RPG Maker MV v1.3.1: Fixes

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Started by Archeia 232 posts Page 5 of 12 View original ↗
  1. Isaac The Red said:
    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

    We are aware, and as stated we are working on it. It isn't just as simple as "clear the image cache" every so often. :)
  2. Liquidize said:
    We are aware, and as stated we are working on it. It isn't just as simple as "clear the image cache" every so often. :)

    I'm not much of a coder with the complicated stuff. :D  But I can imagine so, trying to manage the cache in way thats effective across the board as to not need to redownload all the images all the time on say a web release version of the engine and having the engine smartly refer to cached images as opposed to reloading the image all the time. Far more complicated than my js knowledge can work with. So I am jealous of all the scriptwriters out there and their capabilities. Sorcery I tell you!
  3. Is KDKW aware of the memory leak too and  how long you're trying to fix it?
  4. brandos said:
    Is KDKW aware of the memory leak too and  how long you're trying to fix it?

    Again KDKW would not fix the memory leak anyway, probably. In past RM's there were very few, if at all any updates after release, primarily just hotfix updates or adding steam support. "How long you're trying to fix it?" We can't answer that, we cannot discuss our roadmap, or what we have been doing with the engine. I can tell you, that not for very long, upgrading to pixi4 was more of a priority than the memory leak.
  5. Kadokawa doesnt expect users to use RM like that. There is a reason you only have 1 parallax
  6. Just out of curiosity, what is the point of using images over 5000x3000? 50mb each basically, that's insane.


    What are you trying to make there?


    The size of your game will be ridiculously big at the end, 500mb is already a lot for an rm game (and there are only 6 maps).
  7. Ralph said:
    Kadokawa doesnt expect users to use RM like that. There is a reason you only have 1 parallax



    Travelling through 50 maps with one parallax per map has the same effect like being on one map with 50 parallax.

    Liquidize said:
    Again KDKW would not fix the memory leak anyway, probably. In past RM's there were very few, if at all any updates after release, primarily just hotfix updates or adding steam support. "How long you're trying to fix it?" We can't answer that, we cannot discuss our roadmap, or what we have been doing with the engine. I can tell you, that not for very long, upgrading to pixi4 was more of a priority than the memory leak.



    Ah, alright. Thanks.  That's good to hear I guess? Still a bit shocking that they wouldn't fix something that would go as false advertising in many countries.

    Dalph™ said:
    Just out of curiosity, what is the point of using images over 5000x3000? 50mb each basically, that's insane.


    What are you trying to make there?


    The size of your game will be ridiculously big at the end, 500mb is already a lot for an rm game (and there are only 6 maps).



    Again this project was created just for the purpose of a dramatic effect to display the memory leak. Also If I had used normal sized pictures it would have taken quite the time to create those 50 maps to get up to 1gb. It was faster to create, more dramatic effect. Next time maybe read through a conversation before you decide to take part in it.
  8. How would that go as false advertising? The engine works, when you use it  the way they intend you to use it. Their is something called liability, and they aren't liable at all if you don't use the engine the way they designed it too. Just cause it may take more time for a memory leak to appear doesn't mean the engine doesn't work.
  9. Dalph™ said:
    The size of your game will be ridiculously big at the end, 500mb is already a lot for an rm game.

    Dalph has a point here. 500 mb is already bigger than my ENTIRE game (which is now playable from start to finish), and even after I add the three missing songs to it I doubt I'm going to gain the 200 mb needed to hit 500 mb.


    Right now from what I can see brandos' game is looking like it will take up more HD space than FF-Type 0 when done. Just who is going to download and play it?
  10. Isaac The Red said:
    You were not supposed to copy over the plugin.js file, that file is the one that had all your plugin settings D:





    worst part is i have to remember my screen resolution and menu fixes T_T
  11. bgillisp said:
    Dalph has a point here. 500 mb is already bigger than my ENTIRE game (which is now playable from start to finish), and even after I add the three missing songs to it I doubt I'm going to gain the 200 mb needed to hit 500 mb.


    Right now from what I can see brandos' game is looking like it will take up more HD space than FF-Type 0 when done. Just who is going to download and play it?



    Again this project was created just for the purpose of a dramatic effect to display the memory leak. Also If I had used normal sized pictures it would have taken quite the time to create those 50 maps to get up to 1gb. It was faster to create, more dramatic effect

    Ralph said:
    Parallax mapping certainly isn't part of RPGMaker too so...



    Oh, so the option to add a parallax map in the map option window is a plugin?  
  12. Crimson Dragon Inc. said:
    worst part is i have to remember my screen resolution and menu fixes T_T

    Sorry to hear that D: In the future remember to make a backup before making an update or change like this, just in case.
  13. brandos said:
    Oh, so the option to add a parallax map in the map option window is a plugin?



    The basic purpose of using the option to add a parallax is for adding a sky effect behind the maps, not to make maps without using a Tileset. The parallax mapping was commonly used with RMVX because it didn't have the option to use more than a single Tileset for all the maps. Now that VX Ace and MV offers the option to add more Tilesets, parallax mapping it's almost obsolete. With a proper Tileset configuration, you can do larger maps without using larger images and lagging your project. In my opinion, the parallax mapping is more slower that making a map with the editor itself.
  14. Crimson Dragon Inc. said:
    worst part is i have to remember my screen resolution and menu fixes T_T



    Yeah, I goofed up and overwrote my custom swimming and flying script. It took a few hours to rewrite. As many times as I've done this you would think I would've learned to make backups by now. Operator error, haha.
  15. chalkdust said:
    Yeah, I goofed up and overwrote my custom swimming and flying script. It took a few hours to rewrite. As many times as I've done this you would think I would've learned to make backups by now. Operator error, haha.

     57 hours it took me 57 hours to get the menus and resolution perfect......all that time wasted cuase my backup is on an external which can not be accessed
  16. Crimson Dragon Inc. said:
     57 hours it took me 57 hours to get the menus and resolution perfect......all that time wasted cuase my backup is on an external which can not be accessed

    oh no, I know that feels. ive got part of my project stuck on an SD card that stopped working for no reason. [last time I buy a samsung SD card]
  17. chalkdust said:
    Yeah, I goofed up and overwrote my custom swimming and flying script. It took a few hours to rewrite. As many times as I've done this you would think I would've learned to make backups by now. Operator error, haha.


    Crimson Dragon Inc. said:
     57 hours it took me 57 hours to get the menus and resolution perfect......all that time wasted cuase my backup is on an external which can not be accessed

    I suggest you both look into a git repository. It's fairly easy to use, and git being what it is, you have many back ups, many versions, so in case you made a few changes you really regret but saved, so long as you have a commit that doesn't have those changes you can revert them. See: https://en.wikipedia.org/wiki/Git_(software) and Bitbucket https://bitbucket.org/dashboard/overview offers free private repository hosting.


    Edit: @Mods: Apologies if this is considered "advertising" i don't work for bitbucket or anything, just trying to be helpful.
  18. Liquidize said:
    I suggest you both look into a git repository. It's fairly easy to use, and git being what it is, you have many back ups, many versions, so in case you made a few changes you really regret but saved, so long as you have a commit that doesn't have those changes you can revert them. See: https://en.wikipedia.org/wiki/Git_(software) and Bitbucket https://bitbucket.org/dashboard/overview offers free private repository hosting.


    Edit: @Mods: Apologies if this is considered "advertising" i don't work for bitbucket or anything, just trying to be helpful.

    Ooo thats good advice, I just use my google docs as a backup space right now, but a git repo is a great idea. :o
  19. LMAO! the way it sounds I will just stick with 2.0. Dont want my game getting screwed up. My Advice, If you start a game with a certain engine. dont resume it with the updated ones. 
  20. @amazonwalrus: That's what I've been saying! I'm still on 1.1 as I started a project with it, everything works fine in it, no plug-ins need the update, so I'm on 1.1 until I finish that project.