The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Edits & Addons 1.0+ => Topic started by: Diek Stiekem on September 10, 2021, 11:32:58 AM

Title: Diek Stiekem's Edits
Post by: Diek Stiekem on September 10, 2021, 11:32:58 AM
I thought I would just share some edits I did in the past, mostly sound related, it's always nice to have options:

Poison by DivineWolf:

https://www.mediafire.com/file/g1oltrpdfa7br6d/Poison.rar/file

Spoiler, click to toggle visibilty


Seth by Human, Chuchoryu, Mr. Karate, RagingRowen and Jadeeye

https://www.mediafire.com/file/pp0qbjivryup9hn/Seth.rar/file

Spoiler, click to toggle visibilty

M.Bison by Froz and RagingRowen

https://www.mediafire.com/file/4k8osolsj8m9u9l/MBison.rar/file

<Diek Stiekem's Edit>
Spoiler, click to toggle visibilty
Title: Re: Diek Stiekem's Edits
Post by: AuMiO VXC on September 10, 2021, 11:44:28 AM
I thought I would just share some edits I did in the past, mostly sound related, it's always nice to have options:

Poison by DivineWolf:

https://www.mediafire.com/file/g1oltrpdfa7br6d/Poison.rar/file

- Changed voice to English (VA Karen Strassman)


Seth by Human, Chuchoryu, Mr. Karate, RagingRowen and Jadeeye

https://www.mediafire.com/file/pp0qbjivryup9hn/Seth.rar/file

- Changed voice to English (VA Michael McConnohie)
- Added 2nd win pose

Dude. I made some feedback, edit and other stuffs for Seth a long time ago after RR's Seth Edit Release. I hope this might help you, if you want to do some further edit on my version. Please read the video description must.
Title: Re: Diek Stiekem's Edits
Post by: Momotaro on September 10, 2021, 11:47:16 AM
I'm not the biggest fan of english voices, but sure, it's always good to have options.
Thanks for sharing!
Title: Re: Diek Stiekem's Edits
Post by: Lunchbillion on September 10, 2021, 01:31:11 PM
I'm not the biggest fan of english voices, but sure, it's always good to have options.
Thanks for sharing!

Now this is the kind of take that will bring peace to our world
Title: Re: Diek Stiekem's Edits
Post by: Diek Stiekem on September 10, 2021, 05:38:46 PM
I'm not the biggest fan of english voices, but sure, it's always good to have options.
Thanks for sharing!

I get you, personally I have preferences on both sides (usually nationality based)
Characters like Akuma and Kazuya (i.e.) are set to japanese, otherwise it's blasphemy lol.

Others like Cammy, Guile or Wesker are a must to be in English
(CvS2 Cammy and Guile VA still give me nightmares XD )

In the end, to each their own and like you say more options is always good.
Title: Re: Diek Stiekem's Edits
Post by: AuMiO VXC on October 21, 2021, 06:17:15 PM
I migrated my change to your Seth edit. Here:
https://mega.nz/file/MpgmHCYY#1juPI8UcJQJ7j42nppCzcT8Y0BBf6IyJQzMmz7dWHyE

- Added proper CVS palettes
- Fixed Standing Heavy Kick
- Rescaled the size of sprite in game to match with Froz' Urien and Gill
Title: Re: Diek Stiekem's Edits
Post by: Diek Stiekem on October 21, 2021, 07:21:07 PM
I migrated my change to your Seth edit. Here:
https://mega.nz/file/MpgmHCYY#1juPI8UcJQJ7j42nppCzcT8Y0BBf6IyJQzMmz7dWHyE

- Added proper CVS palettes
- Fixed Standing Heavy Kick
- Rescaled the size of sprite in game to match with Froz' Urien and Gill

Ah ok, cool! :)
Title: Re: Diek Stiekem's Edits
Post by: Diek Stiekem on April 10, 2022, 07:49:03 PM
M.Bison edit added to first post
Title: Re: Diek Stiekem's Edits
Post by: Diek Stiekem on May 09, 2022, 12:21:59 PM
Seth has had some additional editing, link is in the first post!

<Diek Stiekem's Update 2>

- Size and CVS palette applied by Aumio VXC
- Added new move, Yosokyaku
- Added additional throw
- Added 2 new intro's
- Added new win pose
- Fixed Turns intro
- Fixed sound on full power charge
- Fixed sound on throw miss
- Corrected animation on standing HK
- Command input for Tandem Stream is now more consistent and lenient
- Added win pose vs Juri Han
- Added win pose vs Weak opponents (Dan, Sean & Shingo)
- Added character multiple character specific win quotes for victory screen
Title: Re: Diek Stiekem's Edits
Post by: AuMiO VXC on May 10, 2022, 06:06:52 AM
Seth has had some additional editing, link is in the first post!

<Diek Stiekem's Update 2>

- Size and CVS palette applied by Aumio VXC
- Added new move, Yosokyaku
- Added additional throw
- Added 2 new intro's
- Added new win pose
- Fixed Turns intro
- Fixed sound on full power charge
- Fixed sound on throw miss
- Corrected animation on standing HK
- Command input for Tandem Stream is now more consistent and lenient
- Added win pose vs Juri Han
- Added win pose vs Weak opponents (Dan, Sean & Shingo)
- Added character multiple character specific win quotes for victory screen

cool update on Seth. Gonna try it and give you feedback later (feedback gonna be movement related tho)
Title: Re: Diek Stiekem's Edits
Post by: Momotaro on May 11, 2022, 11:09:34 AM
Not tested yet.
I suppose I have to give it a try. :)
Title: Re: Diek Stiekem's Edits
Post by: AuMiO VXC on May 12, 2022, 07:01:41 PM
@Diek Stiekem: Bro. I did anim for some missing moves. here they are.
https://mega.nz/file/lwBD2QTY#vmaYo_1G92WKXMMQI0-zcROH4xew4rOMw3WsIyarvV4

If you need them with the current default CVS plette, I can provide that too.

And most importantly here is my feedback on Seth (avoid the ones, you already corrected and added)
Spoiler, click to toggle visibilty
Title: Re: Diek Stiekem's Edits
Post by: Diek Stiekem on May 12, 2022, 07:15:44 PM
@Aumio VXC
I didn't know you had additional sprites stored away :o
Could you get me them with the current CVS default palette please?

Then I can add some moves in a future update :)
Title: Re: Diek Stiekem's Edits
Post by: AuMiO VXC on May 12, 2022, 07:18:22 PM
@Aumio VXC
I didn't know you had additional sprites stored away :o
Could you get me them with the current CVS default palette please?

Then I can add some moves in a future update :)

just change the default palette to original default (human/ragingrowen edit) and them it will work in ff3 without any trouble. after that, change it back to CVS palette again.
Title: Re: Diek Stiekem's Edits
Post by: Momotaro on May 12, 2022, 07:31:13 PM
I finally tested Seth.
Glad to see some upgrade of this version.

Very fast feedback. (I'm not very Familliar with deep Seth gameplay anims etc.)

-Any chance to give him a run animation. (Can base it in some POTS Urien?)
-Far stong kick animation is very similar to medium kick (he needs some transistion frame after full outstretched/extended leg pose. (like Ken's far Strong Kick)
-Close Strong kick hits 3 times. Is it acurate ? Needed?
-jump stomp kick (Chun Li style) seems to trigger jut with down command and no button... Strange, it it like the source ?
Title: Re: Diek Stiekem's Edits
Post by: AuMiO VXC on May 12, 2022, 07:45:55 PM
@Diek Stiekem: My feedback on Momotaro's feedback.
-Close Strong kick hits 3 times. Is it acurate ? Needed?
Not accurate. Only 2hit according to original source.
-Far stong kick animation is very similar to medium kick (he needs some transistion frame after full outstretched/extended leg pose. (like Ken's far Strong Kick)
And it's ok. Seth does it in original game. passed. however extended leg frames could be added for the betterment but are not that necessary.
-Any chance to give him a run animation. (Can base it in some POTS Urien?)
Added run anim to that file I just shared

-jump stomp kick (Chun Li style) seems to trigger jut with down command and no button... Strange, it it like the source ?

Command should be similar to chun-li's one. pressing button three times for max 3hits.

Edited: Re-Read again, If you have already read.
Title: Re: Diek Stiekem's Edits
Post by: Momotaro on May 12, 2022, 08:07:36 PM
Oh, good news.

-Far stong kick animation is very similar to medium kick (he needs some transistion frame after full outstretched/extended leg pose. (like Ken's far Strong Kick)
And it's ok. Seth does it in original game. passed. however extended leg frames could be added for the betterment but are not that necessary.
[/quote]

Sorry, but IT IS.
In 3D, this animation works well.
Here, since it's based on a regular mid kick pose (muay thai style or whatever comparation we can make) It looks absolutely not like in the source game.
because of this missing frame... (not an extended leg one, just one transition frame after it)

I will not force anything. I'm definitely not good for everything but when it comes to these fields, it's the only skills I'm sure of.
I might try a custom later. this is needed.

(I noticed I messed up with the quote...)
Title: Re: Diek Stiekem's Edits
Post by: AuMiO VXC on May 12, 2022, 08:15:32 PM
Forgot the most important thing to mention:
Title: Re: Diek Stiekem's Edits
Post by: Momotaro on May 12, 2022, 08:19:02 PM
Forgot the most important thing to mention:
[youtube]https://youtu.be/qvxzRfN1QxU[/youtube]

Nice, so I can see Close HK hitting 2 times.

And about far HK, it still looks better in 3D because of interpolation of frames of animation.
In 2D (no interpolation) you need some frames, otherwise it just looks unfinished.
Title: Re: Diek Stiekem's Edits
Post by: Diek Stiekem on May 15, 2022, 08:40:59 AM
Close HK now hits 2 times and Yosokyaku now has the proper input.
Link in 1st post has been updated :)
Title: Re: Diek Stiekem's Edits
Post by: Momotaro on May 15, 2022, 06:15:53 PM
Close HK now hits 2 times and Yosokyaku now has the proper input.
Link in 1st post has been updated :)
Good!! Have you included Aumio material too?
Title: Re: Diek Stiekem's Edits
Post by: Diek Stiekem on May 15, 2022, 07:03:22 PM
Close HK now hits 2 times and Yosokyaku now has the proper input.
Link in 1st post has been updated :)
Good!! Have you included Aumio material too?

No, not yet. I hope to do so in a future update though :)