RPG Maker MV 1.5.0 Update!

● ARCHIVED · READ-ONLY
Started by Archeia 171 posts Page 5 of 9 View original ↗
  1. Tuomo L said:
    I cleared cache, delelted and reinstalled and still get those missing files even though I have them.
    Is this your error?

    /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

    Because that error means that some piece of Javascript was interpreted as a filename instead of code.
  2. If you don't have any animation files with spaces, then I'm guessing it's a plugin gone awry.
  3. I also have the missing pixi files thing that others have reported and I verified that I have the pixi files in the lib folder.

    It's weird, the game runs fine if running from the game's folder in the index but in the editor it justs hangs forever.
  4. What does this mean?

    Deprecation Warning: PIXI.GC_MODES.DEFAULT has been deprecated, please use PIXI.settings.GC_MODE

    it's the only error it shows but I got no clue what it is about. It also shows in a fresh project.
  5. @Dutch Power Creations It's nothing serious, it's just a warning for the developers. so they are aware that PIXI has changed a public method which will most likely be removed in future releases of Pixi.js. The developers will have to change the core file to reflect the latest public method suggested in the warning.
  6. Thanks, @LTN Games I was already scared something might have broken and I had no clue on what was going on. Thanks again.
  7. To fix that go to rpg_core.js and replace for all occurrences:
    PIXI.GC_MODES
    for
    PIXI.settings.GC_MODE

    izi
  8. Great update, guys!

    Something I would like to ask something about this point of the update:
    Archeia said:
    Core Script Upgrade for better memory management.

    Does it mean the BGM/BGS/ME/SE delay is already fixed? Or perhaps is near to be fixed? I didn't try it in a new project because I'm working in my game (that uses the 1.4.1 update until I can update the plugins too).

    P:S.: @Archeia Glad to see the latest fixes I made in the Spanish translation. I'm still checking if there are more things to fix, but apparently, everything is fine at the moment. I'll wait until we can translate the Tutorial strings, and the new ones added with the new update.
  9. its really amazing!
    thanks
  10. This is great I hope RPG Maker MV keeps evolving overtime. Starting to turn out to be a great Little Engine that could :)
  11. Can anyone help me please? Do I have to make a new topic about the update issue?
  12. @Tuomo L So you're saying that everything runs fine when running from index? But when you playtest in the editor it has issues? If that's right, then you should probably start looking at the root of the problem, which would be Steam or MV itself. I know you said you've uninstalled and reinstalled, but there has to be some other underlying issue that's causing this.

    I've tried to comb through your posts the best I can and pick out anything that doesn't seem to have been responded to. Well, one thing I can say is that it never hurts to make sure all your programs, drivers, and operating system is up to date. And to be safe, making sure nothing else is running while you're editing in MV and running it as admin (if you can).
  13. meh~ great update but my project uses a lot of Yanfly and SRD plugins and it won't work on mobile if I use 1.5.0.
    sadly, my project is still using 1.3.4 as it is the most stable version for mobile deployment (android).
  14. Just finished checking out the new update. Congrats to the dev team for their awesome work. The img manager change is a tad annoying but its nothing game destroying. Good job!
  15. @EseQueL : Don't feel bad, I'm still on version 1.1 as I have all the plug-ins and such working for my project on that. I always say, there's no reason to upgrade just to upgrade.
  16. Ty @Kyuukon I have a clean F8 screen again, that will keep me more relaxed hahaha!
  17. Will there be, one day, something that helps you export your game on mobile devices easily ?
    It's really hard to do right now. If it could be as simple as exporting to windows, that would be so much better.

    Is the day coming or is it impossible ?
  18. Saneterre said:
    Will there be, one day, something that helps you export your game on mobile devices easily ?
    Technically impossible (unless the way of the mobile OS really changes).

    You'll always need a step in between , because the second part needs to make the packages work on too many different devices with big differences between them. And that conversion (no matter if done by crosswalk or the intel method or something else) needs such a specific knowledge that the people programming that simply don't have the time to learn how to program something else.

    Having a direct export (without the steps between) would require the MV-programmers to learn all the specifics of all the mobile devices, which would require them to spend another year learning that as well as probably tripling the programming cost for whatever RM that would do this - when there is absolutely no need for that because others put in the work for those conversion programs.

    And that doesn't even consider the problem that you can't get all the info due to licencing restrictions Apple places on the iOS-conversion: you have to use the Apple-Program for conversion to iOS and application to the applestore, because those details on what is done there are not puiblished.

    It might be that the conversion steps will be more automated by time, but that is something outside of RM and cannot be changed or handled by the RM programmers in any way.
  19. Andar said:
    Technically impossible (unless the way of the mobile OS really changes).

    You'll always need a step in between , because the second part needs to make the packages work on too many different devices with big differences between them. And that conversion (no matter if done by crosswalk or the intel method or something else) needs such a specific knowledge that the people programming that simply don't have the time to learn how to program something else.

    Having a direct export (without the steps between) would require the MV-programmers to learn all the specifics of all the mobile devices, which would require them to spend another year learning that as well as probably tripling the programming cost for whatever RM that would do this - when there is absolutely no need for that because others put in the work for those conversion programs.

    And that doesn't even consider the problem that you can't get all the info due to licencing restrictions Apple places on the iOS-conversion: you have to use the Apple-Program for conversion to iOS and application to the applestore, because those details on what is done there are not puiblished.

    It might be that the conversion steps will be more automated by time, but that is something outside of RM and cannot be changed or handled by the RM programmers in any way.

    Does automated programs exist currently ?
  20. @Saneterre I don't know - the best way to check for that would be to go to the crosswalk forums (or whatever conversion method you plan to use), because that is what has to be automated, it has nothing to do with the RPG-Maker.
    That said, someone here on the forum claimed to have written a program for that, but several people had problems using that as well - search for its topic.