RPG Maker MZ 1.4.4 Patch Notes

● ARCHIVED · READ-ONLY
Started by Archeia 32 posts Page 1 of 2 View original ↗
  1. Hello RPG Makers!

    The latest update, Version 1.4.4 is live! Thank you for using RPG Maker MZ. As always, we appreciate your support! We hope you are enjoying it so far.

    Download Link:
    Download here!

    Bug Fixes
    • Implemented a countermeasure to the problem that may cause the NW.js process to not terminate normally in Windows environment.
    • Fixed an issue in which the cursor position would move to a different page when any frame was selected in “Create MV- compatible data” and the frame was deleted while editing the frame view.
    • Fixed an issue in which events would appear at unintended coordinates after switching maps and loading events with “Autorun” events.
    • Fixed the problem of "File name "None", Volume 90%, Pitch 100%" when "Play SE" is edited in ”Set Movement Route”.
    • Fixed an issue in which fade-in was not performed when loading data if the project data had been changed.
    How to update your project(s):
    • Create a backup of your project or only its data and js folders. Updating can sometimes cause your project to break so this is for the safety of your hard work!
    • Update your project by going to the Main Tool Bar -> Game -> Update Corescript option.
      1645779124615.png
    • Latest Corescript version: 1.4.4
    Known issues for 1.4.4
    There is an issue where the game does not automatically close after executing Enemy Group -> "Battle Test".
    • Please close with "X".
    • Restore main.js to a previous version (update the core script).
  2. The countermeasure for rogue nwjs processes seems to be working well so far, I'm not getting them even if I close test play with the console open, which was pretty much guaranteed to cause it before.
  3. Trihan said:
    The countermeasure for rogue nwjs processes seems to be working well so far, I'm not getting them even if I close test play with the console open, which was pretty much guaranteed to cause it before.

    Yay!!! I'm so happy to hear that! :LZSjoy: So is my RAM :LZSlol::LZSlol::LZSlol:
  4. Thanks for the update!

    Waiting impatiently for this Spring's big update to change the tileset size! :kaopride:
  5. The known issue for Battle Test also happens with Play Test, same issue. I hope they manage to fix in the next patch.
  6. Why the forum art for this update has a character that looks like Kutaka Niwatari from Touhou Project?

    Picture for Reference
    164px-Th17Kutaka.png
  7. I updated from the previous version to the latest version and caused this to happen, when I revert to the previous version, everything went perfectly, any advice?
  8. zotezha said:
    I updated from the previous version to the latest version and caused this to happen, when I revert to the previous version, everything went perfectly, any advice?

    Save files are affected by plugin and core changes. It has to be redone from scratch.
  9. I have the same problem as zotezha. I'm in the middle of a test run, and it seems my only choice is to revert the core version to 1.4.3 if I want to load my save file, or is there any workaround?
  10. I would have to say that having 1.4.4 is not really a good idea, it's one of those updates that probably should be skipped for the moment, that issue might break projects or project advancements, specially for play testing and battle testing. I would suggest reverting to 1.4.3 and waiting either for 1.4.5 or 1.5.0
  11. Winshifter said:
    I would have to say that having 1.4.4 is not really a good idea, it's one of those updates that probably should be skipped for the moment, that issue might break projects or project advancements, specially for play testing and battle testing. I would suggest reverting to 1.4.3 and waiting either for 1.4.5 or 1.5.0
    This is terrible advice.
  12. Antilurker77 said:
    This is terrible advice.
    Maybe, but it's sort of standard when this happens in software development. In my day job, when a release has bugs that needs special patches and clients who hadn't migrated to that particular release ask about it, we usually give a similar response, either wait until patches are applied in next minor release (basically skipping that particular minor release) or waiting for next major release. You'll be surprised how many companies wait for 3 or 4 or even 12(the longest I've seen, might be worst) major releases because of specific bugs, and this are companies that operate worldwide.
  13. zotezha said:
    I updated from the previous version to the latest version and caused this to happen, when I revert to the previous version, everything went perfectly, any advice?
    You must be using VS, as I had the same bug with those plug-ins and 1.4.4 and going to 1.4.3 or disabling event move core fixed it. They just released an update today that should fix that though, so updating your VS plugins should help.
  14. bgillisp said:
    You must be using VS, as I had the same bug with those plug-ins and 1.4.4 and going to 1.4.3 or disabling event move core fixed it. They just released an update today that should fix that though, so updating your VS plugins should help.
    thankyou for the info, it solves the problem ^.^b
  15. Archeia said:
    Known issues for 1.4.4
    There is an issue where the game does not automatically close after executing Enemy Group -> "Battle Test".
    • Please close with "X".
    • Restore main.js to a previous version (update the core script).

    I might have found the cause of the bug. For some reason, window.close() (which is eventually called after SceneManager.exit()) doesn't seem to work the same way it did before.

    I managed to fix this by using nw.App.quit() instead.
  16. Thanks for the update,
    Is it usually safe to update when a new update arrives?
  17. Saliacoel said:
    Is it usually safe to update when a new update arrives?
    In general, yes...with a little warning if you use plugins (there may be incompatibilities that will not be fixed right away when an update of RMMZ is released, so it is sometimes better to wait a few days before updating the core script).

    Unfortunately, sometimes when you want to fix a bug, you create a new one, which is the case with this version that fixes the problem with the nwjs process but creates a new one with the closing of "Battle test" and "Play test" at the exit of the scene/window. So nothing blocking to develop your game, especially if there is a workaround until the next version, but to keep in mind if you use plugins or functions that call SceneManager.exit() (e.g. CGMZ_ExitToDesktop.js plugin) and it doesn't work as expected.
  18. Mz is still not working for me on Mac. I've reported it to support with not very much support at all, but I do understand that these things take time and are hard to fix. However, my issue is pretty clear as day and never changes no matter how many updates there are or settings I change. And yes, I have given permission to the RPGMAKER program to invade my PC to no end. It still does not fix it. I would love to continue the development of my plugins for MZ, but due to this I cannot.

    A known issue for like a while now: pressing F8 does not bring up the console but instead crashes the entire game in MZ. You get the "red screen of death," as I like to call it.:kaopride: I also have MV on my computer that does not have this issue, with even fewer permission settings than MZ has. So clearly this is not an isolated issue because I wouldn't have MV playing with the console off and on all day long while MZ refuses to open the console and crashes the program.

    (I have the latest updates for Mac.)

    My guess is program incompatibility because any program that crashes with the "red screen of death" is usually caused by either 32 bit programs not being fully compatible with the newest updates for Mac or the program outright does not support the firmware at all and just won't run.
  19. Dungeonmind said:
    Mz is still not working for me on Mac. I've reported it to support with not very much support at all, but I do understand that these things take time and are hard to fix. However, my issue is pretty clear as day and never changes no matter how many updates there are or settings I change. And yes, I have given permission to the RPGMAKER program to invade my PC to no end. It still does not fix it. I would love to continue the development of my plugins for MZ, but due to this I cannot.

    A known issue for like a while now: pressing F8 does not bring up the console but instead crashes the entire game in MZ. You get the "red screen of death," as I like to call it.:kaopride: I also have MV on my computer that does not have this issue, with even fewer permission settings than MZ has. So clearly this is not an isolated issue because I wouldn't have MV playing with the console off and on all day long while MZ refuses to open the console and crashes the program.

    (I have the latest updates for Mac.)

    My guess is program incompatibility because any program that crashes with the "red screen of death" is usually caused by either 32 bit programs not being fully compatible with the newest updates for Mac or the program outright does not support the firmware at all and just won't run.
    From what I checked, they're still checking which nwjs version would work well for Mac because of their changes.
  20. Archeia said:
    From what I checked, they're still checking which nwjs version would work well for Mac because of their changes.
    Thanks for letting me know @Archeia I really appreciate it. I hope you are doing well :)