RPG Maker MV 1.3.0 Update!

● ARCHIVED · READ-ONLY
Started by Archeia 181 posts Page 8 of 10 View original ↗
  1. Personally, I'm not surprised that version 1.3 seems to have broken a lot of third party plug-ins. It's a major upgrade to the graphical aspect of MV, which, in my opinion, is a vast improvement from the previous version.


    Wall of text alert:

    Spoiler
    With a vanilla project, the game seems to run much faster than before on my netbook which has an Atom Z3775 processor and 2GB ram. I think it's unrealistic to expect old computers to run RMMV as it would RM2k3, especially (but not limited to) the fact that MV uses GPU and not CPU to process the games. After all, MV is not RM2k3 with mobile support. It's a completely new and modern engine.


    As for the plug-ins being broken, I'm sure the scripters are working to adjust their scripts according to the new framework. They just need time since MV was just updated yesterday, and they're mostly doing this on their free time for free. Honestly, I would have been more surprised if this update didn't break any plug-ins, considering the amount of changes it needed to optimize MV better compared to the previous versions, as well as the update to Pixi4.


    I can only suggest for others to keep the base scripts from version 1.2 for their current projects until the scripts have been updated. Updating to version 1.3 won't overwrite the scripts from the existing projects until you do it yourself.


    As for the accusations that the MV devs don't test their engine before releasing or updating it, I think it's unfair since every decent game making engine out there has to be updated and bugs addressed, plus they have a larger team to work on their more expensive and sometimes royalty-required engines. The bugs aren't as obvious as they are in RM engines because the others like GM, and Unity require at least some level of scripting ability, and users normally blame themselves for broken functions until the company fixed them. Functions are automated in RM so it's faster and easier to spot errors and mistakes.


    Let's all be cordial here and help one another out. From the fixes and features that are being introduced in each version, I feel that the devs are listening to us reggarding bug reports and feature requests. They just need time to address the issues. Rome wasn't built in a day, after all. ;)








    cat-meme-live-long-n-prosper-n-stuff.jpg


    Wall of text out.  :p
  2. Susan said:
    Personally, I'm not surprised that version 1.3 seems to have broken a lot of third party plug-ins. It's a major upgrade to the graphical aspect of MV, which, in my opinion, is a vast improvement from the previous version.


    Wall of text alert:

    Spoiler
    With a vanilla project, the game seems to run much faster than before on my netbook which has an Atom Z3775 processor and 2GB ram. I think it's unrealistic to expect old computers to run RMMV as it would RM2k3, especially (but not limited to) the fact that MV uses GPU and not CPU to process the games. After all, MV is not RM2k3 with mobile support. It's a completely new and modern engine.


    As for the plug-ins being broken, I'm sure the scripters are working to adjust their scripts according to the new framework. They just need time since MV was just updated yesterday, and they're mostly doing this on their free time for free. Honestly, I would have been more surprised if this update didn't break any plug-ins, considering the amount of changes it needed to optimize MV better compared to the previous versions, as well as the update to Pixi4.


    I can only suggest for others to keep the base scripts from version 1.2 for their current projects until the scripts have been updated. Updating to version 1.3 won't overwrite the scripts from the existing projects until you do it yourself.


    As for the accusations that the MV devs don't test their engine before releasing or updating it, I think it's unfair since every decent game making engine out there has to be updated and bugs addressed, plus they have a larger team to work on their more expensive and sometimes royalty-required engines. The bugs aren't as obvious as they are in RM engines because the others like GM, and Unity require at least some level of scripting ability, and users normally blame themselves for broken functions until the company fixed them. Functions are automated in RM so it's faster and easier to spot errors and mistakes.


    Let's all be cordial here and help one another out. From the fixes and features that are being introduced in each version, I feel that the devs are listening to us reggarding bug reports and feature requests. They just need time to address the issues. Rome wasn't built in a day, after all. ;)



      Reveal hidden contents





    cat-meme-live-long-n-prosper-n-stuff.jpg



    Wall of text out.  :p

    My tablet has roughly the same specs, and I get a smoother performance from it too with the new version :D  So plugins aside I'm overall very happy with the update. The editors specific stuff I am liking too. Being able to change from the drop down menus to the object selector is amazing.
  3. liamx2000 said:
    Since I only just bought this , I'm scared of updating and mucking up my Rpg maker and projects. You would think an update would be simple just click and done But for an ultra noob like myself I find it hard. I have used RPG Maker 2003 for many many years still do but really wanted to learn to use MV now as well


    Also never heard of Pixi4 until today and that's all I see people talking about now and it just goes way over my head right now , do I need to use pixi4 to make my game now ? is it essential ??


    Because if people who know how to install this are having problems what kind of issues will I get lol.

    Pixi is a dedicated 2D graphic rendering engine that is multi-platform and allows many of the easy graphic effects you see on RPGM, along with built-in touch support and sprite support. The new version is quite a bit faster, so it isn't 'essential' really, but if you're doing heavy sprite and graphic manipulation, performance should be better.
  4. Isaac The Red said:
    The Index.html and the js files you copied over into the project to "update" it, if you still have any projects in 1.2 that you havent updated, you can copy the same files from there into the project again to go back to 1.2 in that project. in the libs folder, 1.3 has a couple new files, just get rid of them again as well. I'm not entirely sure what went wrong but doing this can undo what you did to update the project.

    RPG Maker MV on steam really should have versions selection features or something, so that in situations like this the steam users can drop back to a previous version. 



    Ah, I tried that and the same problem but all my other projects are working perfectly fine. Think it's more likely a different problem and just coincidence that I first discovered it after the update. Thank you anyway :D
  5. deadtuning said:
    Ah, I tried that and the same problem but all my other projects are working perfectly fine. Think it's more likely a different problem and just coincidence that I first discovered it after the update. Thank you anyway :D

    If you can thin out the project to make it small enough to upload somewhere I can poke at it and see if I can get it working, if you want of course. If your only using the RTP graphics and audio and the like removing all of that and just zipping and uploading the rest would be fine.
  6. I have some problems too... :(


    if i disable iavra minimap it works... hope iavra will be fixed soon.

    Schermata 2016-08-11 alle 17.49.10.png
  7. Isaac The Red said:
    RPG Maker MV on steam really should have versions selection features or something, so that in situations like this the steam users can drop back to a previous version. 

    It has - just go to steam program properties, betas, and select the version you want.


    You can even go back to the extremely buggy 1.0.0 with the problem that it didn't support international numbers and crashed in half the countries on editing traits with percentages
  8. Lakaroth said:
    I have some problems too... :(


    i havo no idea how to fix it...

    Is this a new project, or an older project updated to 1.3, any plugins used, was it updated completely? js files and index.html etc. Anything you changed between the last time it worked and now? EDIT: Orange Hud and any other plugins that rely on pixi will no longer work with the update to pixi4

    Andar said:
    It has - just go to steam porogram properties, betas, and select the version you want.


    You can even go back to the extremely buggy 1.0.0 with the problem that it didn't support international numbers and crashed in half the countries on editing traits with percentages

    Hm.. it didn't work for me last time I went to do that actually. Well good to know its a thing now then.
  9. @Lakaroth Looks like several of your plugins are outdated now - that is nothing that Degica can change, you need to wait until the pluginwriters could upodate their plugins.
  10. I see... the problem is iavra minimap, if i disabile the rest is ok.


    I have made a new project then change js  core and html...


    One question, what is the deprection warning in my console?
    Thanks
  11. Lakaroth said:
    I see... the problem is iavra minimap, if i disabile the rest is ok.


    I have made a new project then change js  core and html...


    One question, what is the deprection warning in my console?
    Thanks

    The "Container" side note (easly corrected by changing it in your file), is due to the fact that some plugin aren't using the last standard format of PIxie4.


    Through the debbuging consol, I've spoted the culprit and change it (thanks Geany ^^).

    Isaac The Red said:
    You will have to upload those into drop box or mediafire or something, we can't download them from wherever you have them right now. "Failed - No file" error when attempting to download it.



    For those who want to try a project sample ported with XDK, now there's a fonctionnal link. Sorry, it's pretty heavy.
  12. Andar said:
    It has - just go to steam program properties, betas, and select the version you want.


    You can even go back to the extremely buggy 1.0.0 with the problem that it didn't support international numbers and crashed in half the countries on editing traits with percentages

    Doing this asks for a beta access code.  Nevermind, I'm and idiot, all I had to do was leave it blank.  Thanks a million Andar.
  13. The code is for "private" beta. The 1.2.0 should be avaible without problem.


    At least, I hadn't got any.
  14. Andar said:
    It has - just go to steam program properties, betas, and select the version you want.


    You can even go back to the extremely buggy 1.0.0 with the problem that it didn't support international numbers and crashed in half the countries on editing traits with percentages

    Uh, how do I get to Steam program properties? I'm not seeing anything like that in the Steam client... but I'm probably looking in the wrong place.
  15. Open your library, right click on rpgmakermv, click properties in the popup.  than beta's is the 2nd last tab.
  16. padr81 said:
    Open your library, right click on rpgmakermv, click properties in the popup.  than beta's is the 2nd last tab.

    Thanks. Now I feel dumb. I even looked there, but I didn't see it apparently.
  17. Nanaya said:
    For those who want to try a project sample ported with XDK, now there's a fonctionnal link. Sorry, it's pretty heavy.

    I'm downloading it now, I'll get it loaded on one of my Android devices and tell you how it goes. :D
  18. I am just wondering how long it will take to get the memory leak/fading issue when map transfering fixed. It pretty much mades my game unappealing/laggy to play so I am forced to stay with 1.2. I plan on making a bug report later today if someone doesnt do it before then.
  19. Isaac The Red said:
    It's just a small prefilled database similar to VX and older beginning databases. It's optional and you have to manual add the files from the folders NewData_FantasyEN or NewData_FantasyJP into a new project. I go over it in my video here 








     about 12 minutes in, WARNING: I recorded this far louder than I wanted to. XD Headphone users beware. ;-; i'm loud.

    Okay, thanks! I understand what those are now. And I agree that it was shocking to see such little in the Database. Especially since I had looked at VX Ace and the Database was already filled with starting characters.
  20. RilinDev said:
    Okay, thanks! I understand what those are now. And I agree that it was shocking to see such little in the Database. Especially since I had looked at VX Ace and the Database was already filled with starting characters.

    Yea it was kinda a thing, I usually use the default database stuff on my first project in an RM engine just to get used to the changes and everything, so it was a strange sight when I launched MV the first time.