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Interactive Mugen Update #2 (Read 6176 times)

Started by ELECTR0, October 16, 2014, 01:04:25 pm
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Interactive Mugen Update #2
#1  October 16, 2014, 01:04:25 pm
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Finished the second update to my IM project. A lot has been added compared to the first pack and I have updated the old code with new knowledge that I've gained from working on the update. This is for Mugen 1.1, but i'm pretty sure most of it will work on 1.0. I do not use that old program anymore so I can't be certain it will all work 100% for 1.0. I have an updated video of how to install everything into a 640X480 screenpack and add characters in the W.I.P section of this forum & I will be taking questions, suggestions and problem solving in the W.I.P thread. This thread is just for the announcement release. Enjoy the new toy from your NOT so friendly neighborhood electron.

Link : http://electroslair.blogspot.com/

W.I.P Discussion thread : http://mugenguild.com/forum/topics/interactive-mugen-discussion--157100.0.html



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Last Edit: October 16, 2014, 01:54:52 pm by ELECTR0
Re: Interactive Mugen Update #2
#2  October 16, 2014, 03:01:04 pm
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nice news!
Re: Interactive Mugen Update #2
#3  October 16, 2014, 06:21:37 pm
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very impressive results!  :buttrox:
here first: http://dsarena.free.fr/Forum/index.php

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Re: Interactive Mugen Update #2
#4  October 16, 2014, 11:11:51 pm
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I'll have to try this later. Looks impressive.
Re: Interactive Mugen Update #2
#5  October 16, 2014, 11:19:35 pm
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I Have Been Waiting For This Cant Wait To Try it out
Re: Interactive Mugen Update #2
#6  October 16, 2014, 11:28:50 pm
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Haven't tried it yet, but you know what might be cool.

Different platforms, like Smash Bros. While one character is on the ground, another might be on a hill at a different altitude. Something like that.
Re: Interactive Mugen Update #2
#7  October 17, 2014, 12:45:05 am
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YES! YES! YES! time to make Duck Hunt Dog Compatible with all of this madness!!!! loving that train fatality and the WWF entrance into the ring! solid job electr0!
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Re: Interactive Mugen Update #2
#8  October 17, 2014, 12:55:37 am
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 :thumbsup: :thumbsup:
Re: Interactive Mugen Update #2
#9  October 17, 2014, 01:23:11 am
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JUST AWESOME!

Thanks Electro. Hope to see more and more in the future man! :sugoi:
Re: Interactive Mugen Update #2
#10  October 17, 2014, 01:43:58 am
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Glad everyone is enjoying it. I really wanted to add a few other things that I've been working on, but I was scared that some of the newest code had not been tested enough. What is in there I felt fairly confident about & knew it worked ok during simultaneous mode.

@DJ Hannibal Royce - You might face some problems on positioning if your characters are not


[size]
xscale = 1
yscale = 1

Since most of your characters are using a different scale there might be issues. With characters like Colossus by Kamekaze his xscale was .833333 and changing it to 1 only make him a little fatter but everything works in IM by doing that. Your characters using .5 is a lot different. I can help you convert the sprites/hitboxs so your chars look the same as they do now, but change there scale to 1. Let me know if your interested in doing this.
Re: Interactive Mugen Update #2
#11  October 17, 2014, 02:04:15 am
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oh yea.im down....duck hunt is 1.6.....ugh
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Re: Interactive Mugen Update #2
#12  October 17, 2014, 02:23:42 am
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I'll figure it out and send you the fix to upload soon as I can.
Re: Interactive Mugen Update #2
#13  October 17, 2014, 05:17:43 am
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Re: Interactive Mugen Update #2
#14  October 17, 2014, 05:42:25 am
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sweet! can't wait to begin updating my chars to be compatible with this.
Re: Interactive Mugen Update #2
#15  October 17, 2014, 08:02:35 am
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Just to be sure is the character updater on update with the current interactive mugen #2?
Re: Interactive Mugen Update #2
#16  October 17, 2014, 08:33:28 am
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Yepper
Re: Interactive Mugen Update #2
#17  October 17, 2014, 09:01:17 pm
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DJ Hannibal_Royce : I think what i'm going to do is just adjust the code work with your chars and you can just have a separate folder with the coded DEF file to work for yours chars. That would be easier than re-sizing the sprites and hitBoxs. Plus I don't need to add the code to the normal IM code for everyone if they are not using your chars, but if they wanted to then the separate def file is available to them.
Last Edit: October 17, 2014, 09:05:10 pm by ELECTR0
Re: Interactive Mugen Update #2
#18  October 18, 2014, 09:09:32 am
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hey Electro, I tested interactive mugen so far with Ryu as a test subject. Caught a glitch here



dunno if this is a scaling glitch or not, also the mareep and flaaffy in the sheep stage appear small when hit, same with the breakable objects in the Final Fight subway stage.
Re: Interactive Mugen Update #2
#19  October 18, 2014, 10:11:30 am
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What screenpack are you using? I'll take a look at it and see why it's not working
Re: Interactive Mugen Update #2
#20  October 18, 2014, 10:32:30 am
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Ready to Fight screenpack by OmegaPsycho
Re: Interactive Mugen Update #2
#21  October 18, 2014, 04:36:36 pm
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AAH I thought your character updater was a .exe that automatically adds it to all your characters like the tag team patches in the past.At this rate im never going to be done.
Re: Interactive Mugen Update #2
#22  October 18, 2014, 06:13:48 pm
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[mode: let's dream on]

the perfect solution would be a global application like that, with all "usual" patches included (& the possibility to choose among them...)

[/mode: let's dream off]

 :thinking2:
here first: http://dsarena.free.fr/Forum/index.php

MUGEN MUSEUM CREATOR:
http://1drv.ms/1tLbMv6
no kidding...
Re: Interactive Mugen Update #2
#23  October 20, 2014, 10:03:59 pm
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[mode: let's dream on]
Well it would be much more useful and more beneficial for us all if he could do some when the final version is made.I mean if it was done twice with tag team patches it should be possible  in this situation to.
Re: Interactive Mugen Update #2
#24  October 21, 2014, 03:10:41 am
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DJ Hannibal_Royce : I think what i'm going to do is just adjust the code work with your chars and you can just have a separate folder with the coded DEF file to work for yours chars. That would be easier than re-sizing the sprites and hitBoxs. Plus I don't need to add the code to the normal IM code for everyone if they are not using your chars, but if they wanted to then the separate def file is available to them.

yea! that makes much more sense....ill add that to dhd's final release when u finish. thx again based electr0. :)
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Re: Interactive Mugen Update #2
#25  October 21, 2014, 09:03:56 pm
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as far as i can see you forgot to include the code for the mk1 pit in the stage finishers file :P
Re: Interactive Mugen Update #2
#26  October 21, 2014, 11:06:43 pm
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oh it's there, it's the same code used for the street fighter 1 china stage.
Re: Interactive Mugen Update #2
#27  October 21, 2014, 11:08:20 pm
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Could you copy and paste it here? I downloaded the character updater files and I don't see it anywhere :L
Re: Interactive Mugen Update #2
#28  October 22, 2014, 01:40:55 am
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;-----------------------------------------
;Pit 1 Fatality
[State -2, Pit1Fatality] ;send opponent to Death Chamber
type = TargetState
triggerall = movehit
trigger1 = stagevar(info.name) = "The Pit"
trigger1 =p2life=0
trigger1=MatchOver
trigger1=P2Dist Y =0
trigger1 = StateType != A
trigger2 = stagevar(info.name) = "SF1 China"
trigger2 =p2life=0
trigger2=MatchOver
trigger2=P2Dist Y =0
trigger2 = StateType != A
trigger3 = stagevar(info.name) = "The Pit I"
trigger3 =p2life=0
trigger3=MatchOver
trigger3=P2Dist Y =0
trigger3 = StateType != A
value = 889660
persistent = 0

[State -2, Pit1Fatality] ;player 1 go to time warp
type = ChangeState
triggerall = movehit
trigger1 = stagevar(info.name) = "The Pit"
trigger1 =p2life=0
trigger1=MatchOver
trigger1=P2Dist Y =0
trigger1 = StateType != A
trigger2 = stagevar(info.name) = "SF1 China"
trigger2 =p2life=0
trigger2=MatchOver
trigger2=P2Dist Y =0
trigger2 = StateType != A
trigger3 = stagevar(info.name) = "The Pit I"
trigger3 =p2life=0
trigger3=MatchOver
trigger3=P2Dist Y =0
trigger3 = StateType != A
value = 889658
ctrl = 0

[State -2, Pit1nokoslow]
type = assertspecial
trigger1  = roundno != 1
trigger1 = stagevar(info.name) = "The Pit"
trigger2  = roundno != 1
trigger2 = stagevar(info.name) = "SF1 China"
trigger3  = roundno != 1
trigger3 = stagevar(info.name) = "The Pit I"
flag = nokoslow
flag2 = nokosnd

this was in the -2 state coding. You put this in your character's  statedef -2 in your character's constants or cns file

Re: Interactive Mugen Update #2
#29  October 22, 2014, 03:22:40 am
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Taybear you no longer have to copy and paste the finisher code to your characters anymore. The hits are linked with your melee attacks. If you want it for your specials and hypers then you can still copy and paste the code, just look in the extra fun stuff folder for the code.
Re: Interactive Mugen Update #2
#30  October 22, 2014, 03:38:42 am
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oh, well dang. awesome news! time to get the ball rolling.
Re: Interactive Mugen Update #2
#31  October 22, 2014, 08:04:47 am
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indeed, I need to adapt the rest of my roster for interactivity. Once I figure out why everything isn't scaling right.
Re: Interactive Mugen Update #2
#32  October 22, 2014, 09:13:24 am
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Lucky Dearly I took a look at that screenpack and saw why the sprites where small in game. You need to change this code in the screenpacks FIGHT file :

[FightFx]
scale = 1  <----- change to 2

Also Omega psycho doesn't have OpenGL turned on, but he does have stageforce zoomed turned on which is wierd. I don't know if you use zoom stages or not but if you wanted to you might want to change those two settings as well. If you don't use zoom then don't worry about it.
Re: Interactive Mugen Update #2
#33  October 22, 2014, 11:54:51 am
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worked like a charm! now to work on the rest of my roster.
Re: Interactive Mugen Update #2
#34  October 25, 2014, 12:16:38 am
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HOLY SHIT!!

NOW THIS IS EXCITING!
|
Re: Interactive Mugen Update #2
#35  October 25, 2014, 04:26:20 am
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sure is, gonna experiment more with this coding.

@Electr0 - I did encounter a glitch while adapting Shin Kazuma by O Ilusionistra, I'll post the tail log here from mugen to show what kind of error I'm dealing with here.

Edit: here's the error I get

Error detected.

Error in [Statedef 9000]
Error in cns/fatalities.cns:17
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/!skazuma/!skazuma.def
Error loading p1

Clipboard tail:
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage The Pit 3 loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1267302991
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/!skazuma/!skazuma.def...
  Loading info...OK
  Loading cmd command set skazuma.cmd...OK
  Loading cns cns/skazuma.cns...OK
  Loading cns cns/specials.cns...OK
  Loading cns cns/hypers.cns...OK
  Loading cns cns/fatalities.cns...Character !skazuma.def failed to load
Last Edit: October 25, 2014, 04:30:09 am by Lucky Dearly
Re: Interactive Mugen Update #2
#36  October 25, 2014, 05:20:27 am
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It has nothing to do with the IM code because I don't use state 9000, all mine are between [88910, 889781]. It seems like O Illusionista accidentally left an extra zero on the Velset of a few states, which is a common problem in older creations & probably due to people using the same template.

Change :


velset = 0,0,0

to

velset = 0,0

in states 9000 & 987124

That should fix you up.

;------------------------

Edit : I just noticed he left off the Mugen version in the Def file so you might want to change it as well if you haven't done that already.

Change :

mugenversion=

to

mugenversion= 1.0
Last Edit: October 25, 2014, 05:25:21 am by ELECTR0
Re: Interactive Mugen Update #2
#37  October 25, 2014, 07:11:25 am
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that did the trick, had to fix another state like that one in Kazuma before he finally worked.
Re: Interactive Mugen Update #2
#38  October 25, 2014, 07:24:35 am
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Cool! It's funny that one little extra zero makes all the difference. I first ran into this problem when I tried to use ZVitor's Mr. Fantastic a few years ago. I stared at the code for over an hour before I noticed the extra zero LoL. Let me know if you run into any more probs, they can usually be overcome. ;)
Re: Interactive Mugen Update #2
#39  October 25, 2014, 09:27:48 am
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will do Electr0
Re: Interactive Mugen Update #2
#40  October 25, 2014, 11:23:44 am
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That sounds interesting but, okay. I will add this to my characters.
Next Up:

DangerMouse
Re: Interactive Mugen Update #2
#41  November 08, 2014, 10:51:16 am
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I had a problem with my characters (George, Vinnie and Primpall), it won't work on the Interactive Mugen Test.

Does it even work for WinMUGEN?
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DangerMouse
Re: Interactive Mugen Update #2
#42  November 08, 2014, 12:59:49 pm
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nope, only in Mugen 1.1
Re: Interactive Mugen Update #2
#43  November 10, 2014, 12:50:41 am
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I had a problem with my characters (George, Vinnie and Primpall), it won't work on the Interactive Mugen Test.

Does it even work for WinMUGEN?

Like Lucky said it's for Mugen 1.1, but most of it will work for Mugen 1.0. WinMugen does not have the stagevar trigger so it's impossible to work for it, plus why are you still using the WinMugen program when it crashes randomly. I would just update ur chars, which should take all of two minutes.