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Ricepigeon

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Messages by Ricepigeon

    

Re: Problems with Reset code

 May 22, 2018, 06:56:44 pm View in topic context
 Posted by Ricepigeon  in Problems with Reset code (Started by Ricepigeon May 12, 2018, 10:54:57 pm
 Board: M.U.G.E.N Development Help

a bit late, but turns out the bug was occuring when P2 was exactly at pos y = 0, due to a carryover code in the custom states copied from the default states that was putting them back into their own states, hence the default behavior.
    

Re: Touhou: Gensokyo Reloaded (05/21/18: Update version 2.6.0.2)

 May 22, 2018, 02:49:48 am View in topic context
 Posted by Ricepigeon  in Touhou: Gensokyo Reloaded (05/21/18: Update version 2.6.0.2) (Started by Ricepigeon January 06, 2016, 06:56:36 am
 Board: Touhou: Gensokyo Reloaded

    

Re: PotS Style Felicia

 May 21, 2018, 03:31:13 pm View in topic context
 Posted by Ricepigeon  in PotS Style Felicia (Started by Jesuszilla May 19, 2018, 08:10:45 pm
 Board: Idea Engineering

    

Re: All Gensokyo Reloaded characters updated (05/20/18)

 May 21, 2018, 12:56:30 am View in topic context
 Posted by Ricepigeon  in All Gensokyo Reloaded characters updated (05/20/18) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Final round of updates for the Gensokyo Reloaded characters: Eirin, Mokou, Kanako, Utsuho, Koishi, Ichirin, and Byakuren.

Quote
=====================================
05/20/18 - Version 2018.05.20
=====================================

- Fixed additional bugs in reset system.
    

Re: Nine characters updated (05/19/18)

 May 19, 2018, 11:29:32 pm View in topic context
 Posted by Ricepigeon  in All Gensokyo Reloaded characters updated (05/20/18) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Mima, Alice, Cirno, Patchouli, Remilia, Flandre, Chen, Yuyuko, & Suika updated

Quote
=====================================
05/19/18 - Version 2018.05.19
=====================================

- Fixed additional bugs in reset system.
    

Re: Six more chars updated (05/18/18) Six characters updated (05/17/18)

 May 19, 2018, 02:51:07 am View in topic context
 Posted by Ricepigeon  in All Gensokyo Reloaded characters updated (05/20/18) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Round two of updates, this time the Touhou protag squad (Reimu, Marisa, Sakuya, Youmu, Reisen, & Sanae)

Quote
=====================================
05/18/18 - Version 2018.05.18
=====================================

- Fixed additional bugs in reset code.
    

10 dead in Texas high school shooting, suspects captured, bombs found

 May 18, 2018, 08:45:49 pm View in topic context
 Posted by Ricepigeon  in 10 dead in Texas high school shooting, suspects captured, bombs found (Started by Ricepigeon May 18, 2018, 08:45:49 pm
 Board: All That's Left

Source: https://www.cnn.com/2018/05/18/us/texas-school-shooting/index.html

Quote
Ten people were killed and several others injured in a shooting Friday morning at a high school in the southeastern Texas city of Santa Fe, a law enforcement official said on condition of anonymity. Gunfire erupted at Santa Fe High School, about 20 miles outside Galveston, not long after classes began around 7:30 a.m. CT, officials said. Authorities later found explosive devices -- including pipe bombs and pressure cookers -- in and near the school, the law enforcement official said. Two law enforcement officers are among the injured, according to the source who spoke anonymously.
One man is in critical condition with a gunshot wound in one of his arms, said David Marshall, chief nursing officer for University of Texas Medical Branch hospital.

A male suspect, believed to be a student, has been arrested in the shooting, and a second person -- also believed to be a student -- has been detained as well, Harris County Sheriff Ed Gonzalez said.

Not to trivialize this tragedy but...

    

Re: Touhou: Gensokyo Reloaded Roadmap of Future Updates

 May 18, 2018, 04:28:53 pm View in topic context
 Posted by Ricepigeon  in Touhou: Gensokyo Reloaded Roadmap of Future Updates (Started by Ricepigeon October 09, 2017, 10:44:45 pm
 Board: Touhou: Gensokyo Reloaded

Updated the roadmap. As previously announced in another thread, Meimu will be the final new character added to the roster, and more than likely, 2.6.0.2 will iron out the last remaining bugs with the reset system that were discovered in the past few months, which should be out in a week or so.
    

Re: Six characters updated (05/17/18)

 May 18, 2018, 01:04:53 am View in topic context
 Posted by Ricepigeon  in All Gensokyo Reloaded characters updated (05/20/18) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Lie Meiling, Hong Meiling, Mamizou, Komachi, Yukari (GR), and Yuuka updated

Lie Meiling:
Quote
=====================================
05/17/18 - Version 2018.05.17
=====================================

- Fixed additional bugs in reset system.
- 5x: Fixed erroneous hittime against airborn opponents.
- 6y: Fixed bug where attack would only hit once.
- j.5z: Fixed bug where attack would only hit once.
- Monochromatic Hurricane: Fixed bug where attack would only hit once.
- Black Dragon Rising: Fixed bug where attack would only hit once.

Hong Meiling, Komachi, Mamizou, Yukari (GR), Yuuka:
Quote
=====================================
05/17/18 - Version 2018.05.17
=====================================

- Fixed additional bugs to reset system.
    

Re: Yukari Yakumo (Incident Zero style) updated (05/17/18)

 May 18, 2018, 01:03:22 am View in topic context
 Posted by Ricepigeon  in Yukari Yakumo (Incident Zero style) updated (05/17/18) (Started by Ricepigeon March 23, 2018, 04:20:37 am
 Board: Your Releases, 1.0+

IZ Yukari updated

Quote
=====================================
05/17/18 - Version 2018.05.17
=====================================

- Fixed additional bugs to reset system.
    

Re: fighting games news that dont deserve their own thread

 May 16, 2018, 10:19:23 pm View in topic context
 Posted by Ricepigeon  in fighting games news that dont deserve their own thread (Started by Niitris May 08, 2014, 11:34:32 pm
 Board: Fighting Games

    

Re: Problems with Reset code

 May 16, 2018, 04:06:22 pm View in topic context
 Posted by Ricepigeon  in Problems with Reset code (Started by Ricepigeon May 12, 2018, 10:54:57 pm
 Board: M.U.G.E.N Development Help

Recycling a hitdef from another state doesn't seem to do anything. However, I did make another observation that I didn't notice;

Watching the video again, Im noticing it seems to only occur if s.LP hasnt been used in a combo yet, yet trying to reproduce it with any other normal does not result in the bug occuring, leading me to believe that its a problem with state 200 specifically.
    

Re: Problems with Reset code

 May 14, 2018, 06:13:57 pm View in topic context
 Posted by Ricepigeon  in Problems with Reset code (Started by Ricepigeon May 12, 2018, 10:54:57 pm
 Board: M.U.G.E.N Development Help

So made a tiny bit of progress on the issue, as demonstrated here:

https://streamable.com/i1srg

Lie's S.LP, for whatever reason, is sending Sanae to her own state 5040, instead of the custom state intended for resets, which would be 5089. In laymans terms, S.LP is still using the old reset system, whereas everything else isnt, but complicating this issue is the second combo at 0:06, S.LP is using the correct system.
    

Re: Yukari Yakumo (Incident Zero style) updated (05/13/18)

 May 14, 2018, 04:19:28 am View in topic context
 Posted by Ricepigeon  in Yukari Yakumo (Incident Zero style) updated (05/17/18) (Started by Ricepigeon March 23, 2018, 04:20:37 am
 Board: Your Releases, 1.0+

Yukari (IZ) updated

Quote
=====================================
05/13/2018 - Version 2018.05.13
=====================================

- Illusion Manji Parasol: Corrected issue where move would only hit once.
- Illusionary Rift: All versions are now air blockable.
- Illusionary Rift [X ver]: Now always causes a wallbounce on hit.
    

Re: Komachi & Yukari updated (05/13/18), Mamizou updated (05/12/18)

 May 14, 2018, 04:18:41 am View in topic context
 Posted by Ricepigeon  in All Gensokyo Reloaded characters updated (05/20/18) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Komachi & Yukari (GR) updated

Komachi:
Quote
=====================================
05/13/18 - Version 2018.05.13
=====================================

- Wind on the Last Journey: Corrected issue where move would only hit once.

Yukari (GR):
Quote
=====================================
05/13/18 - Version 2018.05.13
=====================================

- Zen Temple Butterfly: Corrected issue where move would only hit once.
    

Problems with Reset code

 May 12, 2018, 10:54:57 pm View in topic context
 Posted by Ricepigeon  in Problems with Reset code (Started by Ricepigeon May 12, 2018, 10:54:57 pm
 Board: M.U.G.E.N Development Help

Alright so I've noticed an issue thats been popping up and, to be frank, I have no idea whats causing it.

https://streamable.com/u61oa

The issue, as seen in the video, is that sometimes during a reset, P2 will be able to regain control in midair when they shouldnt. All normals are set to reset the player to a custom state if the move were to juggle, yet we can see that around 0:34 that this doesnt happen.

Another side issue I've noticed is that certain specials can hit during these states when theyre not supposed to, but then immediately afterward the opponent simply becomes invincible to any other attacks.

The character(s) in question:
http://www.mediafire.com/file/81qfbbb8od0dasv/Meiling_RP-2018-04-13.zip
http://www.mediafire.com/file/56nm255wectmvub/Lie_RP-2018-04-13.zip
http://www.mediafire.com/file/z75py7k8bg32a6j/Komachi_RP-2018-03-24.zip

And the relevant code:

Code:
;--------RESET--------
[State -2, P2 Recovery]
type= targetstate
trigger1= numtarget(555)
trigger1= (target(555), stateno=5020) && (target(555), alive) && (target(555), hitfall); Hit out of the air while alive and already falling
ID= 555
value= 5085
ignorehitpause= 1
Code:
;--------------
; FEET LANDING
[Statedef 5085]
type= A
physics= N
movetype= H
velset= 0, 0
facep2= 1

[State 5085, P]
type = null;pause
trigger1 = time = 0
time = 120

[State 5025, HFS]; Resets the fall parameter, so that the opponent will not fall on his back
type= hitfallset
trigger1= 1
value= 0

[State 5085, CS]
type = changestate
trigger1 = pos y
value = 5086

[State 5025, End]; Sends opponent back to his own states
type= selfstate
trigger1= pos y = 0
value= 5000;ifelse(pos y, 5020, 5000)

;---------------------------------------------------------------------------
; CUSTOM AIR-HIT (shaking) (Modified)
[Statedef 5086] ;Modified 5020
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5087;5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; Air get-hit (knocked away)
[Statedef 5087];5030
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = ChangeAnim
trigger1 = Anim != [5000, 5199]
trigger1 = SelfAnimExist(5030)
value = 5030

[State 5030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 4]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= Const(movement.air.gethit.groundlevel)
value = 5089;40 ;HITA_RECOV

[State 5030, 5]
type = selfState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= Const(movement.air.gethit.groundlevel)
value = 5050 ;HITA_FALL

[State 5030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 5088;5035 ;Air get-hit (transition)

;---------------------------------------------------------------------------
; Air get-hit (transition)
[Statedef 5088]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, CA]
type = changeanim
triggerall = anim!=5040
triggerall = !hitfall
trigger1 = anim=5035 && animtime=0
trigger2 = time=0 && anim!=5035
value = 5040

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= Const(movement.air.gethit.groundlevel)
value = 5089 ;Air get-hit (recovering in air, not falling)

[State 5035, 4]
type = SelfState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= Const(movement.air.gethit.groundlevel)
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;Air get-hit (falling)

;---------------------------------------------------------------------------
; Air get-hit (recovering in air, not falling)
[Statedef 5089] ;Modified 5040
type    = A
movetype= H
physics = N

[State 5040, 1]
type = selfState
trigger1 = !Alive
value = 5050
ctrl = 0

[State 5070, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5040, 2]
type = ChangeAnim
triggerall = anim!=5040
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Jump land
ctrl = 1
    

Re: Mamizou updated (05/12/18), Reisen & Alice updated (05/03/18)

 May 12, 2018, 08:58:37 pm View in topic context
 Posted by Ricepigeon  in All Gensokyo Reloaded characters updated (05/20/18) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Mamizou updated

Quote
=====================================
05/12/18 - Version 2018.05.12
=====================================

- j2z: Now causes an untechable knockdown.
- New Command Normal: 6z.
- Youkai Tsurube Transformation: Can no longer cancel into Spellcards before bucket swings in front of Mamizou.
- Utsusemi Jizo Transformation: Fixed bug where proration was being applied twice.
- Youkai Karakasa Transformation: No longer loses a leaf if hit by melee attacks.
- "Bubuku Hot Soup Bathtub": Corrected bug where attack would always whiff if cancelled from Utsusemi Jizo Transformation.
    

Re: QOTD

 May 11, 2018, 04:16:17 pm View in topic context
 Posted by Ricepigeon  in QOTD (Started by Valodim August 26, 2007, 08:25:30 pm
 Board: All That's Left

Quote
Mugen Archive is blacklist beacuse this is a Jewish Fourm and they hate ads.

^ An white knight's explanation as to why MFG & MFFA blacklisted My Huge Butt
    

Re: Touhou: Gensokyo Reloaded (05/10/18: Update version 2.6.0.1)

 May 11, 2018, 03:01:46 am View in topic context
 Posted by Ricepigeon  in Touhou: Gensokyo Reloaded (05/21/18: Update version 2.6.0.2) (Started by Ricepigeon January 06, 2016, 06:56:36 am
 Board: Touhou: Gensokyo Reloaded

    

Re: Touhou: Gensokyo Reloaded (05/09/18: Update version 2.6.0)

 May 10, 2018, 07:08:45 pm View in topic context
 Posted by Ricepigeon  in Touhou: Gensokyo Reloaded (05/21/18: Update version 2.6.0.2) (Started by Ricepigeon January 06, 2016, 06:56:36 am
 Board: Touhou: Gensokyo Reloaded

After a long 6 month hiatus, Gensokyo Reloaded has finally been updated to version 2.6.0, featuring minor system changes, a new character, and a new final boss

Link: http://www.mediafire.com/file/i443lq8fm733479/Touhou_Gensokyo_Reloaded_v2.6.0.zip

Quote
=================================== 05/09/18 - Version 2.6.0 ===================================

Character updates:
- All

New Characters:
- Suika

Stage updates:
- Scarlet Devil Mansion (Front Gate)
- Outside World

New Stages:
- Hakurei Shrine (Night)
- Gensokyo Field

Removed Stages:
- Space

MISC Changes:
- Reworked Arcade mode