- Jul 4, 2019
- 460
- 3,169
It's still work. (1.1.4)Does it still working for you? Will there be anymore updates in the future?
Is this going to solve that insane stutter problem where the game seems to be freezing every 0.2 seconds?You must be registered to see the linksis out on steam:
Updates:
● Force the game to run with GPU instead of CPU.
● Preload frequently used battle image assets before battle starts.
● Add a configuration to 'force 60 FPS'.
It has been noticed that in some devices the game is not using GPU at all. This version has added some configurations to force using GPU.
Add a 'Force 60 FPS' configuration so player could adjust FPS according to his/her own device status.
Very likely, if all the changes work (specifically the force GPU instead of CPU) then it should be fine.Is this going to solve that insane stutter problem where the game seems to be freezing every 0.2 seconds?
Sprite_Time.prototype.displayText = function () {
this.bitmap = new Bitmap(Graphics.width, Graphics.height);
this.bitmap.clear();
this.opacity = 255;
if (SceneManager._scene instanceof Scene_Battle)
this.bitmap.drawText($lgcMgr.formatTime(), Graphics.width - 100 - 150, 60, 100, 30, 'right');
else if (SceneManager._scene instanceof Scene_Menu)
this.bitmap.drawText($lgcMgr.formatTime(), 130, 330, 100, 30, 'left');
Sprite_Time.prototype.displayText = function () {
// if the object exists dont instantiate it again.
if(!this.bitmap) this.bitmap = new Bitmap(Graphics.width, Graphics.height);
this.bitmap.clear();
this.opacity = 255;
if (SceneManager._scene instanceof Scene_Battle)
this.bitmap.drawText($lgcMgr.formatTime(), Graphics.width - 100 - 150, 60, 100, 30, 'right');
else if (SceneManager._scene instanceof Scene_Menu)
this.bitmap.drawText($lgcMgr.formatTime(), 130, 330, 100, 30, 'left');
This fixed the game for me poggers.You can download the HD Images From the Steam page.So, i found the leak and fixed it. Turns out the function which drew the time on the top right of the screen was creating a new bitmap object every frame and that resulted in massive ram usage. This leak was most noticeable in battles and caused the game to drop to one fps and crash eventually (unless you got massive amounts of ram and a SSD).
The function in questions was in line 382 of the RBR_Core.js plugin, whose name was "displayText".
I just added a conditional check to stop it from creating a new object every god damn frame:JavaScript:Sprite_Time.prototype.displayText = function () { this.bitmap = new Bitmap(Graphics.width, Graphics.height); this.bitmap.clear(); this.opacity = 255; if (SceneManager._scene instanceof Scene_Battle) this.bitmap.drawText($lgcMgr.formatTime(), Graphics.width - 100 - 150, 60, 100, 30, 'right'); else if (SceneManager._scene instanceof Scene_Menu) this.bitmap.drawText($lgcMgr.formatTime(), 130, 330, 100, 30, 'left');
This bug is still present in version 1.1.3 and i dont know if the author fixed it in version 1.1.4 the patch notes dont mention it so im guessing no.JavaScript:Sprite_Time.prototype.displayText = function () { // if the object exists dont instantiate it again. if(!this.bitmap) this.bitmap = new Bitmap(Graphics.width, Graphics.height); this.bitmap.clear(); this.opacity = 255; if (SceneManager._scene instanceof Scene_Battle) this.bitmap.drawText($lgcMgr.formatTime(), Graphics.width - 100 - 150, 60, 100, 30, 'right'); else if (SceneManager._scene instanceof Scene_Menu) this.bitmap.drawText($lgcMgr.formatTime(), 130, 330, 100, 30, 'left');
This means that the author can stop downgrading the graphics and give us back the HD pictures that were in the 1.0 release.
You can change the code like i did or you can just overwrite your RBR_Core.js file with mine, just unzip it and drop it in js/plugins/ and overwrite the file.
There might be more bugs left but this one was game breaking, the rest are up to the dev.
The dev noticed how perfomance heavy the game was, his solution? compress the images to a lower quality. As if 2d still images are that intensive.Why is there such a disparity between version 1.0.5 and 1.1.2 in terms of size? Newer version has almost half the weight in MB and half the count in files. Isn't it strange? Both downloaded from here.
Holy fucking shit, thanks a lot my man, but i gotta know; how did you come across this? were you going file by file looking for something that caught your eye or were you familiar with issues like this?So, i found the leak and fixed it. Turns out the function which drew the time on the top right of the screen was creating a new bitmap object every frame and that resulted in massive ram usage. This leak was most noticeable in battles and caused the game to drop to one fps and crash eventually (unless you got massive amounts of ram and a SSD).
The function in questions was in line 382 of the RBR_Core.js plugin, whose name was "displayText".
I just added a conditional check to stop it from creating a new object every god damn frame:JavaScript:Sprite_Time.prototype.displayText = function () { this.bitmap = new Bitmap(Graphics.width, Graphics.height); this.bitmap.clear(); this.opacity = 255; if (SceneManager._scene instanceof Scene_Battle) this.bitmap.drawText($lgcMgr.formatTime(), Graphics.width - 100 - 150, 60, 100, 30, 'right'); else if (SceneManager._scene instanceof Scene_Menu) this.bitmap.drawText($lgcMgr.formatTime(), 130, 330, 100, 30, 'left');
This bug is still present in version 1.1.3 and i dont know if the author fixed it in version 1.1.4 the patch notes dont mention it so im guessing no.JavaScript:Sprite_Time.prototype.displayText = function () { // if the object exists dont instantiate it again. if(!this.bitmap) this.bitmap = new Bitmap(Graphics.width, Graphics.height); this.bitmap.clear(); this.opacity = 255; if (SceneManager._scene instanceof Scene_Battle) this.bitmap.drawText($lgcMgr.formatTime(), Graphics.width - 100 - 150, 60, 100, 30, 'right'); else if (SceneManager._scene instanceof Scene_Menu) this.bitmap.drawText($lgcMgr.formatTime(), 130, 330, 100, 30, 'left');
This means that the author can stop downgrading the graphics and give us back the HD pictures that were in the 1.0 release.
You can change the code like i did or you can just overwrite your RBR_Core.js file with mine, just unzip it and drop it in js/plugins/ and overwrite the file.
There might be more bugs left but this one was game breaking, the rest are up to the dev.
Thank you for a reply. This would explain the difference in size in MB, but doesn't explain almost twofold difference in the files count.The dev noticed how perfomance heavy the game was, his solution? compress the images to a lower quality. As if 2d still images are that intensive.
What files specifically? like the ones in the directory? devs sometimes leave files there that shouldnt be left in the final version because they arent required for the game to run. could you name a few of them?but doesn't explain almost twofold difference in the files count.
You're a god damn legend! Thanks man!So, i found the leak and fixed it. Turns out the function which drew the time on the top right of the screen was creating a new bitmap object every frame and that resulted in massive ram usage. This leak was most noticeable in battles and caused the game to drop to one fps and crash eventually (unless you got massive amounts of ram and a SSD).
The function in questions was in line 382 of the RBR_Core.js plugin, whose name was "displayText".
I just added a conditional check to stop it from creating a new object every god damn frame:JavaScript:Sprite_Time.prototype.displayText = function () { this.bitmap = new Bitmap(Graphics.width, Graphics.height); this.bitmap.clear(); this.opacity = 255; if (SceneManager._scene instanceof Scene_Battle) this.bitmap.drawText($lgcMgr.formatTime(), Graphics.width - 100 - 150, 60, 100, 30, 'right'); else if (SceneManager._scene instanceof Scene_Menu) this.bitmap.drawText($lgcMgr.formatTime(), 130, 330, 100, 30, 'left');
This bug is still present in version 1.1.3 and i dont know if the author fixed it in version 1.1.4 the patch notes dont mention it so im guessing no.JavaScript:Sprite_Time.prototype.displayText = function () { // if the object exists dont instantiate it again. if(!this.bitmap) this.bitmap = new Bitmap(Graphics.width, Graphics.height); this.bitmap.clear(); this.opacity = 255; if (SceneManager._scene instanceof Scene_Battle) this.bitmap.drawText($lgcMgr.formatTime(), Graphics.width - 100 - 150, 60, 100, 30, 'right'); else if (SceneManager._scene instanceof Scene_Menu) this.bitmap.drawText($lgcMgr.formatTime(), 130, 330, 100, 30, 'left');
This means that the author can stop downgrading the graphics and give us back the HD pictures that were in the 1.0 release.
You can change the code like i did or you can just overwrite your RBR_Core.js file with mine, just unzip it and drop it in js/plugins/ and overwrite the file.
There might be more bugs left but this one was game breaking, the rest are up to the dev.