Tuomo L

Oldbie
Veteran
Joined
Aug 6, 2012
Messages
2,472
Reaction score
1,392
First Language
Finnish
Primarily Uses
RMMV
Plugin updated to 2.0.0-RC8

Hi peeps! The plugin has now been updated to 2.0.0-RC8, fixing the following bugs:
* Hue bug
* Battleback load error during Battle Test mode

Release notes: https://github.com/TorD/rmmv-preload-manager/releases/tag/2.0.0-rc8
Download link (direct): https://raw.githubusercontent.com/TorD/rmmv-preload-manager/2.0.0-rc8/TDDP_PreloadManager.js

Please let me know if you find any more bugs, and thanks for the help so far! :)

PS: I'm going to update the first post and my plugin website soon (TM) with all updated information for this plugin.



After checking with the plugin structure, I realized you're using the old format for preloading files and folders on boot. Please install the latest version, then look under the heading "
Files to preload upon startup" for an example of how to add files and folders for preloading on startup :) Please let me know if you need further assistance.

Thanks from the update, sadly I can't really test it since it still has same crashing issue.
 

Galenmereth

Semi-retired
Veteran
Joined
May 15, 2013
Messages
2,249
Reaction score
2,195
First Language
English
Primarily Uses
N/A
Uhh, hey. I just tried to use your updated preload manager. I also use reimu's animated title screen, and when I updated to the latest version of your preload manager, the animated title doesn't work. As in, nothing shows up on the screen except for the title background and the title music. :kaoeh:
Preload%20Bug_zpsoc1ned6j.png

I discovered an edge case with the new solution where I'm having the same problem when the cache is missed and it needs to load a resource immediately. Thanks for reporting :kaocry:

Thanks from the update, sadly I can't really test it since it still has same crashing issue.

I'll look into the compatibility issue in the near future, I'm just focusing on "local" bugs for now to get that stable and sorted first :)
 

microck

Veteran
Veteran
Joined
Jul 23, 2016
Messages
45
Reaction score
11
Primarily Uses
Hello !
In the 2.0.0-RC7 version, if I set "true" for Preload system music or Preload system SFX, the loading is stuck (infinite loading). If set "false" the plugin works.

For the new version (RC8), nothing works for me. It's stuck even if I set "False" to all options. It's sad since I want to try the cache limit option.

Have a nice day !
 

Galenmereth

Semi-retired
Veteran
Joined
May 15, 2013
Messages
2,249
Reaction score
2,195
First Language
English
Primarily Uses
N/A
Could you set debug mode to "debug", open console with F8 and take a screenshot of as much of the text up to the crash as possible? Feel free to send in PM if you don't want to share here in the thread
 

Skurge

Archtross Dev
Veteran
Joined
Jul 12, 2015
Messages
1,276
Reaction score
302
First Language
English
Primarily Uses
N/A
Uh.. I have absolutely no idea why this interrupts my test play on certain maps even though there is 0 use of this track- and it's not even in the music directory. I had this track play in my project's earliest stages but had removed it a year ago.



I am not loading off an old save file and have begun testing with new games. The error message states "does it exist?"- but it doesn't at all.
Little confused here haha.
 

Attachments

  • wtf.png
    wtf.png
    12 KB · Views: 1

Galenmereth

Semi-retired
Veteran
Joined
May 15, 2013
Messages
2,249
Reaction score
2,195
First Language
English
Primarily Uses
N/A
Try deleting the TDDP_PM.index file from your project folder, then run the game again in test mode :)
 

Skurge

Archtross Dev
Veteran
Joined
Jul 12, 2015
Messages
1,276
Reaction score
302
First Language
English
Primarily Uses
N/A
Just curious to know because I cannot find that file, which folder or locality should it be in my project folder? Unless somehow mines glitched and already has it missing :/ the search bar isn't finding any matches.
 

Galenmereth

Semi-retired
Veteran
Joined
May 15, 2013
Messages
2,249
Reaction score
2,195
First Language
English
Primarily Uses
N/A
It should be in the project's root folder, it's generated by the plugin itself. What OS are you on?
 

Skurge

Archtross Dev
Veteran
Joined
Jul 12, 2015
Messages
1,276
Reaction score
302
First Language
English
Primarily Uses
N/A
Oh i'm stuck on windows 7, haven't been able to get around to buying a new computer haha. Definately not present unfortunately :/
 
Last edited:

Chaos17

Dreamer
Veteran
Joined
Mar 13, 2012
Messages
1,318
Reaction score
492
First Language
French
I didn't had any crash when trying RC7 but it wiped out my moghunter HUD and made the enemies battlers disappear. Sorry if it was already fixed. I downloaded again the old version on front page and it worked again correctly.
 

microck

Veteran
Veteran
Joined
Jul 23, 2016
Messages
45
Reaction score
11
Primarily Uses
So I manage to fix the 2.0.0-RC7 version by adding some soundfiles (that I don't need) like:
BGM:
Battle1; Ship1; Ship2; Ship3
ME:
Victory1; Defeat1; Gameover1

For the RC8 version I get:
"/C:/Users/microck/Documents/Games/myproject/js/plugins/TDDP_PreloadManager.js:681 Uncaught URIError: URI malformed"
 

y0da

Villager
Member
Joined
Oct 27, 2015
Messages
21
Reaction score
1
I found a bug when exporting to android.

With the manual method, and launching the game on my device, I've got "ERROR Uncaught TypeError : undefined is not a function."

On the intel XDK simulator, everything is going fine until I hit the new game option.
Then the following Error shows up "TypeError - Failed to execute 'drawimage' on 'CanvasRednderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'

Everything is working fine on my PC and when I disable the plugin, the game works fine on Android too. (I am using the 2.0.0-rc8 version)
 

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
1,012
Reaction score
654
First Language
English
Primarily Uses
RMMV
I'm having weird problems with this plugin. I had tested a previous version several months ago to see if preloading resources would reduce the obvious frame rate drop when certain Yanfly plugins used an animation or sound effect that hadn't been cached before, but even with this plugin that never seemed to be resolved.

EG: Battle Engine Core allows for you to specify the attack animation of a monster through note tags on that monster. For bats, for example, I was using a bite animation. In my test troop, when the slime in the group attacks, it has the normal animation that all monsters use by default, and there is no issue, but in the same troop, when the bat attacks there is a brief frame drop as the animation is loaded in the first time.
When I tried to fix this by telling this plugin to preload ALL animation files, it seems to lose certain animations entirely and just ignores the fact that they're missing, even for skills that usually worked without frame drops. The allied weapon animations worked, but everything the enemies did had no animations.

Additionally, despite having /img/system/ in the preload, the system images are not being hit in the cache, and this somehow results in the MadeWithMV plugin splash screen showing a black screen instead of the image.

On the YEP_SaveCore loading screen, the facesets of none of the actors in the active party are loaded when the load screen comes up, until you exit the screen and open it back up again. This also happens when the faces folder is in the preload group as well.

The default battlers of all of the active party are successfully preloaded, but if the actor has a note tag on him that changes his battler to something that isn't his default, the new sv_actor sprite is not cached, and fails to load in a test battle, unless you escape or finish the battle and then go a second time. This was also tested with the sv_actor folder preloaded, with no change.

The only noticeable positive change this plugin provides to me is a brief loading screen between loading a savegame and the map loading, which given the other problems with it, isn't super useful.

I've had my eye on this plugin for a while, as it's a very useful idea, but it still doesn't quite seem to be working for me.

Edit:
Alright, I jumped the gun on this somehow and assumed the plugin was working when I had configured it incorrectly.
Now if I tell it to precache "img/system" The game shows me a load screen before the MadeWithMV screen comes up, which never goes away. The console log says it's stuck at 22%, never telling me what file is giving it trouble, but never loading.
If I only tell it to preload the MadeWithMV.png file instead, it works, and the splash screen actually loads.

Edit2: turns out it was trying to precache thumbs.db, a file that is hidden in windows by default, so I wasn't aware it was there. Modified the plugin to ignore .db files, seems load now. Will get back to you once I've plugged in the folders and stuff again.

Edit3:
Even with the image files from img/animations cached, there is still noticeable slowdown on the first attack of a bat who's using the bite animation, as if the animation isn't actually being cached at all, until it's shown once. I'm not sure why it's doing this. The faces, and battlers issues I had earlier all cleared up when I actually used the plugin correctly, but the whole plugin seems to have no actual effect on the slowdown I was experiencing in the first place, and only provides a really long load screen prior to game loading, with no positive effect as a trade off.
 
Last edited:

Rozel

Villager
Member
Joined
Apr 30, 2016
Messages
27
Reaction score
30
First Language
English
Primarily Uses
With version 1.5.0 of RPGMaker, it seems the preload manager no longer does anything.
 

Rozel

Villager
Member
Joined
Apr 30, 2016
Messages
27
Reaction score
30
First Language
English
Primarily Uses
@CriticalGames @Rozel can you try this one and lemme know if it works? We tried updating it for our game.
This seems to have worked for me! Thank you very much.

Edit: Works with Show Picture, but seems to not preload an image change done with 'Set Movement Route'. So I still get a flicker when changing the player image through that method.
I can get around this by setting another event to have it as its image without activating the event, though. So maybe it's fine.
 
Last edited:

Archeia

Level 99 Demi-fiend
Staff member
Developer
Joined
Mar 1, 2012
Messages
15,622
Reaction score
16,293
First Language
Filipino
Primarily Uses
RMMZ
This seems to have worked for me! Thank you very much.

Edit: Works with Show Picture, but seems to not preload an image change done with 'Set Movement Route'. So I still get a flicker when changing the player image through that method.
I can get around this by setting another event to have it as its image without activating the event, though. So maybe it's fine.

I had this problem in one of my events but I noticed that I have to script call the graphic change for it to work. I think it's more on RMMV itself than the preload manager.
 

CriticalGames

Veteran
Veteran
Joined
Aug 8, 2014
Messages
228
Reaction score
71
First Language
English
Primarily Uses
Looks to be working just fine! Thank you very much Archaeia =D
 

Sc0wly

Veteran
Veteran
Joined
Feb 13, 2017
Messages
46
Reaction score
12
First Language
English
Primarily Uses
RMMV
I'm grateful that people make plugins but users should be careful with this one. Like keep a very close eye since It's a little buggy. In my particular case I noticed that it's not totally compatible with the Yanfly Gridfree Doodads plugin. It removes the Doodad plugin's hue shift settings so that everything goes to default colors even if you've made adjustments. Kinda sucks since I like how this precacher is supposed to work. Can't use something that derails my other plugins though. :/
 

Latest Threads

Latest Profile Posts

Messing around with fragment shaders (filters). This thing is HUGE and I'm surprised almost no one makes good use of. Even the number of plugins that do this stuff are limited.
ScreenShot_6_28_2022_3_2_40.png

There's 7 main areas in the game that are all connected. This train get's you from an underground lab to the center of someone's subconscious. inside the train you can talk to some of the passengers. but going to the top of it, there's battles.
Speedrunning all character portraits just so they all have the same quality. Not sure if this was a good idea, but now I'm almost done.
We now have a gameplay video!
DrBuni wrote on Akiritas's profile.
That is a cute Link picture, reminds me of the Samurai Jack artstyle.

Forum statistics

Threads
123,146
Messages
1,154,385
Members
161,495
Latest member
dstroya
Top