I NEED YOUR HELP TO TEST A BUGFIX FOR THE NEW OFFICIAL RM2K(3) (KEYBOARD INPUT ISSUES WHEN KEY IS PRESSED CONTINUOUSLY)
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Hello guys,
maybe you can assist me with this. (I posted this on RMW too at http://forums.rpgmakerweb.com/index.php?/topic/69280-your-help-needed-test-bugfix-for-key-input-processing-when-key-is-continuously-pressed/ )
RPG Maker 2000 and 2003 always had the problem that when a key was continuously held down and you were polling the key states using "Key Input Processing", you would falsely get zero (no keys held down) every few checks, so it would look as if the user were pressing and releasing the key over and over again. (Those of you who encountered this problem before probably built a workaround by "debouncing" the key input and accepting key release only if it persisted longer than a few frames.)
I now looked into this problem and I think I was able to fix it. However, this changes a few technical details in how the key input is processed and synchronized with the rest of the game. Because of that, I would kindly ask you to assist me here and test the bugfix in a few scenarios.
I implemented the fix for RPG Maker 2000 only at the moment. If it works fine, it will be implemented in RPG Maker 2003 as well and later released.
I have created a special RPG_RT.exe version for RPG Maker 2000 based on Version 1.61 which includes this bugfix. It is meant to be used for testing only and displays a nag window and an overlay to prevent production use. You can download the file here: https://www.dropbox.com/s/336wzchszcx2tst/RPG_RT_keyfix_beta.exe?dl=0 - To test it, copy it into a project's folder and use it instead of the normal RPG_RT.exe.
Please test the following:
- Does the fix work you in general? I.e., are there no more errornous key releases detected using "Key Input Processing" when a key is kept held down for some time?
- Does the key input otherwise still work as usually?
- Can you feel any performance impact compared to the normal version 1.61? (You can test it in some performance-hungry v1.61-based game, for example.)
Thank you for your help!
Cherry
maybe you can assist me with this. (I posted this on RMW too at http://forums.rpgmakerweb.com/index.php?/topic/69280-your-help-needed-test-bugfix-for-key-input-processing-when-key-is-continuously-pressed/ )
RPG Maker 2000 and 2003 always had the problem that when a key was continuously held down and you were polling the key states using "Key Input Processing", you would falsely get zero (no keys held down) every few checks, so it would look as if the user were pressing and releasing the key over and over again. (Those of you who encountered this problem before probably built a workaround by "debouncing" the key input and accepting key release only if it persisted longer than a few frames.)
I now looked into this problem and I think I was able to fix it. However, this changes a few technical details in how the key input is processed and synchronized with the rest of the game. Because of that, I would kindly ask you to assist me here and test the bugfix in a few scenarios.
I implemented the fix for RPG Maker 2000 only at the moment. If it works fine, it will be implemented in RPG Maker 2003 as well and later released.
I have created a special RPG_RT.exe version for RPG Maker 2000 based on Version 1.61 which includes this bugfix. It is meant to be used for testing only and displays a nag window and an overlay to prevent production use. You can download the file here: https://www.dropbox.com/s/336wzchszcx2tst/RPG_RT_keyfix_beta.exe?dl=0 - To test it, copy it into a project's folder and use it instead of the normal RPG_RT.exe.
Please test the following:
- Does the fix work you in general? I.e., are there no more errornous key releases detected using "Key Input Processing" when a key is kept held down for some time?
- Does the key input otherwise still work as usually?
- Can you feel any performance impact compared to the normal version 1.61? (You can test it in some performance-hungry v1.61-based game, for example.)
Thank you for your help!
Cherry
Alas, I don't have the official 2k. If you need help with 2k3 when the time comes, let me know, though I assume it'd work the same way and you wouldn't need further testing.
Is this only related to the key input process command? Any chance this can do anything about the infamous stuck key glitch?
Is this only related to the key input process command? Any chance this can do anything about the infamous stuck key glitch?
The key stuck glitch is something very mysterious to me too, especially since it persists when the game was closed, restarted, other games played, etc.
The only remedy I found (also just by trial and error) is my kbdreset.exe tool, and I thought I "fixed" it in the official version by basically adding kbdreset's functionality to the RM engine itself (it's run by the game when it's started)... but for some even more mysterious reason it does not work this way, it appears. :(
The only remedy I found (also just by trial and error) is my kbdreset.exe tool, and I thought I "fixed" it in the official version by basically adding kbdreset's functionality to the RM engine itself (it's run by the game when it's started)... but for some even more mysterious reason it does not work this way, it appears. :(
Ah, that's too bad. Well, perhaps inexplicably, it seems like it may be less common now. I've only heard it come up a few times for Ara Fell and I've only experienced it once or twice myself. I swear to god, that god damn bug came up like every other week for me before. No idea if that's coincidental or what.
Anyway, Ara Fell's world map uses extended holding down a key wuth key input processing. If you can get a 2k3 version, I can test it on that. Good luck, regardless!
Anyway, Ara Fell's world map uses extended holding down a key wuth key input processing. If you can get a 2k3 version, I can test it on that. Good luck, regardless!
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