1) is there a way to get rid of the green line in the loading screen?2) how can you switch between window- and fullscreenmode ingame?3) what are the main reasons why one should not switch to 1.1? just wonderingand btw, I hereby would like to suggest a FAQ thread for Mugen 1.1
Gara said, May 08, 2013, 07:11:54 pm1) is there a way to get rid of the green line in the loading screen?Search the line HideDevelopmentBuildBanner = 0 on mugen.cfg and set it to 1.
Gara said, May 08, 2013, 07:11:54 pmand btw, I hereby would like to suggest a FAQ thread for Mugen 1.1 Would you mind if I use this thread as a sort of practice FAQ? I'll add info I see asked in other threads here and will make this temporarily sticky till we get enough info for a true faq.
1. see above2. Alt-Enter3. If your video card can't support the OpenGL rendering mode. Otherwise, nothing, really. Just keep zooming stages in a separate copy of 1.1 where you add zooming compatible characters. The only actual problem (other than lack of the proper hardware) I have found so far was explods and afterimages sometimes not having transparency applied due to improper coding that by some miraculous way worked in 1.0. You can expect like 1 effect out of 100 characters to have transparency missing and that's it.
God Ryu said, May 08, 2013, 07:33:43 pmSearch the line HideDevelopmentBuildBanner = 0 on mugen.cfg and set it to 1.Thanks!Just No Point said, May 08, 2013, 07:44:08 pmWould you mind if I use this thread as a sort of practice FAQ?yeah sure, no problem @Seravy: thanks for the info -----------------edit: Seravy said, May 08, 2013, 07:56:13 pm2. Alt-Enterunfortunately Alt+Enter doesn't work anymore, at least not for me
Alright. Finally had some brief time to sit with 1.1.Running BrokenMugen in 1.1 with OpenGL as your video render method warrants some... interesting results. It looks as if Two4Teezee did some specific things to make his fonts display because they all show up as if they are either negatives (As indicated by the main menu font selection: all grey), pink backgrounds behind some .pcx files (Select screen's "select your character" graphic) and the... entire Lifebar system looks oddly discolored, as in off-greens and pinks. To give you an idea as to what this looks like, think of messing around with a shared palette portrait inclusion and how it ruins the other 1,000 sprites in your .sff file.I'm going to assume that this is more of an indexing/bitrate issue until I look into it further. However, when you change the render option to system, 1.1 runs exactly like 1.0, slowdown and all.Any insight here?? My OCD is kicking in and I feel like ripping everything, indexing it to 32bits and then re-implementing all of that back in.
Saikoro said, May 13, 2013, 07:21:55 pmI feel like ripping everything, indexing it to 32bits and then re-implementing all of that back in.Do it. Gara said, May 08, 2013, 07:59:45 pmunfortunately Alt+Enter doesn't work anymore, at least not for me Doesn't work for me either It seems it was taken out. you have to set it to auto-fullscreen or windowed.
Is it possible to run transparent png files in mugen 1.1? For some reason when I try to make some sprites with transparent background they show as black in 1.1
It should be possible. Is your opengl drivers updated? You must have a higher version of opengl or a set version of opengl to run it properly. Make sure you don't run it as "system" but as RenderMode = OpenGL
The lone wanderer said, May 14, 2013, 08:19:38 pmWhat do I do if my font is messed up? how do I fix it?Messed up as far as what?? Color appearance?? I'm having the same issues and are assuming, in an educated manner, that the .png/.pcx file's formatting is messed up and conflicting with our displays. It seems that anything not properly formatted appears like its a negative or reversed colors. Even Mugen's hot pink, that's supposed to be your transparent color, displays it's ugly head.
Saikoro said, May 18, 2013, 07:47:17 pmThe lone wanderer said, May 14, 2013, 08:19:38 pmWhat do I do if my font is messed up? how do I fix it?Messed up as far as what?? Color appearance?? I'm having the same issues and are assuming, in an educated manner, that the .png/.pcx file's formatting is messed up and conflicting with our displays. It seems that anything not properly formatted appears like its a negative or reversed colors. Even Mugen's hot pink, that's supposed to be your transparent color, displays it's ugly head.I see. That's unfortunate.
Any idea why any 1.1 stages I download all have a black background? I have a pretty good computer with an intel 7 at 3.2 Ghz. 8 GB of ram and a GTX 580 video card with 1.5 GB of video memory. Stages that are not 1.1 are fine. Runs smooth. Thanks for any help.
I found the solution. I had to make changes in the config file. Was set to system now using OpenGL. Works great now.
I've been looking and looking...How do I change it from best of 3, to best of 5, or best of 7??--------Found it. It's in Fight.defunder[Round]match.wins = 2 ;3 ;Rounds needed to win a match
what version of OpenGL is requiered to run mugen1.1?? 'cause though my graphic card supports OpenGL (1.1) I'm getting the following error message:"Initializing graphics...gameCoord 640x480...render mode 2_20...trying 640x480x32 mode 0x0...failed."anyone an idea how to fix that?
Gara said, July 02, 2013, 12:55:02 pmwhat version of OpenGL is requiered to run mugen1.1?? 'cause though my graphic card supports OpenGL (1.1) I'm getting the following error message:"Initializing graphics...gameCoord 640x480...render mode 2_20...trying 640x480x32 mode 0x0...failed."any idea how to fix that?I wanna know this too.
I have MUGEN 1.1 when I played it the Characters are moving slow is there a problem with the stage itself
Have you tried the same characters on the same stage in 1.0? It sounds like your hardware isnt up to par.
Saikoro said, May 13, 2013, 07:21:55 pmIt looks as if Two4Teezee did some specific things to make his fonts display because they all show up as if they are either negatives (As indicated by the main menu font selection: all grey)happened to me as well, it seems the 1.1 is kinda more sensitive to what .fnt file says. mine fonts had 1, 8, 16, 32 etc in "color depth", changing that to 256 via font factory made them work ok, while obviously 1.0 just ignored that lineMy question is about transparency: it seems that controller Trans is ignored when used next to PalFX. same with animation settings in air. See i need Trans = Sub. without PalFX it looks fine, but once i do PalFX - it just disappears or even looks the same way like Trans = Add. Only happens with 1.1 in OpenGL mode. can't figure out what's wrong here so far
EXPLODS. Well some of my static explods are moving according to the camera.You know, explods used from fx, to be used in a locked game.used in some of my stages, for example,the fire are just moving in mugen 1.1
OK found a solution to that PalFX issue. it seems that Palfx is now calculating After the trans settings. so if you need to use palx with trans = sub, you have to write the colors backwards (since trans = sub turns all white into black and so on). as for the transparency setting itself, it gets fixed very well by the patch released by elecbyte later (mugen v 1.1.0.650).as for the explods - yeah its made for the "layout" safety. explods which have postype = left,right,center etc (non-related to players) are now conctanly bound to the camera. it helps to build custom lifebars and system messages alot. also they are invulnerable to camera zooming. all you'll have to do is change the postype and coordinates. not sure if bindtime = 0 is still working the same, because all of the troubles with unbound explods are now gone
is there any way to ged rid of this new zoom feature..it really annoys me since i wanted the stages to be always zoomed out and some characters wont work properly because the hyper bg doesnt fit in the whole window (looks like cutted in the half sometimes when stage is zoomed completly out)really..the only reason i want to upgrade to 1.1 are the new 32bit features
I am running mugen 1.1 and I like the zoom stage: only problem is that at hte beginning of the round chars appears very big and pixelated, like there is too much zoom in...Any help?
I think a lot of us would like to be able to control the zoom on all fronts on the mugen config side and not each stage.I personally would like to know if there's a way to disable zoom in mugen 1.1. I hate people who zone a mile away. It's very unfair to non-projectile characters. Especially oldschool ones. How can we disable zoom?
go to the stage def file and you should see this EX:[Camera]startx = 0starty = 0boundleft = -644boundright = 644boundhigh = -385boundlow = 0tension = 450verticalfollow = .75floortension = 200overdrawhigh = 120overdrawlow = 120cuthigh = 0cutlow = 0tensionhigh = 480tensionlow = -20]zoomin = 1zoomout = .65switch zoomin to 0 and zoom will be disabled for that stage
http://prntscr.com/4upstd can anyone explain to me why this big black mark/outline appears on certain characters attacks in 1.1?
I was having something like that happen with my Samus for a long while. I think you need to try and re-save the sff as 1.1 compatible.
Odb718 said, October 11, 2014, 05:51:47 amI was having something like that happen with my Samus for a long while. I think you need to try and re-save the sff as 1.1 compatible. in fighter factory?
yeah, I would use the drop down save sprites manually setting it to 1.1 beta. Then just close the project and re-open it so FF3 cant make any unseen changes. Sometimes I feel like it does that to me.
Odb718 said, October 11, 2014, 06:44:28 amyeah, I would use the drop down save sprites manually setting it to 1.1 beta. Then just close the project and re-open it so FF3 cant make any unseen changes. Sometimes I feel like it does that to me.if by that you mean opening the def in ff3 then saving the def and sff whilst changing the format to mugen 1.1 then I just did that to this setsuna and this is the result. http://prntscr.com/4v168c
Concerning updating stages to 1.1, what do I need to change so the zoom function doesn't go beyond the stage itself? Is it stagebound or camerabound (away from my computer, so I don't have the docs open at the moment and I probably got those wrong)?
When I run Mugen, I get a white/black screen. I have sound, and it seems as if everything works, I just can't see anything.
Bannana said, December 06, 2014, 06:48:46 amConcerning updating stages to 1.1, what do I need to change so the zoom function doesn't go beyond the stage itself? Is it stagebound or camerabound (away from my computer, so I don't have the docs open at the moment and I probably got those wrong)?If you didnt find solution until now, try this -> http://mugenguild.com/forum/topics/mugen-1-1-disable-zoom-stages-always-zoomed-out-162149.0.html
I would really like to know the math for finding out what Mugen standard portrait sizes (25x25 for small, and 120x140 for large) in different localcoords are.I know it's not something I'd expect, because doubling a character's size (640, 480) doesn't mean doubling the standard portrait size. It would be helpful if I could reliably make HD portraits for stuff without relying on the forum to help me every single time. X_XWhat is the math that goes with changing localcoord?
is there anyway to convert stages to 1.1? specifically this one? http://BLACKLISTED WEBSITE.com/forums/downloads.php?do=file&id=13973
I've been away from the Mugen community for a long time. I've since moved to a Linux distro as my main OS, and Elecbyte's site is (still) dead... hence I'd like to ask, has v1.1 (or at least 1.0) ever been released for Linux in any shape or form? If not, is it at least functional in Wine?
-Greed- said, January 17, 2016, 05:53:31 amI would really like to know the math for finding out what Mugen standard portrait sizes (25x25 for small, and 120x140 for large) in different localcoords are.I know it's not something I'd expect, because doubling a character's size (640, 480) doesn't mean doubling the standard portrait size. It would be helpful if I could reliably make HD portraits for stuff without relying on the forum to help me every single time. X_XWhat is the math that goes with changing localcoord?You dont double the portrait size it also includes system.def scaling and what resolution of mugen you using.Normally 850x480 you double the portrait size. 1280x720 you triple it was 3.33 scaling. if you use 1280x720 mugen with 0.33333 scaling on portraits at system def
Is there a way to use CRI ADX again on 1.1? i'd love to hear my Character select screen music i used from Gundam Battle Assault 3 back in the day.
Whenever I use one of these characters: http://blog.naver.com/sumin2393/220762885086-http://blog.naver.com/sumin2393/220762940663I just crash and receive this message: http://imgur.com/a/UjGwoHow do I resolve this?
Boyblu said, October 08, 2016, 10:17:54 pmHow do I resolve this? open up the *.def file for the character and rename the file to something other than symbols. If the actual file names are crazy symbols you'll need to edit them too. Hopefully the whole file isn't corrupted. Looks like you "translated" a jap character.
I dropped a bunch of Winmugen stages on a 1.1b folder and they are moslty working fine. but when they run, this happensnotice that its not the boundleft/boundright bug, since the character don't actually go out of bounds. And when you play on an actual 1.1b stage, it works fine.my question is: what do I need to change?
So to not answer your question, I'd say put Apocalypse on a set stage...But knowing you mean any characters on that stage cause the problem, I'm not sure how to fix that. I personally stay away from 1.1 because I do not like zoom on stages and all of my stages have problems similar to yours. Taking a guess I'd say edit [Camera] starty = 0 boundlow = 0 [PlayerInfo] p1starty = 0 ;Starting y coordinates p2starty = 0 botbound = 0 ;Bottom bound[Scaling]topz = 0 ;Top z-coordinate for scalingbotz = 50 ;Bottom z-coordinate for scalingtopscale = 1 ;Scale to use at topbotscale = 1.2 ;Scale to use at bottomTry messing with these values and see what happens until someone tells you what is actually the fix. Who knows, you may have to rebuild the stage.
So, I have 2 questions. I'm not sure if what I want is possible, I've tried searching for it but couldn't find anything.1. Is it possible to make a combined team of characters to appear in the simul mode? For example, if Ryu is the opponent, his partner would be Ken, or if Guile is the opponent, Chun-Li would be his partner.2. Is it possible to assign combined keys in one button? For example, in CvS2 for the PS2, there's a button that makes you press the 3 punches at the same time. I'm guessing this is impossible to do in MUGEN itself but I know it's possible with some softwares (the ones that map controller buttons and assign them to keys in the keyboard).Thank you in advance
Death-Scythe said, May 29, 2018, 03:34:19 pmNo and no*.*Obvious exception is external hardware or software solution. You can easily do this with a programmable controller or software. Or if you have a money tree, just build a big ass arcade stick with hard wired buttons for macros.
Another question: is it possible to make a specific stage to not appear in the arcade / team arcade / team coop modes, but appear in the training and versus? For example, I have a stage that I use for a boss, I don't want to put "includestage=0" because I want it to appear in the training and versus modes, but it's weird when it comes in the arcade mode for characters with random stage. If it's not possible, I guess I'll have to use includestage=0 anyway...EDIT: also, would be great if I could use certain stages for certain characters but still randomly. Street Fighter characters appearing in a random SF stage, while KOF characters come in a random KOF stage. This is probably impossible, but it won't hurt if I ask, right?
That level of picking which stage for which group wont ever work.If you have the stage listed for your boss, it's still possible for the stage to show up randomly. You basically only have 2 options for including a stage. It's going to be random in any mode, or it's going to be random in any mode and it'll show up for the specified character. I dont know of a way to limit where the stage shows up at. It's just active or doesn't exist to mugen.
I am trying to adjust the Hyper BG of the POTS & Infinite Characters for the 1st Capcom vs. SNK Extreme Edition screenpack, but I don't know where to look? Can anyone help?