YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
Nobun is Offline
Contact Nobun:

Nobun

Contributor

Messages by Nobun

    

Re: Fighter Factory Development Thread

 December 05, 2011, 01:30:12 am View in topic context
 Posted by Nobun  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

Quote
The user will have the Lua scripting system, that allows the user to make new tools, templates and anything you want
Wow... Even if I am not able to use LUA, the LUA support is a very great thing.
I think NOMEN will never have a feature like this one... I have no problem to say I am not able to do such complex things :)

Quote
I'm thinking about to make it open source later.
I hope so... it would be a very nice opportunity for me to learn from your sources.

What can I add more... you are AWESOME (and a great worker... so many lines of code :D)
    

Re: Fighter Factory Development Thread

 December 04, 2011, 12:10:01 pm View in topic context
 Posted by Nobun  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

I think he mean a plugin system in order to apply dinamicly any changes required. If so... I am very very impressed. I implemented a similar idea into NOMEN, but limited to sff management (Sff plugin system) but it is not a "real" plugin system (becouse all modules must be included as real modules of the program, even if the system is flexible).

So again... very congratulation

NOTE: As far as I know FF is developed using Qt... this mean that also some java usage is possible. I am not able to use this kind of feature and I cannot exclude that FF will use it instead. However it seems to me that VirtuallTek not intendet to say he is using also Java, but seems to me he wanted to say that he was able to encode a very flexible system that works with a plugin logic (very impressive, as I said before  :sugoi:)
    

Re: Fighter Factory Development Thread

 December 04, 2011, 12:37:31 am View in topic context
 Posted by Nobun  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

Sounds very interesting ^^
You all are making a very nice work  :sugoi:
    

Re: N.O.M.E.N. (mugen editor)

 November 23, 2011, 03:36:35 pm View in topic context
 Posted by Nobun  in N.O.M.E.N. (mugen editor) (Started by Nobun November 22, 2011, 02:00:32 pm
 Board: Projects

uhm... hard to reply in an absolute way... I am trying to explain the current situation about Sffv1 management (hoping this will answer your question).

In general Nomen tries to decode SffV1 in the most accurate way possible, trying to automaticly distringuish from Char-Sff and No-Char-Sff (like, for example fightfx.sff).

In this way Nomen can decode correctly both a fightfx.sff (unlike mee and mcm that usually have some problems on decoding those type of sff), a sff of a stage (or screenpack or fight bar) AND a sff of a character.

This is almost true, but there are some exceptions on char-sffs (sffv1).

1) There are extremely rare case (like a Dracula character reported to me by serio) that I found it is absolutely impossible to decode correctly in an ordinary way. This why a separated program (called "tricky sffv1 parser") is provided for those extremely rare cases. It is not a confortable program to use, but it should be very uncommon you really need it.
(in those exceptional case there are no other tools able to decode this type of sff correctly, including the amazing SffExtract, but it is not a fault of the other tools, it is related of the heavely strange way to memorize the sff.... until now only 1 character seems to have this problem)

2) There are more common cases where a character can be appear "weird" at start but that could be esasily fixable (I am working around this issue in order to improve it) -> so you can use Nomen directly without using the unconfortable "Tricky Sffv1 Parser"

------------
Speaking about 2nd case:

this happens when (rarely) a char doesn't have an individual 0,x image nor an individual 9000,0 image.
In this case the char can be loaded with some or a lot weird image. But those images can be fixed replacing palette values loading the original ACT file of the char (this happen becouse a wrong assignment of palette 1,1... I have an idea how to solve this thing and probably this will be "fixed" in version 0.1.2 - I don't know when it will come out).

in this case you have only to check what image(s) currently use palette 1,1 and temporary extract them
then delete them from sff
then change palette 1,1 loading an ACT file of the char
then finally re-add the image(s) you deleted before (loading them from extract snapshot directory)

(in the next 0.1.2 release, Nomen - when encountering this particular case - will ask you, before showing you the result, to select an ACT from the original char directory... but only in this case... in the remaining case the automated system will work correctly).

-------------------

however... if the sff appear "correctly" there should be no problem on saving in Sffv2 format (default) or Sffv1 format.
This also becouse, if you decide to save in Sffv1 format, Nomen will force a defined order of images in order to prevent reading problems (or bettere following a rule... except some rules, the rest of the images will be saved in the order decided by the user).
As serio reported this feature could be not so good if you are looking for a "more oriented user-made customization" (while Nomen tries to focus on semplicity trying to avoid that the final users need to know some complex "rules").
So, for example, the image 9000,0 will be saved as a first image (if you save in SffV1 format) regardless of the actual position in your Sff editing. (you will note it when trying to reload the saved sff).

This is instead not true in Sffv2 that doesn't need any "special rule" about image ordering (so when saving Sffv2 it will preserved the order you decided).

A final note: I cannot ensure how Nomen could react if you try to add an RGB image... it could crash or could behave in a strange way...... never tested. For the moment Mugen 1.1 is not supported and it is not a priority (also becouse it is still an alpha release and doesn't seem to be released quickly)

----

I hope I could answer completely to your question. If something is not clear, you can ask and I will try to be clearer.
    

Re: N.O.M.E.N. (mugen editor)

 November 22, 2011, 09:28:11 pm View in topic context
 Posted by Nobun  in N.O.M.E.N. (mugen editor) (Started by Nobun November 22, 2011, 02:00:32 pm
 Board: Projects

For the moment it is developed only in English, but it is structured in order to have translations in a future.
But in this early stage I think it is too early to think about multi-language translations (seeing the fact a lot of things need to be developed). However I am open also on observations about this point

The real utility, for the moment (until FF3 will not out) is that Nomen supports both Sffv1 and Sffv2 and allow you to convert both Sffv1 in Sffv2 and vice-versa (currently Nomen can edit only Sff....
    

N.O.M.E.N. (mugen editor)

 November 22, 2011, 02:00:32 pm View in topic context
 Posted by Nobun  in N.O.M.E.N. (mugen editor) (Started by Nobun November 22, 2011, 02:00:32 pm
 Board: Projects

Hi. As you probably know I am developing another mugen editing tool (inspired to mee) named NOMEN. This tool is more intendent as personal fun for myself and it is not a sign of rivality against Fighter Factory that is a very great tool made by professional people (also I want to remark that they are professional and skilled programmers, while I am a "fun" programmer so I cannot ensure that type of knowledge they have). So I will expect no one try to create a war (I am a fun myself of Fighter Factory and I appreciate so much the work around it and the people who work around it...).

After saying this preface I'd like to explain the reasons of this topic:

- Is it true that project development is (more or less) always blocked due to my personal problems and it is true I'd like to remain the only one developer of it (for a lot of reasons... I don't want to bother you), but I'd like to have some feedbacksb becouse I have no intention to completely abandone this work. Until now (also in elecbyte forum) I received almost no feedbacks nor opinions (except some very interesting points said by serio, who is credited for his contributions and serious beta-testing for the current release 0.1.1).
For example no bugs reported (except those ones I reported myself) and no points about usage and feeling (or other similar points

- I am currently still searching a volunteer for Mac Os X packaging (I have no a mac)... some times ago a person kindly contacted me but he didn't reply to my mail (where I reported him the global situation in order to give him all informations he need to decide if truely wants to help me or not)

- And perhaps other things I may forgotten.

I feel sorry if my answers can be slow, but I will read all things anyone wants to write. Thank to anyone that wants to contribute in any way.

For those ones who doesn't know it, I write the homepage of Nomen Project

http://nomeneditor.sourceforge.net

(I will omit the official Nomen Forum becouse it is an italian forum that treats about Mugen and I don't want to make an "unpolite" thing writing it here)
    

Re: Is this possible ?

 October 02, 2011, 11:49:36 pm View in topic context
 Posted by Nobun  in Is this possible ? (Started by LonePerson August 26, 2011, 04:02:56 pm
 Board: M.U.G.E.N Configuration Help

Check into the original elecbyte screenpack for the name of the section and its parameter if not present in your current screenpack.

I am not sure about the music in continue screen (I am away from mugen programming by a lot of years) however there is a section or a command for continue screen. I don't remember if it include the chance to add a music or not. At a first time (when I replied) I thinked there was that chance but now I am not sure about it (I haven't mugen with me nor docs so I cannot verify by myself)
    

Re: Is this possible ?

 October 02, 2011, 09:13:07 am View in topic context
 Posted by Nobun  in Is this possible ? (Started by LonePerson August 26, 2011, 04:02:56 pm
 Board: M.U.G.E.N Configuration Help

Actually is not impossible, but can create problems.
I will try to explain.

If you are thinking to show the victory screen of the opponent when you lose match -> it is possible and will be not a problem. I don't know how the "victory screen" works in Mugen, however it will be possible thoughout CNS (I have to retrieve the mugen docs to find exactly the trigger I am thinking to). Simply you can make an explod that fills the screen after the victory animation ends, than activate 2 AssertSpecials (roundnotover and nomusic) during the time needed to show the victory quote. You need the assertspecial nomusic in order to deactivate stage music. You can also add a music effect to victory quote adding a PlaySnd (if sound inserted in character SND file)

If you are thinking to show the victory screen (or lose screen) of the character that losts -> even if could be possible (it is the same like before, except for the trigger) I highly suggest to DON'T do it. This becouse it can conflicts with other "victory quote" codes in other character. I am not sure about it but it seems to be better to don't code it.

-----

2) the continue screen can play a music. You must set it in the screenpack code (system.def)
    

Re: Fighter Factory 3 Translation HELP

 October 01, 2011, 10:04:00 pm View in topic context
 Posted by Nobun  in Fighter Factory 3 Translation HELP (Started by O Ilusionista August 15, 2011, 02:17:51 am
 Board: Projects

QT linguist is included also in QT "library" packages (in all packages so also MAC one should contain it) so it is no necessary do download the entire sdk (that includes also compiling tools).

However nice choice to use Qt also for Fighter Factory.

For those one not confortable to Qt linguist... It is a very easy tool to be used... it is, more or less, like any other translation tools (like poedit) and the logic is the same. Is very intuitive so if you translators find problems don't be afraid becouse it is nothing difficult at all.

(I cannot help with translations becouse I am Italian and Italian translation is still done :) )

Nice to know that FF3 will be released soon...
    

Re: BMP > PCX

 October 23, 2009, 03:42:28 am View in topic context
 Posted by Nobun  in BMP > PCX (Started by Spaz_Atack145 October 22, 2009, 03:28:23 am
 Board: M.U.G.E.N Development Help

I think that anyone have his own preferences.
For example, when I created my chars, I worked with BMP too (for various reasons) but then I converted them in Pcx becouse I used sprmaker to create the definitive sff
I don't use neither IrfanView nor Gimp or oter known software, however Gimp and IrfanView are two very good programs to have.

Another program you can use is made by me and it is called All Bitmap 2.0
That program is usefull if you want to convert a list of BMP / PCX images to a 256-color images and if you want that all the resulted image will use a particular palette setting decided by you.

For example you created a .pal file with your definitive palette setting and you want to apply that palette to all your images (RGB or even 256-colors images with different palette setting) All Bitmap is usefull.

Can convert: PCX / BMP images (RGB and 256-colors) to 256-colors PCX or 256-colors BMP
Images will use palette setting you decided to use as param (AllBmp can load param palette from a .pal file or photoshop .act or .act file without color inversion)
Program will not touch original images, but will save the converted images as new file into a folder decided by user

More details, if someone is interested at it, can be found in the page I linked before.
    

Re: Did Guild change for the better? "Preferation vote topic" 2

 September 10, 2008, 11:01:22 pm View in topic context
 Posted by Nobun  in Did Guild change for the better? "Preferation vote topic" 2 (Started by PotS September 05, 2008, 03:30:26 pm
 Board: Feedback

Don't worry... my english is terrible too...  :sugoi:

Sorry for misunderstanding...  :ninja:
    

Re: Did Guild change for the better? "Preferation vote topic" 2

 September 10, 2008, 10:55:04 pm View in topic context
 Posted by Nobun  in Did Guild change for the better? "Preferation vote topic" 2 (Started by PotS September 05, 2008, 03:30:26 pm
 Board: Feedback

I agree with Iced, at all.

I'm happy to find a person who has my same point-of-view. I tryed along years to say the same things, but I cannot seeing my great troubles on speaking in English.

In my opinion the new philosophy of MugenGuild is better, VERY MUCH better.

Nobun (Opensource creator)

PS
About "good" or "worse" authors... "good" or "worse" are only opinions, who can say what it is "good" and "worse" in absolute way?
    

Re: NoChainId reads the whole line without evaluating ? Or IfElse ?

 August 12, 2008, 01:54:52 am View in topic context
 Posted by Nobun  in NoChainId reads the whole line without evaluating ? Or IfElse ? (Started by DKDC August 10, 2008, 11:31:16 pm
 Board: Development

I reply only to remember that move* triggers are NO MORE boolean in WinMugen/LinuxMugen

so

trigger = MoveHit

is true ONLY in the exact tick (1/60 of second) the char hits someone. The tick after is false (at 1st tick returns 1, at 2nd tick returns 2, and so on...)

trigger = MoveHit

is equal to

trigger = MoveHit = 1
    

Re: Religion

 July 15, 2008, 12:00:04 am View in topic context
 Posted by Nobun  in Religion (Started by Sepp June 10, 2006, 05:55:09 pm
 Board: All That's Left

OT: About disney "pervertion"...

There are some people that marks some subliminal message with the world "sex" in the disney anime. Most of those reports, in my opinion, are fakes (you must have a very huge fantasy to see it). Some others, instead, seems more clear (I never noted anithing of it by myself).
I don't know if it is a true thing or not, but I think that anyone have the right to explain it's opinion, regardless of "popularity".
(Note: I love very much disney animes, but I try to understand also the other points of view)
    

Re: Religion

 July 14, 2008, 02:02:33 am View in topic context
 Posted by Nobun  in Religion (Started by Sepp June 10, 2006, 05:55:09 pm
 Board: All That's Left

@ John Cena of Chess

I used to write very quickly so I can do error like this one you marked (it can be happen, sometimes, also when I write in my own language)  :sugoi:

However my english is very bad, I have to admit it  --;

-----

@Ohsky

Thanks a lot :)
    

Re: [ITALIAN ONLY] Italiani!!!!

 July 14, 2008, 01:48:39 am View in topic context
 Posted by Nobun  in [ITALIAN ONLY] Salve!! (Started by Skank88 August 27, 2007, 01:09:37 pm
 Board: International

Invece questa nuova politica è perfetta.
Chiariamoci, non mi sono mai espresso contro la tutela degli autori.
Ma in passato si era arrivati ad esagerare, tanto che astrattamente anche creare un codice ex-novo rischiava comunque di farti passare per uno che non aveva rispettato i diritti altrui (si andava anche a guardare le singole linee di codice in maniera quasi maniacale... e visto che le tecniche di programmazione mugen - specie per alcuni effetti - possono essere limitate, non è così difficile trovare un char con un pezzo di codice molto simile al tuo, anche se non lo avevi mai visto). Se credete che esageri (come mi fu detto quando feci questa osservazione) in realtà non è così (infatti evidenziai delle contestazioni fatte da un utente che riteneva di aver individuato un char "copiato" fornendo come esempio un pezzo di codice veramente molto standard che poteva essere trovato praticamente su metà dei char Mugen esistenti).
All'epoca, infatti, rimarcavo in ogni occasione (anche in tono forse un po' polemico) la mia personale scelta di fare tutte relase con licenza OpenSource, anche perché (oltre che ritenere che il Mugen sarebbe meglio fosse libero) avvertivo la necessità di un ridimensionamento di una mentalità tanto restrittiva e soffocante da sfiorare a volte la paranoia...

Ed ancora vi era un problema con le licenze per le fix (non so se ci sia ancora)... che diamine... nelle fix non bisognava usare il codice dell'autore... il che significa costringere il fixer a fare una relase che di fatto è utilizzabile solo dagli utenti esperti (che possono manipolare il CNS seguendo le istruzioni date, comunque dovendo perderci un sacco di tempo) ma tagliando fuori gli utenti niubbi (che possono giovarsi della fix solo se hanno il file CNS "già pronto" con le modifiche).
Qui, ad esempio, per me, la soluzione equilibrata è quella di fornire il file CNS (codice originale con le modifice) già pronto (utilizzabile da tutti e subito) senza però pubblicare i file che non si toccano (e consigliando agli utenti di tenersi un backup dell'originale)

Nelle cose bisogna, secondo me, osservare insomma il giusto equilibrio. Lo dico da una vita (riuscendo a stare sulle balle alla maggior parte delle persone che qui hanno scritto, ma poco male perché sono sempre stato coerente) che esistono sia i diritti degli autori che i diritti degli utenti (anche perché gli stessi autori poi sono anche utenti a loro volta). Sbilanciarsi troppo (in un senso o nell'altro) è comunque sbagliato, bisogna usare un po' di moderazione.
Quindi non potrei mai concordare con un upload diretto sul mio sito di un nuovo char uscito contro il consenso dell'autore (che ha un suo sito e che quindi, giustamente, rischia di vedersi anche "rubare" del possibile traffico internet). Però ad esempio, un char raro che è stato all'epoca pubblicato, che ancora è funzionante sul winmugen ma non è più disponibile in rete (perché dell'autore si è persa ogni traccia ed il sito è scomparso nel nulla)... perché non poterlo pubblicare liberamente? Tanto comunque l'unica maniera di ottenerlo è di averlo tramite amici, che fanno parte di una cerchia elitaria che li possiede e che comunque li distribuisce... tanto vale essere meno ipocriti ed estendere la possibilità a chiunque di reperire ancora quel char senza dover per forza conoscere qualche persona appartenente ad una nicchia fortunata che possiede il char in questione...

PS sta parlando uno che non è mai stato un collezionista di chars. Principalmente sono uno che ha usato il Mugen più per risolvere i problemi degli utenti del mio forum che per giocarci.
    

Re: Religion

 July 14, 2008, 01:14:56 am View in topic context
 Posted by Nobun  in Religion (Started by Sepp June 10, 2006, 05:55:09 pm
 Board: All That's Left

I think this is a dangerous topic.
Becouse the religion is one of the most difficult thing to speak about without any risk of flames.
This becouse anyone (no excepiton) has own concept of Life, of God, etc. Anyone has his own way to see the "Truth" (becouse of the region where lives, becouse of his own instruction, and so on).
Anyone (no exception) is sure about his point of view. Some people, also, try to persuade other people to agree with them becouse they are sure for themselves.

I said, no exception, so I have a personal way to see this argument too, but I think it is better to mark the risks of this topic instead of increase the probability of a flame with a detailed answer.
    

Re: AI problem

 July 13, 2008, 07:30:10 pm View in topic context
 Posted by Nobun  in AI problem (Started by BC July 13, 2008, 03:47:57 pm
 Board: M.U.G.E.N Development Help

You are right (it depends of what type of AI you want to create... my suggestion makes AI to perform projectiles VERY often, so it can be good or not, depends of what do you want to do)...

However I'm glad you find the solution you were searching ;)

Congratulations to RajaBoy   :sugoi:

[mcode]
triggerall = p2dist x > 140 && random < 100 ; not sure if this overrides the trigger1
[/mcode]
In that code ALL triggers must be true at the same time...
    

Re: AI problem

 July 13, 2008, 05:26:52 pm View in topic context
 Posted by Nobun  in AI problem (Started by BC July 13, 2008, 03:47:57 pm
 Board: M.U.G.E.N Development Help

I figure that projectiles are 1000, 1001 and 1002... if it is so, try to make a single AI on CMD for all three projectiles like this one

[mcode]
[State -1, AI Gou Adoken Decisor]
type = ChangeState
value = ifelse(random<333,1000,ifelse(random<333,1001,1002))
triggerall = roundstate = 2
triggerall = var(7)=1
triggerall = statetype !=A
trigger1 = ctrl && p2bodydist x > 120 && random < 400
trigger2 = ctrl && p2stateno = 52 && random < 600
trigger3 = (stateno = [200,450]) && (movehit && random < 600)
[/mcode]

If you want that your character perform VERY OFTEN his prj launch use an High value (random can return a value from 0 to 999). In my example I suggested very high values. you can increase e decrease as you like.

PS: it is better roundstate = 2 instead of winKO... becouse with WinKo, for example, your char can continue to perform projectiles if he win for time-over or if he lose for time-over or in case of draw game....

PS2 (edited): Note that trigger 3 is little wrong. I left your choice, but you must consider the fact that trigger movehit is boolean only in DosMugen. In winmugen, instead returns a time value after the hit (so condition is true only in the "tick" (1/60 of second) that your character hit someone...
    

Re: Need to contact virtualltek to suggest some improvements for FF

 July 13, 2008, 04:49:58 pm View in topic context
 Posted by Nobun  in Need to contact virtualltek to suggest some improvements for FF (Started by Nobun July 13, 2008, 04:03:31 pm
 Board: M.U.G.E.N Discussion

Thank for your answer.
It is a great unluck, becouse are very little improvement (no much time to vaste), but they can be very usefull (like a better setting for the bars to scroll the images, and other little things).