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tunglashor

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Messages by tunglashor

    

Re: AI patch for CVS Bluestreak (Diepod/Jesuszilla)

 November 23, 2013, 11:03:02 pm View in topic context
 Posted by tunglashor  in AI patch for CVS Bluestreak (Diepod/Jesuszilla) (Started by tunglashor November 18, 2013, 06:01:10 am
 Board: Edits & Addons 1.0+

The difficulty should correspond to the setting in the options, or at least that's the intention.  It's the first time I've done it this way so I hope I did OK  :sweatdrop:
    

AI patch for CVS Bluestreak (Diepod/Jesuszilla)

 November 18, 2013, 06:01:10 am View in topic context
 Posted by tunglashor  in AI patch for CVS Bluestreak (Diepod/Jesuszilla) (Started by tunglashor November 18, 2013, 06:01:10 am
 Board: Edits & Addons 1.0+



I tried to make an AI that was challenging but still fun to play against.  It should scale according to the difficulty setting (the video shows him at max difficulty).
Link (Mugen 1.0/1.1 only)

    

Re: Diepod's Stuff

 November 18, 2013, 02:42:50 am View in topic context
 Posted by tunglashor  in Diepod's Stuff (Started by Diepod August 05, 2010, 01:04:49 am
 Board: Graphics

Speaking of things that will never happen, Balthazar reminded me that Bluestreak still needs good ai. I of course made a small request for that, though in this thread.
I made him some!  I hope I did him justice.  Thank you for the awesome character.
    

Re: Let's talk about Warehousing Mugen content.

 November 17, 2013, 04:27:46 pm View in topic context
 Posted by tunglashor  in Let's talk about Warehousing Mugen content. (Started by Reck November 16, 2013, 09:43:23 am
 Board: M.U.G.E.N Discussion

I'll say this for the old War On Warehousing: tracking down obscure characters was a lot more fun in those days  :laugh3: It was a real treasure hunt!

I never really understood the hostility when all I was trying to do was find more characters to add, since that was the whole point of Mugen after all.  I think what I didn't really appreciate then was just how much time and effort the better creators put into their work, slaving to get the details just right.  To spend countless hours updating, tweaking, polishing and debugging a character/stage/etc takes motivation - you have to care about giving people the best experience possible.  If that's something you care strongly about then the idea that people might still be downloading crappy old versions of your work, from unknown sources and in unknown numbers... well, it can be frustrating, to put it mildly.

It's just something you have to accept though.  What's always been obvious is that there's nothing you can do about it, other than try and make your official version the most obvious and accessible version so that people will find it first, more often than not.

I was surprised someone mentioned that IMT have such a problem with it though.  I believe they include a version of VSelect with one of their screenpacks - which I'm completely fine with, it's an honour - but no-one ever asked me for permission  ;P
I hereby grant permission for anyone who wants to do this
    

Re: [BOR] He-man Beat em up game

 November 13, 2013, 06:54:24 pm View in topic context
 Posted by tunglashor  in [BOR] He-man Beat em up game (Started by O Ilusionista November 12, 2013, 02:54:23 pm
 Board: Gaming

:iloveyou: My dream game!
    

Re: HD GREECE SFA ALPHA 3 (updated) 11/11/13

 November 13, 2013, 06:42:48 pm View in topic context
 Posted by tunglashor  in HD GREECE SFA ALPHA 3 (updated) 11/11/13 (Started by Ace-Million November 10, 2013, 07:54:34 pm
 Board: Your Releases, Mugen 1.0 +

Yes, perfect  :)
It will show the name in the stage list, as opposed to the displayname (can't remember why I did it this way!)  I tested by just removing the semicolon:

    

Re: HD GREECE SFA ALPHA 3

 November 13, 2013, 04:17:25 pm View in topic context
 Posted by tunglashor  in HD GREECE SFA ALPHA 3 (updated) 11/11/13 (Started by Ace-Million November 10, 2013, 07:54:34 pm
 Board: Your Releases, Mugen 1.0 +

First of all, thank you for all your hard work. You delivered some great stages. Secondly is just me or your stages are not detected by Vselect?
If you edit the .def file so that the "name" parameter ("Info" section) is defined then VSelect will recognise it.
Nice stage  :thumbsup:
    

Re: Visual Select Screen Editor (updated 01/09/2013)

 September 02, 2013, 12:07:25 am View in topic context
 Posted by tunglashor  in Visual Select Screen Editor (updated 01/09/2013) (Started by tunglashor September 20, 2010, 06:54:33 am
 Board: Your Releases, older Mugen

For info: both the above problems were sorted via PMs; if anyone has similar issues and needs help then let me know.
    

Re: Visual Select Screen Editor (updated 01/09/2013)

 September 01, 2013, 07:02:44 pm View in topic context
 Posted by tunglashor  in Visual Select Screen Editor (updated 01/09/2013) (Started by tunglashor September 20, 2010, 06:54:33 am
 Board: Your Releases, older Mugen

when I save it, it gives me an error
What error?  Please let me know the exact error message.

As mentioned in my last post there was a bug in older versions that could cause the ExtraStages section to be cleared.  So the first step is to update to the latest version (1.3.9.7).

If bug was the cause of the problem, you should have a backup of your select.def in a folder named VSelect_backups (in the same folder as the select.def file).  Open the most recent backup and see if its ExtraStages section is empty; if it is, try the next most recent and so on until you find one with something in the ExtraStages section.  You can then copy this into your current select.def file (same goes for the Options section).  That should resolve the error.
    

Re: Visual Select Screen Editor (updated 01/09/2013)

 September 01, 2013, 06:44:08 pm View in topic context
 Posted by tunglashor  in Visual Select Screen Editor (updated 01/09/2013) (Started by tunglashor September 20, 2010, 06:54:33 am
 Board: Your Releases, older Mugen

Thank you all for the kind words  :blush:

I've uploaded another bugfix release - this is for the issue where VSelect would sometimes delete items from the ExtraStages and/or Options sections.  That should be a thing of the past now so if anyone encounters this again (using v1.3.9.7 or later) then please let me know.
Download here

Vselect work for both version 1.0 and the 1.1 I have tested so many time
Yes, it should work with Mugen1.1 - in fact it has done since December 2012 :beamgoi:  Let me know if any problems.

That was the first I tried but it didn't help. This was different from the startup crash, it happens when I select replace and try to open a file or folder.
Sorry I haven't figured out what's causing this.  I notice though you say it only seems to happen when using the windows dialog box - so maybe as a workaround you could use the character list instead.  Drag a character from the list onto the select screen and drop it where you want it.  Hold down Ctrl when dropping to overwrite any character that's already in that slot.  You can also drag a character's .def file in from Windows Explorer in the same way.

Unfortunately, as of today, I have been unable to get it to work.  If I double click on it, I get the loading screen to pop up, but after a few seconds it disappears, and nothing happens.
Sorry to hear that.  Firstly can you try the new version just to check that it's still happening?  If it still doesn't work then let me know.
    

Re: remapping palettes with gimp?

 August 27, 2013, 08:17:36 pm View in topic context
 Posted by tunglashor  in remapping palettes with gimp? (Started by Burning_Typhoon August 26, 2013, 06:33:34 am
 Board: M.U.G.E.N Development Help

I don't see what's so bad about GIMP's remap tool, it's very handy for sprites.  Anyway the link Drex posted is all you need but just in case, I made a post about it a while back, here.
    

Re: SF2HD Sprites from PS3 files?

 August 16, 2013, 06:19:10 pm View in topic context
 Posted by tunglashor  in SF2HD Sprites from PS3 files? (Started by Tri August 04, 2013, 05:36:39 pm
 Board: Development Resources

Nice notepad rendering  :laugh3:
The reason that program is showing those vertical lines etc is because it's just guessing at how to decode the image, and in this case its guess isn't very good.  For one thing these are not paletted images so that's one mistake.

The good news is, I have made progress!


I just haven't been able to figure out the alpha encoding (for transparencies), so it's not quite useable yet.  I'll look at it again when I have the time and hopefully then release a working version.
    

Re: Select Background

 August 06, 2013, 09:57:26 pm View in topic context
 Posted by tunglashor  in Select Background (Started by Syone August 06, 2013, 11:25:56 am
 Board: M.U.G.E.N Development Help

Hmm, I'm not sure that's a valid parameter.  Does it do anything in WinMugen? (i.e. if you change it does it have any effect?)
    

Re: SF2HD Sprites from PS3 files?

 August 06, 2013, 01:00:31 pm View in topic context
 Posted by tunglashor  in SF2HD Sprites from PS3 files? (Started by Tri August 04, 2013, 05:36:39 pm
 Board: Development Resources

Very interesting!  I don't think anyone's ripped the PS3 files before, thanks for uploading.
I have updated my ripping tool to handle the PS3 character sprites:



However this will only open the paletted/indexed sprites, the same as with the Xbox version.  The rest, such as that fireball, are encoded differently and I never did quite figure out the encoding, although I got close.  I might be inspired to have another crack at it, if I can find the time.  I'll update if/when I make any progress.

Download
    

Re: Select Background

 August 06, 2013, 12:41:41 pm View in topic context
 Posted by tunglashor  in Select Background (Started by Syone August 06, 2013, 11:25:56 am
 Board: M.U.G.E.N Development Help

What scale parameter are you changing?  Can you show a code snippet?
    

Re: Visual Select Screen Editor (updated 27/07/2013)

 July 27, 2013, 08:01:13 pm View in topic context
 Posted by tunglashor  in Visual Select Screen Editor (updated 01/09/2013) (Started by tunglashor September 20, 2010, 06:54:33 am
 Board: Your Releases, older Mugen

I've uploaded a new release today - just a bugfix, to correct the issue where characters with 5-bit colour portraits would hang the program.  I'm sorry I haven't been able to resolve the crashing problem reported by Seravy.  I may have to rewrite the program some day with a more stable toolchain.

Link
    

Re: ShugenDo back on track

 June 11, 2013, 05:13:34 am View in topic context
 Posted by tunglashor  in ShugenDo back on track (Started by SakirSoft April 15, 2013, 10:17:36 pm
 Board: M.U.G.E.N Discussion

Great to hear from you again Sakir and exciting to hear such ambitious plans for ShugenDo  :)
    

Re: Gato Z2 by Balthazar and Jango

 April 02, 2013, 05:30:04 pm View in topic context
 Posted by tunglashor  in Gato Z2 by Balthazar and Jango (Started by Jango Hakamichi April 01, 2013, 11:20:16 am
 Board: Your Releases, Mugen 1.0 +

Any reason why this would lock up Vselect?
That's my fault; there's a bug in the way 5-bit images are decoded.  It's fixed but I haven't been able to issue an update for a while, for reasons I won't bore you with.  I'll try and do so in the next few days (I'll post in the release thread).
    

Re: Visual Select Screen Editor (updated 18/06/2012)

 January 21, 2013, 10:31:42 pm View in topic context
 Posted by tunglashor  in Visual Select Screen Editor (updated 01/09/2013) (Started by tunglashor September 20, 2010, 06:54:33 am
 Board: Your Releases, older Mugen

will you update this to the new version of mugen or are you keeping it for pre version 1.0
As mentioned it should work fine for Mugen 1.0.  I posted this on the "older Mugen" board because the Mugen 1.0 board says "Releases only compatible with Mugen Version 1.0+", and VSelect is compatible with both.

I must have wierd version as its not showing some of the characters in my display I am wondering what its max Character handling is at the moment as i may have gone over it if needs be I can supply copy of the select.def
Yeah, feel free to PM me a copy of your select.def and let me know which characters aren't showing up (a screenshot might be useful too).  There's no limit on the number of characters it can handle (other than the amount of available memory).

Just a couple of suggestions that I think would really benefit this already awesome program:

Have you considered an option that auto detects def files that you have in your chars and stages directories as compared to what you have in your select.def? This would make adding large numbers of new chars and stages absolutely painless and instant. And the opposite, for chars that are deleted but still in the select.def file

Maybe a sort option, like by alphabetical for stages and chars?

startwinmugen is a batchfile that would have coding suggestions for these options.

Hopefully you will consider these possible additions. Thanks again.
Thanks for the nice words  :)
The program already detects all characters located in the chars folder (and all subfolders).  If you've ticked the View -> Show character list option you should see a list to the left.  It shows different info depending on which option you select from the dropdown at the top:
  • Characters: Lists all characters found in the Chars folder, including all subfolders.  There's an "Included" column which indicates if the character is currently present on the select screen.  You can click the column heading to group the included characters together; that should make it easy to see which characters currently are/aren't in use.  Or you can sort the list alphabetically by clicking the appropriate column header (click again to invert the order)
  • by Order: Lists all characters currently present on the select screen, grouped by their order.  You can drag characters from one section to another to set their Order (or you can drag to/from the select screen)
  • by Stage: Lists all characters currently assigned a stage, grouped by stage.  As with the by Order list you can drag characters to/from this list.  You can also right-click a stage to include/exclude it from the Extra Stages list.
Some of these ideas are demonstrated in this vid:
    

Re: SSJ Goku Z2

 January 14, 2013, 01:57:04 am View in topic context
 Posted by tunglashor  in SSJ Goku Z2 (Started by Balthazar August 09, 2012, 08:24:01 pm
 Board: Projects

What's up with the T-Rex!? Fucking INCREDIBLE!!
It's Wexter! And I second that emotion.  I wonder what it would take to get a full Axe Cop character made?  Cause I would make a sizeable donation for that :yes:

Everything about this character looks incredible.  If I knew anything about dragonball you guys would be my heroes!
Strike that, you are anyway  :sweetheart: