Fallen said, May 20, 2015, 11:08:45 amit patches the chars for dizzy states, scoring, cpu level, the lifebars by Tatsu don't appear until a fight has started meaning the pics were taken during introMy suspicion is that add004 adds some code to the characters that is breaking the original coding.Could you please try on a clean install of mugen and clean install of Vegeta/Majin and see if it happens the same issue?
yeah it's add004 you don't have to worry about that but i did find something weird IMO, is this anim missing a ki charge behind him or something evil looking like red lightning crakling around him (nvm the last one) because it looks like it is
That's the perfect winpose, based on Hyper Dimension. It is like that, with no aura. Perhaps we should add some visual fx so that it doesn't seem like missing anything.
I guess some fx can be added but I'm fine without it.Though maybe those red lightning fx from his Royal Fist/Edict would work when placed on him randomly (perhaps rotated so they are vertical).Normal_Vegeta; his backward Wolverine Flip has the medium kick impact sound, while the forwards version has the strong kick impact sound. It should be the strong one for both versions.
Atomic Wave will sometimes cause the opponent to disappear:after checking the code of all 3 characters to find out whose fault it is, i found this in vegeta:it turns out shaq and hinata were disappearing for 2 different reasons:in shaq's case it was because animation 3204 was using sprite 120. Shaq doesn't have sprite 120, he uses 130 for guarding instead. 120 isn't a required sprite so you shouldn't be using it in custom animations.However, unlike sprite 120, animations 120-152 are required, so it is safe to assume characters will have those animations. If you want the opponent to look like he is guarding, a better idea would be to use his animation 130 instead of using a custom animation that has sprite 120.In hinata's case it was because she had animation 950(which was used for power charge)and so was sent to animation 3206, which uses sprite 950 that hinata doesn't have.This isn't really hinata's fault, because animation 950 is really, really generic for a custom animation. Many characters use animations 900-999 for mostly system stuff, so you can't really expect characters to reserve animation 950 just for vegeta.Instead of using animation 950 as a check to go into 3206, a better idea would be to use a more obscure number, something like 7824950.i decided to change the code to this:doing so fixed the problem:Royal Edict will also cause some characters to disappear:the reason for this is because the move checks to see if the opponent has animation 3555, if so use that animation else use 3556. Animation 3555 has sprites that aren't used by many characters so hinata disappeared.Again, same problem as before. 3555 is too generic, many characters use animations 3000-3999 for super moves. Change it to something more obscure as mentioned before.doing so fixed the problem:some minor bugs i found:on the third hit of Royal Edict, the opponent will use their standing animation for a while:I'm not sure if it's intended, but Aura Burst/Suicide doesn't have any hitsounds or hitsparks. Imo this makes the move look really bad:
Haven't managed to test Normal Vegeta or Babidi too much mainly because I'm having too much fun with Majin Vegeta xD But here's what I found, along with a few suggestions, if I may.Feedback:- Light Surprise Elbow's super cancelling should probably be tweaked a bit, since the super cancel only occurs after it's animation is done, it gives the enemy ample time to block unless you cancel into MGT.- Royal Fist's cancelling into Royal Edict doesn't seem too consistent. There are times when I input the command quickly enough for it to happen, but sometimes it just doesn't.- Not sure if this was intentional or not, but EX Bakuhatsuha has too long of a start-up time to be effectively comboed into.- Grade 2 Big Bang Attack does less damage than Grade 1 by 10.- This is just an issue with compatibility with 1.1, but it's worth mentioning anyway just in case. When SPB starts up and the projectile hits the opponent, if you don't do it at either maximum zoom/range or when the both of you are just right up against a wall, not only will the move not go through because they didn't hit the wall, but you won't be able to control Vegeta until he gets hit.Suggestions:- The Bulma intro pose just seems to lack impact, in my opinion. Maybe adding some env shake when she gets hit would help that?- I think the explosion effect on the Bakuhatsuha winpose should be a bit bigger, using the EX effect would work nicely, perhaps? - Try giving each version of the Bakuhatsuha a little more range. Even though it's a projectile, it still feels a little too close range, in my opinion.- Still just a personal gripe, but his Normal stance still feels too violent and angry to me. Nothing wrong with the stance itself, just that I still think it would work better for Majin Vegeta instead.Edit: Just one more suggestion, maybe changeRoyal Edict so that the KO screen and effect shows on the shot to the spine rather than the kick down to the floor?
As I can't playtest - I carefully watch the uploaded videos about them.https://www.youtube.com/watch?v=-apBZoedh8USaibamen seem to work weird against Babidi - also check 8:30 Saibaman hid in the air there
Veanko said, May 19, 2015, 09:52:40 pmwith Atomic Wave, if you quickly jump and air dash forwards after using it, this happens:Spoiler, click to toggle visibilty[youtube]https://www.youtube.com/watch?v=YrFlnNwJ5ik&feature=youtu.be[/youtube]Fixed!QuoteAtomic Wave will sometimes cause the opponent to disappear:Fixed now. Anim 950 was the animation "standard" for the Z2 Dashing collision, hence why I used that anim number. The problem is that I didn't add a compatibility check for characters using that animation as Dash Collision and not for something else, and characters like Hinata were mistakenly taken as Z2 compatible. QuoteRoyal Edict will also cause some characters to disappear:Quoteon the third hit of Royal Edict, the opponent will use their standing animation for a while:Fixed!Shadow0X3 said, May 20, 2015, 12:54:27 amSmall things, but in Babidi's customization file, it still says "when Goku kills the opponent" for the super portrait option, Majin Vegeta still has normal Vegeta's config file including Rage Mode as opposed to Sanity Mode, and XGargoyle misspelled challenge in his introduction in the Babidi readme as "chalelnge" And the palette template in the first post isn't indexed when I download it, is this intentional or am I breaking things again?Fixed! I think you may be the only person in this world that actually reads a readme file QuoteAnd another note, not sure if it matters here or not, but occasionally when playing Goku v (Normal) Vegeta, the intro sequence doesn't work properly. Goku will still use a random intro as if he isn't detecting Vegeta, but Vegeta will do his sliding intro like he's properly detecting Goku.. Going to redownload Goku and see if the problem persistsEDIT: Redownloaded Goku and the problem persists. Vegeta always does the special intro, while Goku never does. Tested with either character as p1 or p2This is Goku's fault. Goku requires to be updated to make it compatible with the new Vegeta, but the official updated Goku is not yet released (should be sooner than later) so on the time being, if you want it fixed, go to Goku's system.cns and look for Statedef 190 and update these lines:[State 180, vs Vegeta Z2]type = ChangeStatetriggerall = Time = 0triggerall = numenemytrigger1 = (enemy,Name = "Vegeta Z2") && (enemy,palno = [1,6])trigger2 = Enemy,Name = "Normal Vegeta Z2"value = 745Barker said, May 20, 2015, 01:00:12 am Big bang --> EX surprise elbow Try it everyone, it will greatly improve your life. Is this a bug or something nice/fun to try? If it's a bug, could you provide more details on what's wrong, as I'm unable to reproduce any weird behavior so far.Project.13 said, May 20, 2015, 04:47:46 pm- Grade 2 Big Bang Attack does less damage than Grade 1 by 10.Tested against Training by Stupa:Grade 1 damage: 233Grade 2 damage: 249Grade 3 damage: 264Are you getting different values? BB has a damage dampener, so damage could vary if it's not able to hit the enemy 10 times...Quote- This is just an issue with compatibility with 1.1, but it's worth mentioning anyway just in case. When SPB starts up and the projectile hits the opponent, if you don't do it at either maximum zoom/range or when the both of you are just right up against a wall, not only will the move not go through because they didn't hit the wall, but you won't be able to control Vegeta until he gets hit.Z2 characters are not developed for 1.1 nor supported, so it's the least of our priorities to have these bugs fixed for 1.1. In any case I'll try to add some tweaks to at least prevent Majin being frozen on the launch stance if the moves fails in 1.1Quote- Not sure if this was intentional or not, but EX Bakuhatsuha has too long of a start-up time to be effectively comboed into.You can pull great combos with Majin Bakuhatusha (both normal and EX) since it is able to hit falling and downed enemies. You may just need careful timing. I'm sure people will come up with some example combos using Majin BakuQuoteJust one more suggestion, maybe changeRoyal Edict so that the KO screen and effect shows on the shot to the spine rather than the kick down to the floor? Earlier Majin builds had the KO screen on the broken back hit, but this brought problems with the KO sound in certain characters as well as a conflict with several Explods, if I recall correctly, which was why we added an additional hit to fix that.
I've gotten two more reports about the new Normal_Vegeta's weak > medium punch doesn't combo,also that when the weak hits, the medium is blockable.I haven't been able to replicate it myself though, seems to combo just fine for me.
I'd like to go ahead and verify it was the add004 patcher causing errors with the intros that I reported. Don't worry about those issues!
Balthazar said, May 20, 2015, 11:06:33 pmI've gotten two more reports about the new Normal_Vegeta's weak > medium punch doesn't combo,also that when the weak hits, the medium is blockable.I haven't been able to replicate it myself though, seems to combo just fine for me.From what i have seen, this only seems to happen against characters that use the tick fix, such as POTS characters. This allows them to recover one frame faster, which is rather broken imo because it messes up characters that have very strict timings, such as Majin Vegeta in this case.I wouldn't really call this vegeta's fault, since this doesn't happen against other Z2 chars or characters that don't use the tick fix.
Laharl said, May 21, 2015, 12:14:19 amany news about my weird bug Xgargoyle? Kinda feel like it was missed when I responded to you.Do you mean the black background after Yakon's attack? It's on my todo list. I don't usually work chronologically but instead I gather all feedback into a list and then proceed to fix the problems by different phases, for example issues that are placed in specific parts of the code so I could solve several of them at the same time
thats fine just was curious since I didn't have a response about it so thought you may have missed it. Thanks I really want to use this guy in my mugen but right now I can't for obvious reasons hopefully hes good to go soon .
Laharl said, May 21, 2015, 12:40:55 amthats fine just was curious since I didn't have a response about it so thought you may have missed it. Thanks I really want to use this guy in my mugen but right now I can't for obvious reasons hopefully hes good to go soon .Are you using any addon like add004, unotag or similar stuff?
Balthazar said, May 20, 2015, 11:06:33 pmI've gotten two more reports about the new Normal_Vegeta's weak > medium punch doesn't combo,also that when the weak hits, the medium is blockable.I haven't been able to replicate it myself though, seems to combo just fine for me.Normal_VegetaZ2.def said:[Info]name = "Normal Vegeta Z2"displayname = "Vegeta Z2"versiondate = 10,19,2013mugenversion = 1.0author = "Balthazar, Cybaster & XGargoyle"pal.defaults = 1,2,5¯\_(ツ)_/¯
In case the previous post is unclear, please look at STEP 3 in this topic :http://mugenguild.com/forum/topics/how-convert-character-winmugen-mugen-1-0-121201.msg1277709.html#msg1277709XG, you better put the Mugenversion back to a Winmugen date one, unless you want to change every single hitdef in Z2 chars, and in which case it will probably break the chars in Winmugen.
XGargoyle said, May 21, 2015, 12:53:43 amLaharl said, May 21, 2015, 12:40:55 amthats fine just was curious since I didn't have a response about it so thought you may have missed it. Thanks I really want to use this guy in my mugen but right now I can't for obvious reasons hopefully hes good to go soon .Are you using any addon like add004, unotag or similar stuff?no addons at all just the basic stuff that comes with mugen. I do use Mugen 1.1 in HD though not sure if that would cause it?