YesNoOk
avatar

Build 23190 (3/5) (Read 39567 times)

Started by FrantzX, March 05, 2009, 08:05:17 pm
Re: Build 23190 (3/5)
#21  March 09, 2009, 06:51:15 pm
  • *****
  • DAT SAX
Haha, yup! Nice work! :D

Your work ethic is crazy! Can't wait for more.

The anticipation of an xnaMugen working as good as or better than MUGEN is killing me! :XD:

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23190 (3/5)
#22  March 09, 2009, 06:51:30 pm
  • avatar
  • **
    • code.google.com/p/xnamugen/
To Drex:

Quote
System.IO.FileNotFoundException: Could not find file 'C:\Code\xnaMUGEN\CVS2_London_Night.sff'.

There's the problem. My best guess? Here is a section of of the 'training.def' stage file that comes with xnaMugen:
[BGdef]
spr = stages/training.sff
I would guess that for your stage, the 'stages/' part is missing.
Re: Build 23190 (3/5)
#23  March 09, 2009, 06:57:42 pm
  • avatar
  • **
    • code.google.com/p/xnamugen/
I have my doubts, those triggers should return the number of projectiles spawned by the helper and Sffalse when the helper does not exist.

Quote
------------------------------------------------------------
NumProj
------------------------------------------------------------

Returns the total number of projectiles currently owned by the player. <--- LOOK HERE

Format:
  NumProj

Arguments:
  none

Return type:
  int

Error conditions:
  none

Example:
  trigger1 = NumProj = 0
    Triggers if the player has no currently active projectiles. <-- LOOK HERE
 

I thought that it was wierd that the documentation says player, not character so I tested with ~*Ishida-Uryuu*~'s Tron Bonne with this state controller:
[State -2]
type = DisplayToClipboard
trigger1 = NumHelper(23303)
ignorehitpause = 1
text = "%i, %i";
params = NumProj, helper(23303), NumProj

Use the QCF+2K move. The first number goes up & down, the second is always zero.
Re: Build 23190 (3/5)
#24  March 09, 2009, 07:02:18 pm
  • ******
  • [E]
    • Mexico
A helper might be considered a player by the docs, since you are redirecting to it; it returns 0 because the helper has nto created projectiles itself. I really need to get  ahold of sorrowdedge's chin, it must be pretty good to test redirections as the "chaarcter" itself is a helper.
Re: Build 23190 (3/5)
#25  March 09, 2009, 07:05:59 pm
  • *****
  • DAT SAX
I think it'd be a good idea to make it so that helpers can create their own projectiles and not have all of them owned by the root. If I understand correctly, you just did that FranzX?

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23190 (3/5)
#26  March 09, 2009, 07:06:39 pm
  • avatar
  • **
    • code.google.com/p/xnamugen/
The projectiles in question are being created by a helper with ID #23303.
Re: Build 23190 (3/5)
#27  March 09, 2009, 07:15:24 pm
  • *****
  • DAT SAX
Well, yeah. Just asking if you just made it so that projectiles can be owned by helpers and not just the root.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23190 (3/5)
#28  March 09, 2009, 07:20:13 pm
  • avatar
  • **
    • code.google.com/p/xnamugen/
Well, yeah. Just asking if you just made it so that projectiles can be owned by helpers and not just the root.

Right now, it's just like how WinMUGEN works; projectiles are owned by the root. Changing it so that projectiles can be owned by helpers would take be about 10 seconds, but I want it to work just like WinMUGEN.
Re: Build 23190 (3/5)
#29  March 09, 2009, 07:21:52 pm
  • *****
  • DAT SAX
Well could that possibly be implemented in one of your config 'switches' for "Works like WinMUGEN / The way it should be"?

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23190 (3/5)
#30  March 09, 2009, 07:47:32 pm
  • ******
  • [E]
    • Mexico
Well, yeah. Just asking if you just made it so that projectiles can be owned by helpers and not just the root.

Right now, it's just like how WinMUGEN works; projectiles are owned by the root. Changing it so that projectiles can be owned by helpers would take be about 10 seconds, but I want it to work just like WinMUGEN.

considering that mugen works how the mugen documentation says in this case, it's better to keep it like that then.
Re: Build 23190 (3/5)
#31  March 10, 2009, 01:09:43 am
  • *****
  • DAT SAX
I have my doubts, those triggers should return the number of projectiles spawned by the helper and Sffalse when the helper does not exist.

Ah, maybe I was misunderstanding what [E] was saying here. Perhaps they could still be owned by the root, but make them detectable when the trigger is used in a helper.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 23190 (3/5)
#32  March 10, 2009, 05:49:09 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Yes, projectiles always drop back to root (which sucks) and will be affected by palFX no matter what you do (which also sucks).

Oh, Dragonclaw runs now, he used to give me error messages. He takes quite some time to actually load, and seems to be having a number of graphical problems. Mostly in transparent FX.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Build 23190 (3/5)
#33  March 10, 2009, 06:15:19 am
  • ******
  • Loyal to the Game
    • USA
    • http://jesuszilla.trinitymugen.net/
I guess the FX problems aren't just on my end, then. :P
Re: Build 23190 (3/5)
#34  March 10, 2009, 08:53:04 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
I had that problem with rikuo. For the water droplets from his splashes i used accelerating projectiles. They couldn't hit, but their removal animation was nice for when they hit the floor. Was easier than explod, and less memory than helper.

Sadly when i did the EX attacks, they tended to flicker different colours. As it was just screw jet, i ignored it when i couldn't fix it. Ownpal did nothing, there is no other documentation.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Build 23190 (3/5)
#35  March 11, 2009, 05:36:16 am
  • ****
To Drex:

Quote
System.IO.FileNotFoundException: Could not find file 'C:\Code\xnaMUGEN\CVS2_London_Night.sff'.

There's the problem. My best guess? Here is a section of of the 'training.def' stage file that comes with xnaMugen:
[BGdef]
spr = stages/training.sff
I would guess that for your stage, the 'stages/' part is missing.

Yeah, the stage starts to read now, but I now get another error. Honestly I think something is up with the way the stage is codded cause other stages by Macks (my teacher) work fine, though they are blown up double size due to current lack of hi-res support.

I'll attempt to fix the issue myself when I get time.
Re: Build 23190 (3/5)
#36  March 11, 2009, 06:22:56 pm
  • avatar
  • **
    • code.google.com/p/xnamugen/
Right now I am working on rewriting the expression system. This is what turns something like:
trigger1 = time = [4, 100]
into the format used by the xnaMugen engine. So far, things looks good. Expressions can be read out of state file in roughly 50% - 85% less time & those expressions can be run (going from "2+2" to "4") in about 10%-15% less. This means faster character loading & faster gameplay.
Re: Build 23190 (3/5)
#37  March 11, 2009, 06:29:41 pm
  • *****
  • Horrible
    • Sweden
    • http://network.mugenguild.com/anjel/
I am not sure what you are doing but.
trigger1 = time = [4, 100]
Will trigger when time >= 4 && time <= 100 in MUGEN.

Are you doing the same for XNA Mugen or what?
My shitty mugen stuff:
Re: Build 23190 (3/5)
#38  March 11, 2009, 07:34:29 pm
  • ******
  • [E]
    • Mexico
That's not standar for programing languages-compiler code, so it's natural it's giving him some problem.

Taht explains why my character's cancels were broken.
Re: Build 23190 (3/5)
#39  March 12, 2009, 05:39:09 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
I am not sure what you are doing but.
trigger1 = time = [4, 100]
Will trigger when time >= 4 && time <= 100 in MUGEN.

Are you doing the same for XNA Mugen or what?

He's improving the system so the above line is read and parsed faster by the engine. I dunno what it's doing right now, but it could be a tick behind or something while processing the piece of code *guessing!*


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Build 23190 (3/5)
#40  March 12, 2009, 12:26:23 pm
  • avatar
  • **
    • code.google.com/p/xnamugen/
That's not standar for programing languages-compiler code, so it's natural it's giving him some problem.

Taht explains why my character's cancels were broken.

Actually, canceling has problems because the 'HitDefAttr' trigger has problems.