How come you don't use the command buffer system for your edits?
http://mugenguild.com/forum/topics/fix-all-your-command-issues-explodsive-buffering-system-180772.msg2366952.html#msg2366952
How come you don't use the command buffer system for your edits?
http://mugenguild.com/forum/topics/fix-all-your-command-issues-explodsive-buffering-system-180772.msg2366952.html#msg2366952
because explod buffering is fucking stupid
Im not gonna say its stupid but, all the years ive been playing mugen ive nevverr had a issue with commands. it may fix the doing the input backwards but i mean, is that really such a big issue? I honestly dont find a need for it.
because explod buffering is fucking stupidIt was very brave of you to post this and then not immediately edit it to blank and delete it.
i mean, i play my mugen against friends all the time and i play arcade all the time and its neevverr been a issue and how exactly does it make input smoother? its not like theres lag when u input commands on mugen everything comes out just fine and chars can combo just fineThere are genuinely real issues with MUGEN's input system:
Is this really needed? What exactly is wrong with MUGEN's command system anyway?They might not be immediately noticeable for everyone, and most people will probably never feel all that bothered by them, but they do exist.
MUGEN's default command system has many limitations: commands typically get broken whenever the characters switch sides, requiring players to start over any commands they've started to input if their character happens to switch sides with the opponent; there are also issues involving directional release commands (http://mugenguild.com/forum/msg.2324083), charge commands, and more. MUGEN also doesn't offer a ton of flexibility in defining commands: you can set a time limit for how long a player has to perform an overall command, but you can't define individual time limits for specific inputs/elements in those commands. With this new buffering system, all those problems are no more, all with zero input lag!
i mean, i play my mugen against friends all the time and i play arcade all the time and its neevverr been a issue and how exactly does it make input smoother? its not like theres lag when u input commands on mugen everything comes out just fine and chars can combo just fine
How come you don't use the command buffer system for your edits?
http://mugenguild.com/forum/topics/fix-all-your-command-issues-explodsive-buffering-system-180772.msg2366952.html#msg2366952
because explod buffering is fucking stupid
i play with king and ken sometimes and to tell you the complete truth, i dont.
I actually am, been playing fighting games since i was 5 first game was killer instinct and so on and so forth i wouldnt be creating chars if i wasnt a hardcore fighting fan tbr. I just dont look at it as deeply as u do, im just in it for the enjoyment.
As much as I like this and I managed to get it to work one fighter... it causes major slowdowns and frame lags even on fullscreen when I play with this on simul but 1v1 and turns mode it works just fine.
As much as I like this and I managed to get it to work one fighter... it causes major slowdowns and frame lags even on fullscreen when I play with this on simul but 1v1 and turns mode it works just fine.That's very, very odd, the worst that should happen is if too many explods get generated, commands should stop working, not cause slowdown. Could you upload the character(s) so we can take a look at what's wrong?
I think it's a PC specs issue cuz this is a brand new laptop I got with 500GB storage and Windows 10 and I ran this on full screen. Thing is when I fight the AI in 1v1, it runs perfectly fine. It's only in Simul I'm having the slowdown. Unless I need to play this on a windowed screen.If it's Mugen 1.0. I'd imagine MUGEN is still single threaded and since it's 1.0 it's CPU bound so GPU would be irrelevant. If the resolution is really high on 1.0 apparently it runs slower for some people depending on graphical intensity at higher resolutions (mugen.cfg resolution, if you're running resolution higher than 1080 maybe lower it to 720 in the cfg).
I think it's a PC specs issue cuz this is a brand new laptop I got with 500GB storage and Windows 10 and I ran this on full screen. Thing is when I fight the AI in 1v1, it runs perfectly fine. It's only in Simul I'm having the slowdown. Unless I need to play this on a windowed screen.Does the slowdown happen when only one character is being used that implemented buffering, or does it only happen when all four characters use it?
I can post the entire .cmd lines of text in a pastebin if that helps. and in 1v1, I used the fighter with the implemented buffering on both sides and neither of them caused any problems. I'll have to check and as for the gfx card thingy... I don't want to tinker around with this laptop I paid a lot of $$$ for to replace my other defected one. I only run 1.1 on OpenGL. I don't use 1.0 anymore.
[State 0, Explod]
type = Explod
trigger1 = numexplod < 1000
anim = 1
removetime = 1000
Be sure to increase the explod limit so the stress test happens accurately.
Hi chance upon this thread and learned something interesting.
Other than this CMD explod buffering system, are there other systems or subsystems.that i should be aware of in the creation of new char?
I noticed there are alot of scrtls for this explod buffer system. Can check if there is any hard limitations that CMD can support? Cuz my current char has around 400+ commands already. And i read up somewhere AI coding will use ard 300+ commands and there is a cap (not specified in the reddit post)
2nd Qns:QuoteBe sure to increase the explod limit so the stress test happens accurately.
Can share how to increase the limit of explod? And if there is any hard limitations?
Most of my moves for my current WIP char has more than7 explods per move.