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Re: Mugen Web Sites (advertise here)

 October 23, 2008, 07:14:59 am View in topic context
 Posted by VIB  in Mugen Web Sites (advertise here) (Started by Just No Point March 29, 2006, 03:00:27 pm
 Board: Introductions and Guides

    

Re: Religion

 June 19, 2006, 07:29:27 pm View in topic context
 Posted by VIB  in Religion (Started by Sepp June 10, 2006, 05:55:09 pm
 Board: All That's Left

Quote
God is often misunderstood. Most of the atheists have no idea what god means because they never bothered to.
You're making people of Judaism based faith look bad by saying that Atheists are just to dumb understand God. And I know you didn't say that but you might as well have.
Thanks for posting a perfect example of the behavior I was referring to :P You didn't even bothered to read the second part of the sentence that you based your conclusions on. If you had bothered to try to understand what I was saying you would see that not only I didn't say that, but also I happenned to say the opposite. You sir are really bad at reading :P The same way, if you had bothered to understand what GOD is, you wouldn't be an atheist. People do not understand god not because they're dumb, but because they don't care to understand god. Did you ever read the bible thinking "Hey now this is a great day to understand the meaning of GOD!!"? No, you never did that.

God is just another way of explaining what happens in the world. Just like any modern scientific theory. A theory can never be proved right. But can only be proved wrong. People accept one theory as being right when it is the only theory available that no one has proved wrong. And God is such a generalized concept that you will never prove it wrong. When people come up with 2 theories to explain a fact you will pick the one that fits your needs better.

Take gravity for example, most of you believe that a stone falls down because every mass atracts every mass causing a force between the 2 of them just like Newton said. Although Einstein already proved that to be wrong a long time ago. If you're an engineer who is working on a building, you can use Newton's gravity theory to calculate the width of the pillars it is gonna work and your building is not gonna fall down. So it fits your needs. Einstein will work better if you're trying to calculate the velocity of the protons on an atomic engine, but that is not the case. And you definetly cannot calculate any of those if you believe that the stone falls down because "God ordered it to". And even tho God explains everything that happens perfectly, even tho God cannot be scientificaly proven wrong. You cannot apply what the bible says in engineering, modern math or almost any known science. Not because it is wrong, but because it was never meant to.

When Newton first came up with gravity he never thought that would be used to calculate forces between sub-atomic particles, and that is why his theory doesn't work on that level. Gravity was supposed to calculate forces between "big stuff" and it does that perfectly. When Jesus first said "God spoke to me" he most definetly didn't think you could use God to calculate the airborn speed of an unloaded african swallow. It was not meant to. God was supposed to give people an explanation that fits their needs at THAT time, and at THAT time it would fit their needs perfectly. God said Jews couldn't eat pig meat. Not because they would go to hell if they did, but because at THAT time it was a way of keeping them healthy and avoid many diseases. I think you get what I mean..

So God doesn't fit your needs, therefore why would you ever bother to understand what God means? Society today makes you think that would be a waste your time, not consiently, but people simply naturally evolved in that direction. And THAT is why you are an atheist :D
    

Re: Religion

 June 13, 2006, 05:07:51 am View in topic context
 Posted by VIB  in Religion (Started by Sepp June 10, 2006, 05:55:09 pm
 Board: All That's Left

prrrrffft...

You atheists just didn't understand the whole concept of what "God" is. You know, God is not an old fellow with a long white beard watching you all from above the clouds.

Remember what the bible said. God is the VERB! Get it? The VERB!!!

But really, God is often misunderstood. Most of the atheists have no idea what god means because they never bothered to. It makes no sense to say that there is no God. He is just a way of perceiving things. It is much like saying Gaia does not exist.
    

Re: Religion

 June 11, 2006, 05:21:13 am View in topic context
 Posted by VIB  in Religion (Started by Sepp June 10, 2006, 05:55:09 pm
 Board: All That's Left

Lol am I the only jew here:  ;D

And Buddhism isn't a religion, it's a life philosophy. You can be a buddhist and still keep your religion. I'm a Buddhist Jew =P
    

Re: Mugen Web Sites (advertise here)

 May 15, 2006, 08:52:48 pm View in topic context
 Posted by VIB  in Mugen Web Sites (advertise here) (Started by Just No Point March 29, 2006, 03:00:27 pm
 Board: Introductions and Guides

    

Re:Character - Stage interaction

 May 11, 2004, 09:47:51 am View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

Isn't there any other way of using the mame game list? Like ordering the games by date?

date???  :o  Care to develop why do you want to group games by date??? It's pretty useless imo
Like messatsu said, it would be unique. For example, if you have this games:
- SSF2
- SFA
- SFA2
- SFA3
ordered by date they would be 0001, 0002, 0003 and 0004 respectivelly. But then what if a new games come? Say SF3? Then its 0005. If can get the mame game listing and easily order it by date, we would have an effiecient way of having unique game IDs.
    

Re:Character - Stage interaction

 May 06, 2004, 07:09:05 am View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

Why not?  This way the numbers coincide.
[...]
Who uses anims over 99,999?  If nobody does, we are okay.
No one may use an anim over 99,999 today, but what if someday someone want to use one of them to tell char type as in KFM's thread?

New games will come, new ideas may came for using more stage IDs. What will you do with the stage limit then? Im not saying it is not possible. It's just that this should be considered before deciding anything.

and use StrikeThrough when correcting me instead of red, since it's easier to see ^^

- Neogeo games have a unique ID, which can be used to classify NG games. For example, KOF97 has an ID=232, so we can use the ID of 232xxxx for every stage from that game. There are 10000 possible variations, which gives enough room for alternate versions
I think this also applies to GBA games... if it applied to other consoles like Megadrive/Genesis it'd be excellent, as there could be a number code for the console, one for the game and one for the stage... But then again, we'd still need a considerable number range for original and edited stages...
this is great news.. where those the numbers came from? How can someone quickly check that?

- Non neogeo games need to define their IDs, but I suggest that we can set a standard using the rom name (parent) and replacing letters by numbers (as in a dial phone), in a way as Loona suggested. For example, SSF2 (romname ssf2.zip) can be converted to ID= 7732xxxx (S=7, F=3, 2=2)
Isn't there any other way of using the mame game list? Like ordering the games by date?
    

Re:Ai Activation Code

 May 06, 2004, 06:26:21 am View in topic context
 Posted by VIB  in AI Activation Code (Started by Winane April 24, 2004, 03:20:04 am
 Board: Tips, Tricks, Tutorials

I vote 1 o/

It's only 1 extra variable and much easier to do.

Why is it required that the commands are in the top of the .cmd?

also.. the helper method will trigger the AI when the AI inputs any command right? But isn't that the same thing the XOR method does?
    

Re:Character - Stage interaction

 May 05, 2004, 08:35:35 pm View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

It would be wise to use IDs in the 100,000+ range(outside of MCM anim range) so that we could use anims that mirror their stage IDs.  This would be used to detect player compatibility with stages.
But wouldn't that possibly conflict with other methods of using anims to tell char type? To avoid this kind of conflict it would be necessary to limit the range of stage numbers, which doesn't sounds like a good idea.

Quote
I do prefer the way that Chon Wang done in his Subzero interacting with my Sub's Cave.
That makes no sense, ChonWang used the arcade match number to detect the stage. It only works on full games and even so it doesn't allow you to change the order of the stages in story mode, you need to used fixed stages. There is no advantage on it.
    

Re:Your thoughts on... Iv

 May 05, 2004, 05:45:15 am View in topic context
 Posted by VIB  in Your thoughts on... IV (Started by Messatsu May 02, 2004, 07:15:58 pm
 Board: Tips, Tricks, Tutorials

Quote
you will make like that menu you did before, for choosing the moves, right?
That would be too much work if this thing tests a lot of stuff and it would take longer to update.  I want to use the clipboard as much as possible.
I was talking about using menus for triggering the moves on the test character. Instead of using standard commands, like qcf+x for testing heavy anim  :P

GREAT people talks about IDEAS
You mean, there should not be an 's' in any of them?
    

Re:Your thoughts on... Iv

 May 03, 2004, 06:43:52 am View in topic context
 Posted by VIB  in Your thoughts on... IV (Started by Messatsu May 02, 2004, 07:15:58 pm
 Board: Tips, Tricks, Tutorials

Use a variable with
[State -2]
type = VarAdd
trigger1 = 1
var(5) = 1

instead of GameTime, so it works in arcade mode too

you will make like that menu you did before, for choosing the moves, right?
    

Re:Your thoughts on... Iv

 May 03, 2004, 12:27:45 am View in topic context
 Posted by VIB  in Your thoughts on... IV (Started by Messatsu May 02, 2004, 07:15:58 pm
 Board: Tips, Tricks, Tutorials

yea, make also hits for all hit anim types.. for example, 1 attack that sends p2 into light high anim, another one for medium high.. etc etc..

I have changed KFM's state 200 hit properties so much already that I do not even know if I changed it to the original one correctly last time.. I mean, his light punch does knocks down the enemy into trip anim doesn't it?
    

Re:Character - Stage interaction

 April 28, 2004, 05:17:34 am View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

I suspect it might occasionally cause some problems with some characters, due to the characters not being where they expect to be for one tick
yea, I thought about this, but I consider that much like a bug on the character, I think you shouldnt move the screen in your intro pose because that could also affect the enemy intro pose. So I don't mind much about this one, but it is an issue indeed.

or due to one of the characters freezing the stage as soon as the round starts, but probably not often.
I am not sure what you mean with this one, how can the character freeze the stage but not the enemy? If a pause controller is used than the enemy's variables would freeze too, so it shouldn't be problem. I don't get what your saying ^^

It might be good to also make the characters check whether their opponents and partners are compatible with the stage
if you take a look inside my example, you'll see that I used isHomeTeam to avoid conflict when simulating the crashing net sound. This would be particularlly perfect for arcade where you usually set one stage for each character, if a character is set for it's home stage, like: ryu,stages/ryustage.def

If anyone volunteers to modify any of their characters to be compatible, I'll go ahead and make patches for my Charlotte, Gen-An, Cammy, and/or Shrine stages (if I can find the time).  But I'd rather wait for confirmation that at least one character will use this before I bother.
Sure, please do that, I want to make my characters (old ones and upcomming ones) compatible with the most stages I can. I also intend to update all of my own stages with this method, and a brief information on how to use each one.
    

Re:Character - Stage interaction

 April 22, 2004, 07:00:47 am View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

I am not sure if it would be a good idea to use IDs that way, at least not necessarelly, because it could still cause some conflicting IDs. I mean, you can do that if your stage if you want, but it shouldn't be a rule for everyone to use, to avoid coincidences.

Providing additional files for characters to program, along with your stage ID is surelly a great idea. Everyone should try that when possible. I will do this myself too.
    

Re:Character - Stage interaction

 April 16, 2004, 05:54:30 am View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

Game wise would be easier to reference.  I am making character X from game Y and want him to be compatible with all stages from game Y.
hmm, good point, that way you would be able to use game only triggers at least..

So I think it would be perfect to make it per game, with 10,000 IDs each game. Now we need to choose each ID, I think 10,000 to 19,999 could be ssf2 and 10,001 is my Vega stage =)

I'll update the 1st post... ok, start posting your stage IDs here so I can update the list =) should do fine for now..

anyone else wanna give an opinion on this?

KFM, I have no idea what could have happenned =/ can't you give any more specific information? anything too diferent from your normal mugen to a clean one?
    

Re:Character - Stage interaction

 April 14, 2004, 04:31:44 pm View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

Assign each game a group of a thousand and every creator posts for space in that group.  Original backgrounds have their own group of ten thousand. :|
But this wouldn't it take out the advantage of dividing by games? Because this way every stage would have different IDs either way, so you would need to search for every ID for that stage type when you make your character. It's the same when having unique IDs for each single stage.

sure you can do the punks, you would need their sprites from the waist up like loona said to simulate that they are behind the boat, tou can't to do this with chars because you can't edit your oponnent sprites for him to appear from the waist up, but since that is sprite is in your character that should be no problem. Then you just throw helpers with hitdefs using affectteam = both for the grenades..

oh, and btw I just noticed I forgot to mention ChonWang in the first post, he is the one who started with this idea of interacting chars and stages, I just added the method of detecting the stage. =)
    

Re:Character - Stage interaction

 April 12, 2004, 09:44:43 am View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

Leaving that to run in ther background infinitely will add one unnecesary process, and it's not really needed after it exceeds 2. Limiting it by trigger1=var(51)<3 should be enough.
In the example, this var is used again to know when it is the right time to reproduce the falling net sound. Since all stage events are time-based, you would need this in most of the time. If you are specifically not using it, then you can stop it, but I think it is better to leave it this way as a starting point for everyone.

A centralized topic in one forum would be the best.  Otherwise someone needs to go back and forth to make the list is always updated.  Not the biggest problem, but something to keep in mind.  This is probably the better solution as I don't see too many would use it.  

If too many use it, it would be best to start coming up with standards on a per game basis.  2025-2045 are for backgrounds in SFZ2, for example.
hmm, this is where I wanted the discussion to come to. My first idea was to do it based on the creator. For example, the creator chooses a number, say 432, and then we would use from 432000 to 432999 for his stages, I doubt no one would use more then 1000 IDs, but if you do just get another one.

But base it on games could be a great idea too, this way you would not need to know the ID number of every stage of the same type to react to it. The problem with it is that most of the time, there are small position and velocities differences with stages of the same type made by different people. So for example, if you want to add an interactable crow on a cammy stage from ssf2, you would not be able to position it correctly on the bridge in both my version of it and in Winane's version, because we used different sprite positioning and delta values for the bridge.

I am still not sure which one would be better..

the stage interactions the readme entailed wouldn't work with the mugen install I commonly use...but they did work with a clean install of mugen...
there is something wrong then, it should work on every version of mugen, you only need the character and the stage together. Did you overrided the common.cns or something? Maybe you just picked the wrong KFM =P

thanks for the feedback
    

Character - Stage interaction

 April 11, 2004, 01:17:59 pm View in topic context
 Posted by VIB  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 pm
 Board: Code Library

I found a way to simulate character interaction with the stage by identifying specific stages, since it is not officially supported by Mugen. I have not extensivelly tested this method enough. It may have some errors. There are still some important points to be discussed, so any feedback would be appreciated.

I also made an example to illustrate how it can be done, and to give an idea of what can be done. The example is very simple and is not close to the limits of the method. In this example I made KFM react to my ssf2 spain stage, he will air jump infinitly in the net as he was climbing it, and will simulate the sound of the net falling down in the beggining of the round. The character and the stage has a lot of comments so it should be easy to understand.
Download it here:
http://www.brunazo.eng.br/vandre/stagechar.zip

Basic concept

The basic idea is to allow the character to identify in which stage he is in. So that you can program your character according the stage. This has nothing to do with making a stage that can use objects or triggers. All the progamming is done by the character and this method is all focused on char programming, not stage, all the stage needs to do is identify itself so that the character can do what he wants to.

You will use an animated z-offset parameter on the stage to make it unique. Then the character will identify in what stage he is in using a ScreenPos Y trigger. The z-offset is the line where the characters stand at, this is one of the only variables set by the stage that the character can actually see via triggers, and is the only one of them that is animatable. Because of this property, you can set the z-offset to ANY specific value for the character to see it, then change it back to normal.

How is it done

All the stage needs to do is setting the z-offset with a dummy object, for example:
[StageInfo]
zoffset = 0
zoffsetlink = 1

[BG z]
type  = dummy
start = 0, 220      ; <-------- initial Z-Offset = 220
id = 1

In this example, the initial Z-Offset is 220, this is where the char line will normally be, we will then add a value to it so that we can identify the stage. This is done via controllers:

[BGCtrl stageID 1]
type = PosSet
time = 1
y = 9781
ctrlID = 1

; Back to normal
[BGCtrl stageID 2]
type = PosSet
time = 2
y = 0
ctrlID = 1

Notice I have set the dummy position to 9781, since it's start position is 220, then 9781 + 220 = 10001. This means that z-offset in this moment is 10001, this will the ID number of the stage. ID numbers needs to be unique, for this stage the ID is 10001, you should always use different ID numbers.

Now the character will detect the stage ID number, for that, use a -2 state with a ScreenPos Y trigger. For example:
[State -2, var51 counts the fight time]
type = VarAdd
trigger1 = 1
v = 51
value = 1

[State -2, stageID detect]
type = VarSet
triggerall = Var(51) = [1,2]
triggerall = var(30) = 0
trigger1 = ScreenPos Y = 10001 ; Vega Stage
;trigger2 = ScreenPos Y =   ; add your stage here
v = 30
value = floor( ScreenPos Y )

Here I used 2 controllers, the first one will set a variable (51) to count the ticks in the fight. The second one, will use that variable to know when is the right time to check the Z-Offset, this is after is 1 or 2 game ticks. Mugen will reset all variables on the 1st tick of the 1st fight, so you need to check in the both of them to make sure you don't miss the z-offset change. Then this second controller will set var(30) to the value of the StageID, which is it's offset detected using ScreenPos Y.

That is it. Now you have a variable set with the stage ID number, so you can do all the programming you want to, knowing in what stage you are fighting at. Just use this variable to check if you can do a stage specific event and it will all work properlly =)

You can download the above example, where I did KFM climb up the net in the back of Vega's spain stage from ssf2.
http://www.brunazo.eng.br/vandre/stagechar.zip
if you want you can download the stage BGMusic at my site:
http://VIBhp.cjb.net

What can be done
There are many possibilities to do using this method, that would not be possible otherwise. Including:
- Place destroyable objects in the scenario, like those cans that can be destroyed when a player is thrown on it in ssf2 Ken stage. This would be done by using a helper that would destroy itself when a player is near it being thrown.
- Make objects that hurts the players in the stage. Such as bombs being thrown, trap spikes placed around the stage etc. This would be done using a helper on a attack state with a hitdef with an affectteam = both parameter.
- Use correct footstep sounds and dust effect according to the floor of the stage. Like in SNK games where the sound of your footsteps are diferent if you are on a wooden or concrete floor.
- Water effects on the floor. Some stages have water on the floor and the water splashes when players jump, lands or walk. Just place helpers bellow each players feet to simulate the effect. Such as in Soggetsu's stage from SS5.
- Give your character special abilities when he is on his home stage. Program your charact to be able to perferm some moves only in specific stages. Like Vega and his net in old versions of sf, or like pit fatalities on mortal kombat where your character would do a different fatality move depending on the stage.
- much more

Limits. What cannot be done
- All stage specific sprites and sound needs to be placed on the character's data files. The stage creator has no control over that.
- You cannot modify existing elements of the stage, sometimes you can fake it by placing an image over it, but most of the time you wont be able to do that.
- It is not possible to place objects behind other objects in the stage. If you want for example, that your character throws the opponent out of a bridge stage where he should be placed behind the bridge sprite, you will not be able to do that.

Unique IDs
The StageID number needs to be unique for every stage. The z-offset can go up to a little more than 2 billion, and far bellow lots of billions for negative values. So there is more than enough space for the whole earth population to make enough stages.

ID List
For now, IDs has been decided to be divided in games with 10,000 IDs each.

Game ID 10000: Super Street Fighter II
- 10001, Spain Stage by VIB, download at http://vibhp.cjb.net
...

If you make a stage with an ID number, please post it here so do list can be updated.



This is not a perfect solution for Unique IDs. If you have any suggestion, please discuss it here. Any other comments, or questions you might have, feel free to post them here.

And be sure to download the example, it has many comments and is easy to understand, here goes the url again another time =)
http://www.brunazo.eng.br/vandre/stagechar.zip

edit: April 11, added a floor() trigger in the stage detection controller to avoid debug error msgs, thx to Sakura.
April 16, added some info on Unique IDs
    

Re:Attempting a Standard

 April 09, 2004, 07:01:07 am View in topic context
 Posted by VIB  in Attempting a Standard  (Started by Mercykiller March 15, 2004, 11:17:40 pm
 Board: Tips, Tricks, Tutorials

I was talking about | / __

It surprises me that in mugen, you have a hit type, anims for falling and lying down reserved for something so specific like "diag-up", but no "foward" which is much more common.

Also, it could be usefull to have a standard for MK fatalities too. Arms cut off, upper body cut off, cut in two horizontally and vertically, blown up etc

ChonWang once started a standard on that, I will look for it
    

Re:Hi Res stage discussion

 April 09, 2004, 06:18:25 am View in topic context
 Posted by VIB  in Hi Res stage discussion (Started by Sakura March 05, 2004, 09:49:54 pm
 Board: Tips, Tricks, Tutorials

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