Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 55 of 65 View original ↗
  1. Siul said:
    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.
    Why write about it here then, if you don't even know the problem?
  2. Roninator2 said:
    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.

    Yeah, a parallel process sounds like the best solution. I don't believe in implementing very narrow and specific features into plugins, especially when they are this easy to make in RM itself.

    Siul said:
    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.

    If he makes a demo with all the problems and sends it to me, I can take a look at it.
  3. bblizzard said:
    I'm having a bit of trouble understanding what it is you're trying to do. Do you have some screenshots maybe?
    So this would be while "walking" the map

    1646554195145.png



    and this would be flying the airship

    1646554239836.png


    Walking has no parallax background diff camera angle, airship adds the parallax background for when flying
  4. I'm not sure if this request is too big, but I saw you did a lot of compatibility patches. So can you, or MogHunter, make Mode7 compatible with his Weather Ex plugin? So far, there a no technical issues, so both plugins work without crashing, and it looks quite good. Yet, it would be amazing if e.g. the clouds would have more perspective when being on a world map.

    In the meantime, I will try it on my own and tell you when I do progress.
  5. @bblizzard
    Hi, I try to make my lighting and doodads plugins to be compatible with your UM7, but I actually don't know how the effect should be.
    I make a simple Demo here:URL-dropboxx
    Please give me some advice, thank you!

    The doodads:URL
    The lighting:URL
  6. ChoVah said:
    So this would be while "walking" the map

    View attachment 218564



    and this would be flying the airship

    View attachment 218565


    Walking has no parallax background diff camera angle, airship adds the parallax background for when flying

    I provided an answer earlier in the topic. Here you go:

    bblizzard said:
    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.

    A parallel process might be the simplest solution.

    Aerosys said:
    I'm not sure if this request is too big, but I saw you did a lot of compatibility patches. So can you, or MogHunter, make Mode7 compatible with his Weather Ex plugin? So far, there a no technical issues, so both plugins work without crashing, and it looks quite good. Yet, it would be amazing if e.g. the clouds would have more perspective when being on a world map.

    In the meantime, I will try it on my own and tell you when I do progress.

    IDK what I can do about the clouds because the transition from 2D to 3D isn't that simply with volumetric stuff. But if you make a demo, I can take a look and at least fix the positioning issues of certain things.

    qiujiu said:
    @bblizzard
    Hi, I try to make my lighting and doodads plugins to be compatible with your UM7, but I actually don't know how the effect should be.
    I make a simple Demo here:URL-dropboxx
    Please give me some advice, thank you!

    The doodads:URL
    The lighting:URL

    Yanfly's Grid-Free Doodads? If yes, you just have to make sure that you put UM7 below the Doodads plugin in the plugin manager.
  7. bblizzard said:
    I provided an answer earlier in the topic. Here you go:



    A parallel process might be the simplest solution.
    I think I am having trouble wrapping my mind around it, or thinking about it incorrectly. When I right click the airship, it doesnt act like an event. So how would I make a parallel process to coincide with getting into the airship?
  8. ChoVah said:
    I think I am having trouble wrapping my mind around it, or thinking about it incorrectly. When I right click the airship, it doesnt act like an event. So how would I make a parallel process to coincide with getting into the airship?
    Ok, after a little research, I found conditional branch "when enter airship"... however I put this as the script

    UltraMode7.animatePitch(UltraMode7.getPitch() + 30, 60)

    and it continued to keep pitching to where I see no map at all(just the airship in a black void) when it should be almost identical to settings in demo...


    Here is my normal map settings:

    1646681848225.png




    and here is the event to trigger the airship pitch


    1646681874818.png
  9. I tried the sample out and its a great plugin, might use it for a project of mine sometime. UwU
  10. ChoVah said:
    "when enter airship"
    Is this the condition you set?
    1646685911053.png

    If so that will continuously run. I don't see an enter airship, only while driving.
    If this is how you have it, you need to do the script command then set a self switch on and have that parallel event go to a second page where you do the same check but in the if not portion you put the script call for returning to normal.
    1646686266248.png
  11. @ChoVah Pretty much what Rominator2 said. Just make sure to turn on Self-Switch A on the first page.
  12. @bblizzard
    I've also been tinkering with an addon plugin to do the pitch change automatically for vehicles.
    I got it working. I set the map note tag to pitch 30 and when entering a vehicle it changes the pitch and fov.
    boat + 5
    ship + 10
    airship +15

    But it only works from the numbers hard coded. I can't get it to pull the numbers from the plugin parameters. no idea how plugins are supposed to pull parameters instead of hard set numbers.
    Not sure I'll figure it out soon as learning javascript is at least a year away for me.
  13. Roninator2 said:
    But it only works from the numbers hard coded. I can't get it to pull the numbers from the plugin parameters. no idea how plugins are supposed to pull parameters instead of hard set numbers.
    Not sure I'll figure it out soon as learning javascript is at least a year away for me.

    You need to define the parameter through the commented section. Just search for this and you'll see how it's set up:

    Code:
    @param BASE_SCALE_Z

    The other thing you need is reading the values from the config files.

    Code:
    UltraMode7.BASE_SCALE_Z = BlizzardUtility.Numeric(_parameters["BASE_SCALE_Z"], 550);

    The method BlizzardUtility.Numeric just makes sure a proper default value is used (550 in this case) if none is defined.
  14. I actually already did those
    done1646775540322.png
    and done1646775572851.png
    still no good. So there's something I'm missing.

    I can change the numbers in the plugin settings, but it always does the hard set numbers. Like in your example 550.
  15. bblizzard said:
    I provided an answer earlier in the topic. Here you go:



    A parallel process might be the simplest solution.



    IDK what I can do about the clouds because the transition from 2D to 3D isn't that simply with volumetric stuff. But if you make a demo, I can take a look and at least fix the positioning issues of certain things.



    Yanfly's Grid-Free Doodads? If yes, you just have to make sure that you put UM7 below the Doodads plugin in the plugin manager.
    UM7 in MZ not supports the VisuStella`s Grid-Free Doodads in MZ.
    VisuStella is a team which is called Yanfly in MV.

    UM7 in MV supports the lighting plugin OcRam_Lights and KhasUltraLighting, but the UM7 in MZ has not supported any lighting plugins yet according to the plugin`s help.

    I have made my lighting and doodads plugins be compatible with your UM7 and I want to tell you about it and get your permission.

    I make a simple Demo here:URL-Dropbox
    My Doodads Plugin:QJ-Doodads
    My Lighting Plugin:QJ-Lighting
  16. Roninator2 said:
    I actually already did those
    doneView attachment 218931
    and doneView attachment 218932
    still no good. So there's something I'm missing.

    I can change the numbers in the plugin settings, but it always does the hard set numbers. Like in your example 550.

    Try removing and adding the plugin back in the plugin manager. I remember vaguely that sometimes it would act weird when new stuff was added in the code after the plugin was already added in the plugin manager.

    qiujiu said:
    UM7 in MZ not supports the VisuStella`s Grid-Free Doodads in MZ.
    VisuStella is a team which is called Yanfly in MV.

    UM7 in MV supports the lighting plugin OcRam_Lights and KhasUltraLighting, but the UM7 in MZ has not supported any lighting plugins yet according to the plugin`s help.

    Aha, I see now. Well, as always, I can try to add compatibility if somebody makes a demo. xD Which brings me to...

    qiujiu said:
    I have made my lighting and doodads plugins be compatible with your UM7 and I want to tell you about it and get your permission.

    I make a simple Demo here:URL-Dropbox
    My Doodads Plugin:QJ-Doodads
    My Lighting Plugin:QJ-Lighting

    Is that a demo with your plugins or the other ones?

    In any case, you can make your own stuff compatible with UM7 without having to ask me for anything. Since you aren't touching and/or releasing the UM7 code further or anything like that. I'm actually glad somebody else writes the compatibility code for a change. xD
  17. In my game, I made a sort of... camera controller, for Ultra Mode 7. And I show it within the first 35 seconds of this video: :LZScheeze:




    I made this so I wouldn't have to do as much guess work. And I realized I could use this as an In-game photo mode.
  18. For some reason, this is what I get on MZ, with Visu plugins at the core. Black circle and smashed tileset :(1647260399893.png
  19. Mark_Lecarde said:
    this is what I get on MZ, with Visu plugins at the core
    It's an issue with VisuStella Core plugin. VisuStella needs to fix it. I found a fix for it, but sharing it (I'm pretty sure) goes against the EULA.
  20. Roninator2 said:
    It's an issue with VisuStella Core plugin. VisuStella needs to fix it. I found a fix for it, but sharing it (I'm pretty sure) goes against the EULA.
    Visustella won't fix it because for them is an issue with this plugin, not theirs, and most likely because that "issue" is a non issue because it is meant for something else they do down in the code...meaning some other plugin of theirs. Also, it is stablished in their rules that they don't do compatibility patches even if payed.