Official Bug Report

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Jackkel Dragon

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I determined a bug that I came across and posted to another thread is actually a part of MV itself, so I'm re-posting the problem here.


Original Post and Screenshots


The Bug: Event pages that do not have an image graphic assigned to them will use the wrong idle frame if given a graphic through event code. For character graphics, this means the event will look like it is stepping forward (despite not being in motion), which can be seen in the screenshots from my original post. I went and tested this in a fresh MV game and got the same result, so I'm fairly certain of the causality.


I haven't tested it yet, but I suspect a temporary workaround could be to assign a blank sprite as the graphic for these event pages. However, that could become tedious, so I hope there's a way to fix this.
 

CriticalGames

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I'm sorry if it's already been mentioned, but I discovered something which I'm pretty sure is a bug. Unfortunately, it's not really something I can convey with images, so please bear with me.

It has to do with the Show Picture command. If you try to change, for example, Picture #1 from one Image to another, the engine will erase the first image and then bring up the new one. This results in a split-second of no image being on the screen, so you just get a flash of whatever's underneath - which looks pretty bad, and generally kills the effect (particularly if you were covering the screen).

So the event progression is like so:

- Show Picture: #1, Image 1, Upper Left (0, 0), (100%, 100%), 0, Normal

- Wait 60 frames.

- Show Picture: #1, Image 2, Upper Left (0, 0), (100%, 100%), 0, Normal

When that second Show Picture command is due to occur, that's where you get the split-second of no image. This wasn't an issue in RPG Maker XP (the image would just change seamlessly), and it seems to me like a bug.

Naturally, there is a way around this, as you could Show Picture #2 over the top of #1, and then just erase #1. But that method is less efficient, and makes doing (for example) an animation via pictures more complicated (and messy).

Thanks! =)
 

KisaiTenshi

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I'm sorry if it's already been mentioned, but I discovered something which I'm pretty sure is a bug. Unfortunately, it's not really something I can convey with images, so please bear with me.

It has to do with the Show Picture command. If you try to change, for example, Picture #1 from one Image to another, the engine will erase the first image and then bring up the new one. This results in a split-second of no image being on the screen, so you just get a flash of whatever's underneath - which looks pretty bad, and generally kills the effect (particularly if you were covering the screen).

So the event progression is like so:

- Show Picture: #1, Image 1, Upper Left (0, 0), (100%, 100%), 0, Normal

- Wait 60 frames.

- Show Picture: #1, Image 2, Upper Left (0, 0), (100%, 100%), 0, Normal

When that second Show Picture command is due to occur, that's where you get the split-second of no image. This wasn't an issue in RPG Maker XP (the image would just change seamlessly), and it seems to me like a bug.

Naturally, there is a way around this, as you could Show Picture #2 over the top of #1, and then just erase #1. But that method is less efficient, and makes doing (for example) an animation via pictures more complicated (and messy).

Thanks! =)
I'm going to say you're technically doing this wrong. To do seamless stuff you have to load the new image on top of the old image and then clear the old image. Unless it would mess up the transparancy this is how this kind of thing works in programming. Because images aren't accessed until used, that delay is from the file system and browser checking the cache.
 
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CriticalGames

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I'm going to say you're technically doing this wrong. To do seamless stuff you have to load the new image on top of the old image and then clear the old image. Unless it would mess up the transparancy this is how this kind of thing works in programming. Because images aren't accessed until used, that delay is from the file system and browser checking the cache.
Thanks for the info! Well, I'm certainly no programmer, and your explanation makes sense. But it works absolutely seamlessly in RPG Maker XP, so considering how much better MV runs, I would expect the same instant switching to work here. Perhaps XP and MV load things differently - maybe XP pre-loaded files, for example?

Edit: I just tried your approach. So, to continue my example:

- Show Picture: #1, Image 1, Upper Left (0, 0), (100%, 100%), 255, Normal

- Wait 60 frames.

- Show Picture: #2, Image 2, Upper Left (0, 0), (100%, 100%), 255, Normal

- Erase Picture #1

But I still encountered the same split-second gap where no picture displayed. Do I have to take into account a delay when I use a Show Picture command? That seems odd.

Edit #2: Okay, so I used Galenmereth's Preload Manager plugin, and with that both approaches work (you've just got longer load times). Without it, though, there seems be a very noticeable delay when the picture is being loaded, regardless of which way you do it.
 
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Solis

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So, I'm using no "plugins" at the moment. I just wanted to create maps. I created about 10-15 maps and after I restarted my computer, RPG MAKER MV says it cannot find any "Json" files. So, I created a new a game, tried to transfer the map data over, but still did not work. Was able to transfer map data from old poject to new project but it needs something called mapinfo.json and even still events and some maps were missing. 

I want to let people to know that to be careful with saving data and to make sure you have a back up because I lost a lot of data today because of a simple restart. 

I posted here in bug section in case anyone has a solution to prevent from happening in the future. 
 
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KisaiTenshi

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Thanks for the info! Well, I'm certainly no programmer, and your explanation makes sense. But it works absolutely seamlessly in RPG Maker XP, so considering how much better MV runs, I would expect the same instant switching to work here. Perhaps XP and MV load things differently - maybe XP pre-loaded files, for example?

Edit: I just tried your approach. So, to continue my example:

- Show Picture: #1, Image 1, Upper Left (0, 0), (100%, 100%), 255, Normal

- Wait 60 frames.

- Show Picture: #2, Image 2, Upper Left (0, 0), (100%, 100%), 255, Normal

- Erase Picture #1

But I still encountered the same split-second gap where no picture displayed. Do I have to take into account a delay when I use a Show Picture command? That seems odd.Ye
Yeah that is pretty much what you're supposed to do. In a purely programmer-centric point of view you're supposed to display the image for the lenght of time you need it, when the image needs to change, you put that changed image underneath and then remove the one in front. It could be possible that it doesn't actually load it until it's visible, which might negate trying to do above, but I'll check the code anyway.

You might try PictureWipe.js's plugin and just do an instant fade (eg 4 frames) There is also a TDDP_PreloadManager.js that attempts to preload all the assets (this would be viable on a desktop, but might crash a mobile version.)
 

CriticalGames

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Yeah that is pretty much what you're supposed to do. In a purely programmer-centric point of view you're supposed to display the image for the lenght of time you need it, when the image needs to change, you put that changed image underneath and then remove the one in front. It could be possible that it doesn't actually load it until it's visible, which might negate trying to do above, but I'll check the code anyway.

You might try PictureWipe.js's plugin and just do an instant fade (eg 4 frames) There is also a TDDP_PreloadManager.js that attempts to preload all the assets (this would be viable on a desktop, but might crash a mobile version.)
Okay, thank you! =)

I tried out Preload Manager, and it did work, but thanks for the warning about mobile - I was concerned about that haha. I'll have to test out the PictureWipe plugin though, although I'm not sure if that will work. Regardless, thanks for the help!
 

jerrypylant

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I'm not sure what is causing this.
I made a map and decided i didn't want that map anymore.

 
 
I deleted that map.
Then get a "windows has encountered an error" message.
So i tried to delete other maps to see if that was the whole issue.
The other map was deleted just fine.
 

RoooodWorks

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I have an error, my water tiles are producing lines and only on water tiles : http://prntscr.com/8vemh7 Not sure what is causing this, i tried all the water tiles in Outside and it happens to all of them, even tried adding my own water tiles and same thing.
 

KisaiTenshi

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I have an error, my water tiles are producing lines and only on water tiles : http://prntscr.com/8vemh7 Not sure what is causing this, i tried all the water tiles in Outside and it happens to all of them, even tried adding my own water tiles and same thing.
That might be a GPU-specific problem, depending on what settings you have the GPU driver set to. The other possibility is that the tileset is off by one pixel.
 

Lee Sang

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I'm working on a converted project. And sometimes i got this message whenever i use "show picture":

 
I tried to resize the png file to fit the game's window screen, it seemed to work at first, but after that it just keep showing a black screen with the message above.
 
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Another Ned

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There is a problem with refreshing tiles, while changed in files, need to change map to other one and go back to see the changes in editor...
If this is what I think it is, it's something that was like this in ACE before: It should be enough to open and close the database for the tileset on the map to update. Again, if it is what I think it is (and if it is, it's something I personally find quite useful).
 

ChristianRJ

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I don´t know if this has been posted, but on my desktop computer using RMMV Steam Version (AMD FX-6300, Geforce GTX 750TI, Win 10 x64, all drivers fully updated), all tooltips are totally broken:

rmmv-tooltip.jpg
 
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Skurge

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Just reopened steam to get into MV and it keeps saying "failed to start game (missing executable)"

I did not tamper with anything. I cannot use a program that I have purchased.
 

Halcyon Days

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Just reopened steam to get into MV and it keeps saying "failed to start game (missing executable)"

I did not tamper with anything. I cannot use a program that I have purchased.
Same here. I tried to do what Steam Support suggested, but it didn't work.
 

semigue

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hello, I have the trial version, do not know if this has something to do.

well, when I add attributes with a %, as max HP, evasion, attack, etc,  the program freezes when I select less than 100%

sometimes, 80% ends up 800%
 

Touchfuzzy

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hello, I have the trial version, do not know if this has something to do.

well, when I add attributes with a %, as max HP, evasion, attack, etc,  the program freezes when I select less than 100%

sometimes, 80% ends up 800%
Hi,

 

There is a known bug in languages that use , as a decimal point which causes this bug. We are working to fix it now. For the moment, as a workaround until we can get it fixed, you can use the following process: http://forums.rpgmakerweb.com/index.php?/topic/46892-rpgmmv-crahes-after-changig-parameter/#entry470135
 

monkeyintartan

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Has anyone mentioned that the Sub color for hair in the character generator doesn't seem to do anything at all ??
 

Robert Reina

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when I try to open my trial version by clicking "continue" appears on a screen all in white. what should I do?

(Português - Brasil)

Quando eu tento abrir a versão trial, ao clicar em "Continue" abre uma tela branca. O que devo fazer?

RPGMAKERMV.png
 

Kane Hart

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I'm going to call this one a bug but it's more of a suggestion but it's also going to cause tons of issues to new people as time goes on.

When you update a script/plugin with parameters changes a lot of times it breaks overall and you start to run into issues with it install in the game.

There should been some sort of version control system added where the scripter would add say version 1.3 and when he updates to 1.4 he could say that there was parameters changes or something big enough that it needs a reinstall of the script. When this happens maybe the script text turns yellow for the title in the plugin page giving the warning to reinstall. Maybe even having a button to do just that but warning the user they will lose any parameters settings.

Because of this you will have a lot of problems overtime with people... Your going have them 1 by one disable them etc and oh boy a nightmare.

This is quite an oversight.

For me I don't care since I understand it will not have an issue ever. But the Easy for a child people will not have such a great time. 

EDIT: I was apparently wrong you can actually open the plugin up and it applies the new settings. Maybe we can have some sort of indicator for this down the road. 
 
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