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mixosh

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Everything posted by mixosh

  1. 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.
  2. 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: Library error message: Died parsing -280/camerazoom,280/camerazoom] Error detected. Trigger not valid for mugenversion of character: camerazoom Error parsing trigger1, 1 Error parsing [State 0, Destroyself] Error in [Statedef 1000] Error in States/Specials.st:36 Character mugenversion is older than this version of M.U.G.E.N. Error loading chars/Ryu\NormalRyu.def Error loading p1 Clipboard tail: Game loop init Versus screen init End of versus screen loop Game loop deinit Gameflow 11 Loading match assets... Loading stage... Loading BG...OK Stage loaded OK Setting game resolution 1280x718...OK Allocating helpers...OK Match RNG seed: 2704283 Reset persist vars team 0 Reset persist vars team 1 Loading character chars/Ryu\NormalRyu.def... Loading info...OK Loading cmd command set Command.cmd...OK Loading cns Constants.cns...OK Loading cns States/Normal.st...OK Loading cns States/Specials.st...Character NormalRyu.def failed to load
  3. add this in the config.txt below the statedef 5900 [State 5900, RemapPal] type = RemapPal trigger1 = 1 source = 1,1 dest = 1,palno
  4. thanks for the reply but I didn't quite get that
  5. thanks for the reply but I didn't quite get that
  6. thanks for the reply but I didn't quite get that
  7. thanks for the reply but I didn't quite get that
  8. thanks for the reply but I didn't quite get that
  9. thanks for the reply but I didn't quite get that
  10. thanks for the reply but I didn't quite get that
  11. thanks for the reply but I didn't quite get that
  12. thanks for the reply but I didn't quite get that
  13. thanks for the reply but I didn't quite get that
  14. thanks for the reply but I didn't quite get that
  15. thanks for the reply but I didn't quite get that
  16. thanks for the reply but I didn't quite get that
  17. thanks for the reply but I didn't quite get that
  18. thanks for the reply but I didn't quite get that
  19. thanks for the reply but I didn't quite get that
  20. Mugen 1.1 palette issues Hi. I've recently download MUGENGERS 3 HD by Duralminn. A really awesome screenpack. It's obviosly 1.1. Anyway, the screenpack uses custom portraits (just like NoZ's WarZone, Legacy, etc.) I open the character's sff in FF3, delete the 9000 group, save it as mugen 1.1, then I add the portraits. When I choose Iori (by Anjel) with the X button (which is supposed to choose his classic colors) it only gives me palette 1,1. I do have a palette keymap in the .def file: In case you're wondering, the localcoord has to be changed to match the screenpack. The same problem happens with GokuZ2 and Vegeta Z2's default palettes, and also with Ken and Kyo by Jmorphman. I've searched a lot for an answer, and I found this article: http://mugenfreeforall.com/topic/20137-mugen-11-palette-problem/ It had a solution for Jmorphman creations that helped me, but I still can't fix Iori and Goku. I also found this: http://mugenguild.com/forum/topics/mugen-1-1-portrait-and-palette-issues--150395.0.html But it didn't help me. When I tried to insert the RemapPal code this was the result: I'll provide a link to the characters if you'd like to test it yourselves: http://www.mediafire.com/file/8taaxidjuduwd8p/chars.rar
  21. Mugen 1.1 palette issues Hi. I've recently download MUGENGERS 3 HD by Duralminn. A really awesome screenpack. It's obviosly 1.1. Anyway, the screenpack uses custom portraits (just like NoZ's WarZone, Legacy, etc.) I open the character's sff in FF3, delete the 9000 group, save it as mugen 1.1, then I add the portraits. When I choose Iori (by Anjel) with the X button (which is supposed to choose his classic colors) it only gives me palette 1,1. I do have a palette keymap in the .def file: In case you're wondering, the localcoord has to be changed to match the screenpack. The same problem happens with GokuZ2 and Vegeta Z2's default palettes, and also with Ken and Kyo by Jmorphman. I've searched a lot for an answer, and I found this article: http://mugenfreeforall.com/topic/20137-mugen-11-palette-problem/ It had a solution for Jmorphman creations that helped me, but I still can't fix Iori and Goku. I also found this: http://mugenguild.com/forum/topics/mugen-1-1-portrait-and-palette-issues--150395.0.html But it didn't help me. When I tried to insert the RemapPal code this was the result: I'll provide a link to the characters if you'd like to test it yourselves: http://www.mediafire.com/file/8taaxidjuduwd8p/chars.rar
  22. Looks great. good luck!
  23. I can't find a sprite sheet of DragonBall Extreme Butoden sprite effects... Does anybody have it?
  24. I'm creating a character (Cell) for the first time... It's just a small project to gain experience. That's the sheet I want to apply a second blue palette. for the first classic green I used this tutorial help? if I use it again with the blue sprite at the top of sheet it messes up all of the sprites. HELP?
  25. Can't tell if it's a RAM issue... I have 8GB RAM DDR4 2133, iNTEL i5 6500 3.2 GHZ it happens alot and not just with that stage
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