HeroUltraOmega

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Then again, I am a noob to all this. Anyways, interesting error I received:

[IMG]http://i1263.photobucket.com/albums/ii634/HeroUltraOmega/Screenshot2013-11-03155653.png[/IMG]
EDIT: I believe I found the potential problem.

[IMG]http://i1263.photobucket.com/albums/ii634/HeroUltraOmega/grasslandsofbymoorroute2screenshotthingy.png[/IMG]
In the picture above in the second spoiler, I have the Display Name as "Grasslands of Bymoor: Route 2". The problem happens on that map. However, when I remove the colon from the name (Grasslands of Bymoor Route 2) then the problem is gone. I think it may have to do with any of the characters which cannot be used in a file name ( \, /, :, *, ?, ", <, >, and |)

[IMG]http://i1263.photobucket.com/albums/ii634/HeroUltraOmega/Screenshot2013-11-03161947.png[/IMG]
 
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Tuomo L

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All right, seeing as this script is still being updated and supported I may as well report a bug I have found.

Whenever I take a screenshot with doors showing, the doors are misaligned and appear completely wrong unlike in the actual game and editor.

doors.jpg
 

Tsukihime

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How do I reproduce that? I have seen bug reports about that bug however whenever I create an event with a door graphic it appears properly for me.
 
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Tuomo L

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How do I reproduce that? I have seen bug reports about that bug however whenever I create an event with a door graphic it appears properly for me.

I can't speak for others but I create the door using the right click and quick event creation. My doors are also an entire set of 8 different doors in a normal charaset with opening and closing animations.
 
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Tsukihime

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Can you upload a demo, the door still appears correctly for me. I'm using one of the !Door3 sprites.
 

Tuomo L

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Can you upload a demo, the door still appears correctly for me. I'm using one of the !Door3 sprites.
My door does not have exclamination point to it. I'm using Celianna's tileset and the doors that come with it.

Is this the problem?
 

Tsukihime

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The exclamation just moves it up by 4 pixels or 8 pixels or something. Your door is more than 8 pixels off from its expected location.


Is the door an event or a tile?


Does this happen with any other door?


Does this only occur with the particular tileset?


If you replace celianna's door with an RTP door does it still cause the problem?
 

Engr. Adiktuzmiko

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If it's the door from the screenshot in the MS4 page, then it's like 2 tiles high
 

Napoleon

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No memory error occured.

failed to allocate memory

"data = Zlib::Deflate.deflate(data, 8)" line 902

Happens after a while. The map is only 250x250. Is there anything that can be done about it without having to copy the map and split it into 4 maps? Or maybe some option that produces several 100x100 tiled screenshots instead?

It works on some other 250 maps though.
 

Tsukihime

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The most latest script should not be trying to create a PNG file in Ruby. I use the GDI+ interface to do it.


You may have an outdated version, or you have another script that is trying to do Zlib compression manually.


Unfortunately, I don't know how to have the PNG exporter process the image in chunks (which is kind of what the purpose of chunks is for when you have extremely large image data)


If someone can write something like that I can update the script to process arbitrarily large images.
 
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Napoleon

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Thanks the new version fixed the problem. Mine was outdated. My excuses for not checking if there was a newer version first.
 

Tsukihime

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There needs to be a standard way for devs to do update checks :/


I don't expect EB to provide anything like it so it's up to the scripters to come up with some standards.
 
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seita

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Quick bug report on how the script renders tables for the mapshot. I've already reported another bug via PM awhile back. Don't mind the resized screenshot from the editor, my comp scales everything up.
 

KsAB9qD.png
 

Tsukihime

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Ok this is a bit strange.


mapScreenshotEx4.jpg



The tables are longer than 32x32...


The code that I use to generate the tiles do not have anything like this.
 
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fizzly

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Tsukihime, I've posted on your blog, but I think I do it here too.

"Hime, can I have request please? I would like to display mapshot as a picture, so I need to change path for saved mapshots for Graphics/Pictures. Tried to change it, but it creates catalog in main game called “GraphicsPictures” insted of 
icon_sad.gif
"
 
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Tsukihime

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Mapshot_Directory = "Graphics/Pictures"

This works for me.
 

Nataxinus

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Hey Tsukihime can I use your script in a game I'm working on? I will credit you of couse. I'm using it with Galv's map position script so Galv's script takes a mapshot using your script and shows it to the screen marking the players position, I also modified your script a bit so it updates event pages. And bam instant self-updating local maps for all areas in the game :) 

Also can you please fix that bug with the tables being shorter?
 

TheWhiteRose000

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I am trying to get it to capture my screen as it is, but it isn't capturing my parallax shadows and light,.
Actually I take that back, it is but only as if it were on a low setting when I have opacity set to max.

 
 

Kai Monkey

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I had high-hopes that this would work for dynamically modified maps (Such as those in my Random Dungeons script), but alas, it only screenshots the original, unmodified version

Great script, nonetheless! 
 

Tsukihime

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I had high-hopes that this would work for dynamically modified maps (Such as those in my Random Dungeons script), but alas, it only screenshots the original, unmodified version


Great script, nonetheless!
 
The script loads from the raw Map### file, but I guess I could just read it from $game_map
 

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