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Build 22902 (2/20) (Read 14322 times)

Started by FrantzX, February 21, 2009, 02:42:56 am
Build 22902 (2/20)
#1  February 21, 2009, 02:42:56 am
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    • code.google.com/p/xnamugen/
Get it here!

Bug Fixes & Additions:
Bug Fix - State controllers with persistent = 0 were triggering twice.
Bug Fix - State Controller 'PosSet' was offsetting from stage center instead of screen center.
Bug Fix - Helpers would return the wrong value for the Const(size.xscale) & Const(size.yscale) triggers.
Bug Fix - Projectiles did not remove correctly on hitting characters.
Bug Fix - Camera did not pan correctly. Improved but still not perfect.
Added - Hit priority.
Added - Press a button on versus screen to go straight to combat.
Added - Press a button during win pose to go to the next round.
Added - Press a button during intro to go straight to combat.
Added - Press 'Escape' during combat to go back to title screen.
Added - After correct number of rounds, game goes back to title screen.

EDIT: Bug Fixes & Additions for next version:
Bug Fix - Small problem reading triggers when they were out of order in .cns file.
Bug Fix - 'TargetVelSet' controller was incorrectly setting velocity.
Bug Fix - Persistent state controllers. Once again the documentation was wrong.
Bug Fix - Crash bug after winning enough rounds to end combat.
Bug Fix - Odd timing bug with crouching.
Bug Fix - Parsing error with 'TeamMode' trigger.
Bug Fix - Issue with 'PrevStateNo' trigger with character's with no previous state. (usually helpers)
Bug Fix - Issue when AllPalFx & PalFx modified a character palette.
Bug Fix - 'TargetState' controller did not place target in foreign state.
Bug Fix - Using 'PalFx' controller for grayscale did not work.
Bug Fix - Using 'AfterImage' controller for grayscale did not work.
Bug Fix - 'Name', 'P1Name', 'P2Name', 'P3Name', & 'P4Name' did not correctly do case insensitive comparisions.
Bug Fix - Hit Priority. I had it reversed.
Improvement - Phsyics handling. Not yet perfect.
Improvement - Combat engine.
Added - Air Jumps
Added - 'SprPriority' state controller.
Added - 'HitOverride' state controller.
Last Edit: February 23, 2009, 03:52:36 pm by FrantzX
Re: Build 22902 (2/20)
#2  February 21, 2009, 03:36:07 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
The leave the match, skip intro stuff works perfectly, love it. Projectiles, where i've seen them acting strangely also work nicely.

Persistent is still malfunctioning. Currently i don't get things restarting, seems to be persistent = 0 all the time. Kirby's run state wheel and whirlwind attacks are excellent examples of this.

Quote
Bug Fix - Projectiles did not remove correctly on hitting characters.
This isn't working correctly on leaving the screen/being removed by the engine. If i hit the bottom of the screen, it's a couple of seconds before i can fire off another one.

Few things i'm noticing now that other stuff works. Headpos is apparently being interpreted incorrectly, unless my characters jump really high, the taller people cannot jump over themselves.

In vice
[state 801]
type = targetlifeadd
trigger1 = var(5) > 0
trigger1 = animelemtime(7) = 0
value = floor(-166*0.75)

[state 801]
type = targetlifeadd
trigger1 = var(5) = 0
trigger1 = animelemtime(7) = 0
value = -166
Doesn't trigger. p2 loses no life, but within another character where all i'm using is

[state 1022]
type = targetlifeadd
trigger1 = animelem = 12
value = -124
It's successful. Var(5) is 0 most of the time as well. It's only set above that when vice enters MAX mode. And that's really just to manage damage.

After the end of round 2 i get this
Spoiler, click to toggle visibilty
Doesn't affect gameplay that much though.

PalFX confuses me now. In Blackheart, his dark thunder palFX is perfect. There's no problem with it, however in mukai, the turn them grey throws, turn them black. Is this a color = 256/0 whatever not having been implemented yet?

Still loving the update,


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: Build 22902 (2/20)
#3  February 21, 2009, 04:07:04 am
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I'm downloading your Vice now.
Re: Build 22902 (2/20)
#4  February 21, 2009, 04:18:38 am
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I didn't want to revive an old topic, so I'm posting this here since it's related. First of all, good work. It looks like you're making great progress.

My question is, will XNA Mugen ever run with older video cards? Is it a goal of XNA mugen?
My video card is a Radeon 9550. I downloaded your program and it tells me that my graphics card doesn't support pixel shader 3.0. I apologize if this has already been answered before.

Re: Build 22902 (2/20)
#5  February 21, 2009, 04:55:48 am
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I didn't want to revive an old topic, so I'm posting this here since it's related. First of all, good work. It looks like you're making great progress.

My question is, will XNA Mugen ever run with older video cards? Is it a goal of XNA mugen?
My video card is a Radeon 9550. I downloaded your program and it tells me that my graphics card doesn't support pixel shader 3.0. I apologize if this has already been answered before.



Try this:
In the 'xnaMugen.ini' file, change the line "UseOldShader" from "false" to "true". That uses a 2.0 pixel shader. However, afterimages don't draw correctly.
Re: Build 22902 (2/20)
#6  February 21, 2009, 05:41:14 am
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Cyanide:

Your problem has been fixed. xnaMugen had a issue when the triggers were out of order. (trigger1, trigger3, trigger2). It has been fixed.
Re: Build 22902 (2/20)
#7  February 21, 2009, 06:12:23 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Because i'm interested, even if i can't code that sort of thing. Where was this coming into effect? I mean, she was able to execute the whole attack, but p2 didn't take damage. Which set of lines were actually causing the issue in vice?

I should get JZ's felicia so i can help with the more ongoing testing  ;P


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: Build 22902 (2/20)
#8  February 21, 2009, 06:35:02 am
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Your Vice has 3 statecontrollers with this problem:

In common.cns
[state 40,run jump]
type = varset
trigger2= prevstateno = 100
trigger2= sysvar(1) = 1
trigger1= command = "high"
v = 2
value = 2

In vice.cns
[State VelAdd] ;acceleration
type = VelAdd
trigger1 = animelemtime(17) > 0 && animelemtime(24) < 0
trigger2 = animelemtime(27) > 0 && animelemtime(34) < 0
trigger3 = animelemtime(37) > 0 && animelemtime(44) < 0
trigger5 = animelemtime(47) > 0 && animelemtime(54) < 0
trigger4 = animelemtime(8) > 0 && pos Y< 0
y = 0.41

----

;Turn Max Mode Off
[state -2,-MAX]
type = varset
trigger4 = var(5) < 0
trigger1 = stateno = 3040 && var(5) > 0
trigger2 = stateno = 3005 && var(5) > 0
trigger3 = stateno = 3020 && var(5) > 0
v = 5
value = 0
ignorehitpause = 1

If xnaMugen has any problem with a state controller, it is ignored completely. In your case, var(5) would never be set to 0.
Re: Build 22902 (2/20)
#9  February 21, 2009, 06:36:49 am
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Also, whenever you have a problem with xnaMugen running a character, open up 'xnaMugen.ini' and set 'KeepLog' to 'true'. Load the character and take a look at the log.
Re: Build 22902 (2/20)
#10  February 21, 2009, 07:16:03 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
That begs another question then. In mugen. Variables start at 0. Thats what the game initializes them to. I hadn't used max in advance, so it should have been 0 no matter what. You have the variables starting in the negatives?

In vice's case, thats config.txt statedef 5900, this control

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
Not implemented yet?

Not to say that what you've done doesn't fix it, but it doesn't strike me as the underlying issue based on what i've experienced in mugen.


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: Build 22902 (2/20)
#11  February 21, 2009, 07:51:42 am
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State #5900 is run. Also, variables are initialized to zero.

I think I may of made a mistake.  I read your bug report & downloaded your character. I ran xnaMugen just so the parser could take a look at the the .cns files. I noticed a problem with the state controller setting var(5) to zero. It was a parsing (well, validation of parsing) error on my part & fixed it. I then tested Vice & found that the throw worked correctly. Assumption made. Sorry.
Re: Build 22902 (2/20)
#12  February 21, 2009, 08:12:21 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Hey, i'm not taking offence and you don't need to apologise. I wouldn't have a fucking clue how to fix it. As it's fixed, fantastic.


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: Build 22902 (2/20)
#13  February 21, 2009, 09:10:54 am
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I just finished added air jumps to xnaMugen.

I just found out something funny about how WinMugen parses commands.

[command]
name = "The Command"
command = ~U+B

This is perfectly valid and it works, but the documentation comments is most .cmd files states:
Quote
plus (+) - Buttons only: simultaneous press

Once I fix xnaMugen command parsing, Cyanide's Kirby will be flying properly after an air jump.
Last Edit: February 22, 2009, 12:55:31 am by FrantzX
Re: Build 22902 (2/20)
#14  February 21, 2009, 10:57:18 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
I'm not at all surprised that gave you shit. That gave ME shit even in winmugen. The order of the command, despite the fact it shouldn't have mattered, did. I needed to get it working so he'd fly if i tapped up even while holding fwd. For a while i could get the same effect by holding up, and tapping fwd, which was wrong. That little bit of stupidity made things work properly. ~UF was ineffective.


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: Build 22902 (2/20)
#15  February 22, 2009, 12:34:41 am
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Finally fixed persistent state controllers. It was a case of the documentation being wrong. Cyanide's Kirby can now fly properly.
Re: Build 22902 (2/20)
New #16  February 22, 2009, 11:03:33 pm
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  • Loyal to the Game
    • USA
    • http://jesuszilla.trinitymugen.net/
Finally tested. Haven't done much this time since things here have been hectic lately.

Felicia:
  • Please Help Me! still doesn't hit.
  • Still no priority implementation? :( Maybe I did something wrong... Will test further later.
  • Sand Splash FX appear to be miscolored. It should be more of a sand color, not dust.
  • Run sounds don't play correctly.


Still love your progress and work ethic!

EDIT:
Spoiler: PLEASE ADD THE SPOILER BUTTON BACK VALODIM I AM TIRED OF TYPING THIS also error (click to see content)

This happened whenever I tried to skip the intro with Felicia after selecting them (both P1 and P2 were her btw).
Last Edit: February 23, 2009, 11:53:33 pm by Jesuszilla
Re: Build 22902 (2/20)
#17  February 23, 2009, 12:15:15 am
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  • Master of Vicodin
Quote
Press a button during intro to go straight to combat.
Don't know if you already taking suggestions, but at least for the record, can I suggest an assertspecial to nullify this feature? Would help groove selection during intro and stuff.
Re: Build 22902 (2/20)
#18  February 23, 2009, 06:23:26 am
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  • Loyal to the Game
    • USA
    • http://jesuszilla.trinitymugen.net/
I agree. It would be nice to have as a full-game option.
Re: Build 22902 (2/20)
#19  February 23, 2009, 06:25:15 am
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I can do that, but for right now, bug fixes are more important.
Re: Build 22902 (2/20)
#20  February 23, 2009, 03:53:40 pm
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Jesuszilla said:
Please Help Me! still doesn't hit.
FIXED

New version will be up shortly.