While your update does indeed work as intended with event sprites, it seems Yanfly's plugin is still relying off some form of "default" behavior once they reach the maximum player viewpoint (somewhere past 0 of X and/or Y outside the 17x13 range plus how big the doodad is) when a map uses the horizontal and/or vertical looping function.
To best describe it in better detail. If the map is looped horizontally and a doodad is 32 pixels wide, it takes at least 10 tiles after moving to the right for it to disappear (or "teleport" to the other side of the map). The larger the doodad, the more tiles it takes before it happens (eg = 160 pixels wide -> 12 tiles).
Ultra Mode 7 [RMMV & RMMZ]
● ARCHIVED · READ-ONLY
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Yeah, I didn't include any handling of sprite size. This would have complicated the calculations a lot. But you are right, I am still using the default screenX and screenY implemetations of Yanfly's plugin. I guess I should change that code as well then to include more calculations then.
EDIT: I uploaded v1.6.2. Let me know if it works. -
Great plugin!Request migration to MZ!
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I ran in to two issues.EDIT: I uploaded v1.6.2. Let me know if it works.
1) Doodads will appear/disappear incorrectly at the looping point of the map.
If you reach the looping point of a horizontal map, doodads from 0-to-X (X being the maps maximum tile space widge) will not be visible until you move past the loop point and you've reached the 10th tile along the X-Axis but doodads from X-to-0 (aka the right side of the map before the loop point) will vanish. If you move back to the 9th tile along the X-Axis, all doodads from X-to-0 (past the loop point) will be visible again but all doodads from 0-to-X will vanish.
The same happens with vertical looping maps where reaching the 6th/7th tiles along the Y-Axis will cause the doodads from the top/bottom side of the map to appear/disappear depending on which tile you're on.
2) If there are an excessive amount of doodads (1000+ onwards) on the map, you'll start to notice a FPS-hitching spike every 10-to-20 seconds (the more doodads on map, the longer the FPS spikes become). This is very much the same issue I reported about back ages ago but this also happens when you're not moving around. -
I see... :/ Looks like I'll have to spend some more time on this to fix it properly. Do you think you can put together a demo that reflects these issues and send it to me via PM? It would help me a lot to speed up the process.
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Done and done. Hopefully it can be fixed.Do you think you can put together a demo that reflects these issues and send it to me via PM?
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I'm sure I'll figure something out. No worries. :)
EDIT: Updated to v1.6.3 and fixed all issues. -
Much appreciated.EDIT: Updated to v1.6.3 and fixed all issues.
Had to update the plugins config to fix a minor issue (sprites were not "animating" correctly until that was done) and the sprites (including doodads) blend in flawlessly in to the distance (no plugin compatibility issues noted). :D -
Yeah, since I added a new option, you need to update the plugin config. xD
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Hi, BBlizzard, Will there be a version to rotate the camera by 4 angles?
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@Ezzio1 4 angles? What do you mean?
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@bblizzard I mean a script or function with something like CTR_engine v2.4(if you haven´t seen it, you could check, please) so that you can rotate the camera like 4 times but I am using the new version of Ultra Mode 7 with this notes in part of editing the Orthogonal map:
<UltraMode7_Pitch:60>
<UltraMode7_Yaw:30>
<UltraMode7_FOV:0>
(I think this is there by default).
Then, I want to rotate the camera like 4 times as you see.
Link of CTR_engine v.2.4:
CTR_Engine v2.4(now with DEMO) for 3d or just isometric tilemap -
I'm still not sure what you mean by "4 times". xD You can change these parameters on the fly during a map (if that's what you're looking for). Just check the demo. There are a few examples in there.
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Hello!
I've just discovered this plugin not too long ago and I really like it! I like this type of camera angle plugins and I can't really find any others like it.
However, I've encountered a problem while trying to use the plugin.
The plugin would always give me an error message, even when I'm trying out the demo
- I tried putting it into an already existing (albeit small) project of mine (with YEP plugins which were free), and I got this error
- I tried putting it into a new project (no other plugins) and got this error, which is the same error I got when I tried to run the demo.
Some other info-
- I have followed the instructions which said to put the <UltraMode7> into the notes of the map but as previously mentioned, it didn't work in the demo so it wouldn't have worked here either way.
- I have WebGL
I'd like to know, if possible, if there is a way to fix it when there are other plugins in play.
Also, if this had already been discussed and I'm just awfully ignorant to it, please link me to it :kaoback:
Cheers! -
In order to help you, please take a screen shot of the console (open 'play test' then click f8 or f12 to open it), it's hard to know what's the cost the problem without it.Hello!
I've just discovered this plugin not too long ago and I really like it! I like this type of camera angle plugins and I can't really find any others like it.
However, I've encountered a problem while trying to use the plugin.
The plugin would always give me an error message, even when I'm trying out the demo
- I tried putting it into an already existing (albeit small) project of mine (with YEP plugins which were free), and I got this error
- I tried putting it into a new project (no other plugins) and got this error, which is the same error I got when I tried to run the demo.
Some other info-
- I have followed the instructions which said to put the <UltraMode7> into the notes of the map but as previously mentioned, it didn't work in the demo so it wouldn't have worked here either way.
- I have WebGL
I'd like to know, if possible, if there is a way to fix it when there are other plugins in play.
Also, if this had already been discussed and I'm just awfully ignorant to it, please link me to it :kaoback:
Cheers!
One of your other plugins probably not compatible with UltraMode7, the best way to check which plugin cost the problem will be to turn 'off' all other plugins you may have except Ultra Mode7, then turn 'on' each of the other plugins one by one, and you do a 'play test' every time, then whatever you get the error you know Wich Plugin cost the problem. Then you could find an alternative or try to ask/fin solution for that specific plugin. -
@Narwhales3 Yeah, that's actually my fault. ._.;;; I've been refactoring the code slightly and put "const" instead of "var" wherever possible, but I messed up in that place and put a "const" on a value that does get changed. ._.;;; I'll upload a fixed version in a few minutes.
EDIT: v.1.6.4 is up. The issue shouldn't happen anymore. I also noticed that it could possibly happen if you animate more than 1 parameter at once so I fixed that code as well just to be safe. Seems like JavaScript doesn't like multiple const declarations within the same functions even if they are inside of different scopes. -
In order to help you, please take a screen shot of the console (open 'play test' then click f8 or f12 to open it), it's hard to know what's the cost the problem without it.
So I did what you said, (F8) and it openedwhich should be it.
@Narwhales3 Yeah, that's actually my fault. ._.;;; I've been refactoring the code slightly and put "const" instead of "var" wherever possible, but I messed up in that place and put a "const" on a value that does get changed. ._.;;; I'll upload a fixed version in a few minutes.
EDIT: v.1.6.4 is up. The issue shouldn't happen anymore. I also noticed that it could possibly happen if you animate more than 1 parameter at once so I fixed that code as well just to be safe. Seems like JavaScript doesn't like multiple const declarations within the same functions even if they are inside of different scopes.
Thank you very much! I just downloaded the new version and it works wonderfully, the plugin also works with the other YEP plugins I have in here. Can't wait to see what I can make with it, :rwink: I'll report back if I encounter anything new again.
Once again, tyvm! -
Yeah, you already added a screenshot with a stacktrace before so it's fine. :)
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Hey Bblizzard, speaking of that console screenshot, I also get that red message about "Khas is not defined", it's probably because I don't have Khas lighting (and nobody should have it tbh, it's asking for troubles on the GPU side of things, going as far as crashing games on start), is it safe to delete that compatibility part in your code so hopefully that message would go away?
I see you've made a compatibility fix for the TERRAX lighting plugin, and the new "community lighting" plugin (some kind of "Terrax Remaster" project) initiated by @ImaginaryVillain is implementing that fix by default, but I had to disable it (revert) because despite the fix placing the lights at the right coordinates in the 3D space (instead of the shift we get, the further away our MC moves from them) I'm afraid it occasionally brings a visual glitch.
Looks like the "dark mask" (to then create the lights) is disappearing at some random Y coordinates of the map, it's easier to spot with a pixel movement plugin (so you can position your MC exactly where it happens), looks like some kind of weird "Z priority conflict" thing (not even sure it's the problem but it feels similar), the best way to see it is to put a red light at the bottom of a big map and then move near the top, if everything goes "right" you should see the screen flashing bright red at some point.
Deactivating your fix (the few lines of code to replace in TERRAX, or now the community plugin that you can find here: https://forums.rpgmakerweb.com/index.php?threads/community-lighting-mv-mz-experimental.124274/ if you want to give them a new fix) will get rid of that problem, but of course the misalignment of the lights will be back.
It's a "pick your poison" kind of situation but I guess the misalignment poison is preferable here, of course if we could have the right alignment without the glitch, that would be perfect. These people are doing a great job with the Terrax plugin by the way, cleaning the original code to help with performances. :) -
That error message shouldn't worry you. As long as the rest of the code properly executes, there's no danger in leaving that code. But if you really want, yes, it's safe to just delete it.
You can try to change the near-Z parameter. I think this might be what is causing the flash. But there is another possible cause. Are you using looped maps? IIRC Terrax was using the default code for light positioning so UM7 should override that. But if that isn't the case, then a variation of the fix I used for Grid-Free Doodads could do the trick (check Sprite_Doodad.prototype._makeLoopedScreenPosition).
Let's ask @ImaginaryVillain to take a look if he has time. If not, make a demo and I'll do it and @ImaginaryVillain can add that fix in the remaster natively then. :)