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chars that dont run under MugenRC1.0 (Read 2367 times)

Started by Gara, August 10, 2010, 04:20:58 am
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chars that dont run under MugenRC1.0
#1  August 10, 2010, 04:20:58 am
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Howdy
I recently found some charas that do not run under MugenRC1.0
if anyone knows some more or how to fix anyone of them, please post here

so here we go:
Mk_VS_SF Ryu by ESFAndy,   Download:  http://www.freewebs.com/esfandy011/
ShinLVL2_Akuma by ESFAndy
Gen by Luvly Angel
Wolverine by Ariel AleX Co.

 :kugoi:
Re: chars that dont run under MugenRC1.0
#2  August 10, 2010, 04:25:34 am
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The only character in my roster that didn't work in RC was Raposo's Vega. Just remove the AI states and it will work.
Re: chars that dont run under MugenRC1.0
#3  August 10, 2010, 04:33:23 am
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Most of those characters aren't even worth it anyway =P

But in all seriousness, it would help if you posted the error message you were getting.
Re: chars that dont run under MugenRC1.0
#4  August 10, 2010, 05:29:03 am
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But in all seriousness, it would help if you posted the error message you were getting.
you're probarbly right. ::) 
lemme see..

MK_VS_SF Ryu:
Spoiler, click to toggle visibilty
related cns-filetext:
Spoiler, click to toggle visibilty

ShinLVL2_Akuma:
Spoiler, click to toggle visibilty
related cns-filetext:
Spoiler, click to toggle visibilty

Wolverine:
Spoiler, click to toggle visibilty
related cns-filetext:
Spoiler, click to toggle visibilty

I already managed it to fix Gen, just wanted to mention him for the sake of completeness  :P
Gen:
Spoiler, click to toggle visibilty

Last Edit: August 10, 2010, 06:12:03 am by kindlyKen
Re: chars that dont run under MugenRC1.0
#5  August 10, 2010, 08:05:09 am
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MK_VS_SF Ryu:
Spoiler, click to toggle visibilty
Who puts a veladd in statedef 0? I hope that's just an example of lazy state naming.

Anyways, to fix, change:

ifelse (random <= 333, 2.5, ifelse (random > 333 && random <=666), -2.5, 0)

to

ifelse(random <= 333, 2.5, ifelse (random > 333 && random <=666, -2.5, 0))


ShinLVL2_Akuma:
Spoiler, click to toggle visibilty

To fix, change:

const(velocity.jump.x)

to

const(velocity.jump.neu.x)

Wolverine:
Spoiler, click to toggle visibilty

To fix, change:

anim = 1400
velset = 0,0,0

to

anim = 1400
velset = 0,0



...

I am surprised that those characters even worked in the older Mugen with some of those error messages.
Re: chars that dont run under MugenRC1.0
#6  August 10, 2010, 10:45:52 am
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ifelse(random <= 333, 2.5, ifelse (random > 333 && random <=666, -2.5, 0))
Now it's correct coding wise ... but it still doesn't make any sense. ;P
ESFAndy obviously wanted to give a 33%/ 33%/ 33% chance for each event to occur, but this code doesn't work, since each occurrence of "random" creates a new number between 1 and 1000.

Whatever. And yeah, I'm surprised this even works in normal winmugen.
Re: chars that dont run under MugenRC1.0
#7  August 10, 2010, 11:12:05 am
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In that situation yeah, that should have broken standard winmugen.

also for anyone watching. < 333 followed by < 500 would be the 33% chance thing.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: chars that dont run under MugenRC1.0
New #8  August 10, 2010, 02:49:23 pm
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there's one smiley I'm missing at this forum..
Spoiler, click to toggle visibilty

I still had to fix some more errors, but everything works fine now.
however, if anyone finds some more chars with problems under RC1.0, you can still post them here as well  :kungfugoi:

just for those, who care:
Wolverine:
Spoiler, click to toggle visibilty

ShinLVL2_Akuma:
Spoiler, click to toggle visibilty
Last Edit: August 12, 2010, 01:10:30 pm by kindlyKen
Re: chars that dont run under MugenRC1.0
#9  August 10, 2010, 03:54:15 pm
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Whatever. And yeah, I'm surprised this even works in normal winmugen.

I noticed that alot of shit thats not supposed to work works in winmugen. For example...

Code:
[State 9999, Destroyself]
type = destroyself
trigger1 = time = 60


[State 9999, EX]
type = explod
trigger1 = time = 60
<insert Explod parameters here>

In winmugen, the explod will still be created, even though it shouldnt. I noticed this in one of Kohaku's characters that I was testing for him in 1.0


<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: chars that dont run under MugenRC1.0
#10  August 10, 2010, 10:52:41 pm
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Winmugen in my experience for the CNS tended to do most same time triggers at the same time, rather than 1 after the other. Except in the case of posset and velset that is.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: chars that dont run under MugenRC1.0
#11  August 12, 2010, 06:02:21 am
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Winmugen in my experience for the CNS tended to do most same time triggers at the same time, rather than 1 after the other. Except in the case of posset and velset that is.

techniically it can't, it just buffers commands to do them later.