RMMV tips: Upgrade NWJS and Chromium 67,68 64bits

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Started by Jonforum 56 posts Page 3 of 3 View original ↗
  1. Perhaps silly questions, but how does one verify that the update was successful? I ran process.verions in the console, but I still see Chromium "65.0.3325.181"

    EDIT: Solved myself, when using Steam the correct path is C:\Program Files (x86)\Steam\steamapps\common\RPG Maker MV\nwjs-win-test
  2. NWJS.png
    This is what appear when I tried to launch my deployed game after updating nwjs in the deployed folder (nwjs-win)

    Anyone know why and how to solve it?
  3. Hi, i tried to upload nwjs but it break a lot of things...

    Now it's all blurry... and for example, fullscreen doesnt' work anymore. :/ So bad...

    EDIT:

    Resolved. For upgrade NWJS to a new version in the right way, you CAN'T upgrade nwjs in the rpg maker program folder.
    That's because the program, run for test a custom version. You can't replace that, it break things in test mode.

    You can only upgrade nwjs for a game DEPLOYED.

    You must download new version of nwjs (sdk for have the debug mode, or the normal one for save some mb in size).

    Then, you must put your project into a folder named www (just like the exported one) into the root of the folder of new nwjs.
    Then, you must copy the file "package.json" that is in the root of your project, into the root of new nwjs folder.

    Then, you can rename nwjs.exe into Game.exe, if you want it just like the vanilla deployment.

    In this way, you have no problem (test your plugins, maybe something will be broken (few things, really...) and will have to be checked. But they will be very few. You can also try to go down a few versions nwjs and see how the others work. I tried the last one, with a lot of scripts, and I only found a couple of them with something to fix.
  4. Hello!

    I use Mac and the directions for Mac is very confusing (changing all these files and icons into different files?). I figured out a way that is much easier.

    I have a question, whats the highest NW.js version you updated MV to? I stopped at 33.3 because thats the latest version supported by Greenworks (I want the STEAM functionality).
  5. Not sure if it's been pointed out (don't feel like reading 3 pages of replies just to find out, either) but the OP's instructions only update nwjs for the playtest version.

    I just checked the version on a sample deploy and it still shows 0.29.0 even though the playtest shows v0.49.2. For anyone who wants to know how to check a deployed game's nwjs version, navigate into the game's www/js folder and open rpg_scenes.js. Locate the function Scene_Boot.prototype.initialize and make the following change:

    Code:
    Scene_Boot.prototype.initialize = function() {
        Scene_Base.prototype.initialize.call(this);
        throw new Error("NWJS Ver: " + process.versions.nw); // we are adding this line
        this._startDate = Date.now();
    };

    Save and run the game. It'll crash, but instead of an actual error, it'll report the nwjs version number.

    Anyway, you'll also need to follow similar steps for whichever platform(s) you plan on deploying to. For example, if you want windows, you'll need to do this for nwjs-win or for linux, nwjs-lnx.

    Just make sure you don't grab the sdk version--instead, get nwjs-v??.??.??-win-x64.zip for windows (for example), back up RMMV's nwjs-win folder, then pretty much follow the OP's steps and you're good to go.
  6. Thank you @DarkSearinox92 and @Aesica :thumbsup-right:

    Copying the contents of "nwjs-sdk-v0.48.1-win-x64" and pasting it over the files in the root deployed project folder (in my case "SF Projekt TSOTS") did the trick. Then I pasted that bit of code from Aesica's post into rpg_scenes.js and finally saw the glorious 'NWJS Ver: 0.48.1' error :)

    No plugin errors yet.
  7. i have no issue on my side ! tested on rmmv 1.6 with nw 0.50.2.
    I dont know what to say ! just follow steps .
    1609196309864.png
  8. Any significant performance differences between 0.49.2 vs 0.50.2?
  9. Frostorm said:
    Any significant performance differences between 0.49.2 vs 0.50.2?
    You have access to all logs optimisations ,fix here.
    Blogs
  10. Jonforum said:
    i have no issue on my side ! tested on rmmv 1.6 with nw 0.50.2.
    I dont know what to say ! just follow steps .
    View attachment 173157

    But on Playtest, or in the deployed game? Because if i replace the nwjs on rpg maker folder, the TEST part, when i try to test the game, it runs all blurry and buggy in graphics.

    Frostorm said:
    Any significant performance differences between 0.49.2 vs 0.50.2?

    Definitively YES. I had a big problem with FPS with the version base of nwjs, using lights. When you overload the scene, for example simply with an open/close menu, sometimes fps drop down to 30, without return to 60. I've become MAD to understand this error. Upgrading NWJS, when i tested the game DEPLOYED of course, the problem disappeared. So Guys, upgrade your nwjs always.

    I'd love to upgrade Pixi too, but in that case I'm afraid a lot of scripts would break. Especially those of yanfly. Whenever a pixi upgrade came out, Yanfly would go over and fix all of his scripts.

    I should try and see what happens, in case I go back ... but I have a bad feeling :(
  11. DarkSearinox92 said:
    I'd love to upgrade Pixi too, but in that case I'm afraid a lot of scripts would break. Especially those of yanfly. Whenever a pixi upgrade came out, Yanfly would go over and fix all of his scripts.

    I should try and see what happens, in case I go back ... but I have a bad feeling
    With Pixi, as long as you stick with 4.x you should be fine. I'm currently using 4.8.9 and it works fine, if not better than whatever dated version MV's last version came with as the default. It gives one deprecation warning about a function being renamed, but the renamed function still has a reference from the old name to the new one, so it doesn't cause any problems.
  12. I updated pixi and the biggest thing I noticed is SOME pixi related plugins just don't work. they won't break the game in some cases, they literally do nothing. I'm not versed enough in it to know what's up though. but all of my yanfly stuff still seems to work and I've got pixi all the way up to 5.3... again, just some pixi related stuff seems to not really function. though most of those still work too.
  13. I'd really suggest sticking with 4.x. Once you get into 5.x, older functions (which RM and as you found, some plugins as well) make use of start to disappear, which can lead to problems.

    As for yanfly's plugins, the types of plugins that may break from upgrading pixi are mostly just those that deal with graphics and such. Yanfly's plugins, in contrast, mostly just manipulate the game logic...with a few exceptions but they're generally going to be safe.
  14. Aesica said:
    I'd really suggest sticking with 4.x. Once you get into 5.x, older functions (which RM and as you found, some plugins as well) make use of start to disappear, which can lead to problems.

    As for yanfly's plugins, the types of plugins that may break from upgrading pixi are mostly just those that deal with graphics and such. Yanfly's plugins, in contrast, mostly just manipulate the game logic...with a few exceptions but they're generally going to be safe.
    that's a good thing to note. I haven't seen antlything about updating it, but keeping it in the 4's. I'd like to know how without breaking everything lol.
  15. Aesica said:
    I'd really suggest sticking with 4.x. Once you get into 5.x, older functions (which RM and as you found, some plugins as well) make use of start to disappear, which can lead to problems.

    As for yanfly's plugins, the types of plugins that may break from upgrading pixi are mostly just those that deal with graphics and such. Yanfly's plugins, in contrast, mostly just manipulate the game logic...with a few exceptions but they're generally going to be safe.

    Thank you so much for the suggestion.

    And there is no way for upgrade NWJS to the test mode?

    What the hell the nwjs-test has in the "Test Mode" do that blur and graphics problems, if i replace it with the new vanilla version of nwjs?

    I mean, if we can "take" particular functions of nwjs-test and paste it in the new nwjs, maybe we can also upgrade nwjs to the test-mode :(
  16. DarkSearinox92 said:
    Thank you so much for the suggestion.

    And there is no way for upgrade NWJS to the test mode?

    What the hell the nwjs-test has in the "Test Mode" do that blur and graphics problems, if i replace it with the new vanilla version of nwjs?

    Nwjs is nothing more than a portable browser multi os with nodejs, it currently clones chromium , also used in browser like Edge, Chrome, Vivaldi ...
    Actually it do what it should do !
    You can also use Electron, NeutralinoJS, Sciter, Flutter, Xojo .......
    You have actually a big list who they all do same thing.
    GitHub - sudhakar3697/awesome-electron-alternatives: A curated list of awesome Electron alternatives.
    Rpgmaker out a pure html5Game, than you can use the framework you want.
    The only issue i think is rpgMaker sofware for dev mode,
    If they have some nwjs code instruction inside soft, and should not !!!!
    And maybe injectings somes env variables, where they are not accesibles.


    Because the software are not opensource, so it will make hard to fix thing.
    They should produce code for nwjs outside.
    I made a lot of app with nwjs, where nwjs can be easily hack or replaced by another frameworks.
    GitHub - jonlepage/pixi-nwjs-starter: pixijs + node-webkit + js [starter app boilerplate] GitHub - jonlepage/nw-Parcel-hmr-boilerplate What you can look if is you support all args provide and injected by rmgmaker.
    Big list here, and it can related to your hardware. o_O gl.!

    The problem may comes from the way in which the Japanese dev integrate nwjs and also pixijs into their software (not open source), but we cannot blame them, already that English documentation is lack a lot of stuff, even more so for a Japanese.
    I spent hours in the official doc close to burnout myself!