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xnaMugen Build 22165 (1/24) (Read 1568 times)

Started by FrantzX, January 24, 2009, 01:22:23 pm
xnaMugen Build 22165 (1/24)
#1  January 24, 2009, 01:22:23 pm
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Disable assertion "NoKO".
Until I figure out know to fully handle this, xnaMugen will read "NoKO" as a valid assertion but won't do anything with it.

Afterimage shader toggle.
For those having problems running xnaMugen due to your video card, there is a new setting in the xnaMugen.ini file.

if [Video Settings]->UseOldShader is set to "true", the older, more compatible shader is used. Afterimages will have drawing problems, however. Those with better video cards can set this to "false".
The default setting is "true" for high compatibility.
Re: xnaMugen Build 22165 (1/24)
#2  January 24, 2009, 01:30:56 pm
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My afterimages still does not work. Palfx makes people black.
It is the afterimagetime. The normal afterimages works though.
My shitty mugen stuff:
Last Edit: January 24, 2009, 01:37:23 pm by Anjel
Re: xnaMugen Build 22165 (1/24)
#3  January 24, 2009, 01:34:13 pm
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I'm still having shading problems. :(

My computer is recent, but has a clunky motherboard with a built-in graphic card (NVidia GeForce 7100).

I know I should put that in bug reports, but I'm lazy. :P
Something about the behaviour which is strange : the air velocities given to a hit opponent seem to be affected by (or rely entirely on) the airborn opponent.
For example, If I use KFM and perform his QCF+2P move, which makes the opponent bounce on the wall, then, when the opponent comes back to me in the air, I can juggle him to death using light punch, since his velocity will always make him go closer to me when I hit him.
Re: xnaMugen Build 22165 (1/24)
#4  January 24, 2009, 01:56:15 pm
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For the hell of it, set the shader to false. Message changes if you're interested
Spoiler, click to toggle visibilty
Works fine with it set to true though.


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