Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 54 of 65 View original ↗
  1. bblizzard said:
    @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?
    Now, it's working like charm! Thank you! :)


    To answer your question about target: MZ. You can safely use it on plugins that are compatible with MV AND MZ. MV doesn't support this feature, so there are no side effects at all. I use it for my plugins, too.

    I cannot find a good documentation about this one, I'm afraid. But I can show you how I'm doing it.

    Spoiler
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  2. @Oscar92player That's understandable. Anyway, your best bet is to ask them.

    @SigmaSuccour I'll take a look at it tomorrow. It's probably something simple that can be fixed easily.

    @Aerosys Alright, I'll make sure I added it properly then. (I did add it in v2.0.2, but it's not at the very top so that might cause issues.)
  3. bblizzard said:
    Alright... There's been plenty of fixes for 2.0.2.

    @Lunesis I found the problem and fixed it.
    That's awesome, you are amazing, I am about to try this out!!

    Edit: IT WORKS!! Smooth as butter
  4. Thanks for taking the time to fix this so quickly. (Horizontal loop works now)
  5. I don't think the target needs to be on top, I think it could be anywhere in the commented section.
  6. bblizzard said:
    The VizuMZ core is obfuscated so my attempts to figure out what was going on ended in failure.

    @bblizzard I might get a warning of sorts from the VizuMZ team in here or the mods for saying what I will say but anyway, if it helps...you can sort of beautify the code and deduce a few things here and there, plus you can kind of use RPG Maker MZ to sort of decode the parts you need, but you have to be very sure were to look, it's not that difficult but takes a lot of time to debug the VizuMZ code, it might be obfuscated, but the way javascript works, you can sort of use the language itself to decode parts of it for debugging. Since javascript is a purely interpreted programing language, it needs to "deobfuscate" the code at a certain point in order to execute the instructions....but even then, don't expect to have an extremely clean code like the one you have, it will still have weird instructions that might not make sense until you kind of run them independently to deduce them.

    If you don't want to go with the hassle of trying to make your script work with the VizuMZ plugins, then literaly mark them as incompatible. Don't expect the VizuMZ team to make changes to make them compatible, they have it in their terms that they won't even try to do such thing regardless if the incompatibility is with official MZ plugins.



    As a final note, excellent that you ported this plugin to MZ, hope you keep supporting it.
  7. @Winshifter I actually kinda did exactly that. xD I found some mentions of Tilemap's addShadow method and tried deleting that, but it didn't help. I also dug around some other pieces of code and tried disabling / deleting / overriding some stuff, but I couldn't solve the issue.

    I don't mind making it compatible myself. I just need a pointer where to look. I actually got a tip from someone yesterday so I'll take another look at it. There is a piece of code that, when commented out, seems to revolve the issue. Maybe I can figure out what the code does and make a decent workaround for it.

    EDIT: Woooooo, I found the problem! Something with the method that has the "_destroyInternalTextures" call inside causes this issue. I should be able now to figure out a workaround easily now.

    EDIT: @Oscar92player Alright, found it. Best you report this bug to the VizuMZ team. Just forward them this message:

    In the Tilemap.Renderer._createInternalTextures there is a bug that creates the wrong texture. A PIXI.BaseTexture is created, but a PIXI.BaseRenderTexture should actually be created. MZ's default methods also creates a PIXI.BaseRenderTexture. I confirmed the fix myself.
  8. Is it possible for near_clip_z and far_clip_z to be a definable parameter by notetag/in map?
  9. ephesus said:
    Is it possible for near_clip_z and far_clip_z to be a definable parameter by notetag/in map?

    Well, I avoided adding it because I didn't really see the point. But I can add it if you really want.
  10. Is there a way to change the settings when entering and exiting the airship? I would like to not see parallax sky "gap" while walking on ground so I have that working just fine, but I DO want that gap for the moving sky parallax while flying the airship.... any help?
  11. @Aerosys I also have seen @target MZ MV on the same line,
    but not sure why some use that as well, as it still works for both versions.

    @bblizzard I dont use the plugin or have use for it in my case, but
    just want to tell you, keep up the amazing work, it looks really nice :)
  12. ChoVah said:
    Is there a way to change the settings when entering and exiting the airship? I would like to not see parallax sky "gap" while walking on ground so I have that working just fine, but I DO want that gap for the moving sky parallax while flying the airship.... any help?
    I'm having a bit of trouble understanding what it is you're trying to do. Do you have some screenshots maybe?
  13. bblizzard said:
    what it is you're trying to do
    I understand. and it's something I think should be default as well. unless you actually have this done.
    Walking on map - angle = 30-45
    Enter airship - angle = 50-75
    so you see the 'sky background' when flying.
    Maybe even have another setting for boat/ship
  14. Roninator2 said:
    I understand. and it's something I think should be default as well. unless you actually have this done.
    Walking on map - angle = 30-45
    Enter airship - angle = 50-75
    so you see the 'sky background' when flying.
    Maybe even have another setting for boat/ship

    Oh, I get it now. Just check out the demo and talk to the NPCs. One of them "tilts the camera". Just look in the event how to do it, it's really simple.
  15. Ok, so what we could do is make a parallel process to check if the player is on an airship then do the command to tilt the angle.
    I think ChoVah and I would prefer is to have settings in the script to specify the angle and have it automatic when entering a vehicle.
  16. ey @bblizzard , Qiujiu just made an awesome lighting plugin and his/her (soz, i dunno) own doodads to make it full compatible with the lighting system. He tryed out your mode7 and found some issues with the compatibility.

    I know there's a lot stuff and problems on bringing different plugins together and I dont mean to demand anything to any of you, but it would be really awesome to be able to work with both things together.

    anyways, love your work.
  17. Siul said:
    found some issues with the compatibility.
    Awesome, you have compatibility issues. Not that you actually say what they are.
    Your issue may not be with this plugin at all.
    But until you say what the compatibility is, no one can offer any help.
  18. Roninator2 said:
    Awesome, you have compatibility issues. Not that you actually say what they are.
    Your issue may not be with this plugin at all.
    But until you say what the compatibility is, no one can offer any help.
    Man, I know english is not my first languaje, but you may have not read my post at all: I said HE found some issues, not me. I don't know where the passive-aggresive attitude comes from so I prefer to think it's just a missunderstanding.
  19. Siul said:
    I prefer to think it's just a missunderstanding.
    Perhaps. I was not being passive-aggressive or aggressive.
    I was just saying, why bother posting if you are not going to say what the problem was, or tell your friend to post the issue themselves.
    Otherwise were just filling up space in bblizzard's thread.
  20. Roninator2 said:
    Perhaps. I was not being passive-aggressive or aggressive.
    I was just saying, why bother posting if you are not going to say what the problem was, or tell your friend to post the issue themselves.
    Otherwise were just filling up space in bblizzard's thread.
    Imo, it's not filling the thread, it's letting the creator know about stuff related to the plugin since it might be a good thing to have compatibility. Plus, I don't know about programming, so I can't tell what's the issue is and I think they can put things together way better than me trying to test it with no clue.

    Whatever, I won't give more time to this discussion since that's filling up with no reason, so I encourage you to do the same.