actually now there a limitless amounts of palettes that a character can have thanks to the new palatte code that can be added to any character.
Luis Alejandro said, September 27, 2009, 03:27:13 amactually now there a limitless amounts of palettes that a character can have thanks to the new palatte code that can be added to any character.So without this code basicly people are restricted to only 6 palletes correct? Well hopfully it along with all the other gripes will be fixed in the next update. i like there trying to support widescreen people but now i heard theres no support for people who still have 1024x768 standard. hopefully someone found a way around that...
i think there was a solution to the 7-12 palettes being able to work, but i forgot lol i havent been around the elecbyte forum since it came out, to many noobs there
Luis Alejandro said, September 27, 2009, 03:34:35 ami think there was a solution to the 7-12 palettes being able to work, but i forgot lol i havent been around the elecbyte forum since it came out, to many noobs there Well thats good. i know a few good characters would really be hurt by that.FerchogtX said, September 26, 2009, 03:24:25 amDon't be so rude man! You will break some hearts... Seriously... I think that we are getting a lil' of nonsense in every thread that is related to this new version... and is not new... everytime I see this forum I see flame wars, claims, insults, and so on... Is incredible that just a lil' hobby like mugen do this to the people... c'mon, everyone here (including me) has a real life, why don't we act as adults? Is quite simple...Thanks for trying to defend me. i only check this place weekly and Ive only just heard of this i didn't know all of the details yet. asking simple questions apparently just sends people into a fit-shit for some reason.
I've skimmed through these pages, and haven't seen any one mention a problem i'm having. It's with the character sounds, for some reason they sound broken or distorted on my PC. (tested with characters by H and warusaki) Besides this though I'm luvin this new version.
PotS said, September 22, 2009, 01:21:28 pmOh, now that you mention it, yeah, posadds are screwed up when facing KFM720 (not old chars or normal KFM). And it keeps happening even if you update your char to also specify its "localcoord".Edit: wait, no, just the cornerpush code. Guess it can be fixed if there's such a thing as a "target,localcoord" trigger or something along those lines, to rescale the hitvels back to normal.In fact half of the updates to the engine seem to revolve around these individual playing area settings, will take a while to adapt.Was testing triggers:I think they already have some triggers that solves this problem, because I seem to have fixed it. Something like this (haven't really done anything mathematical) just tested and this seems to be able to manage that problem well enough.It could become a problem when people start using Localcoord that equal funny combination of numbers though. When the localcoord gets too low, it makes a character abnormally large, and when it gets to high, it makes the abnormally small. So I guess if people are using decent numbers it'll work once a formula is developed.fvar(30) = cornerpush velocity[state -3,cp]type= Posaddtriggers...value = -abs(fvar(30))/ifelse(target, const240p(3) = 3, 1, ifelse(target, const240p(3) = 6, 2, 3))>_>
Yeah I posted a similar thing in a bug thread along with a mini rant, then they added different coordinate spaces to the known issues topic.
Oh, I see the known issues thing, so the extra coding won't be necessary. Shoot! They also have where screenpos x should equal 0 wrongly listed, it's the left not the right, right? Correct me if I'm wrong before I correct them!
I dunno the last time I touched screenpos x must've been when I was first seeing what triggers did , it's supposedly deprecated in favour of pos x.
it's nice to know that after however many years and countless man hours elecbyte was at long last able to solve the problem on many of us not being able to us HD res and high color sprites instead of focusing on something as silly as making the game engine somewhat more stable than the previous winmugen build
Can I be honest. I am just going to let it out.When I heard that Elecbyte came back. I actually messed my pants because of the stiffy.I am glad he has returned. I am liking the new mugen still. Now, I can find patterns around it. I am using the debug version of this to program any WIPs. I am still using the old one, but hell.
Zero-Sennin said, September 26, 2009, 09:01:58 pmSix palette limit for all characters, 1.0 compatible or not. Sucks for palette-activated features, unless you're willing to copy a folder and change up the palette order.that's a bug with the current build of the engine not detecting start to choose palettes, the 12 palettes work perfectly if you choose them by other means.Rajaa said, September 27, 2009, 01:38:24 pmPotS said, September 22, 2009, 01:21:28 pmOh, now that you mention it, yeah, posadds are screwed up when facing KFM720 (not old chars or normal KFM). And it keeps happening even if you update your char to also specify its "localcoord".Edit: wait, no, just the cornerpush code. Guess it can be fixed if there's such a thing as a "target,localcoord" trigger or something along those lines, to rescale the hitvels back to normal.In fact half of the updates to the engine seem to revolve around these individual playing area settings, will take a while to adapt.Was testing triggers:I think they already have some triggers that solves this problem, because I seem to have fixed it. Something like this (haven't really done anything mathematical) just tested and this seems to be able to manage that problem well enough.It could become a problem when people start using Localcoord that equal funny combination of numbers though. When the localcoord gets too low, it makes a character abnormally large, and when it gets to high, it makes the abnormally small. So I guess if people are using decent numbers it'll work once a formula is developed.fvar(30) = cornerpush velocity[state -3,cp]type= Posaddtriggers...value = -abs(fvar(30))/ifelse(target, const240p(3) = 3, 1, ifelse(target, const240p(3) = 6, 2, 3))You are supossed to use the trigger directly on expressions.const240p(X) return X times the difference in resolution of the character who is evaluating the trigger.value=abs(fvar(30)/targer,const240p(1))obviously, if your character runs at a different res, you use the 480 or 720 versions of the triggers.this should be all the code, unless I misunderstood what youa re trying to code there.also, ishida iryu found a nice bug, this should help people with good computer who still get horrible framerates.Quoteyea, it seems like the current frameskip code has a bug, as I found a reliable formula in my hardware to keep it working at 60fps. provided the fps are less than 60, if I add teh fps to teh default gamespeed (60fps) I get perfect frameskipping.Quote21·35·52:. «Bernkastel» I get 30 fps on 720.:21·35·57:. «Bernkastel» so I am setting it to 90Quote.:21·43·14:. «Bernkastel» 1080 decided to work.:21·43·25:. «Bernkastel» I get 13 fps.:21·43·29:. «Bernkastel» so, it worked with 73
Frederika Bernkastel~ said, September 28, 2009, 06:09:26 amZero-Sennin said, September 26, 2009, 09:01:58 pmSix palette limit for all characters, 1.0 compatible or not. Sucks for palette-activated features, unless you're willing to copy a folder and change up the palette order.that's a bug with the current build of the engine not detecting start to choose palettes, the 12 palettes work perfectly if you choose them by other means.+1I tested that and you can choose 1-6 palettes, but CPU can choose 1-12 palettes like always
You can choose 7 to 12 by the command line (as first posted by kamek) or you can use the remappal sctrl.
Frederika Bernkastel~ said, September 28, 2009, 06:09:26 amYou are supossed to use the trigger directly on expressions.const240p(X) return X times the difference in resolution of the character who is evaluating the trigger.value=abs(fvar(30)/targer,const240p(1))obviously, if your character runs at a different res, you use the 480 or 720 versions of the triggers.this should be all the code, unless I misunderstood what youa re trying to code there.You are right, I was just assuming everyone would go with those standard Localcoords mentioned in the docs. The way you suggested would definitely be more efficient to exact correct scaling to the posadd's value. They are supposed to fixing it, though, so maybe it's not an issue anymore.