taaspider

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In this case the events in question weren't using either. One was literally just an item on the ground that flips to a blank page when you pick it up; the other was an enemy that flips to a blank page when you finish battle processing. Neither of which used poses at all.


I'm not sure if it's "erase event" specifically. I've got it triggering on one map that doesn't have anything being erased. But "erase event" is the only thing I know that is guaranteed to trigger it.

Found and fixed both issues on version 1.2.2!
These were simpler to fix than I anticipated, so I managed to test and upload the new version right away. Let me know how it goes!
 

Destra47

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Found and fixed both issues on version 1.2.2!
These were simpler to fix than I anticipated, so I managed to test and upload the new version right away. Let me know how it goes!
That works! Thank you so much!

I'm still getting that same crash on one map, though. But I think I figured out the cause. If any of the events on the map have their condition set to a switch, it crashes. The instant I remove that condition it opens the map just fine.
condition.PNG
Self-switches seem fine. But if any event has a switch condition like that it gives me the same error "erase event" used to give.
 

taaspider

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That works! Thank you so much!

I'm still getting that same crash on one map, though. But I think I figured out the cause. If any of the events on the map have their condition set to a switch, it crashes. The instant I remove that condition it opens the map just fine.
View attachment 164424
Self-switches seem fine. But if any event has a switch condition like that it gives me the same error "erase event" used to give.

That was actualy another issue. Any event with all pages failing its conditions (which usually means "hide the event from the player") would cause the crash. Like in your print, where switch 40 needs to be enabled at page 1 (the only one in the event). If you change that to any variable or self switch the error would still happen (as long as the condition is not met).

I've release a new version (1.2.3) fixing this issue. I hope it will work as expected now, but let me know if you find any more issues!
 

JPlaysan

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@taaspider I seem to be getting this bug upon trying to battle test for some reason. I have the latest version of RPG Maker MV installed and it still crashes when I proceed to battle test. When I turn off the plugin, however, it works fine. Bug.png
 
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taaspider

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@taaspider I seem to be getting this bug upon trying to battle test for some reason. I have the latest version of RPG Maker MV installed and it still crashes when I proceed to battle test. When I turn off the plugin, however, it works fine. View attachment 171212

I'm not on PC right now, but I think battle test works in my sample project. By the looks of your error print, I'm guessing it may be a compatibility issue with some Yanfly plugins. Anyways, give me a few days to check it out properly and we'll get it to work :)
 

taaspider

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Version 1.2.4 is out with a few bug fixes and a new comment tag to allow deleting poses when switching from one event page to another.

A special thanks to Suikogen for helping out with testing! :D
 

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Outstanding plugin! Thank you so much for making this! :biggrin: Any ETA's on getting it to work with 8 directions? :smile:
 

taaspider

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Outstanding plugin! Thank you so much for making this! :biggrin: Any ETA's on getting it to work with 8 directions? :smile:

Glad you liked it!

I have a lot of coding piling up, as I've been unable to spend as much time as I wanted on that, unfortunately. So, I don't really have an ETA, but I'll put it on my priority list to try and get it done sooner. My day job is driving me nuts the past few weeks :dizzy:
 

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Glad you liked it!

I have a lot of coding piling up, as I've been unable to spend as much time as I wanted on that, unfortunately. So, I don't really have an ETA, but I'll put it on my priority list to try and get it done sooner. My day job is driving me nuts the past few weeks :dizzy:
I’m sorry for the late reply! I’m not on here as often as I should be. No worries and no rush! I understand completely. I will find workarounds in the meantime! Thank you again for your amazing plugins!
 

taaspider

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@BitPokit , 8 directions support has been included on version 1.3.0 (just released). Enjoy! :D
 

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@BitPokit , 8 directions support has been included on version 1.3.0 (just released). Enjoy! :D

Really??!! You just made my entire week!!! There's so many possibilities opened up to me now with the game I'm currently developing. Thank you soooooo much, you're the best!!! :biggrin:
 

DarkSearinox92

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@taaspider Hey friend, i think that there are some bugs in the 1.3.0...

I put 1.3.0 in your demo project.

1) If i disable the check files first, i have this:

1617228161895.png

in the demo you don't have People2_emotes.png, but it... try to find it? o_O

2) If i disable 8 Directional Movement, i get this:

1617228273686.png

3) I tried it in my project and i had an incredible fps drops to 1... LOL. I investigate about it and i found that the culript is this script that i attach... it's an addon of the Yanfly Core. I enabled only the "Desktop Optimization".
I read what he had written and boh, it seemed to me a legitimate thing, if said by him. I don't know why it clashes with yours. Try reading what he says about Desktop optimization and tell me if it's really worth keeping it or not. However that is the culript.
 

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taaspider

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in the demo you don't have People2_emotes.png, but it... try to find it?
There's probably a pose somewhere that tries to access that file. Previous versions used to always check if files exist first (only used a method that wouldn't work for mobile or web deployments). Version 1.3.0 simply changes the way it is done (so it will work with any deployment type) and adds an option to disable this if you want.

So, this is not a bug, as it is working as intended. If you do decide to disable the file checking feature in your project (or my demo), make sure all poses (or event pose templates, or default event poses) will not try to load unexisting files (the demo was built in a way that it WILL CRASH if it is disabled). Since event default and template poses can setup dynamic file names, my advice is to always keep this parameter enabled. Disable it at your own risk! :|

2) If i disable 8 Directional Movement, i get this:
I can't replicate this issue here. Can you send me a print from the console window when the error occurs?
That should give me more data as to what may be happening there.

3) I tried it in my project and i had an incredible fps drops to 1... LOL. I investigate about it and i found that the culript is this script that i attach... it's an addon of the Yanfly Core. I enabled only the "Desktop Optimization".
I read what he had written and boh, it seemed to me a legitimate thing, if said by him. I don't know why it clashes with yours. Try reading what he says about Desktop optimization and tell me if it's really worth keeping it or not. However that is the culript.
I'll run some compatibility tests (I haven't tested this combination yet). I'll let you know what I find!
 

DarkSearinox92

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There's probably a pose somewhere that tries to access that file. Previous versions used to always check if files exist first (only used a method that wouldn't work for mobile or web deployments). Version 1.3.0 simply changes the way it is done (so it will work with any deployment type) and adds an option to disable this if you want.

So, this is not a bug, as it is working as intended. If you do decide to disable the file checking feature in your project (or my demo), make sure all poses (or event pose templates, or default event poses) will not try to load unexisting files (the demo was built in a way that it WILL CRASH if it is disabled). Since event default and template poses can setup dynamic file names, my advice is to always keep this parameter enabled. Disable it at your own risk! :|

i assure you, in your demo you haven't used People2_emotes. So the game try to search ALL files that have a _emotes, if it's disabled, and it crash if he can't find the file? Is this not the reverse of the function itself?

I mean, i thought in this way:

If if you Enalbe the checking function, he check if all of your poses, configured in the script, are ok and it confirm that they exist. If it miss something, the game crash.

If you disable the checking, he only try to run poses, and if it miss something, it crash after, and not immediately.

In this way, for example, i disabled in your demo, the checking file. He try to find People2_emotes.png.
Maybe because Baloon Poses Templates?

1617303729719.png


I can't replicate this issue here. Can you send me a print from the console window when the error occurs?
That should give me more data as to what may be happening ther

Ok, this is the screen. It's strange that you can't replicate the issue. I've only replaced the script in your demo :S

1617303192927.png



I'll run some compatibility tests (I haven't tested this combination yet). I'll let you know what I find!

Ok, let me know :)
 

taaspider

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I mean, i thought in this way:

If if you Enalbe the checking function, he check if all of your poses, configured in the script, are ok and it confirm that they exist. If it miss something, the game crash.

If you disable the checking, he only try to run poses, and if it miss something, it crash after, and not immediately.

In this way, for example, i disabled in your demo, the checking file. He try to find People2_emotes.png.
Maybe because Baloon Poses Templates?
Ok, the thing is that the balloon template sets up a dynamic file name:1617390805403.png
See there that the template is set to use the character charset file name (denoted by %{char}) then add "_emotes" and look for that specific file to setup the pose. This particular balloon is being loaded into some events using note tags:

1617390788236.png
When an NPC is loaded, the plugin tries to be proactive and load all character files to memory before they are even needed. That happens to avoid flickering when changing files (a split second where the character disappears, before appearing again in the new pose).

So, if you disable the file checking parameter and have any of those dynamic poses setup, you risk crashing the game when the character is loaded, because that's when we look for the character files, not when the pose is triggered. That's what I meant when I said that this is an expected behavior. My advice is to always leave Check Files First enabled, but you if you are sure that there are no chance of finding dynamic references anywhere in yout game, you can disable it.

But, really, from what I've been able to test, there's no relevant impact on performance to justify disabling it. It's just safer keeping it on. ;)
Ok, this is the screen. It's strange that you can't replicate the issue. I've only replaced the script in your demo :S
I actually logged in now to tell you I managed to replicate it. It's a dumb typo, a reaaaally simple fix. Can't believe I missed that. :blink:


I've also figured out the problem with YEP_X_CoreUpdatesOpt. Yanfly's script changes the cache variable for ImageManager, and since CharacterPoses rely heavilly on that things just blow up. I've actually had to rollback his changes for one function to avoid this FPS drop. Keep in mind, though, that this fix can interfere with other plugins if they try to extend the ImageManager.loadNormalBitmap function. To try and avoid issues, place TAA_CharacterPoses right below YEP_X_CoreUpdatesOpt, and as high as you can on the plugin list. I think that should be enough to prevent further problems.

I just released version 1.3.1 fixing both issues! :)
 

DarkSearinox92

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When an NPC is loaded, the plugin tries to be proactive and load all character files to memory before they are even needed. That happens to avoid flickering when changing files (a split second where the character disappears, before appearing again in the new pose).

So, if you disable the file checking parameter and have any of those dynamic poses setup, you risk crashing the game when the character is loaded, because that's when we look for the character files, not when the pose is triggered. That's what I meant when I said that this is an expected behavior. My advice is to always leave Check Files First enabled, but you if you are sure that there are no chance of finding dynamic references anywhere in yout game, you can disable it.

But, really, from what I've been able to test, there's no relevant impact on performance to justify disabling it. It's just safer keeping it on. ;)

I understood! Yeah i will always leave Cheked, i was only trying to do a test for debug...

I actually logged in now to tell you I managed to replicate it. It's a dumb typo, a reaaaally simple fix. Can't believe I missed that. :blink:


I've also figured out the problem with YEP_X_CoreUpdatesOpt. Yanfly's script changes the cache variable for ImageManager, and since CharacterPoses rely heavilly on that things just blow up. I've actually had to rollback his changes for one function to avoid this FPS drop. Keep in mind, though, that this fix can interfere with other plugins if they try to extend the ImageManager.loadNormalBitmap function. To try and avoid issues, place TAA_CharacterPoses right below YEP_X_CoreUpdatesOpt, and as high as you can on the plugin list. I think that should be enough to prevent further problems.

Happy that they are all fixed! It's perfect now!! :) Greatest as always!
 

DarkSearinox92

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@taaspider Hem i found a bug. I cannot run anymore with the mouse click xD

This only happens with the mode 8 direction and diagonal event trigger DISABLED. So, in the normal way...
 

taaspider

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@taaspider Hem i found a bug. I cannot run anymore with the mouse click xD

This only happens with the mode 8 direction and diagonal event trigger DISABLED. So, in the normal way...
Thanks for the heads up. Found another typo which was messing path finding with 8 directions disabled... I hope that was the last of those nasty bugs! :blink:
 

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