Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 33 of 65 View original ↗
  1. Yes. Just set the FOV to 0. It's called orthogonal projection. :) You can actually check it in the demo, too. Either the ship or the boat will teleport you to a map which uses an FOV of 0.
  2. bblizzard said:
    I'll take a look at it. Maybe it's a relatively quick fix like with the others.

    EDIT:

    @Arend Galenkamp Done, v1.4.5 is up. It was simpler than all the others so far. xD BTW, make sure you put UM7 below Quasi's plugin. It was inverted in the demo you sent.

    See, if I did real 3D coordinates for all the sprites, there's no way I could make compatibility work with other plugins without rewriting half of their code. So you would have flat sprites, but nothing else. xD
    Sorry for the late reply, I don't get a notification when a post is edited.
    Thanks again :) works like a charm. Quasi Simple Shadows still causes low fps though, but that's not on your part. Quasi still needs to fix that.

    I'm only realising now the plugin fixes would require a lot more work if real 3D was used; so staying at "2,5D" was the better choice indeed.
  3. IMO if somebody really wants to go full 3D, it's easier to write an RPG engine in Unity than make RPG Maker fully 3D. xD
  4. And anyway... this have some very artistic charm. ^^
  5. @bblizzard
    Hey mate, how do you stop the lighting effects "moving" with the map, please? I'm using Khas lighting. Cheers.
  6. Please read the instructions. It's explained there.
  7. Aight, ty, I forgot I was still using old version. xD
  8. Ever been so British you can hear the accent through text?
  9. @bblizzard I think you could be interested on this post I've updated on the Improvement Boards, since I think it will cause incompatibilities with your plugin if what is written there is applied to a project by the users who are working with your plugin.

    Basically, due to the fix to the issue reported on that post, a project cannot be launched, giving this error screen:
    upload_2019-5-28_1-10-48.png

    The full report on the console says this, too:
    Code:
    TypeError: Cannot read property 'render' of null
        at Function.Graphics.render (rpg_core.js:1875)
        at Function.SceneManager.renderScene (rpg_managers.js:2031)
        at Function.SceneManager.updateMainNoFpsSynch (YEP_FpsSynchOption.js:129)
        at Function.SceneManager.updateMain (YEP_FpsSynchOption.js:121)
        at Function.SceneManager.update (rpg_managers.js:1907)

    This issue didn't happen before using the fix on the post I've mentioned (regarding the Change Tileset command issue), and I think is because your plugin is trying to run the project, at the start, in Canvas Mode, which it is incompatible with the fix to the Change Tileset command issue (only webgl is compatible with this).

    If you need more details about this, I'm glad to help you. Thanks in advance!

    P.S.: Also, disabling the YEP_SynchOption.js does not solve the issue, so it is not an incomatibility problem with the YEP plugin, I'm afraid. The console error says:
    Code:
    TypeError: Cannot read property 'render' of null
        at Function.Graphics.render (rpg_core.js:1875)
        at Function.SceneManager.renderScene (rpg_managers.js:2031)
        at Function.SceneManager.update (rpg_managers.js:1907)
  10. bblizzard said:
    Author's Notes

    Compatibility:
    • Requires WebGL. Does not work with canvas and due to how canvas works, it can never support canvas.

    But I don't do any changes anywhere. I just check if WebGL is available. If it's not, I don't let it even load the UM7 implementation.

    Code:
    if (!Graphics.hasWebGL())
    {
       console.error("Ultra Mode 7 requires WebGL support!");
       return;
    }
  11. bblizzard said:
    But I don't do any changes anywhere. I just check if WebGL is available. If it's not, I don't let it even load the UM7 implementation.

    Code:
    if (!Graphics.hasWebGL())
    {
       console.error("Ultra Mode 7 requires WebGL support!");
       return;
    }

    That's the thing. If this plugin is not supposed to run on Canvas Mode, something must be trying to enable that mode, or something on the code is interpreting that Canvas is enabled.

    This only happens when the fix to the 'pixi-tilemap.js' is implemented on the project, but this fix works with WebGL, too, and it does not enable the Canvas Mode.

    Perhaps the error reports from the console can say something about why this is happening?
  12. Well, I only implemented the renderWebGL() method. And I don't actually do a check whether WebGL is enabled, I just check whether it's available. Something else definitely forces Canvas mode. If you want, you can try to add this plugin somewhere and see if it helps.

    Code:
    (function() {
    
    SceneManager.preferableRendererType = function()
    {
        return "webgl";
    };
    
    })();
  13. bblizzard said:
    Well, I only implemented the renderWebGL() method. And I don't actually do a check whether WebGL is enabled, I just check whether it's available. Something else definitely forces Canvas mode. If you want, you can try to add this plugin somewhere and see if it helps.

    Code:
    (function() {
    
    SceneManager.preferableRendererType = function()
    {
        return "webgl";
    };
    
    })();

    I tried those lines in a new .js file, but I'm afraid that it's not working, the game throws the same message at the game screen...
    upload_2019-5-28_19-32-42.png

    And the console log:
    Code:
    TypeError: Cannot read property 'render' of null
        at Function.Graphics.render (rpg_core.js:1875)
        at Function.SceneManager.renderScene (rpg_managers.js:2031)
        at Function.SceneManager.updateMain (rpg_managers.js:1987)
        at Function.SceneManager.update (rpg_managers.js:1907)

    I don't know what could be causing this incompatibility issue :rsad:
  14. That's really weird. o_O Can you make a small demo? I'll take a look at it.
  15. bblizzard said:
    That's really weird. o_O Can you make a small demo? I'll take a look at it.

    I've uploaded a sample project here.

    I hope it can help you find some clues about this issue.
  16. I took a look at the code and it seems that they changed some things substantially in the new pixi-tilemap implementation. Methods have been moved around and renamed so diff-tools are having troubles tracking all the changes. I took a look manually through the code and the main problem is that I'm unsure what I would need to change in UM7 to make it work with the new pixi-tilemap in the first place. However, the things that I do know that I would need to change, would break UM7 for all other MV users that don't have the new pixi-tilemap since some of the methods I override in pixi-tilemap now look quite different and have different parameters. So I guess you're out of luck until the MV team decides to upgrade pixi-tilemap. :/

    EDIT: BTW, it kinda seemed like the tilemap wouldn't actually render when I turned off UM7 in the demo. It was just black.
  17. bblizzard said:
    I took a look at the code and it seems that they changed some things substantially in the new pixi-tilemap implementation. Methods have been moved around and renamed so diff-tools are having troubles tracking all the changes. I took a look manually through the code and the main problem is that I'm unsure what I would need to change in UM7 to make it work with the new pixi-tilemap in the first place. However, the things that I do know that I would need to change, would break UM7 for all other MV users that don't have the new pixi-tilemap since some of the methods I override in pixi-tilemap now look quite different and have different parameters. So I guess you're out of luck until the MV team decides to upgrade pixi-tilemap. :/

    EDIT: BTW, it kinda seemed like the tilemap wouldn't actually render when I turned off UM7 in the demo. It was just black.

    Well, that's strange, I'm actually using the new pixi-tilemap version with the fix applied to my project, and I can see the maps without problem. Perhaps I've made some kind of mistake building the sample project? :/

    P.S.: No problem about the compatibility, I'll wait and see if this will be applied in new versions of MV. In any case, Mode-7 could be a valuable addition to a worldmap, but if it's not possible to use it along this fix, I have to choose the optimization before the aesthetics of the game. In any case, thanks for all the support!
  18. If you convince the MV team to upgrade, I'll update UM7, too. xD So it's not completely off the table.
  19. Wasn't this because of how these images are created? If they are sprites that stand up-right like events, I don't think there's much I can do. Or is it just the positioning that's messed up? If yes, just make a demo. It should be a relatively quick fix.