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Archeia

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 Yeah, I know that, there are many lines to translate. But if it's possible, I want to help again with that (or at last with the spanish version, that has many mistranslations).



Yeah, don't worry I kept everyone's translations on the side and hidden until @orzfly and I can think of a way to streamline the translation process for the translators. Unfortunately, there's just a lot of work to do o(-<
 

Helladen

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I noticed there are memory leaks in 1.3.0, when changing maps for example.
 

Helladen

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Show us the data that says this. One that we can replicate and fix otherwise it's not helping us. 



It seems like the memory leak is caused by a plugin being broke with 1.3.0, never mind.
 

nio kasgami

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ah you guys didn't mentionned this XD....it's awesome extention for the plugin Manager : 

If you want to use the [Note] contained in actors, items, etc., you must edit the comment in the plugin as shown below.


Code:
 * @noteParam sampleImage
 * @noteRequire 1
 * @noteDir img/sample/
 * @noteType file
 * @noteData items


@noteParam


Sets the name of parameter.


@noteRequire 1


Indicates that there is a required asset in this parameter.


@noteDir


Sets the folder which contains the image file. This is not required for animations.


@noteType


If the type of value is a file set as file, for animation set as animation.


@noteData


Sets the type of game data.
Here is the list of available values to be set.
  • maps
  • events
  • actors
  • classes
  • skills
  • items
  • weapons
  • armors
  • enemies
  • states
  • tilesets
 

DMiz

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Unfortunately, it looks like the update to Pixi 4.0 breaks Mog Hunter's Filters plugin - which I've been using pretty extensively for some nifty animation effects. Oh, well!  Good thing I took the advice of the first post and backed things up.  Will have to sit back on this update for the time being. 
 

Ossra

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@nio kasgami I am fairly certain that was there at least since 1.3.0   o:   I remember reading about it in the documentation.
 
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wrigty12

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Is anyone else having issues with Fades on a Transfer Player call? It seems that it reverses everything. When I have a transfer set to Black fade, it fades white, and with it's set to White fade it fades black...


I also tried it on a new project, and it does the same thing.
 
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KillerGin

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Finally, PIXI 4 :o Time to learn some more GLSL and continue working on that Lighting plugin i wanted to do for so long :)



Hello Iavra!


Can you also consider updating your mini-map plugin? Its broken in MV 1.3, causes an error upon start up.
 

Johnboy

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I can confirm the bug with custom music not looping after updating to 1.3. Checked with multiple songs in OGG format.
 

KillerGin

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Hey Guys,


I finally managed to port my game to 1.3 successfully, but not perfectly. I am missing a couple plugins but thats to be expected. I still have a few questions though:


1) When will the android deployment help file get an update? I used the same android deployment instructions again, hoping that 1.3 would some how improve the super laggy android version, but alas, its still un-playable (due to lag). Maps with more than a few events slows the game down and battles are virtually unplayable due to intense lag. Does anyone know how to fix this?


2) I really hope there is a fix for the decryption glitch, anyone fix the "wrong header" error yet? 


3) The last rpg maker version crashed a lot on my work computers. Randomly during events or during map transitions the game would just freeze. Anyone else have this problem? I am really hoping that 1.3 fixes it. I won't b able to tell until I try to play the game on my work pc's tomorrow.


4) I am getting weird graphical glitches on some maps. During an event (story cut scene) the tiles will switch to different tiles. When I leave and come back again the map will then fix itself or get worse (depending on the map). Tiles even switch to tiles that are not even on the maps tileset! Anyone one else experiencing map-tile issues? 
 
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sb~

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Great update - thanks for the hard work!
 

Nanaya

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Hey Guys,


I finally managed to port my game to 1.3 successfully, but not perfectly. I am missing a couple plugins but thats to be expected. I still have a few questions though:


1) When will the android deployment help file get an update? I used the same android deployment instructions again, hoping that 1.3 would some how improve the super laggy android version, but alas, its still un-playable (due to lag). Maps with more than a few events slows the game down and battles are virtually unplayable due to intense lag. Does anyone know how to fix this?


2) I really hope there is a fix for the decryption glitch, anyone fix the "wrong header" error yet? 


3) The last rpg maker version crashed a lot on my work computers. Randomly during events or during map transitions the game would just freeze. Anyone else have this problem? I am really hoping that 1.3 fixes it. I won't b able to tell until I try to play the game on my work pc's tomorrow.


4) I am getting weird graphical glitches on some maps. During an event (story cut scene) the tiles will switch to different tiles. When I leave and come back again the map will then fix itself or get worse (depending on the map). Tiles even switch to tiles that are not even on the maps tileset! Anyone one else experiencing map-tile issues? 

Could you give more details, like what PC, plugins, exact methods and so forth your using ?
 

lawina

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2) I really hope there is a fix for the decryption glitch, anyone fix the "wrong header" error yet?



Open rpg_core.js of your project with Sublime Text 3 and find the line that says: Decrypter.REMAIN (8456), change the value to "0000000020" then save the file and close it. Open your project and encrypt it. Make a backup just in case but it should work.


Credit to Archeia.
 

Nanaya

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  1. Did you try Intel XDK ?
  2. Open rpg_core.js of your project with Sublime Text 3 and find the line that says: Decrypter.REMAIN (8456), change the value to "0000000020" then save the file and close it. Open your project and encrypt it. Make a backup just in case but it should work.


    Credit to Archeia.

    Didn't had this problem, some people had it and correct it by making correct update : main plugin file, lib folder and index.HTML file... Or what he said. XD

  3. Never had such crashes, before or after update version of MV...

  4. Don't have it either.

Well, based on your plugin (that you added), your version of MV (Steam or not) and your PC basic config, maybe someone could figures out why you have so much issues.
 

HeroicJay

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Further mention of music looping bug. I'm not only experiencing it in custom music (though so far I've heard it in every single custom .ogg I've tested); I also hear it in, say, 2000_Battle1.


The player just completely ignores the loop data in the .ogg file. It plays to the very end of the file, then starts over at the very beginning.


Also, it happens in both the sound test and in actual gameplay.


Never had this problem in previous versions.


It's a shame, I was going to try out some new things with my Variable Mix plugin, but with the music looping broken now I can't. :(


EDIT: Well, at least my variable mix plugin still works with the broken loop. But the broken loop prevents my intended experiment...
 
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Nanaya

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Further mention of music looping bug. I'm not only experiencing it in custom music (though so far I've heard it in every single custom .ogg I've tested); I also hear it in, say, 2000_Battle1.


The player just completely ignores the loop data in the .ogg file. It plays to the very end of the file, then starts over at the very beginning.


Also, it happens in both the sound test and in actual gameplay.


Never had this problem in previous versions.


It's a shame, I was going to try out some new things with my Variable Mix plugin, but with the music looping broken now I can't. :(



Could you give your snoud specification ? I'd like to compare them to the "classic" OGG within the software.
 

HeroicJay

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Explain what you mean by "sound specification".
 

Nanaya

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Size, encoding format, lengh, ... Anything you can grab from the property.
 
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