MV Wednesday Updates Part 4
12月16日 - ARCHEIA
Hi everyone, here's another batch of free resources!
So, what do we do while waiting for the updates? Every Wednesday, we'll be updating everyone with free resources and possibly fixes until they're integrated to the engine!
Status Updates about the Fixes
Q.1. I can't play my MV game or I get Actors.json or something like that error!
Answer: It means that your browser doesn't allow you to run local files. Try using Firefox or if you're using Google Chrome, consult this guide http://www.chrome-allow-file-access-from-file.com/
Q.2. When are you updating the core engine with all the bugs?
Answer: It depends which bugs we're talking about. We have provided fixes for main issue errors since Part 1. If you're talking about 'lag' issues then make sure to have sent us the CPU-Z.html file we have requested in an earlier request.
Most computer specifications that was sent so far doesn't meet our standard system requirement or OPENGL and it's a miracle that MV even works on some of these computers. You should have been sent an email to detail your error. If you haven't then make sure to email us. We do have an in-depth report to address the cause of lag in the pipeline as soon as we get the go signal to make it public.
Q.3. Ever since the newest update, I can't make or open new projects anymore
Answer: Our update shouldn't have affected the exe at all. If that was the case, use the beta option to go back to 1.0.0 in Steam. It's not possible in standalone. Request a special version on support.
Q.4. Editor and Sound Bugs
Answer: Provided by KisaiTenshi.
The RPG Maker MV editor uses it's own copy of Chromium separate from the copy used to playtest the game. This makes it difficult to determine if the editor is indeed running in GPU accelerated mode or is falling back to a less efficient rendering path. In general if the editor lags, so will the game client. What is questionable is when the game client has different behavior from the editor.
Typically the reason for the lag has more to do with the user's GPU, or rather lack of WebGL/OpenGL ES2.0 hardware support. Chromium uses ANGLE by default, but can be forced to use the desktop hardware native OpenGL ES 2.0 driver with the option desktop-gl. Chromium/Chrome does not currently do this due to bugs in the nVidia drivers that result in rendering bugs.
A combination of weak CPU + weak GPU (Single-thread Passmark below 800, or GPU Passmark below 500) will no doubt experience poor frame rate and audio stuttering. So make sure to check your GPU if it passes this benchmark.
One user reported that they were not running the standard mixing rate on their system and it was responsible for audio stuttering. I believe this has a more obvious explanation. Chromium likely does all the mixing at 48Khz, 16 bit audio, and when the user has their system set to 192Khz 24bit audio, this increases the CPU requirements by about 6-fold. The user in question has a high end system. Likewise some users in the forum reported using USB audio devices, this would also require a higher CPU use. In either case, these are not really things that can be controlled and is beyond the scope of what MV has control over. According to the data provided by the user, they are running their sound card at high sampling rates, and the log file warns of this. This would suggest that the software is being forced to resample. This is not the first time I've seen this kind of problem either as they tend to assume a fixed output of 16-bit/48000.
In addition to the General problem, when there are reports of audio lag, this suggests that the cpu is too weak to render the game at 60fps (stuttering) or disk speed is too slow (resulting in lag from playback point.) It's been noted that the problem with WebAudio is that it was designed for audio of short duration and that a different loading mechanism (MediaElementAudioSourceNode) should be used for streaming audio.
More info can be seen over here: http://forums.rpgmakerweb.com/in ... or-the-music-delays
That being said, we do have an idea on how to improve the performance but it is taking us a while due to Japanese Release. Please be patient with us.
Q.5. Mac Standalone
Answer: We're still working on it but we are having troubles right now with the DRM.
Releases
More RTP Recreations and Generator Parts
Female Brian, Eric, Aluxes and Fess should have generator parts now.
We also have Ernest from VXAce to join us this release! The characters are now separated into different sheets based on which RPG Maker they are from.
Invert Target by Yami
You are now able to target enemies and actors with the same skill!
Compatible with Yanfly scripts as long as placed above his battle engine core plugin.
Soldier Battlers by Marimo!
Awesome battlers by Marimo! Make sure to read her terms of use.
Download Over Here~
Dropbox[dl.dropboxusercontent.com]
A Closing Note!
Everything we provided is free for commercial for KADOKAWA released engines only! Enjoy your week everyone~
原始链接:Dropbox
请通过翻墙软件下载
MV周三更新第4
12月16日 - ARCHEIA
大家好,这里是另一批免费的资源!
那么,在这次的更新期间我们究竟做了些什么呢?每个星期三,我们将让每个人都享受到免费的资源更新和可能的问题修复,直到我们的所有更新都能整合到每个人的软件里面!
有关状态更新的修复
问题1。我不能运行自己的MV的游戏或我得到Actors.json或类似的错误!
答:这意味着你的浏览器不允许您运行的本地文件。尝试使用Firefox,或者如果您使用的是谷歌浏览器,请查阅本指南http://www.chrome-allow-file-access-from-file.com/
问题2。什么时间你可以更新所有的错误核心引擎?
答:这取决于你在和我们讨论的是哪些种类的bug。在第1部分更新里我们就已经提供了对mv核心部分主要bug的修复。如果你谈论的是mv运行“滞后”的问题,请确保你已经给我们发送了我们在之前的请求中所要求的CPU-Z.html文件。
到目前为止,我们收到的大多数计算机的配置文件其实都不满足我们的最低mv运行配置要求或OpenGL配置要求,这真是一个奇迹,我们的MV甚至可以在这之中的一些电脑上工作运行。你应该已经给我们发送了一封详细描述你所遇问题的邮件吧。如果还没有,那务必发一封过来。我们的确统计了一个彻底的报告来写明在流水线中产生滞后问题的原因,只要我们收到可以公开的指令,我们就会将它放出来给大家看。
问题3。自从最新的更新,我无法拨打或再开新项目
答:我们的更新不应该会影响到工程下的可执行文件。如果你真的遇见了这种情况,使用【测试选项】(beta option)调整使软件回到1.0.0版本。
问题4。编辑器和声音错误
答:由KisaiTenshi提供。
在RPG Maker MV编辑器对于它自己的副本是从游戏副本里分离出来。这使得难以确定是否编辑器的GPU加速模式确实运行或回落到一个效率较低的渲染路径。一般来说,如果编辑滞后,将会导致游戏客户端的问题。有问题的地方在于游戏客户端表现出和编辑器不同的行为。
通常,对于滞后的原因更多的是与用户的GPU,或者说缺乏的WebGL / OpenGL的ES2.0的硬件支持。Chromium引擎默认使用ANGLE,但可以强制使用桌面硬件本地的OpenGL ES 2.0驱动程序与选项。Chromium或Chrome引擎目前不这样做,因为存在导致渲染错误的NVIDIA驱动程序的bug。
弱CPU + 弱GPU(单线程Passmark低于800,或GPU Passmark低于500)的组合,无疑将遇到较差的帧速率和音频延迟。所以一定要检查你的GPU若通过这个基准。
一个用户报告说,他们并没有运行在自己的系统标准的混合比,它是负责音频延迟。我相信这有一个更明显的解释。Chromium引擎可能做所有的混合达到48kHz,16位音频,而当该用户具有他们的系统设置为192kHz的24位音频,这增加了约6倍的CPU需求。所涉及的用户具有较高端系统。同样,报道在论坛上的一些用户使用USB音频设备,这也将需要更高的CPU使用。在这两种情况下,这些都不是真的可以控制,并且超出了MV具有控制权范围的东西。根据用户提供的数据,它们以高采样率运行其声卡,以及在日志文件警告。这表明,该软件是被迫重新取样。这不是我第一次看到这样的问题,无论是因为他们往往承担的16位/ 48000固定的输出。
除了一般的问题,当有音频延迟报告,这表明CPU太弱,使游戏在60Fps(延迟)或磁盘速度太慢(导致从回放点滞后)。它已经注意到WebAudio的问题是,它是专为短的持续时间的音频并且需要一个不同的装载机构(MediaElementAudioSourceNode)用于流音频。
更多信息可以看出,在这里:http://forums.rpgmakerweb.com/in ... or-the-music-delays
话虽这么说,我们确实有一些提高业绩的想法,但由于同时日本发行所以需要一段时间。请耐心等待我们。
问题5。苹果系统的独立版本
答:我们仍在努力,但在DRM方面现在仍然有一些无法解决的地方。
发布信息
更多RTP娱乐和纸娃娃系统
Female Brian, Eric, Aluxes和Fess有相应的纸娃娃系统了。
Ernest从VXAce加入了此版本!根据他们从RPG Maker中的人物现在被分成不同的表。
Yami制作的反转目标的脚本
现在,您可以瞄准敌人和参与者使用相同的技能!
兼容Yanfly脚本,只要上面摆放他的战斗引擎内核插件。
Marimo制作的士兵战斗图!
非常棒的士兵战斗图!请务必阅读它的使用术语。
下载看过来〜
Dropbox的[dl.dropboxusercontent.com]
最后结语!
我们提供的一切允许免费商用,但只能用于KADOKAWA发售的引擎!现在各位,享受你的时间吧〜
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