You should write he updated all his chars. I woinder what he update and what this two screenshots means. He says something about Hi res Lifebars but I'm not sure what this mean. Any help from someone who knows japanses ?
all his chars have now new lifebar portraits in cvs2 style ( sprite: 9000,2 )still waiting for an ai for terry and kyo he also splitted up cvskyo in 2 def files ( normal mode & ex mode )
Jarek Bachanek said, November 13, 2007, 08:02:59 pmYou should write he updated all his chars. It's not like if you can't click the link and see the char list, all the first 32 chars have been updated it seems.
oh crap i skipped the last few updates.... but checked this one out qnd all of them are worth replacing. simply awesome.
He updated the CvS chars only, Dio and Vanilla Ice aren't updated.But, what was updated on this chars? ???
Beside the portraits, Ken now is seperated to Ken, Normal Ken, Ex-Ken (but no Violent Ken?), same with Haohmaru (no Rasetsumaru?). Also i may be wrong, but Cammy's AI seems a bit stronger and Yun's overall improved.Note: These are only the changes i noticed, surely not the complete ones.
bluesilver said, November 13, 2007, 10:54:54 pmAlso i may be wrong, but Cammy's AI seems a bit stronger and Yun's overall improved.Note: These are only the changes i noticed, surely not the complete ones. *cough* Cammy desn't have AI.The thing is Waru makes a [state -2] default for his chars which is a "technical" AI which operates with Mugen's Default AI. Characters like Guile may seem like they have proper AIs but they don't... Waru needs to take out the state -2 for each of teh chars with AI though because... Anywho, not sure if I can give proper feedback for Yun because I converted him to DOS (which probably doesn't matter) BUT:New Yun Glitch:During Yun's AI signature Juggle:By the 2nd time he launches the strike that knocks the opponent into the Air (the move where he thrusts his back at the enemy) the enemy has a tendency to stay in the AIR forever and float away.Yun Problem:Parries too much , meaning that the code needs more aggression.Rock Problem:OK so the Rock AI I would say is in need of a complete change. Yes, I know it is supposed to use a 'more' human like stategy but the rest of his AI code would have to reflect that if it was proper. For Rock to constantly spam low-kicks as his initial attacks means that each of the other chars you have given AIs to that can beat Rock (i.e. Ken and Shin Gouki) must be using either an up/down automatic parry code, or else something else has been implemented to get them around that (something in the [state -2] perhaps ??)I will update you with some more later
He has updated again today with a patch for all characters except Jill, Karin, and Juni. Replaces the .cns and .cmd files. Not quite sure what it's for though.
I downloaded and checked all his chars today. He separated CVS Kyo, CVS Ken, CVS Ryu, CVS Haohmaru, CVS Gouki. They have two SFF now include big and small portraits. Lucky he left old def files so we can still use them in old way. Also all characters got alternative small portraits compatibile with CvS2 Lifebar. Not sure if he make that lifebar or someone else... I edit my post if I find something else. Someone can explain me differences in his normal amd ex cns files ? Also if you find what he updated yet, let me know.
Jarek Bachanek said, November 15, 2007, 12:26:13 amSomeone can explain me differences in his normal amd ex cns files ? Also if you find what he updated yet, let me know. It more clear in CvS1/CvSPro than it is in CvS2.The EX characters are the char's "Evil" versions / the versions that are by name more powerful.
I am glad that he fixed guile's somersault kick like in capcom vs snk 2 style and I guess that maybe he should remove god-rugal mode in his cvsrugal since he made a god-rugal already...
You forget that there are differences between those two, most notably the edited spriteset which is in regular Rugal, not to mention the ending to Genocide Cutter as seen in KoF 2k2.
I hope he separates rugal too then, along with sakura, vega and geese.....I wonder why he didin't already
Maybe because he doesn't want to? Or if he does, he hasn't gotten to them yet given everything else he has going?! Sheesh -.-'
It was just a consideration, since he updated all his chars and still didn't divide all the divisible, dunno what you have to "sheesh" about.
Quotetrigger2 = (P2Name = "cvsiori_normal" || P4Name = "cvsiori_normal") && EnemyNear,AuthorName = "H
Jarek Bachanek said, November 15, 2007, 02:56:13 pmWhat you mean ? his Iori wasn't updated since 2005...I don't think that his Iori is available for download right now. But it appears that Warusaki made those special intros compatable with a version of Iori that the public doesn't have. A version with a separate normal and ex/riot mode. Of course this is just a guess.
Raffine said, November 16, 2007, 03:08:34 pmDo they all have custom AI now? I'm aware of Hayato and Yun, but what about all the rest?Open up the char file and look in teh cmd of each of teh chars for something that says:var(59) = 1I would make a list of each of his chars that chars AI, but I'm too lazy... *scratch that... finding my old list*Edit: FoundIn additionTee Hee Hee said, September 08, 2007, 10:52:41 pmDemitri Maximoff said, September 08, 2007, 06:35:07 pmI don't remember for sure :Vice, God Rugal, Geese, Vega, and Haohmaru, Ken, Ryu, Gouki, Ryo (not sure), Rugal, RockDan, Sakura.Hibiki now has a code.Ryo definitely has an AI code.
KoopaKoot said, November 15, 2007, 02:40:35 pmQuotetrigger2 = (P2Name = "cvsiori_normal" || P4Name = "cvsiori_normal") && EnemyNear,AuthorName = "H�?h"Looks like H" did the same ex split thing that Warusaki did. Can't be bothered to check, but has that bug where the character is unable to attack in turns/survival mode been fixed?I wouldn't be surprised if Warusaki were only doing that for personal use.
QuoteOpen up the char file and look in teh cmd of each of teh chars for something that says: blablaBBH knows that. It's just that he has a very slow connexion, so he doesn't want to DL every single char to find out it's just a very slight update.
Demitri Maximoff said, November 17, 2007, 07:15:59 pmQuoteOpen up the char file and look in teh cmd of each of teh chars for something that says: blablaBBH knows that. It's just that he has a very slow connexion, so he doesn't want to DL every single char to find out it's just a very slight update.Yes I know, that's why I made the edit to my post...@ Warusaki3- Wow, I can't believe you almost perfectly emulated Rock's CvS2 combo play. I can barely tell the difference . Seriously I wen back and played and my word 100% accurate.Suggestions- Yun still has the rarely occuring loop glitch in the AI juggle- Yun should probably include a juggle check because there are times where he will turn around during the juggle and juggle the opponent in the other direction more times than appropriate- Maybe add more variation into the initial AI attacks for Yun and Rock mainly, but possibly for Ryu as well.- For Ryu and Vice maybe the charge code should be disabled. Ryu has an all hadouken/quick hit down ("fall") attack AI code that keeps p2 far away, then charges at that high rate, to launch an either high likelihood of the hit attack into the lvl.3 shinkuu Haouken, or the counter ShinShoRyuKen. Vice charges at many distances and launches the lvl.3 throw counter almost all the time.- Geese's AI is rather unvaried with the Zaiaken triggering most of the time... maybe revert the AI to the older form - Rock's AI play for his signature combo probably shouldn't include the hittime varQuestions:- Is Yun's signature AI juggle CvS2 accurate?? I tried and failed many times at the "high kick into the jump" part of it in CvS2.- BTW Rock's signature combo in CvS2 had an insanely annoying glitch. Going from the "mid-kick" to the forward launched special elbow thing too fast (which was fairly common) would lead the player to do the run dash thing which involved the "kick" button rather than the "punch"... maybe you could include that... just in reference to CvS2 ??Eager to test:Cammy... If it would be OK by you, could I make an AI for her, or maybe Kuroko?? (maybe not cammy, I made one for another Cammy but I can't put in teh CvS hitsparks). The dist sets for that Cammy were unique, but she was unfinished unfortunatey. Ahhhh... but CvS2 Cammy was my favorite char of all time... she was my character of choice in the game (then Ken or Dan) . I also wanted to create 2 new edited versions with her SFA and CvS1/Pro voice in the patch.
Tee Hee Hee said:@ Warusaki3- Wow, I can't believe you almost perfectly emulated Rock's CvS2 combo play. I can barely tell the difference . Seriously I wen back and played and my word 100% accurate.Waru's Rock is more loose, which makes him easier to use.In the real CVS2 Rock is much harder to play.... and his whole combo system for Gouki is off too.Tee Hee Hee said:- BTW Rock's signature combo in CvS2 had an insanely annoying glitch. Going from the "mid-kick" to the forward launched special elbow thing too fast (which was fairly common) would lead the player to do the run dash thing which involved the "kick" button rather than the "punch"... maybe you could include that... just in reference to CvS2 laugh4 ??Oh tell me about it, I fucking hate that glitch. I've lost a round so many times because of that.That glitch is in waru's Rock too, but not as bad as the original CVS2
unbeknowNst said, November 18, 2007, 09:14:32 pmTee Hee Hee said:- BTW Rock's signature combo in CvS2 had an insanely annoying glitch. Going from the "mid-kick" to the forward launched special elbow thing too fast (which was fairly common) would lead the player to do the run dash thing which involved the "kick" button rather than the "punch"... maybe you could include that... just in reference to CvS2 laugh4 ??Oh tell me about it, I fucking hate that glitch. I've lost a round so many times because of that.That glitch is in waru's Rock too, but not as bad as the original CVS2LOL I was trying to pull that combo for 30 mins straight @ Waru- Vega has two slight glitches when he goes into Custom EX combo mode. - He has a tendency to miss p2 during the final part of the juggle while p2 is cornered in the air - His gauge will sometimes automatically refill to lvl 3 right after the combo is over- Maybe consider updating Cammy's sprites. They were a bit more clean in CvS2.- Yun has a tendency to break his lvl. 1 Hyper combo with Yang into teh special "back thrust move" instead of his lvl. 2. This is actually fairly common.
Tee Hee Hee said, November 19, 2007, 02:22:16 pm- Maybe consider updating Cammy's sprites. They were a bit more clean in CvS2.What? It's just the TV blur.
Tee Hee Hee said, November 19, 2007, 02:22:16 pm- Maybe consider updating Cammy's sprites. They were a bit more clean in CvS2.Update wutnow?
P.o.t.S. said, November 19, 2007, 07:58:52 pmTee Hee Hee said, November 19, 2007, 02:22:16 pm- Maybe consider updating Cammy's sprites. They were a bit more clean in CvS2.What? It's just the TV blur.Huh ???Monitor blur for Mugen maybe... they were actually really clean when I went back and palyed her on my TV in the actual CvS2.Hoshi said, November 19, 2007, 11:06:25 pmTee Hee Hee said, November 19, 2007, 02:22:16 pm- Maybe consider updating Cammy's sprites. They were a bit more clean in CvS2.Update wutnow?Buriful I was just commenting that in Mugen the quality of Cammy's sprites are nowhere near Athena's, Ken's, Ryu's, Geese's, Rock's Yun's, etc.Were those your original sprites possibly downsized ??
Tee Hee Hee said, November 20, 2007, 01:34:03 amBuriful I was just commenting that in Mugen the quality of Cammy's sprites are nowhere near Athena's, Ken's, Ryu's, Geese's, Rcks's Yun's, etc.Were those your original sprites possibly downsized ??They're custom edits. Every sprite I've adjusted so far has 72 colors each for her, her coat and a 16 color Bison set.
>ahem<...where can I find this stage? (or what is the stage name and such)....please don't kill me EDIT: thank you
I'm in a good mood today : At randomselect, High-res stage made by Kung Fu Man : KOFXI Boss stage. He also made it in low res, if you'd rather use LR stages.
Demitri Maximoff said, November 20, 2007, 08:31:41 amCrouching light kick in corner on air born opponent = WIN ! I've told Warusaki a few times to put limiter triggers on all basics. I even gave him the triggers and explanations to why they ought to be added, and he has not done so.I shall explain here and hope he reads it.[mcode]triggerall = (p2stateno != [5020,5040]) ; These triggers go in all standing and crouching basics.triggerall = (p2stateno != [154,155])[/mcode][mcode]triggerall = (p2stateno != [5020,5040]) || (Var(16)) ; These triggers go in all aerial basics.triggerall = (p2stateno != [154,155]) || (Var(16))[/mcode]Another example of what happens without limiter triggers that I made a while back. Yes, I am still able to do this.
Can someone put forward a suggestion to Warusaki to find a place to host his creations that doesn't have Trojans on it?
ImSearching said, November 25, 2007, 03:50:09 amCan someone put forward a suggestion to Warusaki to find a place to host his creations that doesn't have Trojans on it?You would be suprised as to where Trojans are...You would be really, really suprised given that you just posted that.