OcRam - Passages plugin (for MV)

Raen Andaleio

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Hello,
this is exactly the plugin I was looking for, but I have a problem: I'd like to be able to walk behind walls, so I'm using the Cover Autotile Region ID. It works well, but I notice I can enter the region and move within it, but I can not exit it. So as soon as I enter the Region with said ID, I'm trapped within it. Is that a bug, or am I using it incorrectly?
 

cedr777

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Hello,
this is exactly the plugin I was looking for, but I have a problem: I'd like to be able to walk behind walls, so I'm using the Cover Autotile Region ID. It works well, but I notice I can enter the region and move within it, but I can not exit it. So as soon as I enter the Region with said ID, I'm trapped within it. Is that a bug, or am I using it incorrectly?
If I remember correctly, you need region ID 16 beside any other region 17+ so you wont get stuck.
 

OcRam

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Any chance you can make it work with srd smooth camera? Tiles marked with region 19 are moving 1px off.
Thank you for the message,

Camera control plugins are not supported ATM. I will update first page of this thread if I add support for any "Cam Control" -plugin.
 

OcRam

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Hello world! (and especially @cedr777, @Ushanti and @Swagazaki) :kaohi:

I have succeeded to replicate most issues relating to tile shifting by 1px that has been described here (except Y shifting on even resolutions).

Latest version (v2.11) of OcRam_Passages -plugin is now released! This patch will fix tile shifting by 1px on odd resolutions!

And thank you all for the feedback! :kaothx:
 

Ushanti

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Hello world! (and especially @cedr777, @Ushanti and @Swagazaki) :kaohi:

I have succeeded to replicate most issues relating to tile shifting by 1px that has been described here (except Y shifting on even resolutions).

Latest version (v2.11) of OcRam_Passages -plugin is now released! This patch will fix tile shifting by 1px on odd resolutions!

And thank you all for the feedback! :kaothx:
Hey ho =^~^=/

nice to see you: 3
Thank you for making the effort and finding the mistake.
I'll test that over the next few days <3
 

pasunna

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Capture.JPG
not sure is this a bug or not the sprite show top through the grid line
and as I plan to use more taller sprite
is there anyway to block player movement under tile
but the 19 tile region still over his head
sorry for bad English explaining
 

OcRam

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View attachment 111586
not sure is this a bug or not the sprite show top through the grid line
and as I plan to use more taller sprite
is there anyway to block player movement under tile
but the 19 tile region still over his head
sorry for bad English explaining
Thank you for the message,

Use region id 21 (Labeled as "Overhead Region ID" in plugin parameters) above region id 19 and it should work.
 

Esjitu

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I absolutely love this plugin!! I'm having an issue, though, which is probably just because I'm doing something wrong, but I've noticed that if I step on a 17 tile I'm no longer able to pass behind objects set to star passability anymore. Instead I end up walking on top of them like this:



I've been setting up bridges like so:



Am I doing something wrong? The bridges work perfectly like this, but then I run into the above issue. I even tried it on a clean project with no other scripts activated, so it's not a conflict, I'm guessing I'm just misunderstanding how to set up the tiles properly.
 

OcRam

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I absolutely love this plugin!! I'm having an issue, though, which is probably just because I'm doing something wrong, but I've noticed that if I step on a 17 tile I'm no longer able to pass behind objects set to star passability anymore. Instead I end up walking on top of them like this:



I've been setting up bridges like so:



Am I doing something wrong? The bridges work perfectly like this, but then I run into the above issue. I even tried it on a clean project with no other scripts activated, so it's not a conflict, I'm guessing I'm just misunderstanding how to set up the tiles properly.
Thank you for the message!

You have to make sure player is assigned to "lower" floor level after the bridge, which is "higher" floor level.

Example:
bridge.png
 

Esjitu

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Thank you for the message!

You have to make sure player is assigned to "lower" floor level after the bridge, which is "higher" floor level.

Example:
View attachment 111895
I knew it had to be something simple like that. Thanks for the quick response, and again for the amazing plugin!!
 

Espilonarge

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I'm having a major issue regarding setting up bridges with events on them.

If an event uses <higher> in a comment on a bridge with a region of 18, it will work as intended (the event will block your path) but if the event is set to only appear with a Switch on the bridge, it completely ignores/invalidates it altogether (the event will still appear but it will completely ignore the <higher> comment, meaning that it will not "block" the path). I've also tried setting the event with <lower> and even leaving the event with no comment tag at all, it will still "appear" but will not block the path at all.

I've tried testing this in a new project with just your plugin and it doesn't seem to be related to a compatibility issue with other plugins.
 
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OcRam

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I'm having a major issue regarding setting up bridges with events on them.

If an event uses <higher> in a comment on a bridge with a region of 18, it will work as intended (the event will block your path) but if the event is set to only appear with a Switch on the bridge, it completely ignores/invalidates it altogether (the event will still appear but it will completely ignore the <higher> comment, meaning that it will not "block" the path). I've also tried setting the event with <lower> and even leaving the event with no comment tag at all, it will still "appear" but will not block the path at all.

I've tried testing this in a new project with just your plugin and it doesn't seem to be related to a compatibility issue with other plugins.
Thank you for the message,

Make sure that event has <higher> comment also in that page that switch activates.

EDIT: This way you may assign event to any floor level via different pages.
 

Espilonarge

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Thank you for the message,

Make sure that event has <higher> comment also in that page that switch activates.

EDIT: This way you may assign event to any floor level via different pages.
Thanks for the help.

I also forgot that MV prefers that there is a "blank" page (even with just a <higher> comment tag) before all pages that use Conditions in order to setup the events functions. In my case, I didn't have a blank page "before" the Switch Condition page so it wouldn't become active regardless what I tried to do (my bad).
 

OcRam

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OcRam

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Hello,

Just wanted to give heads-up for upcoming new release for OcRam_Passages -plugin. This patch is HUGE and large part of code is re-written - therefore major version is increased! I'm trying to release it in this month - currently running tests on it.

Under development (MAJOR PATCH! v3.00):
  • Optimized memory and CPU/GPU usage about 50% (There are 6 layers currently after update there are 3)
  • In addition tiles are no longer SPRITES, but drawn directly to corresponding Z-layer! (This will release a lot of resources to other things)
  • Draw B-E tiles ONLY on corresponding Z-layer if it's 'cover' tile (This also allows transparent tiles to be used with shadows on it etc...!)
  • More OPTIMIZATION: Layer containers persists over scenes so layers will be created only ONCE per map!!!
  • Support to OcRam_Time_System, SRD_CameraCore, SRD_SmoothCamera and MOG_EventSensor -plugins! (NOTE: import supported plugins BEFORE OcRam_Passages)
  • Fixed some bugs and added DEBUG mode!
 

OcRam

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Hello everybody! :kaohi:

Major patch for Passages -plugin has arrived! This patch will change technique the way tiles are drawn to upper layers. Just remember to take backup from your project when trying any new plugins!

Latest version - (v3.00 released 2019/05/15):
  • Optimized memory and CPU/GPU usage about 50% (There are 6 layers currently after update there are 3)
  • In addition tiles are no longer SPRITES, but drawn directly to corresponding Z-layer! (This will release a lot of resources to other things)
  • Draw B-E tiles ONLY on corresponding Z-layer if it's 'cover' tile (This also allows transparent tiles to be used with shadows on it etc...!)
  • More OPTIMIZATION: Layer containers persists over scenes so layers will be created only ONCE per map!!!
  • Support to OcRam_Time_System, SRD_CameraCore, SRD_SmoothCamera and MOG_EventSensor -plugins! (NOTE: import supported plugins BEFORE OcRam_Passages)
  • Fixed some bugs and added DEBUG mode!
 

Neo Soul Gamer

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Looks like it's time to give this another shot. Nice update!
 

ShadowDragon

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I have issues that it draw all tiles up if you want to go underneath something, include A tiles( ground layer)
like a bit of the roof on with a start, but when i put the region 1 tile before and than the number to go underneath,
it take the ground with it.
 

OcRam

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I have issues that it draw all tiles up if you want to go underneath something, include A tiles( ground layer)
like a bit of the roof on with a start, but when i put the region 1 tile before and than the number to go underneath,
it take the ground with it.
Thank you for the message,

It seems like you are using "Autotile cover id" (default id 19) instead of "Cover id" (default id 18).
 

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