Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: Thekal on December 12, 2011, 04:15:04 am

Title: ForeverZer0 resolution script problem
Post by: Thekal on December 12, 2011, 04:15:04 am
First of all, great script ! So thanks...

Now to the problem.
Im using ForeverZero custom resolution script for RPG Maker XP version 0.93. Resolution is set to 1280x880
When i get into a fight against 2 or more monsters the bug occurs.
Here is an easy explanation.

You get into a fight against two ghosts (or any monster of your liking)
The first turn is yours and you instantly killing one of ghosts.
And here is the problem. After your turn there is only one ghost remaining, but the ghost you just slain can still attack, only this turn however.
Next turn is normal. It's like the game waits till the end of turn to check if the enemy is dead.

Also i dont want to make new thread so i get my question in this one.
Is there a way to set higher treshold to number of characters in one message ?

Thanks in advance ! Keep up the good job !
Title: Re: ForeverZer0 resolution script problem
Post by: ForeverZer0 on December 12, 2011, 04:43:36 am
The resolution script doesn't effect battle. What other scripts are you using/modified?
Title: Re: ForeverZer0 resolution script problem
Post by: Thekal on December 12, 2011, 04:57:07 am
Ah sorry man...
I'm just being utterly retarded.... :shy:
I deleted all the statuses and items from database and it seems it needs K.O. status to affect enemies...
Problem solved....thread can be deleted...
I'm working on my game for straight 7 hours now and kinda didn't double check  :facepalm:

Sorry...
Title: Re: ForeverZer0 resolution script problem
Post by: Thekal on December 16, 2011, 02:20:40 pm
Okay now for the real problem.
Using resolution 1280x880
This seems to happen if i go to menu for 6th or 7th time.....sometimes randomly.....

Spoiler: ShowHide
(http://img266.imageshack.us/img266/1666/error515.jpg)


Using TonsofScripts and Blacksmith script
Title: Re: ForeverZer0 resolution script problem
Post by: Ryex on December 16, 2011, 02:53:09 pm
what kind of computer do you have? this normally mean it has run out of video memory. zer0 you man need to force GC clean up I had this problem when using the RGSS engine as an image converter after I had converted a few hundred images,
Title: Re: ForeverZer0 resolution script problem
Post by: ForeverZer0 on December 16, 2011, 06:02:36 pm
It uses the RPG::Cache, so garbage collection shouldn't be needed, but this occurs on a menu, whereas the only thing that should be affected there is the viewport size will be initialized as the resolution size if it was set to 640x480. The "failed to create bitmap" usually occurs for other reasons, such as creating negative or nil values for the size.
Title: Re: ForeverZer0 resolution script problem
Post by: Blizzard on December 16, 2011, 06:36:39 pm
A negative height for a bitmap will actually work, but 0 won't.
Title: Re: ForeverZer0 resolution script problem
Post by: Thekal on December 17, 2011, 02:49:37 am
My specs are pretty reasonable i think

Amd Phenom II 3,4Ghz
6gb DDR3 RAM 2000mhz
Ati HD 5870 1gb

I noticed that this error occurs if im using map bigger than 80x80 blocks...
When i resized maps to 96x96 the problem is not occuring atm.
Any bigger size is causing this error...
Maybe it really have something to do with Cache clearing

Occurs while -
Closing shop
Closing ESC menu
Transfering player between maps
Transferring player from battle
(practically anything that requires tileset loading)
Title: Re: ForeverZer0 resolution script problem
Post by: Ryex on December 17, 2011, 03:37:18 am
Quote from: ForeverZer0 on December 16, 2011, 06:02:36 pm
It uses the RPG::Cache, so garbage collection shouldn't be needed, but this occurs on a menu, whereas the only thing that should be affected there is the viewport size will be initialized as the resolution size if it was set to 640x480. The "failed to create bitmap" usually occurs for other reasons, such as creating negative or nil values for the size.

note that the image converter I used ALSO used the cache. but it still ran out of memory unless I forced the GC to start.
it's makes no sense but it is necessary.