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Interactive Mugen Update #2 (Read 55779 times)

Started by ELECTR0, October 16, 2014, 01:04:25 pm
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Re: Interactive Mugen Update #2
#21  October 18, 2014, 04:36:36 pm
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AAH I thought your character updater was a .exe that automatically adds it to all your characters like the tag team patches in the past.At this rate im never going to be done.
Re: Interactive Mugen Update #2
#22  October 18, 2014, 06:13:48 pm
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[mode: let's dream on]

the perfect solution would be a global application like that, with all "usual" patches included (& the possibility to choose among them...)

[/mode: let's dream off]

 :thinking2:
Re: Interactive Mugen Update #2
#23  October 20, 2014, 10:03:59 pm
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[mode: let's dream on]
Well it would be much more useful and more beneficial for us all if he could do some when the final version is made.I mean if it was done twice with tag team patches it should be possible  in this situation to.
Re: Interactive Mugen Update #2
#24  October 21, 2014, 03:10:41 am
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DJ Hannibal_Royce : I think what i'm going to do is just adjust the code work with your chars and you can just have a separate folder with the coded DEF file to work for yours chars. That would be easier than re-sizing the sprites and hitBoxs. Plus I don't need to add the code to the normal IM code for everyone if they are not using your chars, but if they wanted to then the separate def file is available to them.

yea! that makes much more sense....ill add that to dhd's final release when u finish. thx again based electr0. :)
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Re: Interactive Mugen Update #2
#25  October 21, 2014, 09:03:56 pm
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as far as i can see you forgot to include the code for the mk1 pit in the stage finishers file :P
My stages folder:
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Re: Interactive Mugen Update #2
#26  October 21, 2014, 11:06:43 pm
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oh it's there, it's the same code used for the street fighter 1 china stage.
Re: Interactive Mugen Update #2
#27  October 21, 2014, 11:08:20 pm
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Could you copy and paste it here? I downloaded the character updater files and I don't see it anywhere :L
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: Interactive Mugen Update #2
#28  October 22, 2014, 01:40:55 am
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;-----------------------------------------
;Pit 1 Fatality
[State -2, Pit1Fatality] ;send opponent to Death Chamber
type = TargetState
triggerall = movehit
trigger1 = stagevar(info.name) = "The Pit"
trigger1 =p2life=0
trigger1=MatchOver
trigger1=P2Dist Y =0
trigger1 = StateType != A
trigger2 = stagevar(info.name) = "SF1 China"
trigger2 =p2life=0
trigger2=MatchOver
trigger2=P2Dist Y =0
trigger2 = StateType != A
trigger3 = stagevar(info.name) = "The Pit I"
trigger3 =p2life=0
trigger3=MatchOver
trigger3=P2Dist Y =0
trigger3 = StateType != A
value = 889660
persistent = 0

[State -2, Pit1Fatality] ;player 1 go to time warp
type = ChangeState
triggerall = movehit
trigger1 = stagevar(info.name) = "The Pit"
trigger1 =p2life=0
trigger1=MatchOver
trigger1=P2Dist Y =0
trigger1 = StateType != A
trigger2 = stagevar(info.name) = "SF1 China"
trigger2 =p2life=0
trigger2=MatchOver
trigger2=P2Dist Y =0
trigger2 = StateType != A
trigger3 = stagevar(info.name) = "The Pit I"
trigger3 =p2life=0
trigger3=MatchOver
trigger3=P2Dist Y =0
trigger3 = StateType != A
value = 889658
ctrl = 0

[State -2, Pit1nokoslow]
type = assertspecial
trigger1  = roundno != 1
trigger1 = stagevar(info.name) = "The Pit"
trigger2  = roundno != 1
trigger2 = stagevar(info.name) = "SF1 China"
trigger3  = roundno != 1
trigger3 = stagevar(info.name) = "The Pit I"
flag = nokoslow
flag2 = nokosnd

this was in the -2 state coding. You put this in your character's  statedef -2 in your character's constants or cns file

Re: Interactive Mugen Update #2
#29  October 22, 2014, 03:22:40 am
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Taybear you no longer have to copy and paste the finisher code to your characters anymore. The hits are linked with your melee attacks. If you want it for your specials and hypers then you can still copy and paste the code, just look in the extra fun stuff folder for the code.
Re: Interactive Mugen Update #2
#30  October 22, 2014, 03:38:42 am
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oh, well dang. awesome news! time to get the ball rolling.
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: Interactive Mugen Update #2
#31  October 22, 2014, 08:04:47 am
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indeed, I need to adapt the rest of my roster for interactivity. Once I figure out why everything isn't scaling right.
Re: Interactive Mugen Update #2
#32  October 22, 2014, 09:13:24 am
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Lucky Dearly I took a look at that screenpack and saw why the sprites where small in game. You need to change this code in the screenpacks FIGHT file :

[FightFx]
scale = 1  <----- change to 2

Also Omega psycho doesn't have OpenGL turned on, but he does have stageforce zoomed turned on which is wierd. I don't know if you use zoom stages or not but if you wanted to you might want to change those two settings as well. If you don't use zoom then don't worry about it.
Re: Interactive Mugen Update #2
#33  October 22, 2014, 11:54:51 am
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worked like a charm! now to work on the rest of my roster.
Re: Interactive Mugen Update #2
#34  October 25, 2014, 12:16:38 am
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HOLY SHIT!!

NOW THIS IS EXCITING!
Re: Interactive Mugen Update #2
#35  October 25, 2014, 04:26:20 am
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sure is, gonna experiment more with this coding.

@Electr0 - I did encounter a glitch while adapting Shin Kazuma by O Ilusionistra, I'll post the tail log here from mugen to show what kind of error I'm dealing with here.

Edit: here's the error I get

Error detected.

Error in [Statedef 9000]
Error in cns/fatalities.cns:17
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/!skazuma/!skazuma.def
Error loading p1

Clipboard tail:
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage The Pit 3 loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1267302991
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/!skazuma/!skazuma.def...
  Loading info...OK
  Loading cmd command set skazuma.cmd...OK
  Loading cns cns/skazuma.cns...OK
  Loading cns cns/specials.cns...OK
  Loading cns cns/hypers.cns...OK
  Loading cns cns/fatalities.cns...Character !skazuma.def failed to load
Last Edit: October 25, 2014, 04:30:09 am by Lucky Dearly
Re: Interactive Mugen Update #2
#36  October 25, 2014, 05:20:27 am
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It has nothing to do with the IM code because I don't use state 9000, all mine are between [88910, 889781]. It seems like O Illusionista accidentally left an extra zero on the Velset of a few states, which is a common problem in older creations & probably due to people using the same template.

Change :


velset = 0,0,0

to

velset = 0,0

in states 9000 & 987124

That should fix you up.

;------------------------

Edit : I just noticed he left off the Mugen version in the Def file so you might want to change it as well if you haven't done that already.

Change :

mugenversion=

to

mugenversion= 1.0
Last Edit: October 25, 2014, 05:25:21 am by ELECTR0
Re: Interactive Mugen Update #2
#37  October 25, 2014, 07:11:25 am
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that did the trick, had to fix another state like that one in Kazuma before he finally worked.
Re: Interactive Mugen Update #2
#38  October 25, 2014, 07:24:35 am
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Cool! It's funny that one little extra zero makes all the difference. I first ran into this problem when I tried to use ZVitor's Mr. Fantastic a few years ago. I stared at the code for over an hour before I noticed the extra zero LoL. Let me know if you run into any more probs, they can usually be overcome. ;)
Re: Interactive Mugen Update #2
#39  October 25, 2014, 09:27:48 am
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will do Electr0
Re: Interactive Mugen Update #2
#40  October 25, 2014, 11:23:44 am
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That sounds interesting but, okay. I will add this to my characters.