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mixosh

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Posts posted by mixosh

  1. 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.

  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:

     

    
     
    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
  3. On 6.3.2017 at 11:12 PM, PhantomBlack said:

    Piccolo Z2 pallete problem

    Every button chooses the default pallete. 

    This only happened after his update and the config directions to change it doesn't make any sense.

    can someone help? I just want to add the other palletes.

    add this in the config.txt below the statedef 5900

     

    [State 5900, RemapPal]

    type = RemapPal

    trigger1 = 1

    source = 1,1

    dest = 1,palno

     

     

  4. 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.)

    Untitled.png


    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.

    Untitled0.png


    I do have a palette keymap in the .def file:

    [Info]
    name="Iori Yagami"
    displayname="Iori Yagami"
    versiondate=08 04 2008
    mugenversion=06,14,2003
    author="Anjel"
    pal.defaults= 4,10,5,11,6,12,1,7,2,8,3,9
    localcoord = 427,240
    
    [Files]
    sprite=i.sff
    sound=iori.snd
    anim=i.air
    cmd=i.cmd
    cns=i.cns
    st=i.cns
    stcommon=common.cns
    pal1=a.act
    pal2=b.act
    pal3=c.act
    pal4=x.act
    pal5=y.act
    pal6=z.act
    pal7=oa.act
    pal8=ob.act
    pal9=oc.act
    pal10=ox.act
    pal11=oy.act
    pal12=oz.act
    st1=basics.cns
    st2=system.st
    st3=specials.cns
    st4=supers.cns
    st5=Config.txt
    
    [Arcade]
    intro.storyboard=
    ending.storyboard=
    
    [Palette Keymap]
    a = 1
    b = 2
    c = 3
    x = 4
    y = 5
    z = 6
    a2 = 7
    b2 = 8
    c2 = 9
    x2 = 10
    y2 = 11
    z2 = 12


    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: 

    Untitled00.png


    expand it and look at the bottom of the screen where the 5900 states are

    I'll provide a link to the characters if you'd like to test it yourselves:   http://www.mediafire.com/file/8taaxidjuduwd8p/chars.rar

  5. 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.)

    Untitled.png


    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.

    Untitled0.png


    I do have a palette keymap in the .def file:

    [Info]
    name="Iori Yagami"
    displayname="Iori Yagami"
    versiondate=08 04 2008
    mugenversion=06,14,2003
    author="Anjel"
    pal.defaults= 4,10,5,11,6,12,1,7,2,8,3,9
    localcoord = 427,240
    
    [Files]
    sprite=i.sff
    sound=iori.snd
    anim=i.air
    cmd=i.cmd
    cns=i.cns
    st=i.cns
    stcommon=common.cns
    pal1=a.act
    pal2=b.act
    pal3=c.act
    pal4=x.act
    pal5=y.act
    pal6=z.act
    pal7=oa.act
    pal8=ob.act
    pal9=oc.act
    pal10=ox.act
    pal11=oy.act
    pal12=oz.act
    st1=basics.cns
    st2=system.st
    st3=specials.cns
    st4=supers.cns
    st5=Config.txt
    
    [Arcade]
    intro.storyboard=
    ending.storyboard=
    
    [Palette Keymap]
    a = 1
    b = 2
    c = 3
    x = 4
    y = 5
    z = 6
    a2 = 7
    b2 = 8
    c2 = 9
    x2 = 10
    y2 = 11
    z2 = 12


    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: 

    Untitled00.png


    expand it and look at the bottom of the screen where the 5900 states are

    I'll provide a link to the characters if you'd like to test it yourselves:   http://www.mediafire.com/file/8taaxidjuduwd8p/chars.rar

  6. I'm creating a character (Cell) for the first time... It's just a small project to gain experience.

    That's the sheet

    Spoiler

    67270.png

    I want to apply a second blue palette.

    for the first classic green I used this tutorial

    Spoiler

     

    help? if I use it again with the blue sprite at the top of sheet it messes up all of the sprites.

    HELP?

  7. 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

    Spoiler

    Error detected.

    BG error reading stages\midgar.def

    Clipboard tail:
    Game loop init
    Victory screen init
    End of victory screen loop
    Game loop deinit
    Gameflow 8
    Char Cloud_S.def (19) unreserve pal 1 F D -> F
    Char Haggar.def (42) request pal 9 FFF (FFF) -> reserved 9 (DFF)
    Gameflow 9
    Gameflow 10
    Entering versus screen.
    Unloading match assets
    Freeing players
    Game loop init
    Versus screen init
    End of versus screen loop
    Game loop deinit
    Gameflow 11
    Loading match assets...
    Loading stage...
    Info: stage N loading in pre-1.0 compatible mode
      Loading BG...

     

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