- Jan 9, 2020
- Reaction score
- First Language
- Primarily Uses
Wow! That's is a update!
I tested with multiple distances and 30 seems to be the sweet spot.I haven't tried the new version yet, but I just noticed the premium version is causing a ton of extra lag in battle, my fps is constantly jittering between 40~50 in battles with 16+ battlers and barely any states, turning it off it's gone.
Also seems based off the map before the battle, doesn't lag on small maps that start it but a big 182x169 with thousands of trees is where I get that lag. Also looks at render distance on same map with 25 distance I get no lag but with 60 is where that lag happens.
Ehh it was opposite for me, large mountains with large shadows from low sun would cut the shadows that were from out of render range in weird ways.I tested with multiple distances and 30 seems to be the sweet spot.
Bigger than 30 generates problems with the shadows (Premium) too.
Thanks! That should fix it. The flat events are weird, but i'll see if i can find a way to fix it.@gRaViJa
It was being caused by MOG_CharPoses. The characters weren't actually invisible, just very tiny. It should be fixed now. I'm calling updateBitmap before I calculate scale now to make sure all of the bitmap properties are set up properly.
I'm not sure why some of your events are flat though, I haven't seen anything like that on my end.
fix tiny/invisible characters with MOG_CharPoses.
added plugin command to change camera roll
Yep 0.4.8 characters sprites and qsprite is working , but 0.5 and up we have a few issues with sprite animations, and frame pulling wrong.1) The character sprites bugs has back!
The blink problem is here again and it shows some strange white squares sometimes.
Besides that, there seems to be a new bug due to the way that MV3D reads character sprites in version 0.5.1. Sometimes a miniature version of the entire sprite file appears, it is very strange.
There is also a glitch that reads the wrong sprite index at certain times. In the video I recorded, this happens when the character reloads the weapon in the last frame of the animation.
I activated version 0.4.8 on the same project to see how it would work and that was perfect.
Same here!Yep 0.4.8 characters sprites and qsprite is working , but 0.5 and up we have a few issues with sprite animations, and frame pulling wrong.
It's not new, pretty sure its been doing it since .4 when the movement system changed, for some reason anything that tries to get destination involving player does it, not sure if event finding event lags and it definitely doesn't when finding direction to its start location, but you can see if you use mouse to move diagonally at long distances it lags as well, new update probably made it worse with new movement compatibility. I editted my event chase player to turn on through while chasing, even if it goes through walls, ect, it doesn't lag at all.When using Yanfly's "Event Chase Player" plugin, when the event starts chasing the player, the frame rate drops to 10-20 frames a second. It might be an incompatibility. I fairly certain this is new to the newest Update.
The Plugin Link:
Cool, but i don't use Qsprite. The problem I have is with with MOG Chrono Engine, when the player uses the sword, not all frames look perfect. But i have to look more into it before i report the bug.
i don't use Qsprite. The problem I have is with with MOG Chrono Engine too ~Cool, but i don't use Qsprite. The problem I have is with with MOG Chrono Engine, when the player uses the sword, not all frames look perfect. But i have to look more into it before i report the bug.