OcRam - Passages plugin (for MV)

ShadowDragon

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I check it out if that was the case, i use region1-9 because some needed 10-20-30 regions so i need to reserve that part
 

PhxFire

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2 Things, so 1st I am getting a weird glitch that is causing my doors to raise up slightly whenever I activate the Plugin (Pictured Below)




2nd it seems a bit glitchy with Terrax Lighting, if it goes above it the game wont launch (This one isn't as important, just letting you know)


Edit: I disabled every other plugin and the problem was still there
 
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OcRam

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2 Things, so 1st I am getting a weird glitch that is causing my doors to raise up slightly whenever I activate the Plugin (Pictured Below)




2nd it seems a bit glitchy with Terrax Lighting, if it goes above it the game wont launch (This one isn't as important, just letting you know)


Edit: I disabled every other plugin and the problem was still there
Thank you for the message,

It seems that doors are assigned to higher floor level? Are you using auto-assign feature and have created walls with A3-4 tiles? Quick fix would be to force them to lower floor level via comment <lower> to active event page.
 

PhxFire

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Thanks, it works perfect now!
 

PhxFire

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Looks like the issue with Terrax Lighting was bigger than I thought... if I use this plugin any event I have on a map using Terrax Lighting events are totally messed up...
ex. -I can't use action button events, they just don't activate
ex. -I have an event that is proximity triggered and a mouse runs into a hole when the player is close, however the mouse is now displayed on top of my tiles and takes about an extra second when it's supposed to be transparent at the end.

Edit: I've figured it out... all good!

Also for future reference, how much does a commercial license cost for this plugin?
 
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Espilonarge

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I just updated to 3.00 and unfortunately the plugin has a couple of compatibility issues (the latter one being far more serious). These issues were not happening with 2.10 (I missed out on getting 2.11 which apparently had the "1 pixel displacement" issue resolved when using SumRndmDde's Camera Core plugin but I didn't realize it had been updated until just recently).

* Shaz's Change Tile Size plugin will cause all tiles to appear "below" the player/followers/events even though the region values haven't been changed in the plugins config (I require Shaz's plugin as my game utilizes 32x32 tiles). This was tested with only these two plugins, regardless of the order and also in a new test project (all having the same result).

* Having Khas's Ultra Lighting plugin enabled with this plugin will cause "FPS hitching/spiking" problems where every few seconds, the game will "freeze" for around a second before resuming normal FPS rates. The larger the map size is, the more frequent these FPS spikes become. If a map is 256x256 (or larger if using modified values), the game will outright crash when attempting to load the map (this also happens in a new test project with just Khas's plugins and yours). This is most likely caused by the exact same problem that happened a while back with Ultra Mode 7 where a "bug" in pixi-tilemap was causing the game to make hundreds of "Animation Frame Fired" calls within several millisecond periods (you can read more about this issue over on this thread).

EDIT

Regarding the crashing issue, it seems to be happening simply with "just" this plugin on its own (I even went so far to disable the Community_Basic plugin as a test). Any map that's close to or over 250x250 will "instantly" crash the game outright.

I will have to go back to using 2.10 until these issues are resolved.
 
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OcRam

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Looks like the issue with Terrax Lighting was bigger than I thought... if I use this plugin any event I have on a map using Terrax Lighting events are totally messed up...
ex. -I can't use action button events, they just don't activate
ex. -I have an event that is proximity triggered and a mouse runs into a hole when the player is close, however the mouse is now displayed on top of my tiles and takes about an extra second when it's supposed to be transparent at the end.

Edit: I've figured it out... all good!

Also for future reference, how much does a commercial license cost for this plugin?
Glad to hear all is good.

License types:
  • Standard: 19.99 EUR - Paid in full (credits to ”OcRam” is required for using ”Passages -plugin”)
  • No credits: 59.99 EUR - Paid in full (credits not required)
To obtain license:
  • I need project name (Project name should be same as sold product)
  • I need e-mail for PayPal payment request (if it is other than email has been sent) -OR- via link: https://paypal.me/MarkoPaakkunainen
  • I need license type (”Standard” / ”No credits”)

I just updated to 3.00 and unfortunately the plugin has a couple of compatibility issues (the latter one being far more serious). These issues were not happening with 2.10 (I missed out on getting 2.11 which apparently had the "1 pixel displacement" issue resolved when using SumRndmDde's Camera Core plugin but I didn't realize it had been updated until just recently).

* Shaz's Change Tile Size plugin will cause all tiles to appear "below" the player/followers/events even though the region values haven't been changed in the plugins config (I require Shaz's plugin as my game utilizes 32x32 tiles). This was tested with only these two plugins, regardless of the order and also in a new test project (all having the same result).

* Having Khas's Ultra Lighting plugin enabled with this plugin will cause "FPS hitching/spiking" problems where every few seconds, the game will "freeze" for around a second before resuming normal FPS rates. The larger the map size is, the more frequent these FPS spikes become. If a map is 256x256 (or larger if using modified values), the game will outright crash when attempting to load the map (this also happens in a new test project with just Khas's plugins and yours). This is most likely caused by the exact same problem that happened a while back with Ultra Mode 7 where a "bug" in pixi-tilemap was causing the game to make hundreds of "Animation Frame Fired" calls within several millisecond periods (you can read more about this issue over on this thread).

EDIT

Regarding the crashing issue, it seems to be happening simply with "just" this plugin on its own (I even went so far to disable the Community_Basic plugin as a test). Any map that's close to or over 250x250 will "instantly" crash the game outright.

I will have to go back to using 2.10 until these issues are resolved.
Thank you for the report,

I will check these ASAP.
 

OcRam

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I just updated to 3.00 and unfortunately the plugin has a couple of compatibility issues (the latter one being far more serious). These issues were not happening with 2.10 (I missed out on getting 2.11 which apparently had the "1 pixel displacement" issue resolved when using SumRndmDde's Camera Core plugin but I didn't realize it had been updated until just recently).

* Shaz's Change Tile Size plugin will cause all tiles to appear "below" the player/followers/events even though the region values haven't been changed in the plugins config (I require Shaz's plugin as my game utilizes 32x32 tiles). This was tested with only these two plugins, regardless of the order and also in a new test project (all having the same result).

* Having Khas's Ultra Lighting plugin enabled with this plugin will cause "FPS hitching/spiking" problems where every few seconds, the game will "freeze" for around a second before resuming normal FPS rates. The larger the map size is, the more frequent these FPS spikes become. If a map is 256x256 (or larger if using modified values), the game will outright crash when attempting to load the map (this also happens in a new test project with just Khas's plugins and yours). This is most likely caused by the exact same problem that happened a while back with Ultra Mode 7 where a "bug" in pixi-tilemap was causing the game to make hundreds of "Animation Frame Fired" calls within several millisecond periods (you can read more about this issue over on this thread).

EDIT

Regarding the crashing issue, it seems to be happening simply with "just" this plugin on its own (I even went so far to disable the Community_Basic plugin as a test). Any map that's close to or over 250x250 will "instantly" crash the game outright.

I will have to go back to using 2.10 until these issues are resolved.
Alrighty I have now tried to repeat described problems.

Large maps close to 250 x 250 will indeed crash the game. But the problem for this is not in pixi-tilemap (though the bug described in the thread you linked was there - but it didn't fix this issue). I need to think how to fix this...

What it came to "Shaz's Change Tile Size" -plugin I couldn't repeat the "tiles always below characters" issue. What version of RMMV you are using?
 

Espilonarge

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Alrighty I have now tried to repeat described problems.

Large maps close to 250 x 250 will indeed crash the game. But the problem for this is not in pixi-tilemap (though the bug described in the thread you linked was there - but it didn't fix this issue). I need to think how to fix this...
Well it was a very similar situation though so it was worth bringing up regardless. Some of the maps I use are 256x256 large which consist of a number of hidden passages and sections separate from the main areas to keep the maximum number of maps down. I'm also hopeful this may resolve the issue with Khas's Ultra Lighting plugin though (it's one thing to get FPS hitching/spikes every few seconds, it's another when the game causes a CTD).

What it came to "Shaz's Change Tile Size" -plugin I couldn't repeat the "tiles always below characters" issue. What version of RMMV you are using?
I'm using MV 1.6.2 and I've tried both versions of Shaz's plugin, one that comes with MV and the other linked in Shaz's own thread (both have the same problem, regardless of the order). Again, tiles will always appear "below" the player/followers/events and no plugin settings have been modified in your plugin (this was done in a new test project with no other plugins but yours and Shaz's Change Tile Size plugin set to 32).

With further testing, it seems that if you have tiles set lower than 48 in Shaz's plugin, all tiles set by regions to be passages with your plugin will always appear below the player/followers/events regardless of which height they're set to (I tested 49 and upwards and all tiles will appear "correctly" above the player/followers/events).

 
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Espilonarge

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Ok, I know I'm technically double-posting (it has been a week though) but I have an update regarding the situation with Shaz's plugin. After going back over the topic comments, I found that I "had" brought up this issue before back around March of last year and had forgotten about it (my bad).

Essentially, as the Passages plugin itself doesn't have a "setting" for tile sizes, you need to modify the plugin itself on lines 172/173 and 1207 manually to "fit" the correct tile sizes when using Shaz's plugin. In my case, when using 32x32 tiles, you need to set the values from 48 to 32 (16 for "var _twh50" half values).
 

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Okay, first off I have to say thank you @OcRam! This is exactly what I needed for my big city maps! Took me a while to figure out the correct regions to use, but that's entirely on me.:kaoswt:

I have, however, discovered a problem. I mentioned I have some huge city maps - one is about 200 x 170 tiles. And whenever I enter another, smaller map (e.g. a house in that city) and immediately go back out onto the city map, my game crashes. It only happens when the Passages plugin is on, so I assume it crashes because it can't load everything fast enough and just gives up. It does not happen when I spend some time on the smaller map and then exit. I'll attach my plugin setup too, just in case.
 

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Espilonarge

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I have, however, discovered a problem. I mentioned I have some huge city maps - one is about 200 x 170 tiles. And whenever I enter another, smaller map (e.g. a house in that city) and immediately go back out onto the city map, my game crashes.
I already reported about this issue where large maps were crashing the game while the plugin is active. It's one of the main reasons why I went back to using v2.10 until he can resolve the issue (I would be using v2.11 as it resolves the weird "misalignment" of tiles when using camera plugins but I can't seem to find a link to it anywhere).
 

OcRam

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Okay, first off I have to say thank you @OcRam! This is exactly what I needed for my big city maps! Took me a while to figure out the correct regions to use, but that's entirely on me.:kaoswt:

I have, however, discovered a problem. I mentioned I have some huge city maps - one is about 200 x 170 tiles. And whenever I enter another, smaller map (e.g. a house in that city) and immediately go back out onto the city map, my game crashes. It only happens when the Passages plugin is on, so I assume it crashes because it can't load everything fast enough and just gives up. It does not happen when I spend some time on the smaller map and then exit. I'll attach my plugin setup too, just in case.
I already reported about this issue where large maps were crashing the game while the plugin is active. It's one of the main reasons why I went back to using v2.10 until he can resolve the issue (I would be using v2.11 as it resolves the weird "misalignment" of tiles when using camera plugins but I can't seem to find a link to it anywhere).
Large map issue has been now fixed, but I will test new version carefully before release so maybe this weekend it's going to be here! Thank you for your patience and reports! @Espilonarge and camera issue will be also fixed in this patch ;)
 

OcRam

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Hello to You,

Latest version (3.01) of OcRam_Passages -plugin is now released!

This patch will fix game crash caused by large maps and it should detect tile dimensions automatically!

Happy RPG making!
:MV1:
 

Zebestian

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Hello to You,

Latest version (3.01) of OcRam_Passages -plugin is now released!

This patch will fix game crash caused by large maps and it should detect tile dimensions automatically!
Just did a quick test and everything is running buttery smooth! The city map is loading way faster and no more crashes when changing maps quickly! Amazing work!:kaojoy:
 

Kneeshaw

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@OcRam I recently updated from 2+ to 3.01 and I have been getting this crash occasionally.

I am getting this crash moving to a 25x25 map with 8 events and no numbered tiles.
If I am crushing moving from Map A to Map B, I can go to Map C come back to Map A and transfer to Map B without an issue.

This has happened to another map that is in the 50x50 range. It is repeatable if I reload game and open the save.
 

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OcRam

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@OcRam I recently updated from 2+ to 3.01 and I have been getting this crash occasionally.

I am getting this crash moving to a 25x25 map with 8 events and no numbered tiles.
If I am crushing moving from Map A to Map B, I can go to Map C come back to Map A and transfer to Map B without an issue.

This has happened to another map that is in the 50x50 range. It is repeatable if I reload game and open the save.
Thank you for the report!

Bug has been allocated and fixed! New version 3.02 has been released.
 

ShadowDragon

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@Kneeshaw it is compatable with khas lightning plugin because i use them both as well :) and its working nicely though.
 

Espilonarge

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You have an incompatibility with Khas Advanced Lighting. Is It possible to add this and do you need specifics?
It seems to be working fine on my end. Try switching the order of your plugins around (I have Khas' plugins above Ocram's). If that's not the case, what kind of issue are you having with them? Does the game spit out an error?
 

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