nd map , and in the first , there is some but they are far away
    oh and this happen when I test the game via the editor so I start the game where I stand on the 1st picture , so I don't touche any region ID before that

    Capture4.JPG

    so ... wtf happened ?
  18. Nayko93 said:
    Hi

    I have a little problem with the plugin
    I try to make a transfer from a place to a other , this place from where I start is at top of the wall where guard patrol
    so , when I take the stair ( so the transfer event ) from the wall to the the room under , all is good , but if I try to take the stair back it don't work , and more weird , now I pass through people

    View attachment 147576 View attachment 147577 View attachment 147578

    the only way I found to solve this is disable the plugin OR turn the " auto floors levels " to false
    I assure you their is no region ID in the 2nd map , and in the first , there is some but they are far away
    oh and this happen when I test the game via the editor so I start the game where I stand on the 1st picture , so I don't touche any region ID before that

    View attachment 147579

    so ... wtf happened ?
    Thank you for the report,

    Make sure that you are using latest version of OcRam_Passages and use * Plugin Command * floor_level -1 low (or high) to force player floor level after * Transfer Player * command.
  19. OcRam said:
    Thank you for the report,

    Make sure that you are using latest version of OcRam_Passages and use * Plugin Command * floor_level -1 low (or high) to force player floor level after * Transfer Player * command.
    yes I have the last version installed , and thanks for the command , but why this happened ? I would like to understand
    I pass trough people but I don't pass trough wall so it don't set my floor levels higher ?