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Messages by handaehan

    

Sankuro Yorozu KoF XI+UM style by Mugen Zone bugs

 May 21, 2018, 02:17:08 pm View in topic context
 Posted by handaehan  in Sankuro Yorozu KoF XI+UM style by Mugen Zone bugs (Started by handaehan May 21, 2018, 02:17:08 pm
 Board: M.U.G.E.N Configuration Help

    

Re: MUGEN Tag System Removal

 February 18, 2018, 08:40:44 pm View in topic context
 Posted by handaehan  in MUGEN Tag System Removal (Started by NICK54222 February 13, 2018, 08:22:56 pm
 Board: M.U.G.E.N Configuration Help

Yes, me too.
    

Re: CvS Sprite Scaling

 February 18, 2018, 02:27:17 pm View in topic context
 Posted by handaehan  in CvS Sprite Scaling (Started by handaehan February 18, 2018, 01:09:36 pm
 Board: M.U.G.E.N Configuration Help

Thanks for the info. However 3 count bout and Slam masters characters are difficult to rescale to CvS size according to their official height.
 The Slam Masters character sprites are extremly small, on the contrary those of 3 count bout are huge...
    

Re: MUGEN Tag System Removal

 February 18, 2018, 01:20:43 pm View in topic context
 Posted by handaehan  in MUGEN Tag System Removal (Started by NICK54222 February 13, 2018, 08:22:56 pm
 Board: M.U.G.E.N Configuration Help

There are different types of tag systems that need to be patched differently. Usually you need to edit or delete values ​​in the cns, cmd and def files. I don't understand why the authors omit to put a native patch since it wouldn't cost anything creating it.
    

CvS Sprite Scaling

 February 18, 2018, 01:09:36 pm View in topic context
 Posted by handaehan  in CvS Sprite Scaling (Started by handaehan February 18, 2018, 01:09:36 pm
 Board: M.U.G.E.N Configuration Help

Is there an official method for sprite scaling using cns file to get CvS proportions?
The only thing certain is that characters from Street Fighter Alpha and the Capcom VS must be scaled with these values:

x = 0.833
y = 1.071

But if I had to rescale the characters from King of Fighters, Garou MoTW, 3 Count Bout and Slam Masters (the Descolor and Dick Buckus ones), what values should I use?

Thanks so much   :)
    

Re: Character's screen vertical position on the floor

 February 12, 2018, 11:12:17 pm View in topic context
 Posted by handaehan  in Character's screen vertical position on the floor (Started by handaehan February 12, 2018, 10:00:10 pm
 Board: M.U.G.E.N Configuration Help

    

Re: Character's screen vertical position on the floor

 February 12, 2018, 10:26:41 pm View in topic context
 Posted by handaehan  in Character's screen vertical position on the floor (Started by handaehan February 12, 2018, 10:00:10 pm
 Board: M.U.G.E.N Configuration Help

Type = pos
trigger1 = ""
Y = 0

What you trying to do exactly?

for example, a character is in a higher position than another. I wanted to align them to the same height from the floor. I think "draw.offset" in the cns file would work
    

Character's screen vertical position on the floor

 February 12, 2018, 10:00:10 pm View in topic context
 Posted by handaehan  in Character's screen vertical position on the floor (Started by handaehan February 12, 2018, 10:00:10 pm
 Board: M.U.G.E.N Configuration Help

Guys, what's the value to change in order to modify the vertical position of the character on the floor?

     Posted: February 12, 2018, 10:20:36 pm
Never mind, I found it, it's "draw.offset"
    

Re: Characters with deep black sprite effects issue

 January 27, 2018, 01:32:03 am View in topic context
 Posted by handaehan  in Characters with deep black sprite effects issue (Started by handaehan January 23, 2018, 08:38:38 pm
 Board: M.U.G.E.N Configuration Help

sorry that was a typo, see if the fx colors are shared in the pallette, if so make sure all the pals have the fx colors in them

sorry

MGMURROW

Nevermind, maybe I understood the problem. It should be a patch I applied to the screenpack to cause the issue.

*** UPDATE ***

Yes, it was... this time wasn't the screenpack fault... Solved.

Sorry
    

Re: Characters with deep black sprite effects issue

 January 27, 2018, 12:48:07 am View in topic context
 Posted by handaehan  in Characters with deep black sprite effects issue (Started by handaehan January 23, 2018, 08:38:38 pm
 Board: M.U.G.E.N Configuration Help

Just a thought, try looking at the pals and see if the fox are shared, I they are then make sure all the pallets have all the shared fax colors.

Hope this helps

MGMURROW

I apologize, but what's fox/fax color?
Unfortunately I'm a really basic Mugen user...and I have no competence about palette management yet.
    

Re: Characters with deep black sprite effects issue

 January 24, 2018, 02:31:31 am View in topic context
 Posted by handaehan  in Characters with deep black sprite effects issue (Started by handaehan January 23, 2018, 08:38:38 pm
 Board: M.U.G.E.N Configuration Help

    

Re: Characters with deep black sprite effects issue

 January 23, 2018, 11:30:03 pm View in topic context
 Posted by handaehan  in Characters with deep black sprite effects issue (Started by handaehan January 23, 2018, 08:38:38 pm
 Board: M.U.G.E.N Configuration Help

Set your mugen.cfg to OpenGL.

Unfortunately Screen rendering mode is already set as Open GL...
Duracelleur said me I have to edit  "trans =" in the cns... but I don't know how....

The character works fine in vanilla Mugen 1.1b...

Spoiler, click to toggle visibilty
    

Characters with deep black sprite effects issue

 January 23, 2018, 08:38:38 pm View in topic context
 Posted by handaehan  in Characters with deep black sprite effects issue (Started by handaehan January 23, 2018, 08:38:38 pm
 Board: M.U.G.E.N Configuration Help

I looked for a solution on the web, but I didn't find anything.
Sometimes it happens that the effect sprites of some characters appear black instead of the normal palette colors.

In Fighter Factory the sprites appear totally normal.

For example CvS Jin Kazama by Byakko & ShinRei.





I'm using Mugen 1.1b with Mugen Multiverse screenpack.

Do you have any idea how to solve the issue?  :bigcry:
    

Re: Fight-A-Base "Dialogues" section offline.

 January 22, 2018, 09:25:28 pm View in topic context
 Posted by handaehan  in Fight-A-Base "Dialogues" section offline.  (Started by handaehan January 22, 2018, 09:02:31 pm
 Board: M.U.G.E.N Discussion

    

Fight-A-Base "Dialogues" section offline.

 January 22, 2018, 09:02:31 pm View in topic context
 Posted by handaehan  in Fight-A-Base "Dialogues" section offline.  (Started by handaehan January 22, 2018, 09:02:31 pm
 Board: M.U.G.E.N Discussion

Do you know the Fight-A-Base website?

Until some time ago it was an excellent database to find information about the characters, especially to compile the cns win quotes.
Unfortunately, recently it is impossible to access the "dialogues" section which redirects to an error screen:

http://www.fightabase.com/quoteSelect.aspx

Do you have any information about it?  :mcry:
    

Re: CvTW "Ring of Fire" Graphic Glitch in Mugen Multiverse Screenpack

 December 21, 2017, 11:50:58 pm View in topic context
 Posted by handaehan  in CvTW "Ring of Fire" Graphic Glitch in Mugen Multiverse Screenpack  (Started by handaehan December 21, 2017, 11:14:54 pm
 Board: M.U.G.E.N Configuration Help

Its gotta be the UT bar coding, look for animations #330-338
in the screenpack lifebars or air file

Those chars are designed to play in cvtw that's why it happens

I found this code in the character's CNS
Quote
;--------------------------------------
;UT Meters
;--------------------------------------
[State -3, Helper]
;--------------------------------------
;UT Meters
;--------------------------------------
[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 1
trigger1 = 1 && !numhelper(90000)
helpertype = normal ;player
name = "Power/Guard Meters p1"
ID = 90000
stateno = 90000
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 2
trigger1 = 1 && !numhelper(90001)
helpertype = normal ;player
name = "Power/Guard Meters p2"
ID = 90001
stateno = 90001
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

I set "triggerall = teamside = 0"

Problem solved :D

My thanks go to Memo and to Duracelleur for his kindness
    

CvTW "Ring of Fire" Graphic Glitch in Mugen Multiverse Screenpack

 December 21, 2017, 11:14:54 pm View in topic context
 Posted by handaehan  in CvTW "Ring of Fire" Graphic Glitch in Mugen Multiverse Screenpack  (Started by handaehan December 21, 2017, 11:14:54 pm
 Board: M.U.G.E.N Configuration Help

Guys please help me...

All CvTW characters present this persistent animated "ring of fire" glitch on my Mugen Multiverse screenpack (1.1 mugen) by Duracelleur

For exemple CvTWShinobi or the Sub-Zero by SeanAltly/Shinrei





It's a sort of animated ring of fire always present when the character is on screen and no animation action is visible on the debug screen.
I can't find those sprites on the characters sff file either...

Any Suggestion?
    

Re: Farmer Z2 v2 - Updated and Released!

 November 19, 2017, 09:30:04 pm View in topic context
 Posted by handaehan  in Farmer Z2 v2 - Updated and Released! (Started by Balthazar September 01, 2017, 11:57:46 am
 Board: Releases

I get this error by kicking the Farmer off the screen:

-----------------------------------------
Error detected.

State machine stuck in loop (stopped after 2500 loops): 50 for FarmerZ2
Check your states for infinite ChangeState loops.

Clipboard tail:
Character SSJ_GokuZ2.def loaded OK
New char SSJ Goku Z2 loaded into cache: (1/4 cached) Load time: 4480.000ms
Loading character chars/FarmerZ2/FarmerZ2.def...
  Loading info...OK
  Loading cmd command set Command.cmd...OK
  Loading cns Constants.cns...OK
  Loading cmd state entry Command.cmd...OK
  Loading common states common1.cns...OK
  Loading sff Sprite.sff...OK
  Loading anim Anim.air...OK
  Loading snd Sound.snd...OK
  Loading pals...OK
  2898 expressions (990 on trigger lines)
Character FarmerZ2.def loaded OK
New char FarmerZ2 loaded into cache: (2/4 cached) Load time: 60.000ms
Resetting round
Match assets initialized OK
Game loop init
Match loop init
1677: Warning: Player Dust (61) in state 907 (line 132): No parent for bindtoparent
--------------------------------

Is there a way to fix this?
    

Re: CvS Marshal Law 2015!!

 July 28, 2015, 08:31:24 pm View in topic context
 Posted by handaehan  in CvS Marshal Law 2015!! (Started by chuchoryu February 15, 2015, 11:45:52 pm
 Board: Your Releases, older Mugen

Thanks, excellent work   :smitten:
    

Re: CvS Marshal Law 2015!!

 July 27, 2015, 12:00:25 am View in topic context
 Posted by handaehan  in CvS Marshal Law 2015!! (Started by chuchoryu February 15, 2015, 11:45:52 pm
 Board: Your Releases, older Mugen

I just deleted the State who was causing the error in tag_system.cns:

--------------------------------------------------------------------------------
[State 5900, 10] ;Intro W/Partner
type = TagIn
triggerall = partner, stateno != [4510,4512]   ; Partner not waiting outside the screen (thus on stage)
triggerall = NumPartner
triggerall = ID > Partner,ID
trigger1 = roundno = 1
trigger1 = Time = [0, 1]
trigger1 = RoundState <= 2
trigger1 = Partner, Life > 0
trigger1 = StateNo != [4510, 4512]
stateno = 4510
partnerstateno = 190
-----------------------------------------------------------------------------------

So I get rid of the error and now the character is playable.

But the NO TAG Patch still doesn't work. What can I do?