Official Bug Report

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KisaiTenshi

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Tried it with the headset unpugged, still happens. Been doing some trouble shooting; updated driver, reinstalled MV and rebooted. No luck so far.

Edit: I gave RPGmaker MV adimistrative privliages and now it seems to be working. Why now? I could not say.
Hmm. I think this provides a clue.

https://www.chromium.org/developers/design-documents/chromium-graphics/how-to-get-gpu-rasterization

Could you try running game.exe with --force-gpu-rasterization ?

FYI, this is what the game CPU profiling looks like for me (enable the toolbar in package.json, and then open developer console):

WebGL



Canvas ("chromium-args" : "--disable-gpu",):



I get 60fps on both, but the Canvas renderer has a noticeable "stutter" when you shift directions. I created a 1000x1000 map filled with randomly placed tiles and just ran round for a few minutes for each, with the background music running. (BGS doesn't turn off on map change BTW.)

So, when it's not using the GPU, the Canvas Renderer itself takes more CPU time. When the GPU renderer is in use, the autotile part of the program uses the most CPU time.

So my best guess is that people noticing lag have either a weak GPU, weak CPU and the GPU is disabled, or their display drivers do not actually support OpenGL ES2, thus the overhead in converting to D3D, and that path is also slow.
 
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Lecode

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No, you have to utilize Shift-Click mapping to make that look right. There's plenty of tutorials on how to do that on the forums and even on YouTube.
Plenty of tutorials ? Are you talking about Ace, or MV ? Because I don't see anything related to that issue on the tuts forum for MV.

The behavior I reported doesn't exist on Ace so I think it's strange.

I already know the trick with shift but it is worst:



You can clearly see that the tile is dispatched.
 
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EternalShadow

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In this case, you could need to copy the tile, not just shift it in.


Shift and right-click to copy the tiles on the left, then shift and left-click to paste them where you circled.
 

Lecode

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In this case, you could need to copy the tile, not just shift it in.

Shift and right-click to copy the tiles on the left, then shift and left-click to paste them where you circled.
Thanks ! I never used it on Ace o.o'
 

Bicept

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At times, I keep getting a VERY strange issue with the audio both in game and when listening through the editor.

Sometimes I click play and it wont do anything at all. 
Same thing with me. And in game on maps (not battle mode) it takes 3-5 seconds to play the ogg file every time.
 

Drago9

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My actor level up even though they are at max level. Is this a bug or I did mess something up?

screenshots : http://imgur.com/a/AHChQ

Edit: Alright, I found the solution. I have YEP_COREENGINE installed and the max level : 99 bypassed the editor. All I have to do is write "<Max Level : 4>" on the actor note tag instead of setting the max level manually.

Attached Thumbnails
 
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Arisete™

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My actor level up even though they are at max level. Is this a bug or I did mess something up?

screenshots : http://imgur.com/a/AHChQ
You have their Max Level set to 4 or something?

and they still leveled to 5?

If you're using Yanfly's Core Engine

Try checking that.

It's also set to 99.

-Edit-

Never mind. I had to think back when I used this for Ace.

In your Actor's Notetags

add this.

<Max Level: x>x = Level you want set for that Actor's max level.

It's not a bug.
 
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kkk8000

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Hello I have activted rpgmaker mv .But Why I can't use the check box ?

 

Milennin

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Colour display is off in MV for me. First face is the original, taken as seen in the editor. Second face is the one as it appears in the game.
The original's cloak is blue, while the the ingame version is leaning towards purple. (sorry for low quality image).

 

KisaiTenshi

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Colour display is off in MV for me. First face is the original, taken as seen in the editor. Second face is the one as it appears in the game.

The original's cloak is blue, while the the ingame version is leaning towards purple. (sorry for low quality image).

Um...

It's hard to say without the source file itself, but the first thing that comes to mind is broken ICM in the image editor that created the image in the first place.

Web browsers have relatively broken ICM support, so if the image was saved with a ICM profile, then then it might actually be processed.
 

Milennin

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Um...

It's hard to say without the source file itself, but the first thing that comes to mind is broken ICM in the image editor that created the image in the first place.

Web browsers have relatively broken ICM support, so if the image was saved with a ICM profile, then then it might actually be processed.
Photoshop always displays it the way it shows in the game until I set Proof Colors under View, that's when it shows the colours as they do on the first image. So, how would I repair the ICM in Photoshop?
 

KisaiTenshi

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Photoshop always displays it the way it shows in the game until I set Proof Colors under View, that's when it shows the colours as they do on the first image. So, how would I repair the ICM in Photoshop?
What you want to do is actually remove the ICM from the image (export for web)



The ICM metadata is what's telling the web browser to display it differently. Unfortunately, lots of computer monitors do have broken ICM *cough*samsung*cough* especially those that aren't IPS displays. So that pretty much means all web-content needs to be stripped of ICM data, much to the irritation of people who work in print.

This is why I can't use the Microsoft image preview application, because the broken monitor ICM tints everything yellow.
 

Flamecro

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Program stops responding when i try to change add state percentage.

 
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Hoppy

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Hmm. I think this provides a clue.

https://www.chromium.org/developers/design-documents/chromium-graphics/how-to-get-gpu-rasterization

Could you try running game.exe with --force-gpu-rasterization ?

FYI, this is what the game CPU profiling looks like for me (enable the toolbar in package.json, and then open developer console):

WebGL



Canvas ("chromium-args" : "--disable-gpu",):



I get 60fps on both, but the Canvas renderer has a noticeable "stutter" when you shift directions. I created a 1000x1000 map filled with randomly placed tiles and just ran round for a few minutes for each, with the background music running. (BGS doesn't turn off on map change BTW.)

So, when it's not using the GPU, the Canvas Renderer itself takes more CPU time. When the GPU renderer is in use, the autotile part of the program uses the most CPU time.

So my best guess is that people noticing lag have either a weak GPU, weak CPU and the GPU is disabled, or their display drivers do not actually support OpenGL ES2, thus the overhead in converting to D3D, and that path is also slow.
Sounds like I need a driver update but I'm not going to risk it on a 4 year old laptop that hasn't had it's graphics drivers updated in a few years.
 
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Works for me. Is your OS a non-English OS?
This is a really serious problem for many users with a non-English OS.

Does someone know, if there is a patch in the planning for this?

Yes, I know, that I could change language settings in my OS, but that can't be the point of an internationally available program, which even provides translations in the language of the user (German in my case).

I'm kinda upset that somehow nobody - neither the programmers or the testers - came to the realization, that even the writing of numbers could differ in different languages...

VX-Ace could manage that and it's basically the same UI for "Traits", so how could this happen??

Greetings,
 

Liak

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Can you already tell whether that patch only adresses the number issue, or can we also change the language (which was related to the problem)?
 
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Touchfuzzy

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The ability to change language independently of windows settings is something we ARE sending in the list of fixes for KDKW.
 
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