Preload Manager

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Started by Galenmereth 289 posts Page 6 of 15 View original ↗
  1. Galenmereth said:
    That error is because events can grow "stale" when it comes to referencing animation ID's in the Database. Most likely you had events pointing to animation ID's that have since been removed (the max number of animations shortened). That's the only way I could reproduce it so far at least :)


    I've added a check for this in the latest master build (https://raw.githubusercontent.com/TorD/rmmv-preload-manager/master/TDDP_PreloadManager.js). It'll now check the validity of the returned animation object and print a warning and skip it if it's not valid.


    Update: Here's a preview of a simple loading screen I made using the public methods of the Preload Manager. I plan to release a configurable plugin addon for showing loading indicators like this:



    WOW!!! That plugin would be awesome and extremely useful!!! I hope we can make customizable and animated loading screen! *__*
  2. Galenmereth said:
    That error is because events can grow "stale" when it comes to referencing animation ID's in the Database. Most likely you had events pointing to animation ID's that have since been removed (the max number of animations shortened). That's the only way I could reproduce it so far at least :)


    I've added a check for this in the latest master build (https://raw.githubusercontent.com/TorD/rmmv-preload-manager/master/TDDP_PreloadManager.js). It'll now check the validity of the returned animation object and print a warning and skip it if it's not valid.


    Update: Here's a preview of a simple loading screen I made using the public methods of the Preload Manager. I plan to release a configurable plugin addon for showing loading indicators like this:



    Looks good so far, I appreciate the work you put into this! :)  This will be more than useful.


    And I really like your events in the background. :D
  3. Hi :D I was trying to test this beta version on a game that uses parallax as seems it will be the solution for the game closing almost all the time, but when I opened it this is the message I get: Uncaught error: Could not load TDDP.PreloadManager index file. Not sure if I did something wrong or what happened. I only changed Image Cache Limit to 50 and the rest is the same as default.
  4. @ThomasHarris Could you take a screenshot of the console (hit F8 when testing the game) when this error occurs? 
  5. Galenmereth said:
    @ThomasHarris Could you take a screenshot of the console (hit F8 when testing the game) when this error occurs? 

    @Galenmereth


     



    It was on an Acer tablet, it doesn't happen on browser or RPG Maker testing, or is it possible to see it happening on the tablet? :D
  6. Hello!
    I have this problem:


    1463603150-capture-d-ecran-2016-05-19-a-02-20-16.png


    Do you know why?


    I also precise I tried the plugin by deactivating all others plugins.


    OK. I solved this problem. It was because my file was named "SE" and not "se".
    But now, when I export my game, I have this error message:


    1463844202-capture-d-ecran-2016-05-21-a-21-21-12.png
  7. Could you hit F8 and show me the output in the console window? :)
  8. Hello!
    Well, I can't hit F8, because it's only when I export a game, and after I test my export.
    F8 works only when I test my project, if don't say a mistake.
  9. Ah, ok, thanks for the info. I'll see if I can reproduce it on my Mac then (I notice you're using OSX) :)
  10. Btw, it is not working when I use the plugin on a new project too (only when I test an export).


    My file is named "TDDP_PreloadManager". It's the correct name?


    Yes, when I test my project, or other projects, everything goes well. I have this error message only when I test an export game.
    +, I sent the export project to a friend who have a PC, and he has the same problem.
  11. But it works in test play in both projects? The file name is correct.
  12. Laurent, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    I also merged all your posts. Just edit the previous message to include information.
  13. I'm having the same problem as Laurent. Test mode is fine, but crashes on exported version.
  14. removed
  15. Good to know I'm not the only one, could it be that during export the file name gets changed? :D
  16. orlando said:
    @GalenMereth have you considered making a cache expiration checker that isn't triggered purely by a memory limit reached at some arbitrary point in time, but which checks the limit only on map change, and only removes things that are not used on the current map as a response (rather than removing based on last actual use only)? This will be better in that it ensures that there still won't be any observable delay on the current map caused by use of a resource that was just unloaded because the resource hasn't been actively accessed for a longer time (but the resource is still present in some trigger on the current map), while it will also still make sure memory doesn't run overly full in the long run.


    (this is also roughly what the WebAudioCache implements)

    This could certainly be a toggle feature, but one thing I'm wondering though is when do we want to determine that an asset is "too old"? Because that's what the current memory limit + least used implementation is covering for. The memory creep you see in MV, by the way, is because of PIXI and the texture system, not because of cached assets.
  17. Galenmereth said:
    This could certainly be a toggle feature, but one thing I'm wondering though is when do we want to determine that an asset is "too old"? Because that's what the current memory limit + least used implementation is covering for. The memory creep you see in MV, by the way, is because of PIXI and the texture system, not because of cached assets.



    Maybe after a certain (customizable) amount of frames? 
  18. Frames are arbitrary, as the higher the monitor hz, the higher the maximum attainable framerate. Some people will get 30 on their laptops, etc.

    Actual timestamps and seconds / minutes etc. are, of course, a potential boon. But what I wonder is... Why? It wastes more memory unloading and re-loading assets from storage unnecessarily than it does keeping them around until a configured limit, the reason being nwjs and semi-unpredictable garbage collection. It also creates new loading screens for no reason.


    Then again, if one does want the minimum possible memory footprint over time, clearing all unused assets on map switch (after checking what the new requires, of course), could possibly be good for some devices. Challenges with that include: menus, battle scenes, custom plugins that use assets, etc.
  19. removed
  20. The double loading has been fixed in v2, so that's not a concern anymore.


    The measurement of what to clear is currently only checked on preload start, i.e. when you load a new map, battle scene, or default menus.