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Messages by thepacifist

    

Re: 9000,0 select screen palette question

 June 10, 2009, 10:19:55 pm View in topic context
avatar  Posted by thepacifist  in 9000,0 select screen palette question (Started by thepacifist June 10, 2009, 09:14:44 pm
 Board: M.U.G.E.N Configuration Help

Thanks! I'm all set.
    

9000,0 select screen palette question

 June 10, 2009, 09:14:44 pm View in topic context
avatar  Posted by thepacifist  in 9000,0 select screen palette question (Started by thepacifist June 10, 2009, 09:14:44 pm
 Board: M.U.G.E.N Configuration Help

What determines the pal applied to the 9000,0 sprite in the char select screen? I thought the pal applied was he first pal available, but that is not always the case. I'd like to know how to manipulate this, but I'm not sure what controls it. I tried changing the pal defaults in the .def file, but that didn't work. I tried commenting the pal that was being applied out of the .def file and that didn't work. I don't remember seeing anything in the .cns, .st, or .cmd files that controls this (but I could have missed it). Can anyone point me in the right direction?
    

AI Char Role Model recommendations

 May 31, 2009, 10:55:17 pm View in topic context
avatar  Posted by thepacifist  in AI Char Role Model recommendations (Started by thepacifist May 31, 2009, 10:55:17 pm
 Board: M.U.G.E.N Development Help

Could anyone recommend characters that they think model good AI coding? Characters whose AI is challenging, balanced and doesn't spam. I'm asking because its helpful to see what I'm aiming for when I create AI. I realize that there will likely be stylistic differences in response to this tread, but even knowing the range of what advanced coders consider to be good AI is helpful.

I tend toward MVC characters, so those examples would be quite helpful, but non-MVC examples could be helpful as well. Thanks.
    

Re: Using "random" properly with ifelse command

 May 25, 2009, 04:06:18 pm View in topic context
avatar  Posted by thepacifist  in Using "random" properly with ifelse command (Started by thepacifist May 23, 2009, 06:26:17 am
 Board: M.U.G.E.N Development Help

Impressive. This seems like the edge of MUGEN AI theory. I'll need to start trying to use some of these other ways of spicing up a char's AI moves. Right now I only use what I know, but apparently I only know the tip of the iceberg when it comes to randomizing or diversifying a char's AI moves. Thanks for stretching me here.

Also, thanks for the stylistic feedback on the range of random to use (i.e. sub 100). My AI's definitely spam a lot at the moment. As I began creating them, that was how I thought they could be challenging. But I suppose all the spamming can turn a character into Mecha-Godzilla from his first encounter with Godzilla (old series). I guess its time for me to experiment.
    

Re: Using "random" properly with ifelse command

 May 24, 2009, 01:02:29 am View in topic context
avatar  Posted by thepacifist  in Using "random" properly with ifelse command (Started by thepacifist May 23, 2009, 06:26:17 am
 Board: M.U.G.E.N Development Help

:o Wow, you're all awesome! This was all so clarifying and enlightening. Thanks for answering my question and tweaking my code. I also had no idea about the % operator! I knew this was the right place to ask this question. :)

Hopefully my AI coding will be less predictable and more reliable now.  ;)

    

Using "random" properly with ifelse command

 May 23, 2009, 06:26:17 am View in topic context
avatar  Posted by thepacifist  in Using "random" properly with ifelse command (Started by thepacifist May 23, 2009, 06:26:17 am
 Board: M.U.G.E.N Development Help

I'm trying to configure a value for an AI move using ifelse and random. Say I have four or five different values I'd like to randomize at the same likelihood for each. How would I do that? My guess was this (for 4 possible values):
value = ifelse((random=[1,250]),200,(ifelse((random=[251,500]),230,(ifelse((random=[501,750]),400,430)))))
This is how I would split the probability among four values.

But then I realized that I'm not sure if at each "random=x,y" juncture the random is out of 1000 again or what's left from the previous junctures (sorry about the wording, not sure what the proper jargon is here). If at each random juncture the random number is out of 1000 again, then I would need to fix the above code. But if it was only out of what was left from the previous junctures, then the above code should work. As I've been testing it, it seems more likely that at each juncture the random is out of another pure 1000, not what's left over from previous randoms. But just wanted to check and see if this was right.

If each random juncture were out of 1000 and not what was left, then, if I want to make it equally likely that any of four values was chosen, should I code it as follows:
value = ifelse((random<500),200,(ifelse((random<500]),230,(ifelse((random<500]),400,430)))))

Thanks for any help clarifying this.

    

Re: vs mode

 December 07, 2008, 03:10:43 am View in topic context
avatar  Posted by thepacifist  in vs mode (Started by Dimitriy November 23, 2008, 12:50:04 am
 Board: M.U.G.E.N Configuration Help

So I know Loganir's Thor does this if his tag mode .cmd and .cns files are selected in the .def file. However Loganir added a "no tag" .cmd and .cns option, which means Thor stay on the screen with you to fight in simultaneous mode. I don't know if other characters have the same option. If they don't there is definitely a way to fix that, I just don't have time to figure it out.

In the worst case scenario, open Thor's tag and no tag .cmd and .cns files using notepad or whatever, and compare the sections on tagging (Loganir's code is pretty clear and helpful in learning from what I remember). Then, look for the same section in your character and make the appropriate adjustments.

However, someone else might now off the top of their heads how to turn tag off if your character doesn't already have that feature.

Hope this helps, back to my paper!
    

Re: ai switch

 December 07, 2008, 02:58:43 am View in topic context
avatar  Posted by thepacifist  in ai switch (Started by teeno312 December 04, 2008, 04:31:43 am
 Board: M.U.G.E.N Configuration Help

I made some marvel/dc ai patches awhile back, including one for spiderman2099, and posted them on scruffy's site. For the most part I based my AI off of Buyog's AI for Lobo, some AI code from Loganir's Wonder Woman, and bits and pieces here and there from other chars as it seemed helpful (but in the main it was from Buyog and Loganir - many thanks to them). They gave me permission to borrow their code. The code is probably similar to what they now have in their template chars.

Anyhow, these are not the greatest AI patches as I kind of factory made them since I was trying to give all my Marvel/DC chars AI, but I figured something was better than nothing. I might tweak them all over the winter break if I have time. But for now, if you would like something better than nothing, download the AI patches at:

http://www.4shared.com/dir/2662960/21197995/Artificial_Intelligence__AI__Patches.html

Enjoy!
    

problem: reversaldef creates clones

 August 01, 2008, 09:39:18 pm View in topic context
avatar  Posted by thepacifist  in problem: reversaldef creates clones (Started by thepacifist August 01, 2008, 09:39:18 pm
 Board: M.U.G.E.N Development Help

I'm trying to fix my Spiderman by Seth. It bugs me that when spiderman uses his spidersense on helpers and maybe projectiles, they turn into clones of the opponent. For example, if spiderman uses his spidersense on the Flash's tornado helper, the helper gets hit and turns into a small flash clone. This happens with other helpers too. Does anyone know which character's coding is causing the problem and how to fix it? I would think it's spiderman's but I'm not sure.
    

MUGEN Crashes

 February 28, 2008, 03:32:51 am View in topic context
avatar  Posted by thepacifist  in MUGEN Crashes (Started by thepacifist February 28, 2008, 03:32:51 am
 Board: M.U.G.E.N Configuration Help

My MUGEN sometimes crashes after the second or third match of 2 on 2 in team arcade simultaneous mode.  However, if MUGEN makes it beyond those matches, then it will continue till the end. I am not sure why it gets stuck after the 2nd or 3rd match. I don't think its a particular character since I have seen it successfully continue with all my characters.  I just upgraded from 1GB to 2GB of RAM on my Dell 700m (2GB is max). I have 3.8 GB of hard drive space left of a 33.3 GB hard drive (its a laptop). But the wierd thing is, my Ram usage never goes below 1 GB, so its not like I'm running out of RAM. I got the extra RAM thinking it would solve all my problems but it hasn't. :(

Does anyone have any ideas what it might be? The crash message is the generic Windows crash message that asks if you want to let Microsoft know about the problem. There is no other error that can help me understand what is going on.

BTW, I have 72 chars and 133 stages in use (which doesn't seem like a lot).

Does anyone have any idea what is causing this?
    

Re: Increase in Stababilty?

 January 16, 2008, 03:22:32 pm View in topic context
avatar  Posted by thepacifist  in Increase in Stababilty? (Started by BurgerKing January 14, 2008, 10:28:06 pm
 Board: M.U.G.E.N Configuration Help

Let us know if this works. Mine crashes every now and then (not too often), so i'd be curious to see how more memory helps. Also, I thought I saw another thread in this forum about making MUGEN more stable by editing stage files that have no intro or ending and other things. Not sure if that really works, but if anyone tried it and it works, please let us know.
    

Re: increasing font size in fight mode

 January 16, 2008, 06:40:01 am View in topic context
avatar  Posted by thepacifist  in increasing font size in fight mode (Started by thepacifist January 16, 2008, 05:58:15 am
 Board: M.U.G.E.N Configuration Help

Nevermind. I just figured it out (funny how the answer comes to you only after you ask for help). It's the "DoubleRes = 0" in the mugen.cfg file. My normal MUGEN is set to 4, which means the resolution is high, so the font becomes small. The new MUGEN I installed has this set to 0, means resolution normal or low, so font big.

Interestingly, a setting of 0 means the character portraits in fight mode don't look as crisp. On setting 4, they look very nice. Also, another negative of 0 is that when someone with a big name wins, "e.g. Captain America" or "Captain American and THanos of Titan" then the name gets cut off because of the big font.

Thus, after all this trouble, I think I will stick to my "4" setting. Hope this helps someone.
    

increasing font size in fight mode

 January 16, 2008, 05:58:15 am View in topic context
avatar  Posted by thepacifist  in increasing font size in fight mode (Started by thepacifist January 16, 2008, 05:58:15 am
 Board: M.U.G.E.N Configuration Help

Does anyone know what controls the size of the font that shows during a fight? I ask because my normal MUGEN gives me a smaller font than the MUGEN I just downloaded and tested out.

My normal MUGEN system with MSH screenpack: (note the small size of the names, time, and hits)


My new MUGEN with MSH screenpack:


I've tried playing with lots of different settings, but nothing seem to work. It's the same font, but for some reasons the size is different. Any ideas?
    

Re: Making Onslaught change forms in same round

 January 09, 2008, 12:46:09 am View in topic context
avatar  Posted by thepacifist  in Making Onslaught change forms in same round (Started by thepacifist January 08, 2008, 06:42:32 pm
 Board: M.U.G.E.N Development Help

Thanks for the suggestion. I did take a look at that, but was unable to get it to work (I'm still so new, I don't yet have a grasp of the logic of MUGEN). 

However, on a brighter note, I finally did get it to work using Sludge's Abyss as a model and onslaught now transforms in one round without any hitch. Took a lot of trial and error, but I've learned a lot and have a sense of accomplishment. In end, it was less complicated than I thought, and Sludge's code, once I realized what bits were necessary and which weren't, worked excellently.

Thanks for being willing to help a neophyte!
    

Making Onslaught change forms in same round

 January 08, 2008, 06:42:32 pm View in topic context
avatar  Posted by thepacifist  in Making Onslaught change forms in same round (Started by thepacifist January 08, 2008, 06:42:32 pm
 Board: M.U.G.E.N Development Help

I'm trying to edit Onslaught by OnslaughtX to so that he changes from his first form to his second form in one round. I was inspired to do this by Sludge's Abyss which transforms twice within one round. Also, I'd like to be able to set MUGEN for one round battles in order to fight more characters, but I don't want to miss out on Onslaught's second form.

So, I've been trying to follow what Sludge did in order to make this happen and I am partially there. Sludge told me he never lets abyss go into movetype H, manually takes away life as he's hit and when life is supposed to be 0 or below he just refills it for the next form and makes the character change forms.

However, I'm wondering if there is some other way to do this. All I really want/need is for Onslaught to change forms. Is it possible to do this without creating a special state that onslaught goes into whenever he's hit so as to avoid movetype H?  I'm new to editing, but isn't there some straightforward way to say that when Onslaught is at or goes below half his life he changes forms (this would presumably avoid having to code for a refilling of life as well)?

My amateurish attempts to do the more straightforward approach didn't register at all (seemingly ignored), so I've tried Sludge's method, which I've gotten to partially work (except that his AI stops working though it remains turned on - an unhappy situation), but I would rather not need to avoid Onslaught's movetype H because doing so makes Onslaught unreactive when hit (like Abyss). Not the worst thing in the world, but if there were some way to code Onslaught just so that as soon as his life = 500 or whatever he would change forms without overriding his natural movetype H, that would be ideal.

If you are interested in seeing what I've done so far I could post that code, but its long so I'll refrain unless it's helpful.