RPG Maker MV 1.5.0 Update!

● ARCHIVED · READ-ONLY
Started by Archeia 171 posts Page 3 of 9 View original ↗
  1. The new updates is amazing and on my side works like a charm!
    Great work MV team! And the PIXI update is very useful :kaojoy:
  2. I updated and it works fine for me! Love the new plugin manager. I didn't update my project though, but it doesn't seem to be an issue so far...
  3. Sorry if I gave anyone a heart attack; my initial scan of the code changes made it look like they'd renamed the ImageManager functions, but they haven't, they've just added new ones, meaning the load functions are still there and plugins using them will still work.
  4. Trihan said:
    Sorry if I gave anyone a heart attack; my initial scan of the code changes made it look like they'd renamed the ImageManager functions, but they haven't, they've just added new ones, meaning the load functions are still there and plugins using them will still work.
    You were kinda right though, because it broke Srde plugin HuD Maker. Author said it was the mask function. Fortunaly, SrDe fixed asap his plugin after I reported it.
  5. Here's my errors I get at startup.

    /img/animations/function%20(value)%20%7B…%20this.splice(index%2C%201)%3B%0D%0A%20%20%20%20%7D%3B%0D%0A%20%20%7D.png Failed to load resource: net::ERR_FILE_NOT_FOUND
  6. GameFire said:
    Whenever I playtest, I get this error:
    mv_error_by_natfromgamefire-dbbyet4.png
    I'm unable to open the console (f8), so unfortunately this is all I can provide.
    I tried turning off all plugins, and it still threw this error.
    I did follow the instructions for updating (as I've done for every update prior to this one).
    I am using the Steam version of RPG Maker MV.

    I'm getting this error as well and I've copied over index.html and all necessary core files.
  7. deathsia said:
    I'm getting this error as well and I've copied over index.html and all necessary core files.
    The files in 'js\libs' folder too?
  8. Great work!

    I would like to know more about new types of parameters.
    So far I've found the following tags:
    @ require
    @ dir
    @ type file
    @ type number
    @ type boolean

    And will there be a detailed description of the new system for images?
  9. For those with any of SRD's plugins, he's working on applying updates for 1.5 and already has a few out. His Preloader Core doesn't seem to work at the moment.

    Some of Yanfly's plugins, specifically those dealing with any image files, seem to be slightly incompatible (but not game breaking). One of the issues I have spotted is that battlebacks seem to now be anchored from the center of the image, which splits them in half on the screen.

    Seems they have changed quite a lot with the image manager. :confused:

    EDIT:
    Posted a plugin to fix this, here, when it gets approved. :blink:
  10. You can set the type of your game parameters now within a plugin for Plugin makers, making it easier on them and you to deal with plugin params.
  11. ze1 said:
    I did all I was told in the instructions to update the maker and my project, and now I'm getting an issue when I try to playtest it. It gets stuck on this screen, right after starting it.

    WnFOoCe.png


    rpg_core.js is version 1.5.0

    yEpMGgn.png


    After some investigation, I found out that the issue seems to be caused by me trying to load some fonts on startup:

    Code:
    Zanto.Scene_Boot_prototype_create = Scene_Boot.prototype.create;
    Scene_Boot.prototype.create = function() {
        Zanto.Scene_Boot_prototype_create.call(this);
        Graphics.loadFont('GameFontNumber', 'fonts/Braciola MS.ttf');
        Graphics.loadFont('GameFontNumber2', 'fonts/DECTERM.ttf');
    };

    When I comment out the Graphics.loadFont lines, everything works. It used to work before update... What am I doing wrong?

    +1
    freeze to this screen
    It will be necessary to change the way to load the fonts
    ?
  12. Guys thats because you are using the old way to load a font , mv now use the new font face api
  13. Hi there,
    thanks for the new version and the new plugin manager!

    I have a problem after updating my project and hope to get some advice for this one:
    - wrong game size:
    I've added the community basic plugin. I also use the yanfly core plugin.
    I use: 1152x648 but the game is opend in 1475x637
    What can I do about it, please?
  14. Oni Giri said:
    I've added the community basic plugin. I also use the yanfly core plugin.
    I use: 1152x648 but the game is opend in 1475x637
    What can I do about it, please?
    Until all of Yanfly's stuff is updated, it's probably a good idea to just stick with using one or the other.
  15. Personally, what I did was put the Community_Basic plugin at the top of the plugin list and use that plugin to set the width and height I wanted. Then, in YEP_CoreEngine, I set the width and height to the default values. Seemed to work for me.
  16. @JGreene - Thanks for your advice! I deactivated the community_base and have the right size again

    @GameFire - Thank you, too! I tried this way, but in my case the size did not changed.

    Thanks a lot for your kind help <3~
  17. nio kasgami said:
    Nice! I like the new upgrade

    Although I saw in some plugin that we have now new tags for it...but few informations for it.
    Code:
    * @dir img/system/
     * @type file

    they seem interesting...but what's their use...can we add new types for it? do we have more control for it?

    I would like more explaination about them

    DK said:
    Great work!

    I would like to know more about new types of parameters.
    So far I've found the following tags:
    @ require
    @ dir
    @ type file
    @ type number
    @ type boolean

    And will there be a detailed description of the new system for images?

    Please read this post https://forums.rpgmakerweb.com/inde...w-plugin-manager-in-rpg-maker-mv-1-5-0.79764/ ;)
  18. Tuomo L said:
    Here's my errors I get at startup.

    /img/animations/function%20(value)%20%7B…%20this.splice(index%2C%201)%3B%0D%0A%20%20%20%20%7D%3B%0D%0A%20%20%7D.png Failed to load resource: net::ERR_FILE_NOT_FOUND

    I understood spaces in filenames were invalid
  19. Shaz said:
    I understood spaces in filenames were invalid

    They never were before?

    Besides, none of my animations have spaces.
  20. Tuomo L said:
    They never were before?
    They always were - that's why they get replaced with %20 in error messages, because the network file system can't handle them otherwise.
    It's just that windows has an override to allow such letters that are illegal under networking rules, but that override has problems of its own.