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Mugen 1.1 - certain characters' projectiles do not appear


mixosh

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Mugen 1.1 - certain characters' projectiles do not appear

I like to play mugen 1.1 4 vs 4 battles, usually in wide HR/HD stages. like Daniel's HTC (https://www.youtube.com/watch?v=11zTLJLwa6U) or this FV stage (https://www.youtube.com/watch?v=rU-KfyiKOjI), stages with a very wide camera zoom.
A lot of times POTS's characters or Z2's characters' projectiles disappear fast or never appear at all, but it never happens with Warusaki's characters, GM's characters or REU's evil ryu and ken.
BTW it even happens if it's a 1V1 match.

If I'm not mistaken it only projects them from a distance close enough.

tried this: http://mugenguild.com/forum/topics/mugen-1-1-tutorial-beams-and-projectiles-173545.0.html didn't work and wrote this:

 


 
  1. Library error message: Died parsing -280/camerazoom,280/camerazoom]
  2.  
  3. Error detected.
  4.  
  5. Trigger not valid for mugenversion of character: camerazoom
  6. Error parsing trigger1, 1
  7. Error parsing [State 0, Destroyself]
  8. Error in [Statedef 1000]
  9. Error in States/Specials.st:36
  10. Character mugenversion is older than this version of M.U.G.E.N.
  11. Error loading chars/Ryu\NormalRyu.def
  12. Error loading p1
  13.  
  14. Clipboard tail:
  15. Game loop init
  16. Versus screen init
  17. End of versus screen loop
  18. Game loop deinit
  19. Gameflow 11
  20. Loading match assets...
  21. Loading stage...
  22.   Loading BG...OK
  23. Stage loaded OK
  24. Setting game resolution 1280x718...OK
  25.   Allocating helpers...OK
  26. Match RNG seed: 2704283
  27. Reset persist vars team 0
  28. Reset persist vars team 1
  29. Loading character chars/Ryu\NormalRyu.def...
  30.   Loading info...OK
  31.   Loading cmd command set Command.cmd...OK
  32.   Loading cns Constants.cns...OK
  33.   Loading cns States/Normal.st...OK
  34.   Loading cns States/Specials.st...Character NormalRyu.def failed to load
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On 26.9.2017 at 3:19 AM, Tabris666 said:

The reason is quite simple and you have to be quite stupid if you aren't capable of figuring this out (no offense just an expression)

The problem mainly is because you have the default cfg in mugen so the ammount of explods,sysexplod,afterimages decompresion buffer is at the minimum required to work fine with old low res chars and getting good game speed,sadly chars have been improved sometimes others chars have a high quality so this makes those limits useless .

For chars that have fluid animation and modified FX you need a setup similar to this one.

 ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 1024

 ;Maximum number of layered sprites that can be drawn.
 ;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 2048
 ;Size of sprite decompression buffer in KB. Increasing this number may help
 ;if you experience slow performance when there are many sprites and/or large
 ;sprites shown over a short period of time.
 ;Minimum 256 for acceptable performance.
 ;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 65536

 ;Maximum number of explods allowed in total. Note that hitsparks
 ;also count as explods.
 ;Set to a lower number to save memory (minimum 8).
ExplodMax = 5800

 ;Maximum number of system explods allowed.
 ;Set to a lower number to save memory (minimum 8).
SysExplodMax = 1024

 ;Maximum number of helpers allowed in total.
 ;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56

 ;Maximum number of projectiles allowed per player.
 ;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 1024


With that your game will work better and will show all the images,problem with this is the requirements increase drastically (normally the default screenpack and setup use around 64Mb of ram and with this will jump to around 400Mb of ram use) but this setup is need for chars that have been modified,this is the same setup i have used for long time since winmugen the only change is the decompresion buffer because in the past it was automatic and now has to be setup manually.

Thanks for the reply, but sadly it didn't fix it... I copied it and pasted it exactly insted of my CFG 

BTW the screenpack is the very basic one, plain mugen only with chars, stages and lifebars as add-ons.

https://ufile.io/bqhij here's thecfg if you'd like to examine it.

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