Snowcone

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ATT_Turan

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I had custom modifications like updating the njws to a certain version and I would assume some plugins probably have incompatibility as well which makes it no longer work.
No - these are two different things.

Plugins interface with MV's code, what's in the js folder of your project. Any updates to MV the software can have no effect on that code unless you manually replace those files. Also, they were not changed for this release.

If you customized your NW.js version, you will have to just do that again. There's zero reason for you to rollback your MV version, because that will just rollback NW.js to what came with that version - it still won't be what you were previously using.

You simply need to make the NW.js be the same version you did before.

The MV Software Updates forum has all of the major updates before this one, but...I don't think it's relevant to you.
 

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contentdeleted

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There's zero reason for you to rollback your MV version, because that will just rollback NW.js to what came with that version - it still won't be what you were previously using.

There are good reasons to not want your development files overwriten just because the publisher has decided they want to inject dlc ads into the editor
The question made it clear they want a solution going forward so that this doesn't happen again, they obviously have to setup the relevant nwjs files again

Well, steam integration and nwjs are important and I don't want it over written again right? So doing a fallback with steam beta mode will make sure it doesn't automatically update and make me do it over and over again I would assume. (There is no way to stop updates on it otherwise). Or am I wrong?
To answer your question, no unfortunately steam does not provide a way to stay on an old version of games, this is to ensure players can't avoid security or anticheat updates and the like
Developers can provided separate branches, and a better developer would. For example godot provides beta branches for every stable version of the engine, precisely to avoid this problem. However the developers of rpgmaker (more likely the publisher, I don't really want to point figures at the folks on the ground) do not care
So you'll need to either only launch rpgmaker in offline mode or use a non steam version to avoid this unfortunately
 

ATT_Turan

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There are good reasons to not want your development files overwriten...The question made it clear they want a solution going forward so that this doesn't happen again
If you say so. There's no language in the original post that made that clear to me, it was asking for a solution to make the game run again now.

And in any case, as you also pointed out, rolling back the version will neither fix the OP's problem nor prevent it from happening again. So I'm not sure what the point of your comment here is.

doing a fallback with steam beta mode will make sure it doesn't automatically update and make me do it over and over again I would assume.
Nope, if they update it again, that update will be required for you to run MV via Steam, even if you've elected to an older beta.
 

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Prescott

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I don't know what you guys are talking about, you absolutely can roll back to any version of the engine in Steam by right clicking, going to Properties, Betas, and then selecting the version of MV you want to roll back to. If you select a specific one it won't update. I used MV for a long time without updating it, so if you were forced to update it for it to run that's a bit strange. If that's truly the case then the beta selection serves very little actual purpose.

Rolling back however won't fix your nwjs issue, though. It'll just reinstall whatever nwjs version they were using for that version of MV. You'll have to do your edits/updates to it again.

I strongly encourage everybody working on a game to at the very least back up their files periodically, and you should also consider selecting the version of RPG Maker MV in Steam that you are currently developing your game for so that no updates like this mess you up in the future.
 

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What the heck is happening in A Christmas Story that requires Perla to swing a Tree?
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(Hehe, i'm working on the battle sprites and i did this so i wanted to share)
I have some more lovely nightmare fuel for ya'll:

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This is the second phase of the Manor Experiment boss enemy that I shared before. In this phase, it is possessed by Cerebellum, one of the four eldritch horror villains of the game.
And with that all the in game menu busts are replaced fo the party
The full artwork versions of all of them can be found on my tumblr, linked as my bio website
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(since they're pretty big I wasn't going to post the artwork versions here)
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I don't remember if a plugin like this already existed, but just in case, I'll do it anyway.

Add a professional touch to your game by requiring users to accept the typical license agreement that obviously no one reads, but it doesn't matter xd

And yes, you must get to the bottom of the text for the Accept button to be enabled, otherwise it makes no sense haha
It would be kind of brutal, but I lowkey want to add in a secret boss battle against a literal bucket, just so that if you use the kick attack on it, it says "[character] kicks the bucket," and drops you down to like 1 HP.

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