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AceOfAces

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A member registered Jan 02, 2016 · View creator page →

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Hello, Redux_Soul! 

Just to double check:

1. Is the bootstrap app still running? Check with the Task Manager. 

2. Check if the Temp folder is present. 

(1 edit)

OK. I done a bit more digging. Turns out that my method of patching the html file (required so it can load the binary versions of the JS files) was error prone. I found a better alternative and I'm working to release a hotfix for it.

EDIT: The hotfix is out.

A bit of an update: as of right now, I wasn't able to replicate the issue. Could you please provide me a screenshot of the settings? Specifically, on the File Preparation tab.

Looking at the code, it appears that the script tag wasn't updated to load the correct file, resulting into a black screen. I'm looking into why this didn't get updated. 

Hello, YoBro!

Can you check the index.html file using the dev tools (after buiding the test build)? You can see the code for the html file by clicking on the "Sources" tab and select it on the list.

(1 edit)

To keep it simple: The paths are handled like a page URL in websites. Hence why it adds that %20.

After a bit of digging, I found the cause for saving the default settings. Due to a typo, it tried to write on a file that was actually the folder. Hence, that error. I'm working on a hotfix for it and publish it as soon as possible.

Hello, Anwynn!

Thanks for playing my game. The saves are stored in your PC's User folder\Saved Games\Dragonhouse\Immortal Sins. You can also use the launcher's Save Manager to export them, if needed.

Hello, YoBro!

  • About the first issue: could you explain with what is going on the project? I see that it's loading plugins (I presume) from that folder, but I want to have a clearer picture as to what it does.
  • For the error in index.html: I'm not exactly sure why is this happening. Most likely, a formatting error is inserting this, but since it doesn't break the plugin loading, it's mostly a fluke.
  • For that last one: Does this happen when you launch the tool for the first time?

A bit of an update: R6.02u6 has some re-work for hotpatching, which may address the issue that you are encountering.

No problem. 

Hello, Zealli!

If the plugin stores data in a folder, you can add it to the packages via Project Settings -> Packaging and Player Services -> Custom files and folders. Click either Add (and type the name) or Import and it will allow you to add it in.

Fixed the typo.

Hello, ianov! 

Could you show me the settings that you used? Or provide the logs for the tool (accessible via an option in the Utilities menu). 

(1 edit)

Digging a bit on the plugins that I could get my hands on, DotMovementSystem is one of (or the only) culprit, as it tries to pull its name dynamically (Source Code Protection has to patch MZ so it can load the bainry files that nwjs can read). It's fixable by changing the line 298:

const DotMoveSystemPluginName = document.currentScript ? decodeURIComponent(document.currentScript.src.match(/^.*\/(.+)\.js$/)[1]) : "DotMoveSystem";

To this:

const DotMoveSystemPluginName = "DotMoveSystem";

Might send a message to the dev of DotMovementSystem to let them know about it.

If you see similar issues with what you saw in that plugin, check if there any plugins that use document.currentScript (or similar) and simply change the line to hardcode the name.

As for Uncaught SyntaxError: Unexpected token '<': I can't say for certain what causes that on MZ. It doesn't crash MZ games (I tested with both barebones and more plugin heavy projects) and there's no crash or stuck in a loop. Most likely, there's a slight error in patching the html file so it can load the binary version of main.js. Other than that, it's a fluke of an error.

EDIT: If you mean the Source Code Protection on your edit: Yes. It's still an option. Since R6, it's enabled by default when the option to encrypt the assets is turned on. So, you'd need to disable that option first.

Yeah. The isHandheld is decalred by CookToolAddOn, thus causing the error. I've updated that plugin again to fix the error.

Not sure if it is the same issue as Daisuke's but it's quite weird that a JS file is missing. 

If you can, please provide the logs for the app. You can get them via Utilities -> Extract logs.

Hello, Crimzon_Zero!

  • For the AdvSaveHandler, there was a bug where it tried to find the main executable's location but throw that error instead. I'm uploading a patch as we speak.
  • For FSDK_CookToolAddOn, could you please provide me with the output of the dev console, so I can see where is it triggered?
  • As for the fullscreen plugin, do you use something like Visustella Options Core? If you do, there might be a conflict.

In regards to plugins not working after building: the most likely culprit is that some plugins are trying to find their config by checking their name (rather than using a hardcoded one). If they use something like document.src, then they try to get their name dynamically.

At the moment, I can't replicate this. But I have a theory that (assuming that you are on R5) there may be some path handling errors. An update to R6 brought a rework on how relative paths are constructed (so the encryption can work properly, regardless of OS). It is a possibility that the affected files end up on the wrong path (judging from the file not found error in the dev console). 

Hello Daisuke Tanaka!

Could you please create a test build with the tool and open the dev tools, to check if there are any errors regarding the files? Once the test build is ready, run the game and then press F12 to open the dev tools.

Yes. I'd be happy to help.

Cook Tool Deluxe doesn't provide encryption for save files, so you'll need to roll up your own (or an existing) plugin for that. But there is a strict cache check option that prevents tampering with the game's files, so you can prevent cheating via that way.

I am considering rolling up encryption for saves and database, if there's enough requests about it.

Hello, Mikochi.

You can bring over the save file from the older game to the new one when using either of them. But you will need to use a plugin that sets a new save location (like my own plugin, which is included in RPG Maker Cook Tool Deluxe). After that, you can use whichever way to transfer it over.

(1 edit)

After looking into the logs, it turns out that there was a bug where the bin files weren't copied over. I'm working on a hotfix and upload it as soon as possible.
EDIT: The update is out now.

Hello, CloudTheWolf!

Could you please provide me the logs? You can get them by clicking on Utilities -> Export logs for the tool.

(1 edit)

Hello, candrid!

I've identified the issue: A typo in the patches borked it, causing the error on the second screenshot. I am working on a hotfix and I'll upload it as soon as possible.

The only way to check is if any plugin tries to pull the name dynamically (via document.src). It's pretty easy to check with a code editor like Visual Studio Code. The fix there is simply to change the line to PluginManager.parameters('<name of plugin here>'); I am working on improving the test build option so it's a lot easier to use.

If you need the previous version, I'll send it via email as soon as possible. If you use the itchio app, you can also change over to the older release by clicking the cog (when viewing the page for the tool or, in the Library menu, right click on the tool and click on Manage) -> Manage -> Change to another version -> select any of the 5.x.y versions.

The fix is part of R6.02 Preview.

(2 edits)

Ah! I see the issue: The " are escaping the characters, causing that error. 

I wrote the wrong chromium command line argument. It's --disable-devtools.

In any case, you can disable "Encrypt assets" (and, if the game is still stuck on the loading screen, disable "Source code protection"). This will revert it back to the R5.xx behaviour.

If this still happens, I'll send you a link via email.

It accepts any standard symbol (at least those that are in the Latin keyboards).

Hello, Daisuke Tanaka!

There isn't a length limit, but it is recommended that the password is at least 12 characters long.

Hello, Daisuke Tanaka!

Usually, there's an issue with a plugin that doesn't work properly. The "Encrypt assets" option also turns on the option compile the game's source code, which can break some plugin (usually it's because they try to dynamically find their name via document.src). You can check for errors by enabling the option "Create a test build" on the Project Settings -> Essentials tab. Once it's created, run the game and press F12 to open the dev tools. If they don't open, remove the --disable-dev-tools command line argument on the package.json file.

(2 edits)

Right, so looking at the code for the apng plugin, I see that there's a slight compatibility issue with it. It's a tad complicated but to keep it simple: Cook Tool's patch for decrypting relies on a function in browsers that (in a way) aren't exactly compatible with MV's and MZ's setup (the decryption is async only, so I needed to get it to work with code that is synchronous). Most plugins work out of the box, as the patch ensures that everything that uses the standard loading mechanism should work. But the plugin in question does its own thing to load these. And because the decryption is async, the plugin loses the context and just fails to load. The fix for it is to change the line that uses Utils.decryptArrayBuffer to something like this:

        static decryptResource(key) {
            const resource = this._resource[key];
            Utils.decryptArrayBuffer(resource.data, (decrypted) => {
                resource.data = decrypted;
                const newKey = ApngLoader.convertDecryptExt(key);
                resource.name = newKey;
                resource.url = newKey;
                resource.extension = 'png';
                this._resource[newKey] = resource;
                delete this._resource[key];
                });
        };

This change adds a callback, so when the method above finishes, it will load it properly. I haven't tested this, but it should give a clue as to how to fix it. If you aren't able to, I'll work on a fixed version of the plugin.

Hello, reo!

The most likely issue here is the asset compression. When it's turned on (assuming that the "Encrypt assets" option is turned on), it compresses them into WebP (by default). And the converter that handles this doesn't handle apng files. Turning the asset compression off should address this.

I've sent a link for the build in your email. Let me know if it works.

This took longer than anticipated, as the exception code gave me two to three potential issues. Just to narrow it down, check if there are corrupt files in the OS. You can do this by following this guide: Use the System File Checker tool to repair missing or corrupted system files - Microsoft Support

I can also send you an experimental version of the tool, to rule out any build issues on my side.

Hello, crniorao05!

Looking at the .NET docs, .NET 9 (the version used for building the app) should support it. Double check that every file from the zip file were extracted. If they were and the app still doesn't open, please do the following:

  1. Open the Event Viewer (you can find it via Windows Search) and look into Custom View -> Admin Events and check the error events for any information regarding the tool.
  2. Head to the Temporary Files folder (Press Windows Button + R -> type %TEMP% -> Press Enter) and find every log file that is called CompilerSession-DXGUI-yyyyMMdd-hhmmss.log and check for line that say "Exception!".

Found the issue: if the option to protect the source code is turned off but asset encryption is on, the module isn't initialized properly. I'm working on a fix and I'll upload it as soon as possible. 

(4 edits)

This is a compatibility issue with a feature of the tool, called JavaScript Source Code Protection. This converts the JS files to files that nwjs understands, thus protecting the source code. Since the tool has to patch the engine to load these files, plugins that try to pull their name dynamically don't work. That feature is a dependency for Deep Level Encryption as well, so it can guard the password.

If you don't want either of these, you can disable both of them in the settings (under Asset Preparation). If you do, I cover this here: https://dragonhousehelpcenter.azurewebsites.net/manuals/rmcooktooldx/devguide. On the WindowEx plugin, I see that it tries to pull its name dynamically, so changing the line  $_$.params = getPluginParameters(); to $_$.params = PluginManager.parameters('CTB_WindowExMZ') . As for yours, I can't say for certain. But you can create a test build (the option is found on Project Settings, under the essentials tab). First, remove the --disable-devtools from the package.json file temporarily. Then create the test build. Once that's done, press F12 to open the dev console.

EDIT: Wrote the wrong line fix here. And re-wrote the dev tools instructions.