1.6.0 Public Beta Test

Discussion in 'RPG Maker MV Improvement Boards' started by Liquidize, Nov 24, 2017.

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  1. Poryg

    Poryg Pixie of the Emvee kingdom Veteran

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    @silicandpina I see, thank you. In that case we still have C++ though, this one can be decompiled, but from what I found, it's not the easiest to reverse engineer. Well, time for new studies I guess :D
     
    #81
  2. silicaandpina

    silicaandpina Villager Member

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    Yea. you cant really decompile C/C++
    Its alot harder to reverse because in C/C++ the only way of modifying is to disassemble into Assembly and then Re-Assemble your changes into a new executable.
    (Assembly is hard to understand as its basically the instructions that are given to the processor whenever you run the executable file)

    you cant get the 1:1 code back in C/C++ there are some programs that can generate "PseudoCode" which is basically it just trying to guess how it maybe was coded based off the ASM




    Also i found another bug in MV 1.6.0 im running it on Windows 7 x64
    Normally this computer refuses to even run MV but it will run 1.6.0.
    it looks like its not loading some font.. or locale? properly.
    [​IMG]
    Kinda reminds me of one of those old GB/GBC games whenever you preform a crazy glitch setup.

    It also keeps crashing whenever i create or load a project..
     
    Last edited: Jan 26, 2018
    #82
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  3. StrawberrySmiles

    StrawberrySmiles The Talking Fruit Veteran

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    Hello, since updating to this version I've encountered a bug: pressing "F9" while playtesting doesn't bring up the switches/variables debug menu.

    It works in a brand-new project, but in an existing project with all plugins deleted it doesn't work.

     
    #83
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  4. cji3bp62000

    cji3bp62000 Tsukimi Veteran

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    If I choose a tile(Tile B/C/D/E) as an event's image, when I press OK of the choosing dialog, the RPG Maker will immediately crash(before clicking Event Page's "OK"). Very small map(3*3), reboot computer, create a new project and do the above procedure all still crashes.

    this is the DxDiag result:
     
    #84
  5. bothers

    bothers Warper Member

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    I'm getting this consistently as well, with this error output:
    Code:
    qrc:/qml/BasicControls/DialogBox.qml:44:9: QML Item: Binding loop detected for property "implicitHeight"
    pure virtual method called
    terminate called without an active exception
     
    #85
  6. Archeia

    Archeia Level 99 Demi-fiend Staff Member Developer

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    Make sure that you updated all the core scripts, the index.html and package.json. I had the same problem until I replaced it.

    Confirmed.
     
    #86
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  7. Indsh

    Indsh Veteran Veteran

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    I have nearly finished my game and do not want my steam account to update when this comes out. (I'l start a new game with it)
    Where do I set for the update not to happen? Currently I can only find 'update on launch'
     
    #87
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  8. Oscar92player

    Oscar92player Veteran Veteran

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    You can't avoid an Steam update, but you can revert it with RPG Maker MV. You need to go to the Beta options in your Steam Library with RPG Maker MV, and click on the version you want to install. Then, Steam will download the data needed for that.

    Just do that after the 1.6.0 update, and all will be fine. The core plugins, and the Maker version will revert to the "beta" version you've chosen. In this case, it is not a beta version, but previous versions of MV, due to some people having problems with latest versions, or for those who wants to make a project with previous core and PIXI plugins (I'm using the 1.4.1 version in my project, but 1.5.1 with the program, because the core files works better on computer in that version).
     
    #88
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  9. George Halstead

    George Halstead Veteran Veteran

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    OK, so i updated to test 1.6 last week and when i tried to test run editing my upcoming game i had 2 issues right off of the bat. The first is when i go to add or remove plugins i noticed that the blank line at the bottom of the JS panel that you click to add new plugins was missing so i could not add any new plugins. I even deleted a couple plugins to see if i could re-add them but still no available space to add any new ones

    Then i start my game which worked fine at first, no issues on start up (all plugins etc threw no errors) until i went to actually start an event by talking to an npc and i got the dreaded "could not bind" error. So i downgraded back to 1.51
     
    #89
  10. Poryg

    Poryg Pixie of the Emvee kingdom Veteran

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    @George Halstead I have none of these two errors.

    EDIT: Nevermind, I have the first one when you add more plugins than the size of the window.
     
    #90
  11. George Halstead

    George Halstead Veteran Veteran

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    @Poryg I did not delve to far into trouble shooting but the Bind conflicts could have been from any number of things. I needed to push out a set of files and did not have time to look deep into it. I wish we could install 1.6 seperate so testing would not hurt development using 1.5.1
     
    #91
  12. cji3bp62000

    cji3bp62000 Tsukimi Veteran

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    When I use the bar to scroll down, I had this bug too;
    but If I use the wheel (on the mouse) to scroll, I can see the blank line.
     
    #92
  13. KrisScythe

    KrisScythe Villager Member

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    @LTN Games are you back ? :o your website is down !
     
    #93
  14. Poryg

    Poryg Pixie of the Emvee kingdom Veteran

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    Wow: It's not necessary to update the project to have developer console launched, it's just necessary to use f12 instead of f8.
    :D

    EDIT: I found a bug.
    Steps to replicate:
    1. Click on a page with more contents than it can show (in other words you can scroll up and down)
    2. Scroll a bit. You mustn't be at the top or at the bottom!
    3. Click on another event page where you can scroll up and down.
    4. Enjoy the view :D

    Once I even managed to get the top part of my events inaccessible, but haven't been able to replicate it.
     

    Attached Files:

    Last edited: Feb 6, 2018
    #94
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  15. MikePjr

    MikePjr Artist Veteran

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    Tiny question.
    Will this new update matter much to anyone who is more worried about art and design when it comes making games in MV?
    IE working on maps and tiles and graphics and so forth such as those things.
    Just wondering as i don't have access to the beta on Steam to see what's going on.
     
    #95
  16. Poryg

    Poryg Pixie of the Emvee kingdom Veteran

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    Not at all, you can stay at 1.5.1 if you want to.
     
    #96
  17. Jonforum

    Jonforum Veteran Veteran

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    Will we have the chance to see rmmv using PIXI.display.js in 1.6 or is it better to do it yourself?

    PHP:
    Stage.prototype Object.create(PIXI.display.Stage.prototype);
    Stage.prototype.constructor Stage;
    Stage.prototype.initialize = function() {
        
    PIXI.display.Stage.call(this);
        
    // The interactive flag causes a memory leak.
        
    this.interactive false;
        
    this.group.enableSort true;
    };

    https://github.com/pixijs/pixi-display
    Peformance:http://pixijs.io/examples/#/layers/lighting.js
    change i < 40 to i < 2000
     
    Last edited: Feb 10, 2018
    #97
  18. KDC705

    KDC705 Person who goes in and out when feeling like it. Member

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    I guess It's worth checking out. I could make a personal practice project with it anyway to beta test.
     
    #98
  19. cji3bp62000

    cji3bp62000 Tsukimi Veteran

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    I have this problem too. Half of event editor goes blank.
    Can still press OK or Cancel so not such big bug, but may be better to fix it.
    (Thanks to all the RM staff :LZSsmile:)
     
    #99
  20. ACECORP

    ACECORP Veteran Veteran

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    For the folks discussing the encryption element of it, the best way to handle encryption is to use the tools available in the compiler you are using to build your game.

    For example, once you export your game from RMMV, you will either import it into Visual Studio or another Microsoft Compliant IDE to publish it for use on Microsoft Platforms, one of the Android Complaint IDE's to publish it for use on Android Platform, or Xcode to publish it for use on IOS and MACOS Platform.

    Each of those IDE's is is best place to handle the encryption. Each IDE has tools or add ins that were designed for use with that IDE to encrypt the source code and related files. That is where I do all my encryption and the only place where you can utilize platform specific commercial grade encryption and obfuscation tools.

    If you are looking to encrypt, that is where my focus would be. Nothing beats what a company whose sole job is to make IDE encryption tools, has. If you want industrial grade encryption, do it in the IDE with the tools available for use in that IDE. That's the safest and most secure way to go. Code thieves and pirates won't waste time if its too hard, they will just go on to the next one unless their goal is to target and steal the code from your game.
     
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