jackass__

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Hi everyone,

So I made a game on Rpg Maker MV using chrono engine and more, and I made everything work together nicely.
Being at the end of the development, I wanted to port it to MZ using the Fossil plugin to gain performance with the updated Pixi version in MZ.
Again with lot of work, I made everything work inside MZ but I found out that I can't save progress after some actions (like using an items like a bow or some skills or more random situations).
At start It works but than the bug come and it make a cancel sound when it try to save progress.

Seems only related to chrono engine as I've disabled all the others plugins to test where the problem come from.
I've searched on forums speaking about it, they talk about animations or parallel events and often on MV but the weird thing is everything works fine for me on my MV version of the game.
I also tried Hudell orangecircular-json, AnimationSaveBugFix.js and other save plugins but nothing works.

If anyone was an idea it would be a great help as everything else works great on this MZ version and
the performance boost is really needed.

Thanks again !
 
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TESTOSTERONE

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The only experience I can offer is in MV. When I had a parallel event that contained a Move Route command, I'd get the failed to save error.
 

AquaEcho

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MZ has different saving conventions from MV. It's not exclusive to ChronoEngine
 

jackass__

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The only experience I can offer is in MV. When I had a parallel event that contained a Move Route command, I'd get the failed to save error.
Thanks for your answer,
Chrono engine make event (with move route somethimes) spawn on map (like an arrow)
so this might be the problem ?
Any fix to this ? But again strange if it works on MV but doesn't on MV since you had this problem on MV.

MZ has different saving conventions from MV. It's not exclusive to ChronoEngine
Yes but it seems to clash with something in the chrono engine since I can save without but I can't figure it out. Any idea on what could fix saving with chrono engine on MZ ?


Maybe it was something to do with this :
1695352436655.png

For chrono engine to work with fossil, I had to put a "?" in this line
"if (this._animationSprites?.length > 0) {" or I would get this error
"Cannot read properties of undefined (reading 'length')"

Since it's the only difference between my original version in MV and this MZ version or chrono engine,
not sure if this is related but maybe It cancel the end of the animation and so block the ability to save the game ?
 
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TheAM-Dol

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updated Pixi version
Sorry, maybe I am ignorant, but why not upgrade MV's PIXI implementation? Does it need to be ported to MZ?
 

jackass__

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Sorry, maybe I am ignorant, but why not upgrade MV's PIXI implementation? Does it need to be ported to MZ?
I did but u can't go higher than 4.8.9 on MV without breaking things,
and MZ is stable for me at 6.0.4.
I did a working version of my game at 5.3.3 on MV, but some plugins breaks like phone controls etc
so better stability to go directly on MZ since this is made to work with higher pixi version.
 

jackass__

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MZ has different saving conventions from MV. It's not exclusive to ChronoEngine
Any idea how to solve this problem ? Something strange I've found, when using some skills It made the save bug occurs, so I had to copy the skill in a new skill id and it worked (not really know why) but still the problem occurs again seems random even if it probably isn't..
But I don't really have an idea where to start searching
 

TG22

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It will probably not help you but I had issues with the saving process in MZ, due to reference loops. (For example if you add a reference of your last target to an actor). I have no great experience with MV but I think there was a system to make sure this looping issue (causing a depth error, in fact) never happens when saving. So it is possible the issue comes from one of your MV plugins, assuming the MV engine will not have issue.
I remember being able to track the issue by looking at the "catch" in StorageManager.objectToJson.
 

jackass__

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It will probably not help you but I had issues with the saving process in MZ, due to reference loops. (For example if you add a reference of your last target to an actor). I have no great experience with MV but I think there was a system to make sure this looping issue (causing a depth error, in fact) never happens when saving. So it is possible the issue comes from one of your MV plugins, assuming the MV engine will not have issue.
I remember being able to track the issue by looking at the "catch" in StorageManager.objectToJson.
Seems like it's related to animation and "Orange Circular JSON" plugin Hudell made that fixes the issue on rmmv but it doesn't work on MZ I just tried it

1697651735195.png

https://forums.rpgmakerweb.com/index.php?threads/save-error-while-parallel-processes-running.73593/

Any idea if there's any alternative to this plugin or how to make it compatible with a simple fix ?
The corrupted save is really problematic..
Thanks again

EDIT:
I made it work but It block all save at all time and crash when leaving the option menu
1697652321708.png
So I found more details, It seems that the save error appears when using a tool id items in Moghunter chrono engine (MZ version, on mv no bug at all).
I made a test, when I equip the bow, even if I dont use it soon as I press "q" to show the equip menu and select the tool, the save option breaks.
This is the setup for the arrow event spawned with tool id 7 in it.
1697656541156.png
and this is the tool id 7 page
1697656605016.png

Now if i change "tool id 7" tot "skill id4" in the even for exemple, it works and no save bug occurs when using the bow

1697656678026.png
and this is the skill id 4 page
1697656717609.png

Now I also tried to copy the item 7 bow at the items id 16 and to use it "tool_id_16" then when using the bow in game I can save...
So I ended up copying every item and skill into a new slot in the item and skill database to bypass this bug and it almost work but sometimes the can't save error with sound bug comes back so it's very instable..

Not really sure why so it is kind of strange and hard to correct for everything
Any ideas ?
Also I heard MZ handle saving different than MV, do you know how ? since saving worked on mv it might be related to that change.
 
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jackass__

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Anyone succeeded to make saving working with chrono engine on MZ ?
Can't find the source of the problem even with all my tests..

Thought it might be inside rpg_managers.js who handle save differently too, but can't really see what to change..
 
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