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xnaMugen Build 22161 (1/24) (Read 2044 times)

Started by FrantzX, January 24, 2009, 12:33:24 pm
xnaMugen Build 22161 (1/24)
#1  January 24, 2009, 12:33:24 pm
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    • code.google.com/p/xnamugen/
Download it here.

Updates:

Added undocumented assertion "NoKO".
This assertion is not fully functional in the current build but will be in the next.
NOTE: Is this assertion make it so either:
1) All my Hitdefs cannot kill, or
2 All Hitdefs that hit me cannot kill me?

Added undocumented helper type "Projectile".
Doesn't really do anything right now. Mostly treated as "Normal" in xnaMugen.

Improved sprite file parsing, again.
After spending WAY too much time on this, I think I finally have it so that sprites properly use or don't use the .act palette.

Stricter parsing with better logging.
The parsing will spit out errors on lines it was before parsing incorrectly.

Set pixel shader to 3.0 for afterimages. Improved afterimages.
By using pixel shader 3.0 instead of 2.0, afterimages draw correctly now. However, this excludes older videocards. I'm still working on a better solution for this.
Also, the state controller "AfterImageTime" now stops afterimages from displaying when the time is set to 0.

Bug fixes.
Random fixes I don't remember.
Re: xnaMugen Build 22161 (1/24)
#2  January 24, 2009, 12:45:08 pm
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I can't run it.
Just a black screen.

Spoiler, click to toggle visibilty
My shitty mugen stuff:
Re: xnaMugen Build 22161 (1/24)
#3  January 24, 2009, 12:45:49 pm
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Not even that for me. Bug report = below

Spoiler, click to toggle visibilty
Ran the previous versions. This is possibly related to the afterimage management?


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: xnaMugen Build 22161 (1/24)
#4  January 24, 2009, 12:49:17 pm
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Yup. Both of you are effected by me setting the pixel shader to 3.0.

You know, I most likely have to put both the old & new shader into xnaMugen, with a toggle in the .ini file.

I'll have a new version up shortly.
Re: xnaMugen Build 22161 (1/24)
#5  January 24, 2009, 01:01:18 pm
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Quote
This assertion is not fully functional in the current build but will be in the next.
NOTE: Is this assertion make it so either:
1) All my Hitdefs cannot kill, or
2 All Hitdefs that hit me cannot kill me?
I vote for 2. 1 is taken care of via kill = 0 in the hitdef sctrl. If people need it to have on/off setting they code it into a variable.

Currently with noKO it affects both players, noone can kill anyone. And as soon as it's turned off, even if your life has increased above 0 later on, you still die. NoKO ought to allow health to drop to 0, and not kill you. If your health is increased after this, you shouldn't die when it's turned off. However, if it's turned off and you have 0 health, you should die.


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: xnaMugen Build 22161 (1/24)
New #6  January 24, 2009, 01:15:13 pm
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For the helper type projectile, it should be able to be read by triggers such as:

enemynear, numproj

with the current trend of helper projectiles, the trigger enemynear,numproj can never be used with 100% sureness. This would also make it possible to use the reversal defenses as reflection 100% of the time without worrying what type of projectile it is.

I could go on about making it so when it is reflected, you can change the affectteam attribute of it so it can hit the opponent, but then i'd be in fantasy world. ;P

By all of that i mean helper projectiles that use hitdefs.
Last Edit: January 24, 2009, 01:19:08 pm by Judge Rajaa