RPG Maker MV v1.3.1: Fixes

● ARCHIVED · READ-ONLY
Started by Archeia 232 posts Page 7 of 12 View original ↗
  1. Isaac The Red said:
    Dalph, it's been stated already that the Devs are aware of the memory leak.



    You misunderstood, I didn't say there is no memory leak in my previous post, I just asked him to prove me if the 50 maps will cause the same effect as in his example. The devs said there is a memory leak, but it's not as bad as he claims it to be. The effect is not as disastrous as in his sample project, you would need to play a game for over 15 straight hours to start seeing it (and yet it won't be as bad).


    What I was wondering is, how is this even affecting his game dev? Unless that dude has his game on 24\7 I don't see this being a huge problem at all.


    Anyway, I'm out of this discussion.
  2. I think that the memory leak issue has already been brough up since the release, and the devs are well aware of it. Due to time contraint and limited resources, they have to prioritize their fixes. I'm sure they were trying to fix the memory leak problem and would have released the patch together in this same update, but in all fairness, it's hard to do so when the community demands a release "now" since, like, the version 1.2 release.


    I think Dalph meant to say that 50 maps of the normal size doesn't cause such a terrible memory leak like what brandos's example did. As@Isaac The Red says, it'll likely happen, but it'll take longer. @Dalph™ didn't mean to imply that such an issue didn't exist, at least, as far as I can see from his post. I've got to say, though, it's hard to take someone seriously when they use examples that way exceeds the norm and/or recommendation just for the sake of a "dramatic effect", though, I do understand why be did that. Language barrier is probably one of the problems here on the forums, since not everyone's first language is English.


    The devs admitted that the problem exists and that they're working on it, so perhaps we can let this part of the discussion lay to rest so that the devs can focus on their work and give up more awesome fixes and features. :)
  3. Hmm...


    ...what can we discuss about MV now?
  4. @gmestanley: Actual game development? ;)
  5. Susan said:
    @gmestanley: Actual game development? ;)



    But this would be on a project's topic, and this topic's comment section only serves to analyze the program.


    Am I right or wrong?
  6. gmestanley said:
    But this would be on a project's topic, and this topic's comment section only serves to analyze the program.


    Am I right or wrong?

    How about quality of life stuff? I'd like to be able to have the database open on one of my screens and the map editor/Event Editor on another window. Or be able to keep the plugin help window open and off to the side while I work on my database or events so that I can reference it repeatedly and still edit note tags and script calls without the disjointed feeling of closing and re-opening and refinding my place in the help file repeatedly. Ahhh now that would be amazing. :D
  7. I'm not sure if you were aiming the first question at me or generally, but I feel inclined to respond because of my prior post.


    From what you say here, you imply that there is nothing else to say once we stop talking about memory leak. I'm sure there are a lot of other things to say positively or negatively regarding MV. A lot of people have reported graphical glitches, audio issues, etc. We can try to be more productive and report bugs or request features that might be useful for everyone, but constantly nagging the devs and demanding fixes is just going to delay production and make people burned out. I own MV too, and I'm frustrated with the bugs and/or lack of certain features, and I do appreciate all the reports and comments other users make since one person can't replicate every single bug out there. I just think it's both useless and annoying to keep reiteritaring the same thing over and over again when the devs have already acknowledged the issue and are actively working on it. There is life after memory leak, after all. ;)
  8. Isaac The Red said:
    But Ækashics is a poring. Porings are pink. :p

    Oh yeah, forgot about that particular detail.

    Susan said:
    I'm not sure if you were aiming the first question at me or generally, but I feel inclined to respond because of my prior post.


    From what you say here, you imply that there is nothing else to say once we stop talking about memory leak. I'm sure there are a lot of other things to say positively or negatively regarding MV. A lot of people have reported graphical glitches, audio issues, etc. We can try to be more productive and report bugs or request features that might be useful for everyone, but constantly nagging the devs and demanding fixes is just going to delay production and make people burned out. I own MV too, and I'm frustrated with the bugs and/or lack of certain features, and I do appreciate all the reports and comments other users make since one person can't replicate every single bug out there. I just think it's both useless and annoying to keep reiteritaring the same thing over and over again when the devs have already acknowledged the issue and are actively working on it. There is life after memory leak, after all. ;)

    I'm not understanding much about this "memory leak" thing, but what I can assume I understood is that this means MV consumes too much RAM from the computer, right?


    Well, consuming memory or not, I still want to say that the pre-made Fantasy database was kind of a good idea though.  :)
  9. @gmestanley: Yes, and agreed. :)


    Also, that particular talented poring has been releasing loads of amazing stuff that makes me want to create so many more "will never be completed" projects.


    See you in <insert fantasy> land, and all the best in your own projects. :D
  10. gmestanley said:
    I'm not understanding much about this "memory leak" thing, but what I can assume I understood is that this means MV consumes too much RAM from the computer, right?


    Well, consuming memory or not, I still want to say that the pre-made Fantasy database was kind of a good idea though.  :)

    It's not so much that it uses too much RAM, its that when it takes the ram, it doesn't give it back until the program closes. 
  11. Susan said:
    @gmestanley: Yes, and agreed. :)


    Also, that particular talented poring has been releasing loads of amazing stuff that makes me want to create so many more "will never be completed" projects.


    See you in <insert fantasy> land, and all the best in your own projects. :D

    Hey, is Aekashics accepting battler requests? 'cause I make a request of a bunny battler for MV in every RPG Maker community that I enter and no one attends my wish, so Aekashics making this battler to me would be great.


    See ya.  :p
  12. Pretty sure this thread is not made for discussion about Aekashics battlers.
  13. I'm not sure if this is a bug or not but I wasn't able to find any other bugs related to this.


    In the editor if I have tilesets overlap each other it will sometimes swap in game but show that it is right in the editor. Does anyone know what might be causing this?


    This only started showing up after I updated to 1.3.1


    Screenshot (47).png
  14. I haven't come across this bug before before. If you can reproduce it in another project and make the project small enough make a proper bug report. I can see that bug being a pain right quick.
  15. midnightzelda said:
    n the editor if I have tilesets overlap each other it will sometimes swap in game but show that it is right in the editor. Does anyone know what might be causing



    Your problem is most likely caused by the passability settings on your tiles. If you place a X or O tile over a star tile while mapping in the editor, the Z layer in-game will not match what you see in the editor. Star tiles are "above player" and will always appear so in-game, even if you have put a X/O tile over them in the map editor.


    In other words, your roof tiles are probably incorrectly marked as X/O, when they should be star. That should fix things for you.
  16. @midnightzelda Something like this has been reported in the past, but also pre-1.3.0 and not as a bug, but as a result of a tileset setting that isn't direct enough.


    If it is the same as the other reports, then this happens only with tiles set to star, and as a result of two upper layers.


    If you place a tile with star passability first, then a tile without star, then the editor will display them in the order placed but ingame the star setting will force the other tile to top.
  17. Andar said:
    @midnightzelda Something like this has been reported in the past, but also pre-1.3.0 and not as a bug, but as a result of a tileset setting that isn't direct enough.


    If it is the same as the other reports, then this happens only with tiles set to star, and as a result of two upper layers.


    If you place a tile with star passability first, then a tile without star, then the editor will display them in the order placed but ingame the star setting will force the other tile to top.

    I didn't actually know this, so yay for new knowledge. :o
  18. thanks guys for the quick response.