Thank you for the feedback, all in the works! Some of those have been fixed in the latest built as well.
Issues encountered when deploying an imported RPG Maker MZ project with RPG Reactor v0.94.4 (Linux → Windows)
- Missing runtime files
The build worker validates that these files exist in www/js/:
- reactor_main.js, reactor_core.js, reactor_managers.js, reactor_objects.js, reactor_scenes.js, reactor_sprites.js, reactor_windows.js, reactor_mv_compat.js, reactor_plugins.js
- libs/pixi_compat.js When importing from RPG Maker MZ, none of these exist. The build immediately fails with “Project runtime is incomplete”. There is no button or option in the editor to copy the runtime files into the project.
- reactor_plugins.js contains dummy data
The file from the GitHub repo comes with default plugin entries (GALV, UltraMode7, MOG_BattleHud). If the project uses VisuMZ, CGMZ, or custom plugins, the game won’t start. I had to manually overwrite it with the project’s plugins.js. - GitHub API rate-limit (HTTP 403) when downloading ffmpeg-static (asset optimizer)
The asset optimizer fetches https://api.github.com/repos/eugeneware/ffmpeg-static/releases/tags/b6.1.1 without authentication. Unauthenticated requests are limited to 60/hour, so the build fails randomly. There is no fallback or retry mechanism for rate-limit errors, and no way to disable PNG/OGG optimization in the deploy UI. - GitHub API rate-limit (HTTP 403) when downloading NW.js proprietary codec
The same rate-limit issue affects https://api.github.com/repos/nwjs-ffmpeg-prebuilt/nwjs-ffmpeg-prebuilt/releases/tags/0.113.0. If Third-party proprietary codec is enabled in deploy settings, the build fails when the API is rate-limited. No option to retry with backoff or to use a cached/pre-downloaded version. - File permissions
Files downloaded by the editor or external tools can end up with mismatched ownership, causing read errors during staging. Suggestions:
- Add a “Copy runtime to project” button in the editor (or auto-copy on first deploy/playtest).
- Add a “Reset plugin manifest” option that regenerates reactor_plugins.js from the project’s plugins.js.
- Add a toggle to disable asset optimization (PNG/OGG) in the deploy UI.
- Use direct asset download URLs (curl/wget-style) for ffmpeg and codec binaries instead of the GitHub API, or add authentication support via GITHUB_TOKEN.
- Consider bundling the NW.js codec with the editor distribution rather than downloading it at build time.
At moment i cannot use this version!
The only issue with including all 3 runtimes in one package without downloading is that each of the downloads would be like 1.5GB, which doesn't bother me but I got like 10 people trying to get the sizes down as much as possible and even saying 500MB is too bloated, etc, which is why it downloads the runtimes. It's a 550MB runtime for each OS.
I can get the other issues fixed though, compression should be optional though and only happens when checking the box for that option. It's all stuff that works great when I test but random issue later. I'll get to it though.
I fresh install editor, installed runtime, when i hit playtest i got a crash on init.
reactor_managers.js:2136 TypeError: this._app.start is not a function at Graphics.startGameLoop (js/reactor_core.js:587:19) at SceneManager.run (js/reactor_managers.js:1976:18) (anonymous) @ reactor_managers.js:2136 reactor_managers.js:2074 TypeError: this._app.stop is not a function at Graphics.stopGameLoop (reactor_core.js:596:19) at SceneManager.stop (reactor_managers.js:2296:14) at SceneManager.<computed> [as catchException] (VisuMZ_0_CoreEngine.js:9594:120531) at SceneManager.run (reactor_managers.js:1978:14) (anonymous) @ reactor_managers.js:2074 reactor_managers.js:2075 undefined undefined (anonymous) @ reactor_managers.js:2075 reactor_core.js:596 Uncaught (in promise) TypeError: this._app.stop is not a function at Graphics.stopGameLoop (reactor_core.js:596:19) at SceneManager.stop (reactor_managers.js:2296:14) at SceneManager.<computed> [as catchException] (VisuMZ_0_CoreEngine.js:9594:120531) at SceneManager.run (reactor_managers.js:1978:14)
and i have some problems to black screens because pixi 8 at init of game, at moment i stay with version 0.94.3 or 0.94.1 works good for me, i applied some fixes on 0.94.5 and works but i have bugs, i focused on MVCompatFilter to work with .call()/.apply() patterns from legacy code Fix Graphics.startGameLoop to properly start the v8 ticker