Charakters load in a glitchy way..

Kong

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Hey guys,


today I faced another problem in my RPG...


This is the scenario:
I am in a map.


If I turn Switch 1 ON the monster in the picture will appear.


But when the switch 1 gets turned ON you see the whole charakter file for a few frames and THEN only my monster gets displayed.


I don't get why this happens.


Is this a bug or is the new version not compatible with my setup?

Unbenannt-1 Kopie.PNG
 

Shaz

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Looks like your character sheet is either formatted or named incorrectly.  I've just started a new project with 1.3.1 and added that character conditioned by a switch.  The issue doesn't happen for me.


Have you edited the spritesheet at all?  Have you changed the file name?  Do you have any plugins?  Does it still happen if you disable all the plugins?


Can you please post a screenshot of your monster event?  If it has multiple event pages, show all of them.  Be sure to include the whole event window as we're more interested in what's outside of the command list for this one.  Also it might be useful to see a screenshot of the event that turns on the switch, just in case anything funky is happening there.


What version of MV do you have, and was this project created in your current version?  If not, did you upgrade properly by replacing all of the core scripts?
 

Kong

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Well, I wanted to test it and created a new project aswell.. I have Version 1.3.1.


As you can see in the screenshots it doesn't have to be complicated.


With that constellation I get the glitch too.


I have a 144Hz monitor. I bet it's because of this.


I wanted to record it and camtasia studio only records 25 or 60 FPS I guess and in that video I couldn't see the error, too.


Hope that helps..


rpg1.PNG


rpg2.PNG


rpg3.PNG


rpg4.png
 
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DarkSearinox92

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Maybe this is the same problem in another way?
 

Zalerinian

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I suppose the 144Hz monitor could be an issue here. When you open your project, open the dev console (press F8), and try pasting this in: 


SceneManager._deltaTime = 1/144


This will set the game to redraw the screen at 144 frames per second instead of the default 60. I'm not entirely sure that this will solve your issue, but it's a simple thing to test so I suppose it won't hurt. Just be warned: This will make everything in the game speed up because it's drawn more than twice as often.
 

Kong

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Well..... that really 'fixes' it but this is everything but a solution...


There is no chance I can play an MV game so fast...


There has to be another solution..
 

Zalerinian

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Well the issue seems to be with your monitors refresh rate, if that solves the issue (Are you sure it solves it and doesn't just update too quickly?). RPG Maker default code has, for all the makers, always relied on a consistent number of frames per second for timing, rather than actually checking the amount of time that's passed between this frame and the last. Such an update would probably require a lot of changes to the codebase, and are likely to become incompatible with all future updates to the software, but they may also fix issues such as yours.
 

Andar

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I remember there was a plugin written shortly after MV was released that removed the dependency of the framerate on the monitor refresh, but I don't have the link and I thought it became obsolete with a later MV update.


Please check if your project is newer or if not, search and try that plugin.
 

Kong

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@Zalerinian well I'm not sure  if it really solves the problem but if I can't see this 'bug' then there's no problem for me.


So basically what you are saying is that RPG Maker MV is NOT fully compatible with 144Hz monitors?


No other RPG Maker has this problem but the NEWEST RPG Maker has it and probably nothing will be done?


That would be so disgusting..


To me it's clearly a bug and if they don't fix it the software is and will stay incomplete :c


Hope they try to fix it bc 144Hz monitors are the future and more and more ppl will post this bug.


@Andar the plugin you're mentioning is too old.


I tried an FPS limiter Plugin but it didn't work aswell :v


Is there a way to get in touch with the developers?
 

Shaz

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Too old <> useless.


If you provide the link to the plugin, someone might be able to update it.  You would have to explain what "too old" means though, because I doubt the age of the plugin has anything to do with why you can't use it.
 

Kong

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Well the 'too old' part was totally unfair to be honest.


I didn't find the plugin either...


Guess they deleted it since MV fixed this issue?
 

Andar

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Nothing on this forum ever gets deleted, it's just a matter of finding it (which can be difficult if you don't know any part of the name and have to check every plugin release)
 
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Shaz

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This one, maybe?
 

Kong

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@Shaz thanks for looking for it. Sadly this doesn't fix my issue, too.


Well this is really getting depressing...
 

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