Hello!
I have problem! I do not understand why the automatic save system does not work .. It does not save the last position which was made .. Can you help me?
And I would take the opportunity to ask if it is possible that save in a precise position in a map ...?
(http://gohproject.free.fr/Sans titre.png)
Thanks!
do you get some error, or is it just not saving. Is it not saving just something specific, or everything about the player? and is there a message in your ruby prompt box?
Is it just not saving, and is everything about the player and, i don't have a message in my ruby prompt box...
I made different test on a new RMX-OS project and what could that when I install a new map it does not save ...
But it saves when the player change map ... I do not understand anything ... -- '
try running a query in your SQL management software. run the file named RMX-OS SQL Database.sql the files located in Server/Data folder of RMX-OS folder(this will delete all data, just a warning but it MIGHT work. Don't know if you have any important save data or not.). Also in RMX-OS Options try searching for
you could try changing it to a lower number.
Quote from: chaucer on March 04, 2015, 08:32:29 pm
try running a query in your SQL management software. run the file named RMX-OS SQL Database.sql the files located in Server/Data folder of RMX-OS folder(this will delete all data, just a warning but it MIGHT work. Don't know if you have any important save data or not.). Also in RMX-OS Options try searching for
you could try changing it to a lower number.
I tested and i doesn't save ...
I change AUTOSAVE_FREQUENCY = 30 to 10 and -1 (lol)
And i doesn't save ....
But is very strange.... when don't touch maps defaults by RMX-OS the save is works fine and when we create a new map... it does not save ...
Update :: *I understand where is the problem ... When I create in the database a new tileset for example: "52"
The save does not work ... And when I use the 51 given by default for RMX-OS the saves work ...*
Update²:: *I tested on my project and it doesn't not change...*
Nobody..?
This problem doesn't happen to me, i tried setting up a new client and everything works normally, not sure what's affecting your game so I can't really help. Sorry.
I think my problem is related to my tileset .. I used every tileset and more Pandora posted in the forum and save running, But! when I use mine tileset the save does not work .. the size of my tileset is (256x29074) ... I know it's enormous ...
But, if this problem is not resolved, I fear having to stop my project MORPG mode and put in offline mode .. :/
Nobody have solution ...?
Don't use the tileset or break it up into smaller ones. Never exactly heard of RMX-OS failing from graphic sizes before.
Also, that tileset is not divisible by 32 (29074 / 32 = 908.5625). Make its height 29088 and see if that does anything.
I change 29074 to 29088 and the save doesn't not work ..
More information: I use 4 event [Parallel Process]->(run non stop) and 1 [Parallel Process] for intro -> (desactivate if the end of intro)
*Update* :: I found the problem!
When i use a map (40x40) the save is done and when i use a higher size (40x40) the save does not work!
my main map use (103x71) and I thought it was related to it is not divisible by 32, but it does not save any of although it was higher (40x40) ..
That still doesn't make any sense. Map sizes should not influence the process of saving. Are you sure you're not just deleting something that was interfering with saving?
I tested my map on a new project with RMX-OS and it does not change ...
I've said before that I don't work with RMX-OS, so I'm not entirely sure of specific things that can be done.
With that said, you could throw this in your project (anywhere below RMX-OS)
module RMXOS
class Network
#--------------------------------------------------------------------------
# Saves the game. Only data from selected classes will be saved.
# classes - an array of classes which should be saved.
#--------------------------------------------------------------------------
alias check_if_saving save
def save
check_if_saving
p "Your game saved" rescue nil
msgbox_p "Your game saved" rescue nil
end
end
end
And it should pop-up a message stating that your game data was sent to the server to be ultimately saved in the database.
If the message pops up but the data wasn't saved, clearly your database or save containers are not set up properly. If it doesn't pop up, you have events running in the background or your game is "corrupted".
Quote from: KK20 on March 09, 2015, 12:13:25 pm
I've said before that I don't work with RMX-OS, so I'm not entirely sure of specific things that can be done.
With that said, you could throw this in your project (anywhere below RMX-OS)
module RMXOS
class Network
#--------------------------------------------------------------------------
# Saves the game. Only data from selected classes will be saved.
# classes - an array of classes which should be saved.
#--------------------------------------------------------------------------
alias check_if_saving save
def save
check_if_saving
p "Your game saved" rescue nil
msgbox_p "Your game saved" rescue nil
end
end
end
And it should pop-up a message stating that your game data was sent to the server to be ultimately saved in the database.
If the message pops up but the data wasn't saved, clearly your database or save containers are not set up properly. If it doesn't pop up, you have events running in the background or your game is "corrupted".
Ok, I tested it and it appears that the save was sent to the server in the database, even when have events running in the background
but it does not change ...
*Update* :: The save appears in the database! But it doesn't work ..
In my RMX-OS::
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# System
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
USERPASS_MIN_LENGTH = 3
USERPASS_MAX_LENGTH = 16
CHATINPUT_WIDTH = 300
CHATBOX_WIDTH = 350
CHATBOX_LINES = 10
CHATINPUT_MAX_LENGTH = 40
PM_MAX_LENGTH = 100
GUILDNAME_MAX_LENGTH = 32
CHAT_BUBBLES = false
REMEMBER_LOGIN = true
DISABLED_CHAT_COMMANDS = []
AUTOSAVE_FREQUENCY = 10
GUILD_NAME_SPRITES = true
LEGACY_SAVE_METHOD = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# Exchange Data
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
EXCHANGE_VARIABLES = ['@character_name', '@x', '@y', '@direction',
'@move_speed', '@walk_anime', '@step_anime', '@real_x', '@real_y',
'@pattern']
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# Save Data
# - see the documentation to learn how to set up which data is being saved
# by RMX-OS.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# save container variable definitions
SAVE_CONTAINERS = [
'$game_system',
'$game_switches',
'$game_variables',
'$game_self_switches',
'$game_party',
'$game_actors',
'$game_map',
'$game_player',
'Graphics.frame_count'
]
# general save data setup
SAVE_DATA['Graphics.frame_count'] = []
SAVE_DATA[Game_System] = ['@timer', '@timer_working', '@menu_disabled']
SAVE_DATA[Game_Switches] = ['@data']
SAVE_DATA[Game_Variables] = ['@data']
SAVE_DATA[Game_SelfSwitches] = ['@data']
SAVE_DATA[Game_Party] = ['@gold', '@steps', '@actors', '@items',
'@weapons', '@armors']
SAVE_DATA[Game_Actors] = ['@data']
SAVE_DATA[Game_Map] = ['@map_id']
SAVE_DATA[Game_Player] = ['@x', '@y', '@real_x', '@real_y',
'@character_name', '@encounter_count']
SAVE_DATA[Game_Actor] = ['@actor_id', '@name', '@character_name',
'@character_hue', '@class_id', '@weapon_id', '@armor1_id',
'@armor2_id', '@armor3_id', '@armor4_id', '@level', '@exp', '@skills',
'@hp', '@sp', '@states', '@maxhp_plus', '@maxsp_plus', '@str_plus',
'@dex_plus', '@agi_plus', '@int_plus']
# for all classes that must have default arguments specified
CREATION_DATA[Game_Actor] = '1'
end
end
And my Database for server:
(http://gohproject.free.fr/Untitled.png)
Just a crazy thought, have you set LEGACY_SAVE_METHOD to true?
Quote from: KK20 on March 09, 2015, 01:33:10 pm
Just a crazy thought, have you set LEGACY_SAVE_METHOD to true?
Is work!