RPG Maker MV v1.3.1: Fixes

● ARCHIVED · READ-ONLY
Started by Archeia 232 posts Page 4 of 12 View original ↗
  1. I just went to pay a glance. Dark grass and forests, plus the B-layer mountains on my world map seem to have the problem.


    I back this up.
  2. Here's the project I created for this bug if someone is interested in seeing the memory leak:  https://mega.nz/#!zYtwSCAZ!RuzTMpbXkSGIKcCYICheKsv3jZqZ01wdvh6DI_xaUz8


    While you click on the characters to travel through six map watch the game.exe go from 400 mb to 1,1 gb within seconds and never going back to 400 mb because the engine simply doesn't clean parallax maps.


    Before 1.3 we at least had  ImageManager.cache.clear(); which decreased the game.exe back to its origin size of ram usage but of course it is not working anymore with 1.3 or 1.3.1 
  3. brandos said:
    Here's the project I created for this bug if someone is interested in seeing the memory leak:  https://mega.nz/#!zYtwSCAZ!RuzTMpbXkSGIKcCYICheKsv3jZqZ01wdvh6DI_xaUz8


    While you click on the characters to travel through six map watch the game.exe go from 400 mb to 1,1 gb within seconds and never going back to 400 mb because the engine simply doesn't clean parallax maps.


    Before 1.3 we at least had  ImageManager.cache.clear(); which decreased the game.exe back to its origin size of ram usage but of course it is not working anymore with 1.3 or 1.3.1 

    WHY is this project 500+ MB? Strip the project down to the BARE essentials to demonstrate the memory leak. 

    solaris1111 said:
    I also have the same problem concerning the blending. For exemple, water plants appear with a with contour.

    Yea I've seen this, definitely a confirmed bug.
  4. Isaac The Red said:
    WHY is this project 500+ MB? Strip the project down to the BARE essentials to demonstrate the memory leak. 


    Yea I've seen this, definitely a confirmed bug.



    For a more dramatic effect, as long this memory leak exists games that feature multiple parallax layers per map are not possible and to be honest I won't stop asking for a fix until memory leak is the first word that appears when you google rpg maker mv. ^^
  5. brandos said:
    For a more dramatic effect, as long this memory leak exists games that feature multiple parallax layers per map are not possible and to be honest I won't stop asking for a fix until memory leak is the first word that appears when you google rpg maker mv. ^^

    OK I get it, you wan't the bug fixed, I support fixing bugs 100% what I don't support is people blatantly ignoring procedures to get themselves seen. Archeia has given us a bug reporting template. Dramatic effect is pointless. I love helping fellow RM devs with their projects, but I'm not willing to fill my HDD up by downloading every one of their half gig projects full of most of the same resources that I already have on my compouter and can EASILY push into the folders needed. Can EASILY strip a project down to under 90 MBs including only your custom images and just have a note to put the RTP stuff in to make the project work. It's not rocket science.
  6. Isaac The Red said:
    OK I get it, you wan't the bug fixed, I support fixing bugs 100% what I don't support is people blatantly ignoring procedures to get themselves seen. Archeia has given us a bug reporting template. Dramatic effect is pointless. I love helping fellow RM devs with their projects, but I'm not willing to fill my HDD up by downloading every one of their half gig projects full of most of the same resources that I already have on my compouter and can EASILY push into the folders needed. Can EASILY strip a project down to under 90 MBs including only your custom images and just have a note to put the RTP stuff in to make the project work. It's not rocket science.

    I wouldn't bother anyway, he has 6 50mb Parallax images. That is the reason it is so large, and that is ridiculously unoptimized and unreasonable.
  7. I'm pointing out to this bug for months, i've paid people so they would try to fix it and meanwhile I have the feeling that this is something which can't be fixed and tries to be ignored by the developers. Best part is how I got a fix for it but 1.3 made it no longer working. ^^


    @Ralph



    The problem also appears with smaller parallax maps below 2048
  8. Liquidize said:
    I wouldn't bother anyway, he has 6 50mb Parallax images. That is the reason it is so large, and that is ridiculously unoptimized and unreasonable.

    I think I just turned into a basic White Girl, because I cant even...
  9. Liquidize said:
    I wouldn't bother anyway, he has 6 50mb Parallax images. That is the reason it is so large, and that is ridiculously unoptimized and unreasonable.



    ridiculously unoptimized and unreasonable is when you create an engine but forget to add proper cleaning of the cache
  10. D: all my plugin settings got removed and replaced with some splash screen plug in.....and i followed the instructions completely
  11. brandos said:
    ridiculously unoptimized and unreasonable is when you create an engine but forget to add proper cleaning of the cache

    there is nothing forgotten - the problem here is that cache management isn't as easy as you make it sound, and using unoptimized ridicilously large images only increases the problems that can't be avoided. make your maps smaller and send your parallaxes through image optimizers, then talk again.
  12. Crimson Dragon Inc. said:
    D: all my plugin settings got removed and replaced with some splash screen plug in.....and i followed the instructions completely

    You were not supposed to copy over the plugin.js file, that file is the one that had all your plugin settings D:

    brandos said:
    ridiculously unoptimized and unreasonable is when you create an engine but forget to add proper cleaning of the cache

    If the bug can be shown with smaller paralax, why not just use one of the included RTP paralax? Be reasonable with the community and it will be reasonable with you.
  13. brandos said:
    ridiculously unoptimized and unreasonable is when you create an engine but forget to add proper cleaning of the cache

    I didn't create the engine :') I was hired to fix the issues, with the editor mind you. Me fixing issues with the actual core JS files is just something I do out of the kindness of my heart. You aren't wrong in that MV is not fully optimized, but we are working on it. You are being unreasonable and expecting a $70 engine to solve all the problems for you, when the only reason it is getting continued support and updates anyway is because of us. Otherwise JPN would not be doing it. You are being unreasonable in that no developer in their right mind, even AAA developers would use a 50mb 5k image, or multiple on the same map even, for a parallax.  You are being unreasonable by actively harassing the developers into fixing a bug they are well aware of, that isn't necessarily just their fault (NodeJS is at fault too). I would appreciate it if you let us do our jobs in peace and when we get to the complicated process that is adding a proper cache system, you will be the first to know.
  14. I knew it.

    Spoiler
    5f7.jpeg



    Just for your information, the memory is stable at 25% to me (like it should be) after resizing your images at 2048x1365.
  15. Andar said:
    there is nothing forgotten - the problem here is that cache management isn't as easy as you make it sound, and using unoptimized ridicilously large images only increases the problems that can't be avoided. make your maps smaller and send your parallaxes through image optimizers, then talk again.



    Actually it took only one page of coding to have a fluid gameplay experience  With this script game.exe goes back to it's original size after 10 map transitions, the perfect solution but 1.3 made it no longer working because people decided to change stuff for no reason.

    Code:
    /*:
    * @param Save File Index
    * @desc The temporary index of the save file pre-saved and preloaded per transfer.
    * @default 1
    */
    
    var mapTransferredCounts = 0;
    
    var params = PluginManager.parameters('X_MapSaveFix');
    var saveFileIndex = Number(params['Save File Index']);
    
    var x_sceneMap_update = Scene_Map.prototype.update;
    Scene_Map.prototype.update = function() {
        x_sceneMap_update.call(this);
        if (mapTransferredCounts >= 10) {
    	    $gameSystem.onBeforeSave();
    	    if (DataManager.saveGame(saveFileIndex)) {
    	    	mapTransferredCounts = 0;
    	    	StorageManager.cleanBackup(saveFileIndex);
    
    	    	this.reloadMapIfUpdated();
    	    	$gameSystem.onAfterLoad();
    	    	SceneManager.goto(Scene_Map);
    	    	ImageManager.clear();
    	    }
    
        }
    };
    
    Scene_Map.prototype.reloadMapIfUpdated = function() {
        if ($gameSystem.versionId() !== $dataSystem.versionId) {
            $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
            $gamePlayer.requestMapReload();
        }
    };
    
    var x_gameInterpreter_command201 = Game_Interpreter.prototype.command201;
    Game_Interpreter.prototype.command201 = function() {
    	mapTransferredCounts += 1;
        x_gameInterpreter_command201.call(this);
    };
  16. That isn't a proper cache management system, and clearly you have no idea what the changes to 1.3.0 were if you think "it was for no reason."
  17. Anyways, Thank you Liquidize and your fellow Devs have been doing awesome. <3 random runnaway bugs aside I'm glad we have a dedicated group working on the engine.
  18. Oh, man, oh why....?

    Spoiler
    18vt7b.jpg



    Note: open spoiler at own risk.
  19. Self switches appear to no longer work after this update, anyone else experiencing this?
  20. Susan said:
    Oh, man, oh why....?

    Spoiler
    18vt7b.jpg



    Note: open spoiler at own risk.

    In fairness testing with small paralaxes also has a memory leak, but at least with manageable filesizes its not rediculusly insane as it is with 50mb paralaxes. lol

    Writers_Block said:
    Self switches appear to no longer work after this update, anyone else experiencing this?

    Not having that bug myself, double checked.