Aninjadude60

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Version Info:
PixiJS 4.5.4 - WebGL
RPG Maker MV 1.6.3 - (Steam Version)
Computer - MacOS 11.1 w/
- Graphics: Intel Iris Plus Graphics 1536 MB
- Memory: 32 GB 3733 MHz LPDDR4X
- Processor: 2.3 GHz Quad-Core Intel Core i7

Randomly when I test my build or actually deploy it it get this error:

WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost

I also seen that in other places its a memory issue & so I hopefully got lucky. (because I'm not sure if it will help but..) I did a Memory record allocation timeline within the developer web console to see what the problem is & the error happened when I did the timeline. I also don’t know how to read it so if you could help with that too, I'd be grateful, The link to that file is here. (The download service is Mega.nz)

What the error does is it makes the screen go black, but you can still hear the interactions like the game still functioning in the background with the screen being black. Im not sure what to do when I run the game it don’t slam my memory or my cpu usage so I'm not really sure what's going on or how to track down what's doing it.

If you need anymore information, please let me know, & hopefully someone will know the answer, I've searched around & I haven't been able to find much pertaining to this.

The plugins I have are & their status:

AltMenuScreen
AltSaveScreen
Community_Basic
DreamX_ChangeSound
EnemyBook
ItemBook
LTN_Core
LTN_DayNight - Disabled
LTN_ItemCategories
LTN_TimeEngine
MadeWithMv - Disabled
Shaz_TileChanger
SimpleMsgSideView - Disabled
TitleCommandPosition
WeaponSkill - Disabled
YEP_BaseParamControl
YEP_BattleEngineCore
YEP_EnemyLevels
YEP_ExtraEnemyDrops
yep_itemcore
YEP_ItemSynthesis
YEP_MessageCore
YEP_MoveRouteCore
YEP_QuestJournal
YEP_SaveCore
YEP_ShopMenuCore
YEP_VictoryAftermath
YEP_X_AftermathLevelUp
YEP_X_BattleSysCTB
YEP_X_ClassBaseParam
yep_x_inbattlestatus
YEP_X_ItemRename
yep_x_mapquestwindow
YEP_X_MoreQuests1
YEP_X_VisualHpGauge
KeyboardConfig
 

Shaz

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Have you checked the other errors people are reporting on the new Mac OS? If it's the same thing, staff are aware of it and have reported it. There is not much that can be done at this point.
 

Aninjadude60

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Have you checked the other errors people are reporting on the new Mac OS? If it's the same thing, staff are aware of it and have reported it. There is not much that can be done at this point.
I’ve looked around via google & couldn’t find much about the issue
 

Shaz

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did you search on the forum here? Are you using the newest/latest OS?
 

Aninjadude60

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did you search on the forum here? Are you using the newest/latest OS?
I searched on google with this string “webgl error rpg maker forum” & checked multiple pages didn’t find much for my current version & I recently re-downloaded it from steam on my Mac since I didn’t have it there so unless there was another update I believe I have the most current release of 1.6.3

edit: most I seen were for lower versions
 

Aninjadude60

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also I’ve been recently getting this weird bug where when I deploy it & a little bit later like the whole screen unloads, then some items reload or like chunks of the map go missing but I can still traverse the map & interact with the objects in the map but it just don’t have a ui, I took a screen shot of it it’s in this post but I’m not sure what’s going on there either.

example on what I mean: if that bucket in that picture was not loaded back graphically I could still walk up to it & use its event placed there to empty it for example
 

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Shaz

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Aninjadude60, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.



I asked about your Mac OS version, not your MV version. Several people have upgraded their OS and are now having trouble running RPG Maker.

 

Aninjadude60

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[DPOST]Aninjadude60[/DPOST]

I asked about your Mac OS version, not your MV version. Several people have upgraded their OS and are now having trouble running RPG Maker.

Ahh I see & my bad I did it once but forgot again & I edited it because it never uploaded the picture, so I tried again & it still didn’t then I just hopped on my pc then it worked so I just forgot to add it & thanks for the topic posts my Mac is on 11.1 the latest, I think I put it in the first post to start this topic

Edit spelling error
 
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Shaz

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Computer - MacOS 11.1 w/

Yeah, this is what you wrote, but unfortunately as I don't have a Mac, I don't know if that means you have the latest version or the "Big Sur" version that the other posts have been about.

When you do a test play, if you get the error can you hit F8 (or maybe F12) to open the Developer Tools window and see if there are any other error messages showing?

Also, when you tell people what plugins you have, it's better to have a screenshot. You have a lot of typos in that list, so it's hard to know if the errors are due to plugins with wrong names, or if you've given them the correct names but typed it out incorrectly here. There's also no guarantee that you've typed them in the same order they're in in your project, and that's important to know too.

If you are on the latest MacOS version, then it's probably the same issue that was reported elsewhere. I'm not sure what's happening with that, but a few people have said they've fallen back to a previous OS version and it's working again, so that might be a short-term solution for you.
 

Aninjadude60

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I don't know if that means you have the latest version or the "Big Sur" version
Yea kinda realize now that everyone has been saying Big Sur that’s my fault probably should've put it in there


When you do a test play, if you get the error can you hit F8 (or maybe F12) to open the Developer Tools
So question on that because the only f Buttons that actually do anything are f5 (reloads page), f2 (pulls up like a FPS counter), f4 (full screen) & that’s it for those buttons, but not an f key to do that sadly, you have to push a set of keys or go to the top & activate and the only thing that has popped pop up is the webgl error in that console or it crashes before I get to see error.

I know there is like a way to look at variables when you're in the play the test game version not deployment right? (Unless that is a plug-in not sure) but I’ve seen where you push a button & a menu pops up stating all the stats of your switches & variables I’ve been wanting to access that & I’m not sure how


You have a lot of typos in that list
I checked & they all seemed fine (I could’ve missed it again but you do have a point on the order I’ll send them in this post after I edit it as if I take a picture on my phone it says it’s too large.

Screen Shot 2021-01-04 at 7.33.19 PM.png
Screen Shot 2021-01-04 at 7.33.32 PM.png

they've fallen back to a previous OS version and it's working again, so that might be a short-term solution for you.
It probably would be if I had good internet, but to me it’s not that bad it’s just kinda annoying at times when im trying to get some heavy coding done, my internet isn’t the best as it’s a public WiFi & I can't get a personal wifi because of my job, so I at most get like 2mb down & I can’t wait for that lol

edit: added photos & spelling error (did it on phone seeing it now on pc)
 

Shaz

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Yes, your plugins are not named correctly, and your Yanfly plugins are probably in the wrong order. I don't see YEP_CoreEngine there at all - is it a prerequisite for any of the others?

Having them named the wrong way, or in the wrong order, may be why your function keys don't work.

F8 brings up developer tools, or I've seen people say if you're using Yanfly's plugins, that becomes F12.
F9 is the debug screen you mention where you can see switches/variables.

I'd fix the order and names of all your plugins before doing anything else, and then start a new game rather than continuing from a save file, and see if that makes a difference.
 

Aninjadude60

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Yes, your plugins are not named correctly, and your Yanfly plugins are probably in the wrong order. I don't see YEP_CoreEngine there at all - is it a prerequisite for any of the others?

Having them named the wrong way, or in the wrong order, may be why your function keys don't work.

F8 brings up developer tools, or I've seen people say if you're using Yanfly's plugins, that becomes F12.
F9 is the debug screen you mention where you can see switches/variables.

I'd fix the order and names of all your plugins before doing anything else, and then start a new game rather than continuing from a save file, and see if that makes a difference.
I don’t have coreengine installed, all my plugins work fine haven’t had any problems with them working aside from the f key problem but that could be a Mac thing in not sure, as of now it’s not needed for any other plug-ins, & which one is specifically wrong? So I can look into it, also thanks for this info, but do you know how to move them around & not have to redo the coding inside of the plug-in itself?
 

caethyril

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...do you know how to move them around & not have to redo the coding inside of the plug-in itself?
:kaohi: Just click + drag them in the Plugin Manager to rearrange them. The recommended load order for Yanfly's plugins can be found here:

Out of curiosity, if you make a new project and playtest it without making any changes, does that fix any of the special keys like F8 (F12 for script load errors) or F9? If so you may want to try updating your project's core scripts as noted here, under "Updating your Projects":
That's probably entirely separate from the WebGL thing, though. :kaoslp:
 

Aninjadude60

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:kaohi: Just click + drag them in the Plugin Manager to rearrange them. The recommended load order for Yanfly's plugins can be found here:


Out of curiosity, if you make a new project and playtest it without making any changes, does that fix any of the special keys like F8 (F12 for script load errors) or F9? If so you may want to try updating your project's core scripts as noted here, under "Updating your Projects":
That's probably entirely separate from the WebGL thing, though. :kaoslp:
So when I start a new project I get the error “Failed to load extension from: . Manifest file is missing or unread” when I start a new project & play test

I’ll re-arrange the plugins now

Edit: so I got it up & f8, & f9 works but f12 don’t work for me

Edit: the f8 & f9 work after that update, f12 still don't work.
 
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IsaacRPG

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Thank you for bringing up this issue. I apologize for not having much to say about this other than the fact that I'm new to this website, I'm having a similar problem with my Mac, and I don't know how to address this issue properly (aka I don't know how to create a post/thread on this website). My apologies if this is inappropriate in any way.
 

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L-U-X-Caelum

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I was successful in finding a temporary fix for this issue.

I'm using MZ on the latest version of MacOS (Big Sur/11.1) and I also get the error message "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost" since the last update, rendering the Playtest feature unusable and any exported project as well.

This happens regardless of installed plugins. I believe the newest version of the Mac OS is messing with the NW.JS app provided with MZ. I fixed it by manually updating the NW.JS app within the content folder of RPG Maker MZ (Content/Resources/nwjs-mac) to the latest version (the default version of NW.JS provided with the software is version 80.0.3987.149, while the latest version released by Chromium is 88.0.4324.96).

Although this effectively fixes the Playtest feature, it also prevents the debug console from loading, showing this error message instead ;

devtools://devtools/bundled/devtools_app.html?remoteBase=https://chrome-devtools-frontend.ap...32e563795732dff0c9da1b660d/&dockSide=undocked

I reported this information to the developer and have yet to receive an answer.
 

plugin_dude

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Hope it's ok to bump this slightly old thread. This was the first result when I started googling this problem.

I just wanted to post saying that I solved the issue by installing the latest version of NW.JS as LUX Caelum describes, but using the sdk version instead of the base nw.js. This allowed dev tools to load as normal. Note that the non-sdk version of nw.js doesn't support dev tools, so this behaviour is expected.

I've only been playing with a fairly basic game for 10 minutes but so far I've had no issues.
 

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