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!