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2OS

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Messages by 2OS

    

Re: Curious on career/job because of Mugen

 September 22, 2021, 03:49:24 PM View in topic context
 Posted by 2OS  in Curious on career/job because of Mugen (Started by oraora? September 18, 2021, 10:20:45 AM
 Board: M.U.G.E.N Discussion

yea and the overall topic is "job because mugen" not "programming job because mugen"

reu did a development video and a trailer of dragon claw which is still on youtube today. most of what was discussed on development is how he was actually assembled and rendered. one specific topic there that stands out is rendering 3d models as sprites which at that time was unheard of.

i dont really remember where i heard this but he used this as a formal college presentation and even if i'm mistaken about that you can see how it would more than fair well as one.

    

Re: Curious on career/job because of Mugen

 September 21, 2021, 10:43:14 PM View in topic context
 Posted by 2OS  in Curious on career/job because of Mugen (Started by oraora? September 18, 2021, 10:20:45 AM
 Board: M.U.G.E.N Discussion

i lack understanding as to why the only thing being discussed here is programming.

the various forms of art concepts that exist have pretty much all been executed in mugen and those same concepts exist in commercial games; you can illustrate your understanding of these concepts through it.

if i understand this correctly reu actually formally did this with dragon claw.
    

Re: Best original characters?

 August 29, 2021, 05:12:00 AM View in topic context
 Posted by 2OS  in Best original characters? (Started by D. HoChoy August 28, 2021, 10:34:37 PM
 Board: M.U.G.E.N Discussion

    

Re: Recreating the CvS2 KO Echo

 August 27, 2021, 01:31:06 AM View in topic context
 Posted by 2OS  in Recreating the CvS2 KO Echo (Started by Dawn de Era August 26, 2021, 11:17:07 PM
 Board: Off-Topic Help

i have a suggestion for you and anyone else interested in trying to figure this out

morrigan and king (and possibly some others) use the same voice sample in other games without the reverb. take those and try applying reverb and echos to it to try and get the same or similar effect.
    

Re: Explod (SCTRLs)

 May 28, 2021, 03:08:05 PM View in topic context
 Posted by 2OS  in Explod & ModifyExplod (SCTRLs) 1.0 +1.1b (Started by JustNoPoint October 02, 2015, 04:10:58 AM
 Board: MUGEN Class

Further info about ontop = 1. This completely ignore sprpriority.  The explod shown with the highest priority will always be the last one created. If you have a reason for specific layering of explods, do not use ontop, make use of varying sprpriority values instead.

layering with ontop is possible through spawning the lowest priority layer first and the highest priority layer last.
    

Re: My Effects have a black Background instead of being transparent

 May 19, 2021, 12:18:47 AM View in topic context
 Posted by 2OS  in My Effects have a black Background instead of being transparent  (Started by NikoCorner May 18, 2021, 10:41:54 PM
 Board: M.U.G.E.N Development Help

a little more specifically with fighter factory studio: you need to set the alpha channel of that slot from 0 to 255 (the alpha channel appears under blue)

without doing so when applying indexes that slot will be ignored
    

Re: Can we have an option for Dark Mode?

 May 04, 2021, 01:50:07 AM View in topic context
 Posted by 2OS  in Can we have an option for Dark Mode? (Started by rgveda99 May 02, 2021, 12:35:51 AM
 Board: Feedback

there is a chrome extension called "dark reader" that will render virtually every site you visit into a dark theme.

it's one of the best things i've ever installed.


edit: a similar solution that works for both desktop and mobile

chrome://flags/#enable-force-dark

enter this into the address bar and enable the first option you see.
    

Re: time% wont work unless it equals 0?

 January 27, 2021, 07:00:20 PM View in topic context
 Posted by 2OS  in time% wont work unless it equals 0? (Started by supercain January 26, 2021, 05:33:59 PM
 Board: M.U.G.E.N Development Help

That's because you don't know mathematics.

i wouldn't particularly say that this is provocative but it's not exactly hard to see how someone would take it that way.





%3 means modulus of 3, so the only possible results are 0,1 and 2

For example, %5 will give you possible results of 0,1,2,3 and 4

this is the explanation to your thread title.

while it's most common for the value of an expression that uses modulus to equal 0 you can use any value that's lower than the number you define (the reason it's lower than and not equal to is because "0 is 1 and 1 is 2 etc").

(gametime%400)<200

this for example would play for the first half of every 400 game ticks.
    

Re: Using a CNS for the CMD file?

 November 03, 2020, 10:30:22 PM View in topic context
 Posted by 2OS  in Using a CNS for the CMD file? (Started by DNZRX768 November 01, 2020, 02:15:34 AM
 Board: M.U.G.E.N Configuration Help

cmd is a remarkably shitty "official" standard that needs to be abandoned post haste.

i've made a thread about this years ago. if you perform a system restore and the restore point is older than the cmd the file will disappear.

stop using cmd.
    

Re: Death animation problem

 August 24, 2020, 08:22:26 AM View in topic context
 Posted by 2OS  in Death animation problem (Started by Trackiest head August 23, 2020, 08:28:46 PM
 Board: M.U.G.E.N Development Help

alternatively add roundstate=4 to that first changestate
    

Re: HitOverride (SCTRL)

 July 30, 2020, 05:33:09 AM View in topic context
 Posted by 2OS  in HitOverride (SCTRL) (Started by JustNoPoint October 29, 2015, 11:32:46 PM
 Board: MUGEN Class

Something buried in the docs that has JUST come up in the help section.

Hitoverride does not play nice with p2stateno in a hitdef. If hitdef uses P2stateno, anything with a hitoverride is completely immune to it (assuming it would override etc etc) If i'm overriding projectiles, and you hit me with a projectile that has p2stateno on it, the projectile will miss exactly as if i had nothitby = SCA active.

just for the record this information is false for the sctrl projectile; p1stateno and p2stateno is not disrupted there.
    

Re: Divine WIPs

 July 19, 2020, 04:27:59 AM View in topic context
 Posted by 2OS  in Divine WIPs (Started by DW May 15, 2012, 03:45:05 AM
 Board: Projects

worst case scenario get the hard drive out of the pc and buy a usb adapter to read it

also get a portable hard drive. my last hard drive crashed over a year ago and i was lucky to salvage anything as the drive doesn't want to read.

i fortunately got everything but my sff and snd back and replacing those is minor compared to a years worth of code.
    

Re: How long does it take you (on average) to make a character?

 October 14, 2019, 12:50:33 AM View in topic context
 Posted by 2OS  in How long does it take you (on average) to make a character? (Started by Kolossoni October 08, 2019, 10:46:45 AM
 Board: M.U.G.E.N Discussion

are you doing an accurate conversion?
is it custom?
original character?
original content?
ripping material?
color separation?
starting from scratch?
editing a base?
templates?
is it experimental?

length generally varies by how you answer these questions. original stuff usually takes more time than conversions.

at the end of the day it's not a contest. you're not gonna be penalized for "taking too long".
    

Re: Immunity to SuperPause?

 October 13, 2019, 03:15:32 AM View in topic context
 Posted by 2OS  in Immunity to SuperPause? (Started by Disconcorde October 04, 2019, 07:09:28 PM
 Board: M.U.G.E.N Development Help

the dumb thing with the pausemovetime and supermovetime setting is that (like helpers) it can only happen when they're initially spawned.

root characters are (obviously) spawned at the very beginning of the round so it's set then. the instant that same player is hit or triggers a pause the effect wears off.

you bypass both these things by having another helper trigger desired pauses and having another helper as armor.
    

Re: Statedef -2 vs Statedef -3

 October 13, 2019, 01:01:29 AM View in topic context
 Posted by 2OS  in Statedef -2 vs Statedef -3 (Started by Dαrk Mαgiciαn Girl ☆ October 11, 2019, 12:04:19 AM
 Board: M.U.G.E.N Development Help

This is in the docs but

Statedef -3 read first. Doesn't get read in custom states
Statedef -2 read second on every tick
Statedef -1 read third.
Normal states
Helper states

Note that helpers have no access to state -3 or -2 unless you stupidly use helpertype = player. They only get access to -1 if keyctrl = 1 when helpertype is normal.

the only additional info outside of ^ this is that -1 is a required statedef. -2 and -3 are not required.


as an example if you wanted to break out of a custom state you would set a selfstate in -2. -1 and -3 will do nothing in this regard.


i personally didn't learn the differences between them through the docs and it took me quite some time to decipher them.
    

Infinite Rounds / "Nobody Wins" (Roundstate 4 Override)

 October 07, 2019, 05:35:01 AM View in topic context
 Posted by 2OS  in Infinite Rounds / "Nobody Wins" (Roundstate 4 Override) (Started by 2OS October 07, 2019, 05:35:01 AM
 Board: Code Library

[State ]
type=assertspecial
trigger1=roundstate=3
flag=roundnotover


the code that's supposed to extend a round can actually do the polar opposite if it's executed early; this will end the round early with no declared winner bypassing roundstate 4.
    

Re: Simple Guts System (no variables required)

 June 24, 2019, 01:30:58 AM View in topic context
 Posted by 2OS  in Simple Guts System (no variables required) (Started by Nep Heart June 24, 2019, 12:09:02 AM
 Board: Tips, Tricks, Tutorials

that value is so long that i missed seeing it somehow lol
    

Re: Simple Guts System (no variables required)

 June 24, 2019, 12:50:51 AM View in topic context
 Posted by 2OS  in Simple Guts System (no variables required) (Started by Nep Heart June 24, 2019, 12:09:02 AM
 Board: Tips, Tricks, Tutorials

you're gonna wanna add ceil or floor to those multiplied variants to prevent debug errors; life values aren't mandated to be divisible by 5 or 10. i encountered this as i was setting up a poison-esque effect for one of my own projects and it failed to work against characters with odd values (just about everything "pots styled" for example).

edit: i'd actually advise completely refraining from dividing life values as a whole because of this.
    

Re: GetHitVar(*) (Triggers)

 June 06, 2019, 05:41:07 AM View in topic context
 Posted by 2OS  in GetHitVar(*) (Triggers) (Started by JustNoPoint October 09, 2015, 05:04:46 AM
 Board: MUGEN Class

chiming in to say that the above post is absolutely false in training mode.

in training mode if damage=2000 and lifemax=1000 gethitvar(damage) will return 2000.

this could be part of yet another formula to detect training mode.

training mode is weird.
    

Re: How to make AI jump less?

 December 25, 2018, 10:57:14 PM View in topic context
 Posted by 2OS  in How to make AI jump less? (Started by Kolossoni December 25, 2018, 10:02:22 PM
 Board: M.U.G.E.N Development Help

override statedef 40 to instantly selfstate to statedef 0 if ailevel.

if you want the ai to jump specifically (during running for example), define those conditions under that same selfstate.

you're also gonna want to omit "anim" underneath "statedef 40" and define it as a changeanim underneath that selfstate.