Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 38 of 65 View original ↗
  1. Well, if it properly emulates WebGL, there should be no problem. As long as that top level API works, the underlying implementation doesn't matter. All PIXI.js code is written to work in WebGL after all. And so is UM7.

    @BreakerZero Are you per chance using a plugin that optimizes events by hiding events that are outside of the normal visible map? Does the same issue happen on a normal map if you increase your game resolution so that more of the map can be seen at once?
  2. Closest thing I see is RS Wave Filter but that's used for the aquatic dominion VFX (for obvious reasons) and the only UM7 map it applies to is for that specific area and doesn't have but a few defined events (mostly NPCs for plot reasons but also the local populace). Second closest is a map bind for pictures that I could never get to work so that wouldn't be doing anything. Beyond that I have Aries customizer, however I'm not sure if there's anything to it where this is concerned.

    EDIT: Forgot to mention this but everything is designed specifically for widescreen display systems while also using the retro design aesthetic.

    EDIT 2: Also forgot that my skip ahead is actually used for loading save data, where the NPC who recorded your confessional dismisses you instead of asking if you really are preparing to set out again.
  3. Have you tried disabling all the other plugins and only enabling UM7? I'm trying to figure out whether this is caused by a bug in MV, another plugin or the combination of UM7 and a plugin, because I can't reproduce the issue with UM7 alone.
  4. I'm kinda hesitant to disable any of this so I'll start by listing the plugin definitions that I currently have. Ignore anything turned off as it's either a fallback, test use or case-specific definition, or something I am simply not using right now. There's also one for which I simply couldn't get anything to work at all, but which I left in for design reasons in case the issue can be properly investigated at a later date. There is also one that's a work in progress for my needs but is still functional enough to keep in active use, and it has no effects from outside the battlefield as it is. As a side note, the title screen skip is only turned on when I need to playtest something - the rest is mostly for UI, VFX or any other general presentation purpose, in particular with the video skip (used for title clip and demo reels), the API definitions (for GameJolt and Greenworks) the music menu (used for the hidden sound check function), the focus control (so you don't accidentally game over in one of my evacuation sequences or otherwise [blank] things up with an errant keystroke) and of course the input modifiers (gamepad, chain sequencing, WASD etc.) Please also understand that I'm enjoined by law in terms of distribution because I use Olivia's stuff for certain sequences and design purposes, so unfortunately I can't ship a demo project or anything like that.

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  5. That is unfortunate. -_- I don't think I'll be able to help you like this then. The only other thing that I can think of is that you try to move the plugin further up or further down and see if that does anything. Besides that, you can still try that thing with the higher resolution that I suggested to figure out if some other plugin is hiding events once it thinks that they are "outside the screen" since that's a common optimization method for maps and would explain why you're experiencing that issue with UM7 which doesn't work with normal map/screen boundaries.
  6. I'm getting some performance issues/jerkiness when I use animateCameraDistance to move the camera in and out.

    I guess I want to ask; is there anything worth knowing about maintaining performance? Like best practices?
  7. EthanFox said:
    I'm getting some performance issues/jerkiness when I use animateCameraDistance to move the camera in and out.

    I guess I want to ask; is there anything worth knowing about maintaining performance? Like best practices?
    Yes, preload everything and play animations and things that tend to lag the first time directly after loading a save file, via a common event and out of sight for the player (south). There is a plugin for this but I'm not on my PC right now so you'll have to google a bit.
  8. Chef said:
    Yes, preload everything and play animations and things that tend to lag the first time directly after loading a save file, via a common event and out of sight for the player (south). There is a plugin for this but I'm not on my PC right now so you'll have to google a bit.

    Hmmm, okay - I've seen a few preloaders, when you get a chance, can you tell me which one you're suggesting?

    Only concern is that my game is well into development, so I'm concerned adding a pre-loader might break something.
  9. bblizzard said:
    Well, if it properly emulates WebGL, there should be no problem. As long as that top level API works, the underlying implementation doesn't matter. All PIXI.js code is written to work in WebGL after all. And so is UM7.

    blizzard, anyway for the plugin to be able to set a switch if the system cant run webgl (I remember you saying it detects if the pc cant run webgl)? and then depending on that switch we could have the maps that use um7 go to the um7 map or a non um7 map. this would probably be tiring for those that use um7 in every map for their game, but for some of us that only have plans to use um7 in a few select maps, it could really enhance our compatibility

    EthanFox said:
    Hmmm, okay - I've seen a few preloaders, when you get a chance, can you tell me which one you're suggesting?

    Only concern is that my game is well into development, so I'm concerned adding a pre-loader might break something.

    Galvs image cache is the only one that has worked 100% for us. We went through them all and now only need galvs. It can get crazy updating the image name in the parameters, so i suggest keeping a notepad with an on going list of things so you can just copy paste it into his parameters
  10. EthanFox said:
    Hmmm, okay - I've seen a few preloaders, when you get a chance, can you tell me which one you're suggesting?

    Only concern is that my game is well into development, so I'm concerned adding a pre-loader might break something.
    Oh the pre-loader I use is from Some Random Dude (SRD Preloader Core). But I was talking about finding the plugin that lets you play a common event after loading a safe file. I found 2 but 1 wasn't working.

    I'm gonna give Galvs' plugin a try too, didn't know about that one yet I think. Or it didn't work for me idk
  11. bazrat said:
    blizzard, anyway for the plugin to be able to set a switch if the system cant run webgl (I remember you saying it detects if the pc cant run webgl)? and then depending on that switch we could have the maps that use um7 go to the um7 map or a non um7 map. this would probably be tiring for those that use um7 in every map for their game, but for some of us that only have plans to use um7 in a few select maps, it could really enhance our compatibility

    Just use a conditional branch with a script call.

    Code:
    Graphics.hasWebGL()
  12. bblizzard said:
    Just use a conditional branch with a script call.

    Code:
    Graphics.hasWebGL()

    Perfect that's what I needed!
  13. bblizzard said:
    That is unfortunate. -_- I don't think I'll be able to help you like this then. The only other thing that I can think of is that you try to move the plugin further up or further down and see if that does anything. Besides that, you can still try that thing with the higher resolution that I suggested to figure out if some other plugin is hiding events once it thinks that they are "outside the screen" since that's a common optimization method for maps and would explain why you're experiencing that issue with UM7 which doesn't work with normal map/screen boundaries.

    Regarding map bounds now that you mention (and seeing that I'm out of ideas) could there possibly be anything specific in the base code that I can use for crafting a value override as a workaround for this?
  14. Technically you'd have to know which plugin is causing this in order to fix it. But you might be able to make it work by moving UM7 further down the plugin order list since UM7 needs to use its own extra conditions to hide events. By moving it further down it would trigger its own conditions after all other plugins and might actually solve the issue. It's not likely that it will work, but there's a slight chance it just might.
  15. No such luck yet. I finally ended up with a massive redesign of the world map as a compromise measure which seems to accommodate the limits for my purposes.

    EDIT: Forgot to mention that I'm also changing the zoom level when on the world map as an additional measure to minimize the impact of how the visual effects are cutting off my event rendering.

    EDIT 2: Even with the redesign, it's still not a perfect solution. A few positioning issues still remain that I can't seem to resolve.

    EDIT 3: Decided that I would also scale the overall render resolution with the effect disabled, and 720p and 1080p both check out with no loss in visibility. But when the effect is active the problem's the same regardless of the overall render resolution.

    EDIT 4: I should also note that everything is designed for output at 16:9, and that switching to 4:3 didn't do anything either.
  16. Bug report: MOG weather isn't fully compatible. When an effect is turned on it skips 1/3 of the screen on the Y-axis and then just works as usual. I'll give a screenshot and link tomorrow, first going to sleep. Gn.
  17. Sure. If I have a demo, I can fix things easily. :D
  18. nvm I forgot I already asked it a few months ago :facepalm:. It was a resolution bug in Moghunters' plugin, so not a problem with UM7.
  19. What's new in v1.5.0?
    • added map parameters for map borders
  20. bblizzard said:
    What's new in v1.5.0?
    • added map parameters for map borders

    what does map borders mean?

    also Hi Bblizzard.

    I found an issue I'm having on larger maps and large objects where objects near the bottom of the map are getting zoomed when I'm on the upper half of the map.

    Spoiler
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    I've tried adjusting some parameters but I'm not getting any luck with getting it fixed within the plugin manager.

    Update: So right now, I've made a workaround using a fade-in/fadeout sensor comment using a different plugin so that beyond 15 tiles the object fades out.

    But just giving a heads up about the issue of zooming large objects.