Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 53 of 65 View original ↗
  1. MatiCekuriel said:
    Hi! :smile:
    I downloaded the demo and this is what I got... Any idea why it is doing this and how to fix it? Sorry I'm a noob but I searched everywhere, but maybe I missed the answer somewhere :confused:

    Thank you! :biggrin:
    View attachment 216617
    Press F8 and check for error messages.
  2. The console show that 3 files are missing:
    1645441595253.png

    And here is what I have in the libs folder:
    1645441691512.png
  3. Are you using some sort of obfuscator? IIRC that .map extension is usually used with obfuscated JS files.

    BTW, update for the MZ version: I have a break-through with the renderer. https://gyazo.com/1367c0f87862d7395e295b806de78d9b
    Now it's mostly clean up the code and fix the MZ-specific bugs and problems.

    EDIT: I'm almost done. There's just one performance issue because of how MZ updates animated autotiles. I need to circumvent the original logic that updates the entire tilemap every time and push the data through to the shader instead (similar to how I did it in the code for MV). After that I can release the MZ-compatible version. Probably gonna finish it tomorrow.

    EDIT: Eh, had some more time today to work on it so I finished it. I'll ask a mod if this topic can/should be moved into the RMMZ plugin subforum.
  4. bblizzard said:
    Are you using some sort of obfuscator? IIRC that .map extension is usually used with obfuscated JS files.

    BTW, update for the MZ version: I have a break-through with the renderer. https://gyazo.com/1367c0f87862d7395e295b806de78d9b
    Now it's mostly clean up the code and fix the MZ-specific bugs and problems.

    EDIT: I'm almost done. There's just one performance issue because of how MZ updates animated autotiles. I need to circumvent the original logic that updates the entire tilemap every time and push the data through to the shader instead (similar to how I did it in the code for MV). After that I can release the MZ-compatible version. Probably gonna finish it tomorrow.

    EDIT: Eh, had some more time today to work on it so I finished it. I'll ask a mod if this topic can/should be moved into the RMMZ plugin subforum.


    I have an issue with the MZ version. I haven't altered anything, just playing the basic demo, andI have this problem.

    The mountain look like this:

    1645642358148.png
  5. I can reproduce the issue. I must have messed up something when I reorganized the code after I was done with everything. I'll fix this later today and upload v2.0.1.

    EDIT: Fixed.
  6. I love that we can use this in MZ now, however it seems to want to drop my FPS to 30 on my world map (which is admittedly large at 256x256). It can usually get up to 144 without. Don't know if this can be helped.
  7. Want to report the same issue that @ephesus mentioned in his previous post. About Ultra Mode 7 not rotating the doodads on UM7's roll, when they are placed with the inclusion of ZephAM_YEPDoodadExt.js plugin.

    Here's the video of the issue: (first shown with ZephAM_YEPDoodadExt.js as OFF. And then I turn it ON, and the issue pops up.)





    I've attached the above demo, in this post below. Please do look into this @bblizzard. :LZSooo:
  8. First of all.
    -->Thanks for porting this great plugin to MZ!! :)
    I found an issue with horizontal loop.(vertical works)

    I got a black tilemap moving around X-coordinates 1 - 10.
  9. Lunesis said:
    I love that we can use this in MZ now, however it seems to want to drop my FPS to 30 on my world map (which is admittedly large at 256x256). It can usually get up to 144 without. Don't know if this can be helped.

    I'll take a look at it. Considering the majority of the code is the same as in MV, maybe it's something with how data is sent to PIXI / WebGL. Or maybe I just overlooked something in the code. I hope I can reproduce this issue on my 3080 Ti. (^_^''') (I do also have a laptop with "just" a 3080 so that one might help. If not, I have a server laptop that runs on an integrated Intel GPU so that's a last resort.)

    SigmaSuccour said:
    Want to report the same issue that @ephesus mentioned in his previous post. About Ultra Mode 7 not rotating the doodads on UM7's roll, when they are placed with the inclusion of ZephAM_YEPDoodadExt.js plugin.

    Here's the video of the issue: (first shown with ZephAM_YEPDoodadExt.js as OFF. And then I turn it ON, and the issue pops up.)





    I've attached the above demo, in this post below. Please do look into this @bblizzard. :LZSooo:


    Thanks. I'll take a look at this when I have some more time.
  10. bblizzard said:
    I'll take a look at it. Considering the majority of the code is the same as in MV, maybe it's something with how data is sent to PIXI / WebGL. Or maybe I just overlooked something in the code. I hope I can reproduce this issue on my 3080 Ti. (^_^''') (I do also have a laptop with "just" a 3080 so that one might help. If not, I have a server laptop that runs on an integrated Intel GPU so that's a last resort.)
    I have a 2080 and a Ryzen 5, if needed I can send you my map for testing. I've been playing FF6 recently and would kill just to have a world map tilt.
  11. Hm... it seems that there's some kind of compatibility problem with VisuStella's Core Engine plugin, because I just pasted the Ultra Mode 7 plugin in a project that uses it, and this is the result in the worldmap screen:

    1645995811688.png

    I have no idea about what could be causing this...

    EDIT: Also, this is what happens when I setup the Ultra Mode 7 plugin to apply linear filtering to the map:

    1645996193014.png
  12. Oscar92player said:
    Hm... it seems that there's some kind of compatibility problem with VisuStella's Core Engine plugin, because I just pasted the Ultra Mode 7 plugin in a project that uses it, and this is the result in the worldmap screen:

    View attachment 217715

    I have no idea about what could be causing this...

    EDIT: Also, this is what happens when I setup the Ultra Mode 7 plugin to apply linear filtering to the map:

    View attachment 217717
    Just change the pitch to be a lower value
  13. Lunesis said:
    I have a 2080 and a Ryzen 5, if needed I can send you my map for testing. I've been playing FF6 recently and would kill just to have a world map tilt.

    Good. :D That means I should be able to reproduce the issue.

    Oscar92player said:
    Hm... it seems that there's some kind of compatibility problem with VisuStella's Core Engine plugin, because I just pasted the Ultra Mode 7 plugin in a project that uses it, and this is the result in the worldmap screen:

    View attachment 217715

    I have no idea about what could be causing this...

    EDIT: Also, this is what happens when I setup the Ultra Mode 7 plugin to apply linear filtering to the map:

    View attachment 217717

    It will probably not help, but you can try reducing the value WEBGL_MAX_VERTICES. Just make sure it's divisible by 4. Maybe try 20000.

    Apart from that, if you make a demo, I'll look into it. This is MV, right?
  14. Can you add
    Code:
    @target MZ
    in the description so the Maker doesn't display the incompatibility warning?


    EDIT:
    I need to report a bug. The map graphic seems to be "shifted", so when you look at this screenshot, my character cannot move any further to the right or bottom.

    Screenshot
    1646064937046.png

    No other plugins active.
  15. bblizzard said:
    Good. :D That means I should be able to reproduce the issue.



    It will probably not help, but you can try reducing the value WEBGL_MAX_VERTICES. Just make sure it's divisible by 4. Maybe try 20000.

    Apart from that, if you make a demo, I'll look into it. This is MV, right?

    I don't seem to find that WEBGL_MAX_VERTICES option anywhere inside the plugin. Where is it?

    It was a test in RPG Maker MZ, since I use VisuStella's plugins. Here's the sample project:
    Project1[UltraMode7_Report]

    Just start a New Game ("Nueva partida") in the project and you'll see the character in the worldmap using Mode-7. The plugin was pasted and none of the settings were changed.
  16. Aerosys said:
    Can you add
    Code:
    @target MZ
    in the description so the Maker doesn't display the incompatibility warning?


    EDIT:
    I need to report a bug. The map graphic seems to be "shifted", so when you look at this screenshot, my character cannot move any further to the right or bottom.

    Screenshot
    View attachment 217795

    No other plugins active.

    I haven't seen this "@target MZ" used. Do you by any chance have a link to the docs where the usage is explained? I just wanna make sure this works both on MZ and MV.

    I didn't notice the passability issue in the demo. Does it work normally when you turn off UM7 for that map?

    Oscar92player said:
    I don't seem to find that WEBGL_MAX_VERTICES option anywhere inside the plugin. Where is it?

    It was a test in RPG Maker MZ, since I use VisuStella's plugins. Here's the sample project:
    Project1[UltraMode7_Report]

    Just start a New Game ("Nueva partida") in the project and you'll see the character in the worldmap using Mode-7. The plugin was pasted and none of the settings were changed.

    It's not an option that's exposed for normal configuration. You have to change it in the plugin code directly. I did it this way since this is an "expert" option that shouldn't actually ever have to be changed under normal circumstances.

    EDIT: @Technomel Oh, I just noticed that I missed your post somehow! I'll take a look at it.
  17. Good day! Thanks a lot for your hard work!
  18. Alright... There's been plenty of fixes for 2.0.2.

    @Lunesis I found the problem and fixed it.

    @SigmaSuccour @ephesus I fixed the rotation issue.

    @Technomel Fixed that one as well. If you happen to get some edge cases with missing tiles on loop points, there is an option called LOOP_MAPS_EXTEND_TILES. Try increasing it and it should cover the rest. I tried calculating mathematically to include extra tiles so the issue doesn't happen, but you never know.

    @Aerosys I noticed and fixed a minor offset issue. All characters appeared to have been shifted to the left by maybe 2 or 4 pixels. Is that the issue you were referring to?

    @Oscar92player You're the only one I have bad news for. ._. I couldn't figure out what was causing the problem. The VizuMZ core is obfuscated so my attempts to figure out what was going on ended in failure. There are 2 things that I noticed:

    - The tiles seem to become increasingly transparent, but the lines that stay are totally weird. If you use a parallax, you can notice the transparency effect much better.
    - There appears to be a sort of circular part in the lower half of the screen that displays the map normally. Does the core have some weird lighting code? That's the only thing I could think of that would cause a shape like this.

    I think your best bet is to ask the devs to fix the problem. Since the core code is obfuscated it's basically impossible for me to fix it on my end unless I get the actual source code.

    ephesus said:
    ALSO, the option for Fade-Z to appear on sprites and doodads. How it's so processor heavy and all that. Are there any workarounds for this that maybe haven't been thought of yet? I'm sure you've probably already thought of this but like how bitmap color tinting VS hue shifting (or something like that) is like night and day on memory usage. Or maybe using steps instead of dynamically changing the tinting ? Or maybe not using color at all but just going darker and lighter to just match the Z-fade's brightness?

    So, I noticed that in MZ the issue has actually been resolved. So you might wanna consider upgrading. If not, maybe you can get somebody to backport the fix to MV and make a plugin.
  19. bblizzard said:
    @Oscar92player You're the only one I have bad news for. ._. I couldn't figure out what was causing the problem. The VizuMZ core is obfuscated so my attempts to figure out what was going on ended in failure. There are 2 things that I noticed:

    - The tiles seem to become increasingly transparent, but the lines that stay are totally weird. If you use a parallax, you can notice the transparency effect much better.
    - There appears to be a sort of circular part in the lower half of the screen that displays the map normally. Does the core have some weird lighting code? That's the only thing I could think of that would cause a shape like this.

    I think your best bet is to ask the devs to fix the problem. Since the core code is obfuscated it's basically impossible for me to fix it on my end unless I get the actual source code.

    Well, the obfuscated code can be a problem, I heard the team behind those plugins made them that way to avoid issues with other plugins that can copy the code.

    There are no lightning effects with VisuStella's plugins, for what I know.
  20. bblizzard said:
    @SigmaSuccour I fixed the rotation issue.

    Thank you thank you thank you!
    I have confirmed, that it's fixed now.
    Thank you Bblizzard!




    AAaaand I want to report another incompatibility with the roll feature... :kaoswt: (Let me know when I'm becoming greedy in my requests.)

    If any of the following plugin is turned ON in the plugin manager. And I activate Ultra Mode 7's roll, than the player and events do not rotate along with that roll. (The doodads do rotate, thanks to your fix. But events and player do not.)

    These plugins are:
    1. EventEffects.js
    2. MOG_CharacterMotion.js
    3. EasyAction.js
    4. Eli_CharManager.js (requires Eli_Book.js to work)
    I have sent the demo to you in your DM.
    It also has a quick demo of the sort of things each of these plugins do. (Essentially, these plugins either rotate, or add motion effects to events.)

    This issue was already there in the older version, and I knew about it during my last comment.
    I simply had to delay mentioning it, because isolating the plugins in this case was more complicated. Since the same issue was being caused by multiple plugins. (And I have around 300 non-battle plugins installed in my project. :kaoblush:)

    And so again, please do look into this Bblizzard. Whenever you can make time. :LZSooo:
    Thank you!