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Messages - Loveless

1
Quote from: Heretic86 on May 11, 2016, 04:10:58 am
Are you running as Administrator?

Always.

Quote from: Heretic86 on May 11, 2016, 04:10:58 am
Try running game.exe only, also as admin and with Compatibility Mode enabled for XP

No dice.

Quote from: Heretic86 on May 11, 2016, 04:10:58 am
Could be other goofy stuff like Norton Antivirus. 

Disabling my antivirus (Avast) did nothing and I've used your collection in the past on computers with Norton and had no problems. Those were all XP, Vista, or Windows 7 though.

Quote from: Heretic86 on May 11, 2016, 04:10:58 am
You can replace the game.exe files in the folder with other game.exe files.

Same problem.

Quote from: Heretic86 on May 11, 2016, 04:10:58 am
The Font scripts also could cause some issues...
If the above suggestions dont work, try disabling the Memory Font Loader by putting "__END__" at the top of the script.  No quotes and no spaces after the __ characters, so it needs to go on its own line.  Im unable to test this so it would be helpful if you could report if this resolved your issues or not.  If it doesnt, we will still need to dig a bit deeper...

This here worked perfectly. The collection loads almost immediately now and the print statements KK20 had me add finally pop up. Problem solved. I'll definitely be checking it out later to see what's new and I'll be around since I'm working on stuff again and I've got tons of free time. Thanks for your help.
2
Quote from: KK20 on May 10, 2016, 09:00:15 pm
How long did you wait for it to load? I tried it now and it took a good 15-20 seconds before the CRAPCOM logo started. You can check to see it's working by putting print statements in the code.

I've left it alone for at least an hour for it to load. That being said, the RGSS Player window goes unresponsive less than 30 seconds in regardless of what I do. I don't imagine it's a case of low specs but I'm running an i7-4790K with a GTX 980, 16 gigs of ram, and 64bit W10 if anything there seems off.
3
Is there any reason you can think of that would explain your collection staying on a black screen whenever I start it up? I've definitely used an older version in the past on a different computer so I assume it's something on my end. I tried downloading the previous version to try that but it always fails to extract near the end and the unfinished extract, of course, gives me the same problem. It's been a while since I've messed around with XP but none of the other projects I've checked out so far have given me this problem.
4
I'm extremely late on this. I'll dl and give you some feedback later today or tomorrow.
5
Quote from: KK20 on April 06, 2015, 12:06:17 am
My guess is it wouldn't be all that great. While RGSS3 is faster than RGSS, it's not enough to speed up bad coding. I'm sure you're making a reference to Effectus, which just rewrites the base VXAce scripts for maximum efficiency. We would basically need an XP equivalent for something of that level.

I like XPAce just because the graphics processing power is much better.

I didn't know what Effectus was until you mentioned as I've never actually used VXA. I was referring to the stress test map in Heretic's Collection demo that I was looking over that day.
6
Quote from: Heretic86 on April 03, 2015, 07:09:21 am
I actually got a good portion of my "Collection" working on Ace...

Definitely better performance.

If you don't mind my asking, have you managed to get the actual Collection demo working? If so, I'd be interested in hearing about  difference in lag when XPAce takes on that stress test map with all of the sheep as well as anything else you can share in regards to how it effects your Super Event Sensor. I've taken quite an interest in it and how it, or parts of it at least, could be applied in regards to an ABS and the speed difference XPAce offers might be something to consider in what I'm working on as well assuming it is as good as it seems.
7
Welcome! / Re: Hello again.
March 10, 2015, 07:46:21 pm
Quote from: Vell on March 10, 2015, 11:15:46 am
Oh. Not what I was expecting.

Sorry to disappoint. :(
8
Welcome! / Re: Hello again.
March 10, 2015, 11:05:10 am
9
Development Tools / Re: [C#] Rpg.NET Export Tool
March 09, 2015, 08:18:26 pm
Quote from: KK20 on March 09, 2015, 07:29:04 pm
If you wanted to expand upon the server, you'd have to know C# and compile it yourself.
Meanwhile, RMX-OS is Ruby (can you script in RPG Maker? Then you are good to go) and doesn't even need compiling. Extensions are easy because of that.

As for me, I'm just making my server in C/C++ as I really doubt anyone would need to modify the server code for AWE.

I don't know much about servers in most regards but my plans would have, generally, been more for personal use. I realize the implications of this type of system but I can't think of a way to distribute it the way normal scripts are shared. Sure we could make a new and infinitely better server but what's the point if the people you made it for wouldn't even be able to use it. Not that it's really a problem seeing as I'm pretty sure this was only ever meant for the more experienced anyways.
10
Development Tools / Re: [C#] Rpg.NET Export Tool
March 09, 2015, 06:59:42 pm
No problem. I've got time and more than enough to work with at this point.
11
Development Tools / Re: [C#] Rpg.NET Export Tool
March 09, 2015, 06:10:11 pm
Quote from: ForeverZer0 on March 09, 2015, 06:26:14 am
https://sourceforge.net/projects/rpgexport/

Thanks for the response but this page gives a 403 error and says it's forbidden.
12
Welcome! / Hello again.
March 07, 2015, 10:22:25 pm
Hello again you beautiful people. I'm confident none of you remember me as I never actually ended up contributing anything or sharing progress on any of my projects back when I first signed up after a good deal of lurking. I, of course, returned to lurking a month or so ago and am now rejoining you all, to some extent, while I rekindle the flames of this previously unfruitful hobby. Since I happen to have a ridiculous amount of free time on my hands thanks to my current educational pursuits I figure why not waste some of it being creative.

I doubt I'll be sharing any of my work any time soon due to the standards I set for myself and my work, I hope that I'll eventually get around to showing something at least remotely interesting to you guys. I'll probably end up asking for opinions on some different systems (Mostly rewrites of old scripts that I think had potential like Mode7) I'm working on to see how the more experienced believe things should be done.
13
Development Tools / Re: [C#] Rpg.NET Export Tool
March 07, 2015, 10:05:47 pm
Sorry for the necro but I just wanted to say/ask a few things:
-This is beautiful. Much thanks.
-Is the source for this available anywhere? I assume the project itself is abandoned by now.
  -If yes, where and is there a list of bugs or something (maybe some features that were planned but never implemented) that I can use to continue development on my own.

After making use of this I've grown to love the idea too much to give up on it so if there's no source available anywhere I'll probably end up starting from scratch and working to implement the idea myself. At the very least I'd like to let my appreciation of this initiative be known.
   
14
Sorry for the necro, but is this still being worked on at all?
15
General Discussion / Re: RMXOS VS Netplay Master V4
February 21, 2014, 10:23:46 am
Just in case anyone wanted the opinion of someone who tried it extensively:
V4 is still trash just like every other Netplay version to date, especially in comparison to RMX-OS. Unless you plan on never editing anything in the system ever, I do not recommend it for anyone. Even if you don't plan on editing any part of it, it's still not stable enough to use for anything except fooling around with friends who don't get frustrated easily.
After two weeks of frustration simply trying understand some of the errors it spits out, I have given up on Netplay once again.
16
General Discussion / Re: Mode 7 & BABS?
October 23, 2013, 10:12:48 am
Woah, thanks. I swear it's not showing up in the database though. I looked under the exact key term the script is labeled with but it's still not there. Tried using a search function as well just in case it was me not being thorough enough and it still didn't come up. I don't know, maybe I'm looking in the wrong place. Either way, thanks for this, I'll definitely take a good look at it.
17
General Discussion / Mode 7 & BABS?
October 22, 2013, 10:23:43 am
Before I do it all myself, I'd like to ask if anyone has ever managed to get BABS to work properly with Mode 7 or a script like it. Though I won't be using Mode 7 myself, the script I've created is largely based on it so I'd love to have an example to reference when making them compatible.
18
General Discussion / Re: Ha
November 04, 2012, 02:22:14 pm
I'd like to see how the sideview+Mario thing turns out. :^_^':
19
Welcome! / Re: Hi!
November 02, 2012, 08:35:10 am
Hello, nice to meet you. :D
20
General Discussion / Re: Conditional Blocking
October 30, 2012, 10:45:13 am
Quote from: Blizzard on October 30, 2012, 02:35:10 am
Actually there is. More precisely there is a delay between the start of the animation and the damage dealt (at least as far as I remember).

There is. I planned on treating the animation as the point where you are allowed to be blocked. In other words, you watch for when the enemy's attack animation starts, player blocks, enemy is stunned and player can immediately counterattack. The stun will only last long enough for you to attack though.