cabanas_ds

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macOS Mojave
MacBook Pro (Retina, 15-inch, Mid 2014)
2.5 GHz Intel Core i7

has been crashing non-stop. since these last couple updates.

didn't crash before but my copy of MV was crashing after a few previous updates.

is this a steam issue or what? super frustrating having to re-do a bunch of stuff because you hadn't saved in the last few minutes.
 

The Row

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There is an issue where Windowskin Bleeding will happen on certain dimensions because of a bug fix. For information about the issue:

The Fix:
Look for this in the core script
Code:
Window.prototype._refreshBack = function() {
    const m = this._margin;
    const w = Math.max(0, this._width - m * 2);
    const h = Math.max(0, this._height - m * 2);
    const sprite = this._backSprite;
    const tilingSprite = sprite.children[0];
    // [Note] We use 95 instead of 96 here to avoid blurring edges.
    sprite.bitmap = this._windowskin;
    sprite.setFrame(0, 0, 95, 95);
    sprite.move(m, m);
    sprite.scale.x = w / 95;
    sprite.scale.y = h / 95;
    tilingSprite.bitmap = this._windowskin;
    tilingSprite.setFrame(0, 96, 96, 96);
    tilingSprite.move(0, 0, w, h);
    tilingSprite.scale.x = 96 / w;
    tilingSprite.scale.y = 96 / h;
    sprite.setColorTone(this._colorTone);
};

And replace it with this:
Code:
Window.prototype._refreshBack = function() {
    const m = this._margin;
    const w = Math.max(0, this._width - m * 2);
    const h = Math.max(0, this._height - m * 2);
    const sprite = this._backSprite;
    const tilingSprite = sprite.children[0];
    sprite.bitmap = this._windowskin;
    sprite.setFrame(0, 0, 96, 96);
    sprite.move(m, m);
    sprite.scale.x = w / 96;
    sprite.scale.y = h / 96;
    tilingSprite.bitmap = this._windowskin;
    tilingSprite.setFrame(0, 96, 96, 96);
    tilingSprite.move(0, 0, w, h);
    tilingSprite.scale.x = 96 / w;
    tilingSprite.scale.y = 96 / h;
    sprite.setColorTone(this._colorTone);
};

However, upon applying this fix, it will cause the battle status window to bleed. As seen from this issue:

I provided a different fix solutions for it (it's really bad and only temporary). Simply make a snippet for now using this until we fix it officially:
Code:
(function($) {
//=============================================================================
// ** Window_Base
//-----------------------------------------------------------------------------
// The game object class for the party. Information such as gold and items is
// included.
//=============================================================================
// Alias Listing
//=============================================================================
$.Window__onWindowskinLoad = Window.prototype._onWindowskinLoad;
//=============================================================================
// * [On Load] Windowskin Texture
//=============================================================================
Window.prototype._onWindowskinLoad = function() {
  // If Windowskin exists remove smooth effect
  if (this._windowskin) { this._windowskin.smooth = false; }
  // Run Original Function
  $.Window__onWindowskinLoad.call(this);
};

})(this);

I think resently posted about an issue with this in the wrong forum section... :/
My bad for not checking here first I guess....
But, does anyone know if this removes the strange bloom/flower effects caused by the update? Or is this an entirerly diffrent issue?

For more info on what I am talking about see here: https://forums.rpgmakerweb.com/inde...-despite-window-png-not-being-changed.136194/
 

Alexandr_7

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I wonder if there will be more updates?
For example, in Russian translation there are sometimes bugs like this:
1621861849603.png
Another 1 bug that after the project is closed, the "NWJS" processes remain in the despatcher
And sometimes 10 pieces of them accumulate, which leads to brakes in the system. And Steam in this case writes that RPG Maker MZ is launched although it is closed.
1621862969189.png

And 2 things that I would very much like to see in MZ
In 1 it is an MV animation editor in addition to the MZ animation editor
In 2, this is the ability to add MV plugin commands because they are still in the engine, but the only way to use them is to copy the map from MV with these commands to MZ.
And I wouldn't ask for it if MZ didn't support it. But the support for this remained, but it became extremely difficult to use.
 
Last edited:

auradev

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Hi, can you give me all their Mac Specs so we know what version of Mac doesn't work? Including their OS version please.

Sorry I have tried to but have been unable to get the reporting users to respond.
 

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