Announcement RPG Maker MV - v1.6.1 Stable Release!

thepsyche

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@Aloe Guvner

Is there a reason why you did not update rpg_core.js? All of the rpg_* files need to be updated.
I believe that's contrary to what the opening post of this thread says, unless my understanding of "e.x." is incorrect:

  • Copy the files libs folder, "rpg_*.js" (e.x. rpg_core) files from NewData/js to your project js folder
Is "e.x." a North American way of saying example? I took it as "excluding", but perhaps I have that wrong.
 

Aloe Guvner

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I'm not sure about the regionality of the abbreviation (also, Archeia is not North American) but you definitely need to update rpg_core.js -
Go ahead and give that a shot :)
 

thepsyche

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@Aloe Guvner

Okay, thanks! In the UK it apparently means to "exclude" but I guess elsewhere it means example.

EDIT: That did the trick. Thanks!
 
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Sharm

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Yeah, in the US that means example, although usually it's done with only one period. I had no idea it was different elsewhere!
 

peq42_

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I would like to ask if updates' focus now are bug fixes and stability to then start bringing new stuff in the next update (1.7, if there be one)?

Because the last time MV got a new feature, was with 1.5.0, over a year ago
 

Mickychi

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Downloaded the full install since this is a new laptop and did a quick test map to check if everything was in working order. I was mapping in 100% mode yet when the game screen loads the tiles appear bigger and slightly stretched? Is this a issue with this build others are finding or just me?
 

TengenTopka

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Oh god I have AMD A6 GPU processor. Then it means I have worst ha ha. But V 1.5.2 was working fine I didn't experienced any performance is issue but V 1.6.2 runs so ****ty. After wandering through out the forum I find one thread where it says that the game engine is sync with screen refresh something like that which is causing problem for AMD GPU as well as not compatible with OPENGL 4.1 something like that.

Edit:
@Oscar92player
it exist maybe more than touldsen of context that can drop you fps.
Did you make diagnostics with developer tool to understand what going on in you game ?

my project runs without problem 60 fps without lag and in 1080p.
But I have made a lot of changes and corrections.

developpe game will need you interesse to diagnostic tool and understand how take a look in.
Rmmv give you a basic tool to build a game only.
Rmmv covers everything and much useless thing but it is to meet all the general need.
View attachment 92890


so if you want you can try this.
// update
  • update to pixi.js v4.8.1
  • update to nwjs v0.31.3 (x64) if you are allowed
  • for your app hardware, force by add arg to chromium
PHP:
    "chromium-args" : "--ignore-gpu-blacklist --force-gpu-mem-available-mb=14000 --show-fps-counter --enable-gpu-rasterization --enable-gpu-memory-buffer-video-frames --enable-native-gpu-memory-buffers ",
  • remove this stupid **** demonic plugin that crush the pixi core update tiker and animation, and fix the core
PHP:
<script type="text/javascript" src="js/libs/fpsmeter.js"></script>
more info http://www.html5gamedevs.com/topic/38309-animatedspriteprototypeupdate-doesnt-update-rpg-maker-mv/

  • also code technologie evolved, look if your hardware are up to date
  • also you can run your project in sandboxie to leech all log information from your gpu
you can do many other thing but it complexe and need you learn coding.
But if you need very more help you need give a lot lot more hardware detail and log and information.
Say you have frame drops when x time ,will not help.

Also for hardware issue, i dont think rmmv will can do something, because the give you only basic code to work with nwjs, pixijs.
For Hardware issue you maybe need to try post in https://github.com/nwjs
or https://github.com/pixijs/pixi.js
you mean fpsmeter.js plugin

Edit2: I have AMD A6 GPU processor and I was having the same issue but I did following methods and it worked for me.
First, remove that FPS meter.js from js/libs/FPSmeter.js
in your rpg_core.js disable this._createFPSMeter();

View attachment 93403

and I am using KODERA_Optimization.js plugin that's giving me playable frame-rate

Edit3:
6/21/2018
[rmod]Everyone, please read the instructions carefully. The bugs that are being reported shouldn't happen if the correct files were even copied properly. Such examples like the "CTRL BUG" shouldn't happen if you copied index.html, package.json, the rpg*.js files and so on.

I also received requests from some plugin developers that users must stop reporting incompatibility issues on this thread and towards them instead. Those are different from the official updates and all these bug reports just make them look unprofessional.

Thank you.[/rmod]

Hi everyone,
RPG Maker MV v1.6.1 is now on Stable! Here are some of the changes this version.

New Feature:
  • It now uses NWJS version 0.29.0 which allows programmers to use Javascript ES6, ES7 and ES8 and other performance improvements.
  • BONUS: new parallax resources in parallax_Resource_Pack
Bug Fixes:
  • Fix to the InvalidStateError during ME play
  • Fix to the deep loop error
  • MacOS: Fix to shortcuts
  • MacOS: Fix to tutorials
  • Fix to \img\characters\People2
  • Fix to \img\characters\!Chest
  • Fix to the freeze when changing screen in-game
  • Fixed an issue with encodeURI where it cannot detect custom folders.
Updating your Projects:
We would like to remind everyone to make sure to do the following steps before updating to ensure that when the update happens so your changes won’t be overwritten:
  • Make a backup of your project.
  • DO NOT OPEN your 1.5.2 below project with RPG Maker MV 1.6.1 if you have no backups!
Now for the update process.
  • Backup your game! This is important!
  • Make a backup of your Generator folder if you edited it.
Create a new project or go to the NewData folder in your RPG Maker MV root (where MV is installed) folder. Copy the following items and replace the ones in your existing project:
  • Copy the file "index.html" and "package.json" from NewData to your project
  • Copy the files libs folder, "rpg_*.js" (e.x. rpg_core) files from NewData/js to your project js folder
  • Do not replace your plugins.js !
  • Done!
Downgrading RPG Maker MV
If RPG MAKER MV 1.6.1 is not working for you, you can downgrade anytime.

Downloads:
How do I downgrade from steam version of RPG Maker MV
 
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Andar

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How do I downgrade from steam version of RPG Maker MV
Use steam program properties beta tab to go to the version you want, then follow the usual update rules (this time including updating index.HTML as well)
 

TengenTopka

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Use steam program properties beta tab to go to the version you want, then follow the usual update rules (this time including updating index.HTML as well)
Wow. IT worked thanks.
 

Oscar92player

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I have AMD A6 GPU processor and I was having the same issue but I did following methods and it worked for me.
First, remove that FPS meter.js from js/libs/FPSmeter.js
in your rpg_core.js disable this._createFPSMeter();

View attachment 93403

and I am using KODERA_Optimization.js plugin that's giving me playable frame-rate
I tried your methods to see what happens with the v1.6.1 update, but unfortunatelly, I'm having the same issues with the lag, screen tearing, loading times and framerate issues. Also, I've installed the KODERA Plugin for optimization, without results too, I'm afraid.

For the time being, I'm going to do a downgrade to v1.5.2, or better, v1.5.1, since 1.5.2 gives crashes eventually.

Also, for the developers, the bug I've reported long time ago about map zooming is still in v1.6.1, when it was fixed in 1.5.1.
 

slimmmeiske2

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@TengenTopka , please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


I've merged your four posts together. In the future, please edit your post if you want to add something to your last one (and no one has replied yet). You can also use the Multiquote button.
 

ACECORP

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Hello, I loaded version 1.6.1 via steam and created a brand new "blank project".

I added a simple message event that says "Hello" and then pressed the playtest button and RPG maker mv crashes.

It happens 100% of the time. I didn't even try to upgrade my projects or do anything like that. I just created a brand new one to make sure 1.6.1 works and it does not.

I am using a MacBook Pro with 1 TB HDD, 16 GB of RAM and plenty of available resources.

Seems 1.6.1 doesn't work out of the box.

Here is the apple crash report that happens 100% of the time.

Process: nwjs [2028]
Path: /Users/USER/Library/Application Support/Steam/*/RPG Maker MV.app/Contents/MacOS/nwjs-osx-test/Game.app/Contents/MacOS/nwjs
Identifier: io.nwjs.nwjs
Version: 65.0.3325.146 (3325.146)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: nwjs [2028]
User ID: 501

Date/Time: 2018-07-04 23:48:51.507 -0400
OS Version: Mac OS X 10.12.6 (16G1408)
Report Version: 12
Anonymous UUID: E348DC66-6B9F-F2B9-9666-CB3663C1944D


Time Awake Since Boot: 35000 seconds

System Integrity Protection: enabled

Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY

Application Specific Information:
abort() called

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fffaeeafd42 __pthread_kill + 10
1 libsystem_pthread.dylib 0x00007fffaef9d457 pthread_kill + 90
2 libsystem_c.dylib 0x00007fffaee15420 abort + 129
3 io.nwjs.nwjs 0x0000000107168d95 main + 325
4 libdyld.dylib 0x00007fffaed81235 start + 1

Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff58a97738 rdx: 0x0000000000000000
rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff58a97760 rsp: 0x00007fff58a97738
r8: 0x0000000000000040 r9: 0x00007fffb7c7c040 r10: 0x0000000008000000 r11: 0x0000000000000206
r12: 0x00007feda0806800 r13: 0x00006100001a8b20 r14: 0x00007fffb7c983c0 r15: 0x0000000000000003
rip: 0x00007fffaeeafd42 rfl: 0x0000000000000206 cr2: 0x00007fffb7c7a128

Logical CPU: 0
Error Code: 0x02000148
Trap Number: 133

Binary Images:
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0x7fffaee4c000 - 0x7fffaee64fff libsystem_coretls.dylib (121.50.4) <EC6FCF07-DCFB-3A03-9CC9-6DD3709974C6> /usr/lib/system/libsystem_coretls.dylib
0x7fffaee65000 - 0x7fffaee6bfff libsystem_dnssd.dylib (765.50.9) <CC960215-0B1B-3822-A13A-3DDE96FA796F> /usr/lib/system/libsystem_dnssd.dylib
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0x7fffaee96000 - 0x7fffaeeb8ff7 libsystem_kernel.dylib (3789.73.13) <AA3C2E69-1311-3DC3-89C2-9502F1A34E00> /usr/lib/system/libsystem_kernel.dylib
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0x7fffaef01000 - 0x7fffaef1fff7 libsystem_malloc.dylib (116.50.8) <A3D15F17-99A6-3367-8C7E-4280E8619C95> /usr/lib/system/libsystem_malloc.dylib
0x7fffaef20000 - 0x7fffaef79ffb libsystem_network.dylib (856.60.1) <369D0221-56CA-3C3E-9EDE-94B41CAE77B7> /usr/lib/system/libsystem_network.dylib
0x7fffaef7a000 - 0x7fffaef83ff3 libsystem_networkextension.dylib (563.60.2) <B021F2B3-8A75-3633-ABB0-FC012B8E9B0C> /usr/lib/system/libsystem_networkextension.dylib
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0x7fffaef8e000 - 0x7fffaef96fe7 libsystem_platform.dylib (126.50.8) <897462FD-B318-321B-A554-E61982630F7E> /usr/lib/system/libsystem_platform.dylib
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0x7fffaefa6000 - 0x7fffaefa7ff3 libsystem_secinit.dylib (24.50.4) <F78B847B-3565-3E4B-98A6-F7AD40392E2D> /usr/lib/system/libsystem_secinit.dylib
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0x7fffaefc4000 - 0x7fffaefc9ffb libunwind.dylib (35.3) <3D50D8A8-C460-334D-A519-2DA841102C6B> /usr/lib/system/libunwind.dylib
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External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 19765
thread_create: 0
thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=237.1M resident=0K(0%) swapped_out_or_unallocated=237.1M(100%)
Writable regions: Total=32.6M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=32.6M(100%)

VIRTUAL REGION
REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
Kernel Alloc Once 8K 2
MALLOC 24.4M 16
MALLOC guard page 32K 7
STACK GUARD 56.0M 2
Stack 8192K 2
__DATA 19.4M 192
__IMAGE 528K 2
__LINKEDIT 114.2M 4
__TEXT 122.9M 195
__UNICODE 556K 2
shared memory 8K 3
=========== ======= =======
TOTAL 346.0M 416

Model: MacBookPro11,5, BootROM MBP114.0183.B00, 4 processors, Intel Core i7, 2.5 GHz, 16 GB, SMC 2.30f2
Graphics: AMD Radeon R9 M370X, AMD Radeon R9 M370X, PCIe, 2048 MB
Graphics: Intel Iris Pro, Intel Iris Pro, Built-In
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x802C, 0x31364B544631473634485A2D314736453120
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x802C, 0x31364B544631473634485A2D314736453120
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x152), Broadcom BCM43xx 1.0 (7.21.171.133.1a2)
Bluetooth: Version 5.0.5f2, 3 services, 27 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Serial ATA Device: APPLE SSD SM1024G, 1 TB
USB Device: USB 3.0 Bus
USB Device: Card Reader
USB Device: Apple Internal Keyboard / Trackpad
USB Device: Bluetooth USB Host Controller
Thunderbolt Bus: MacBook Pro, Apple Inc., 27.1
 
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Kes

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@ACECORP I have put that amzingly long printout of yours into a spoiler. You had effectively ensured that anyone who accessed this page on their phone would be faced with an impossible to read page. Even on a PC it took a long time to scroll down through that lot.
 

ACECORP

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Thanks. Sorry about that. Hopefully all that technical info is helpful to whoever can fix that.
 

Aloe Guvner

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@ACECORP When you open Steam, there is this message below, it may be relevant for you, especially one of the comments inside the post.

2018-07-05 09_25_02-Window.png
 

KillerGin

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I was just about to leave a post asking, as a Mac user, if it was safe to update to 1.6.1 and the last post clearly indicates .... no. (STEAM screen shot).

I am sure the Team is going to work to fix this issue. I just wanted to add, I have a long standing Mac Bug that I hope gets fixed in the process...... The Mac Version of the game does not save properly. I have been using this script to fix this issue (Script make saves work differently to fix it) and I hope that the engine itself can fix this issue in the future.

Also, do you think the 1.6.2 update will make it possible for MV games to run great on IOS and Android? Would be awesome.

Also I heard there is going to be a PS4 RPG Maker MV..... will the STEAM version have a PS4/Switch/Xbox deploy option in the future?

Thanks for your time, love the engine, waiting patiently.
 

Emanzi

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I’m running 1.6.1 on Windows and I found a glitch.

When I try and battle test from the database it launches the full game from the beginning instead. This is when running a converted project from 1.3.1.

I tried with a blank project from 1.6.1 and it runs perfectly, is there something I’m missing out when converting an older project to work with 1.6.1?

Note this was a project from Mac, RPG Maker MV 1.3.1 running on Windows after converting to run for RPG Maker MV 1.6.1.
 
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Andar

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@Emanzi if the battle test launches the full game, then the update to 1.6.1 has not been done completely - as proven by the fact that it works in a new project.

You missed updating one of the required files - either one of the core files, one of the library files or the index.html
As soon as everything is correctly updated to 1.6.1 the battle test will work again.
 

Emanzi

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I’ve re updated just to make sure and followed the conversion instructions again but this time I’m getting an error saying

ReferenceError makeVideoPlayableInline is not defined.
 
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