I'm a bit lost, what exactly would this stage detection do? would it be like how Vega can climb the fence on his stage in SF2?
Yes, exactly. It makes it possible to use code in the characters for stage interaction.- Vega's stage, as you said.- MOTW waterfall stage, where there's some water splash each time you walk on the water.It would be even greater if we could add code in the stages themselves for interaction, but what Elecbyte is doing here is already a huge step in the right direction.
If I remember correctly, there was stage detection in Winmugen. I remember when I played with Jesuszilla's Felecia on her Darkstalkers 1 stage, She stood in the background perched on the stand as a cat, and rolled to the foreground into her battle stance. It was pretty slick, and could only be performed on the stage created by Yusuke.
stage interaction is interesting but, how many variables can be put in one character for 10000 new interactive stages.this is more for full games than custom ones.
Heavy Dee Jay said, April 13, 2010, 10:31:39 pmIf I remember correctly, there was stage detection in Winmugen. I remember when I played with Jesuszilla's Felecia on her Darkstalkers 1 stage, She stood in the background perched on the stand as a cat, and rolled to the foreground into her battle stance. It was pretty slick, and could only be performed on the stage created by Yusuke.it was not true stage detection. it was work-around of sorts.In Winmugen, there was the possibility for a character to detect the z-offset, a highly unused stage parameter.what most people did was to set some stages with a specific z-offset, and have characters detect that.however, the number of stages you could do with that method was quite low.StormEX--Red Fusion. said, April 14, 2010, 07:31:58 amI'm not Downloading this mugen anymore until its 100% finished. Its still to big to fit my screen? so you will probably never download mugen. it will never be truly finished.
Sir Smokesalot said, April 14, 2010, 07:54:24 amYou can change the resolution settings so it does fit your screen.I do, but the last time i try'd this was with the RC4 version. However i'm still going to wait. Besides there's not much for the new mugen yet and some characters don't even work right on it so why bother. Atm
Because it's BETTER.If characters don't work, it's because they were coded badly in winmugen. If stages don't work, it's mostly the hi res ones, or because they were coded badly in winmugen.If screenpacks don't work... well yes, those have been an issue. But most of the ones people really like have actually been updated. There's not much 1.0 only stuff, but there doesnt' need to be as 90% of the winmugen creations work in it.
oh damn this will have possibilitiesdestructible objects such as the signs in Ryu's SF2 stage, the crates in Guile's SF2 stage, the drums in Ken's SF2 stage, the statues in Bison's SF2 stage, the cage in Vega's stage being climable, stage fatalities for MK stages, Overkills and Sudden Deaths from Eternal Champions can probably be done with stage detection, maybe add stages from Real Bout Fatal Fury with their respective ring outs, and death match stages from World Heroes done right with the electric ropes or mines in the ring using the stage detection
Recursive trigger redirection is in development. This is apparently part of what will be a continuing series on the blog which will introduce some of the final features that will be added to the CNS format before its 2.0 successor comes along.
StormEX--Red Fusion. said, April 14, 2010, 08:10:25 amSir Smokesalot said, April 14, 2010, 07:54:24 amYou can change the resolution settings so it does fit your screen.I do, but the last time i try'd this was with the RC4 version. However i'm still going to wait. Besides there's not much for the new mugen yet and some characters don't even work right on it so why bother. Atmas cyanide said... about 90% of winmugen stuff works, tested it myself. besides youll change your mind when you buy a new computer. i had to move to mugen 1.0+ because winmugen would not work with windows 7 when i bought a new and faster computer. changing over to mugen 1.0+ is the future.
I realized that with recursive trigger redirection we will have almost unlimited non-persistent variables for any use. we will be able to save all the char variables (40 vars and 60 fvars) for stuff that needs to be persistent between rounds while the rest could be set on a multi purpose helper. And while we already could do that before we're still not able to read the enemy's helper variable which actually made those helper vars useless on many ocasions:example:reading if the enemy, Iori, is in orochi mode "var(2)=2", if a helper had the duty of setting that var then the enemy wouldn't be able to unless you used a workaround like releasing an explod with certain ID to tell the enemy "hey! im in orochi mode!", that can be done but what if we need to read the number of that var? redirections will work on that case (Which makes 1.0 ALOT better).MirageAtoli said, April 16, 2010, 12:30:34 amI'm assuming the parsers character limit isn't going up, which may be a problem.Yeah, I already had problems in the past and im not even using recursive crap yet .
DarkonMK said, April 16, 2010, 09:25:26 ami just hope the new version has some new modes liketournament,konquest(maybe),or something.I agree. Mugen is lacking a tournament mode and and it also lacks statistics. I hope they work on these.