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Build 4/2 (Read 39485 times)

Started by FrantzX, April 02, 2009, 03:23:01 pm
Build 4/2
New #1  April 02, 2009, 03:23:01 pm
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Get it here!

Donate to xnaMugen with PayPal. I like money.

If you like xnaMugen, please inform MUGEN creators to test their creations with xnaMugen. The more testers I can get, the better xnaMugen becomes.

If you are going to give a bug report, PLEASE include a link so I can download the character / stage / screenpack in question. If the bug report is for a character, please state how to do the move to cause the bug, along with the state number of said move. It will save me a lot of time.

BETA OF NEXT VERSION
Download it here!
This is a test of a new drawing system I just finished. It should help with the drawing errors xnaMugen has. I can't test it myself because my test computers don't have this problem. Please test & leave feedback.

What's New:
Bug Fix - 'AnimTime' trigger.
Bug Fix - Jumping helpers did not go into landing state.
Bug Fix - Character could hit themselves.
Bug Fix - Character bind behavior.
Bug Fix - Explod movement when postype = "Back" or "Front".
Bug Fix - Targets were not added to targetlist when hit by projectiles.
Bug Fix - 'ProjContact', 'ProjGuarded' & 'ProjHit' triggers.
Bug Fix - Parsing issue with 'ProjContact', 'ProjGuarded' & 'ProjHit' triggers.
Bug Fix - 'HitVel' trigger.
Bug Fix - 'GetHitVar(VelX)' trigger.
Bug Fix - 'GetHitVar(Damage)' trigger.
Bug Fix - FightEngine elements were being updated twice a tick.
Bug Fix - Character binds lasted for one tick too long.
Bug Fix - Air falling.
Bug Fix - Stage parsing.
Bug Fix - Player constant 'DrawOffset' was not used.
Added - State controller option 'FaceP2'.
Added - 'Explod' state controller option 'VFacing'.
Improvement - Projectile remove behavior.
Improvement - Better error message on missing tags in .cns files.
Improvement - Round time is reset when cheat is used.
Improvement - Better transition to win / lose poses.
Improvement - Added xnaMugen.ini tag to control number of sounds that can be played at the same time. (Game Settings -> SoundChannels)

For The Next Version:
Bug Fix - Crash bug when drawing tiling background.
Bug Fix - Explod positioning with 'MakeGameAnim' state controller.
Bug Fix - Combo counter.
Bug Fix - Bugfix with building expression trees with unary operators.
Bug Fix - PalFx timing.
Bug Fix - Helpers blocking attacks.
Bug Fix - Hitspark facing.
Bug Fix - Character bind behavior.
Bug Fix - Crash when helper is removed twice with 'DestroySelf' state controller.
Added - Assertion 'Unguardable'.
Added - Undocumented trigger 'Const(Data.Power)'.
Added - Reflections
Added - Shadows
Improvement - New drawing system.
Improvement - xnaMugen will automatically look in the 'stages/' directory for the stage sprite file.
Improvement - Background handling.
Improvement - Multiple character no longer can use the same palette.

To Do List (Long Term)
Pushing behavior
ReversalDef
Juggle Checking
Afterimages
PalFx
Cornerpush
CNS cleaner/combiner helper program.
Sprite/Animation viewer.
Last Edit: April 29, 2009, 12:08:19 pm by FrantzX
Re: Build 4/2
#2  April 02, 2009, 03:33:32 pm
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Works nicely, as always.

I played around some with Iori and got this error message, I have no idea what caused it.

Spoiler, click to toggle visibilty
FrantzX Edit: A helper is being removed twice with DestroySelf. i'll fix it so it doesn't crash the game.
FrantzX Edit: FIXED
My shitty mugen stuff:
Last Edit: April 04, 2009, 09:00:29 am by FrantzX
Re: Build 4/2
#3  April 02, 2009, 04:11:45 pm
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Getting better, little by little, but some things still remain from last release.

Feedback:

General

- Opponent is still able to use the same palette as P1
- Still no friction for moving against another char
- Where is the tag that you "added" to the .ini for the sound channels?
FrantzX Edit: [Game Settings] -> "SoundChannels"

Kim

- The Haki Kyaku of the Team Korea super sends the opponent too high. I use yaccel in the hitdef to slow the opponent down, but it seems it's not taking effect. Stateno 3101
- Afterimages during the Lv. 2 supers (Hou'ou Hiten Shougeki Kyaku & Hou'ou Hiden Kyaku) are still all black. Stateno's 3000 and 3010, repectively. You're working on this
- For some reason goes through the floor lower than normal and the ground wave explod is created below the floor when thrown by Burai's normal throw (F + Y)


FrantzX Edit: I just found out why this is happening.
1) Explod positioning is always done with binding. If an Explod is created with bindtime = 0, it is always placed in the top left corner of the screen. The default (undocumented) bindtime is 1. When the explod is bound is when it is moved to the correct position.
2) The controller creating the Explod is in state #5100, in the custom common1.cns state file. The explod is being created by the MakeGameAnim controller. Replace that controller with a Explod controller that does the same thing & WinMugen will have the same behavior as xnaMugen. It looks like MakGameAnim & EXplod state controllers are not 100% the same.

FrantzX Edit: FIXED

NEW BUG

When guarding during the backdash or air jump, Kim will drop straight down, and will create a clone of himself when he lands that does not go away. Although it's a bug, it's kinda cool though because the clone will still detect inputs and can still hit the enemy. :sugoi:
FrantzX Edit: FIXED



Tron

- P2 is misaligned when she's holding them over her head during her ground throw. Stateno 810
Frantz Edit: FIXED


Barns

- Dust afterimages still black (may be a video card problem) Effects.cns You're working on this.

Burai

- Using QCF+A against the wall still makes the opponent bounce off the wall twice. Strangely, this doesn't happen if the opponent was hit in the air against the wall with the move.

That's all for now. Seems some releases fix things, and some break stuff. :P

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Last Edit: April 13, 2009, 09:08:09 am by FrantzX
Re: Build 4/2
#4  April 03, 2009, 09:03:54 am
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Using Vice

I use projectiles for my throws. P2stateno is not being recognised and p2 is not going through his custom animations

States 800, 810, 3002, 3005, 3011, pretty much all of them. Goes through the fall animation instead.
FrantzX Edit: It's not that. It's the TargetBinds. The bind is being lost. I'm working on it.
FrantzX Edit: FIXED.

Headpos and air width are currently incorrect.

Quote
;MAX mode pallete flicker
[State 0, PalFX]
type = PalFX
trigger1 = var(5)%2 = 1
time = 1
add = 138,139,69
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1
Gives me a permanent yellow rather than a flicker. This is either the time is being applied for an extra tick, or %2 is currently not working.
FrantzX Edit: FIXED

Cannot chain Mayhem into Mithan's Robe. Can chain Blackend into it however.
Quote
[state -1, Mithans Robe]
type = changestate
triggerall = command = "Mithans Robe"
triggerall = var(58) != 1
trigger1 = stateno = 1021 && animelemtime(24) >= 2
trigger2 = movecontact
trigger2 = stateno = 1011 && animelemtime(7) >= 0 && animelemtime(8) < 0
trigger3 = stateno = 1010 && animelemtime(7) >= 0 && animelemtime(8) < 0
trigger3 = movecontact
value = 1030
Movecontact needs an operator atm? Like, > 0?

Can't see anything else right now that you're not aware of. Everything feels awesome otherwise. Even some of my complex stuff works exactly the same as in normal mugen now.


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.
Last Edit: April 06, 2009, 01:31:59 pm by FrantzX
Re: Build 4/2
#5  April 03, 2009, 02:31:33 pm
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Err, FrantzX, I just redownloaded the archive, and the sound tag is not there.

All that's there is:

[Game Settings]
PreloadCharacterSprites = true
RoundLength = 99

:S

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 4/2
#6  April 03, 2009, 03:34:57 pm
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Fix 1 - Just add it.

Fix 2 - Download the new archive from the website.
Re: Build 4/2
#7  April 04, 2009, 12:04:01 am
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Felicia
  • Sand Splash FX still look like dust... Check the previous thread for screens.
  • For some reason, she can trip the opponent after she's knocked them down with Delta Kick, which should not happen.
  • In a corner (as close as she can be to the opponent and the opponent as close to the corner as possible), performing Delta Kick should not put her behind the opponent.
  • Her Hellcat appears to be misaligned for the first tick or two on the X-axis.


That's all I really noticed this time around... Same bugs as last update pretty much.
Re: Build 4/2
#8  April 04, 2009, 06:35:33 am
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Quote
Sprite/Animation viewer.
Are we talking in game here? I mean, technically we have those in terms of MEE, FF, and MCM, all 3 are capable of showing sprites and animations. You want a version that's XNA everything?

It's getting harder to spot stuff that's actually new now. It's mostly previous version bugs still carrying over at this point.


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 4/2
#9  April 04, 2009, 11:06:53 am
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                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 4/2
#10  April 04, 2009, 04:28:51 pm
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With K' http://kod.trinitymugen.net/K'.rar :

-Heat Drive (2QCF + P) is supposed to be unguardable if held for long and released automatically, but its guardable here.
FrantzX Edit: FIXED
-Heaven's Drive (2QCF + K) hits count as hits when guarded by opponent when very close.
FrantzX Edit: FIXED
-If K' does Minute Spike Weak (QCB + LK) when about quarter-screen close to the opponent and the opponent does light punch, K' won't continue with the move.
-Autoguard (ReversalDef) on Minute Spike doesn't work (first frame)
FrantzX Edit: ReversalDef does not do anything yet.

Tested against KFM.
Last Edit: April 13, 2009, 03:43:31 am by FrantzX
Re: Build 4/2
#11  April 05, 2009, 02:50:51 am
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Tested Cirio's stage and this is what I found:


Shadows don't work.
Deltas don't work either.
And the camera man has a color problem.
FrantzX Edit: FIXED


Mugen:



Get the stage here:
http://cirio.piiym.net/
stages->kof97->Korea.




Thanks for you hard work FrantzX .
 :)

Last Edit: April 06, 2009, 01:21:09 pm by FrantzX
Re: Build 4/2
#12  April 05, 2009, 03:00:32 am
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                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 4/2
#13  April 05, 2009, 04:51:51 am
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After spending a good deal of time on this, it looks like it is a video card issue. The reason I was unable to fix this is because it doesn't happen on my two test computers. I'll most likely have to change the drawing system to fix this.
Re: Build 4/2
#14  April 05, 2009, 05:15:14 am
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YES PLEASE

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 4/2
#15  April 05, 2009, 05:16:44 am
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I WILL GIVE YOU MY FIRSTBORN CHILD IF YOU DO
Re: Build 4/2
#16  April 05, 2009, 05:59:34 am
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Hey, don't forget my issues!

Re: Build 4/2
#17  April 05, 2009, 06:20:15 am
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As far as we know right now, you're the only one with that issue. Most likely, it's your graphics card.


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 4/2
#18  April 05, 2009, 06:28:25 am
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It's still pretty fux0red though.
Re: Build 4/2
#19  April 05, 2009, 11:03:47 am
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I just updated the first post with a beta of the new drawing system.
Re: Build 4/2
#20  April 05, 2009, 06:11:46 pm
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Improvement on my end.



I haven't fully tested everything as I should because I didn't reconfigur the keys to my controller again yet, but every one's sprites and portraits are now perfect.
Re: Build 4/2
#21  April 05, 2009, 06:15:39 pm
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Yup, pretty much my problem got fix also.

Thanks FrantzX.

Re: Build 4/2
#22  April 05, 2009, 06:16:45 pm
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With oldshader = false, I see nothing but fonts. With true, I still have the same problems as before.
Re: Build 4/2
#23  April 05, 2009, 08:50:32 pm
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With oldshader = false, I see nothing but fonts. With true, I still have the same problems as before.

lol mac

My oldshader is set to false and everything works perfectly for me now.

All character sprites, effects, and portraits look perfect. Great work, FrantzX. :)

However, a few new problems have arisen. Name fonts only appear as a white top row now (as seen in Drex's screenshot and mine here), Kim's afterimages are just boxes, and any attack that causes PalFX makes the opponent disappear.



Also, I found a weird new bug with Kim. Check my intial bug report post.

EDIT: Also, you never told us what valid values for SoundChannels are. :(
FrantzX Edit: The number of simultaneous playing sounds. The larger the number, the more sounds that can be played at the same time. The number has to be zero of greater.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Last Edit: April 06, 2009, 10:57:19 am by FrantzX
Re: Build 4/2
#24  April 06, 2009, 11:01:31 am
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I've fixed the issue with afterimages & palfx. Next up if the font issue. Once I have all the drawing issues fixed, I'll upload the new version.
Last Edit: April 06, 2009, 11:12:19 am by FrantzX
Re: Build 4/2
#25  April 12, 2009, 12:51:55 am
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I think you should wait until you have more of the bugs pointed out in the topic fixed first before jumping so quickly to the next version.

A question:Will you be adding the red damage indication for the lifebars for the long-term?

Also, added 2 screens for Tron's throw bug. And what's up with with the lifebars and powerbars turning white during screenshots?


                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Last Edit: April 12, 2009, 01:05:56 am by ~*Ishida-Uryuu*~
Re: Build 4/2
#26  April 19, 2009, 02:17:12 pm
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Last Edit: April 19, 2009, 03:02:51 pm by Seradest
Re: Build 4/2
#27  April 19, 2009, 02:48:16 pm
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It's already possible to do that (in a fullgame), using tons of helpers, but it's a pain in the ass. Maybe in a new engine something like tagging CLSN boxes with a number and being able to give attributes to the tagged CLSNs.

Anyway, that's a bit off-topic, and the point is to make Mugen stuff work properly with xnaMugen before thinking about tons of new things.
Re: Build 4/2
#28  April 19, 2009, 03:02:19 pm
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Ok hmm hopefull and sorry for the offtopic post.
Re: Build 4/2
#29  April 22, 2009, 07:48:27 pm
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Hey, FrantzX, how's progress been going? Get anything major done lately? What are you currently working on?

Just wanted to point something out. MUGEN's reflection and shadow system can really make them look screwy at times. I think all MUGEN does is mirror the character's sprites flipped on the floor, remove CLSNs, make them transparent or all black (depending on which you're doing), and move them accordingly to where the character is. However, it looks bad when a character has a move that goes through the floor (purposely or otherwise), such as my Barns' c. med attack. It creates a shadow/reflection above where his sword actually is. How hard do you think it would be to implement a shadow/reflection system that makes sense? Like having a system to implement an actual light source or something like that?

I know you're probably busy IRL, but it doesn't hurt to ask.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 4/2
#30  April 22, 2009, 08:20:08 pm
  • ****
  • A frame here, a pixel there.
It's already possible to do that (in a fullgame), using tons of helpers, but it's a pain in the ass. Maybe in a new engine something like tagging CLSN boxes with a number and being able to give attributes to the tagged CLSNs.

Anyway, that's a bit off-topic, and the point is to make Mugen stuff work properly with xnaMugen before thinking about tons of new things.
The tags or IDs for individual CLSN boxes was something I suggested for InfCat way back when. The Street Fighter games tend to have a separate CLSN box for a character's legs that is vulnerable when they do a standing block. If an opponent's attack hits this box without touching the body or head boxes, then it can't be blocked standing. With some kind of tagging or ID system for individual CLSN boxes in Mugen, it would be possible to replicate that sort of thing.
Re: Build 4/2
#31  April 23, 2009, 01:22:04 am
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Hey, FrantzX, how's progress been going? Get anything major done lately? What are you currently working on?

Just wanted to point something out. MUGEN's reflection and shadow system can really make them look screwy at times. I think all MUGEN does is mirror the character's sprites flipped on the floor, remove CLSNs, make them transparent or all black (depending on which you're doing), and move them accordingly to where the character is. However, it looks bad when a character has a move that goes through the floor (purposely or otherwise), such as my Barns' c. med attack. It creates a shadow/reflection above where his sword actually is. How hard do you think it would be to implement a shadow/reflection system that makes sense? Like having a system to implement an actual light source or something like that?

I know you're probably busy IRL, but it doesn't hurt to ask.

There's an assertspecial for that, y'know.
Re: Build 4/2
#32  April 23, 2009, 01:34:23 am
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I'm not talking about turning off shadows, I'm talking about having an actual light source so that shadows make sense and have a way for reflections to be more realistic.

Of course, the light source would not have an effect on the characters' sprites (or could there be an options for it so that it does or does not have that effect? Realistic lighting on the characters?).


Here are some pics for an example.



In this, you can see that Barns is clearly not lifting his heel off the ground, yet the way MUGEN does reflections disconnects the reflection from his boot. Pretty stupid if you ask me.





And here's the problem child. The problem area is indicated by the red circle. The way MUGEN does reflections (merely flipping the sprite) causes the sword to be reflected above where it actually is. In reality, the sword would have its reflection below where it is, somewhere in the vicinity of the blue circle.


                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Last Edit: April 23, 2009, 01:45:55 am by ~*Ishida-Uryuu*~
Re: Build 4/2
#33  April 23, 2009, 09:06:39 am
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There is no solution for that.  The reflection should also technically copy different parts of the character.  That's just as far as you can go with a pseudo 3D effect on 2D elements.


Many people risk their lives everyday by having Mugen.
Re: Build 4/2
#34  April 23, 2009, 04:49:58 pm
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that's why capcom games use round shadows.
Re: Build 4/2
#35  April 23, 2009, 07:33:06 pm
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Yeah, I just noticed as well, that Destruction Desire, Barns' game, has round shadows, too.

Hmm...maybe we could get an option to have round shadows then? I know it's possible with a -2 noshadow assertspecial and a helper, but I'd rather have it as a built-in option.

EDIT: And I guess there's no real way around the reflection problem then, huh? :-\

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 4/2
#36  April 23, 2009, 07:42:18 pm
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think on a way of how should it work and provide examples. Kof uses "reflection" shadow, but the chars don't go below the ground.
Re: Build 4/2
#37  April 23, 2009, 10:21:32 pm
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Yeah, I just noticed as well, that Destruction Desire, Barns' game, has round shadows, too.

Hmm...maybe we could get an option to have round shadows then? I know it's possible with a -2 noshadow assertspecial and a helper, but I'd rather have it as a built-in option.

EDIT: And I guess there's no real way around the reflection problem then, huh? :-\
The round shadows aren't dynamically generated though.


Many people risk their lives everyday by having Mugen.
Re: Build 4/2
#38  April 24, 2009, 03:42:38 am
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Meaning?

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Build 4/2
#39  April 24, 2009, 01:30:53 pm
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They are manually configured in SF games on a frame-by-frame basis.  You could achieve something similar dynamically, but i don't know how bad / good it would turn out.


Many people risk their lives everyday by having Mugen.
Re: Build 4/2
#40  April 25, 2009, 07:25:57 pm
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  • A frame here, a pixel there.
Yeah, using the SF2 Obj Test mode, you can see that every character frame has a "kage" (shadow) parameter that determines the specific shadow sprite (and possibly its offset from the character's axis?) to be used for that frame.
Re: Build 4/2
#41  April 29, 2009, 09:23:16 am
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Sorry for being away for so long; I was busy at work.

In xnaMugen news, the next version should be out in a few days. I'll have the new drawing system, shadows & reflections.