mixosh
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Posts posted by 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:
- 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
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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
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1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
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1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
-
1 hour ago, yaminogun said:
remember that it from state 5900 your char change to state 190
thats why it skip your remappal code
thanks for the reply but I didn't quite get that
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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:[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:I'll provide a link to the characters if you'd like to test it yourselves: http://www.mediafire.com/file/8taaxidjuduwd8p/chars.rar
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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:[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:I'll provide a link to the characters if you'd like to test it yourselves: http://www.mediafire.com/file/8taaxidjuduwd8p/chars.rar
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Looks great. good luck!
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I can't find a sprite sheet of DragonBall Extreme Butoden sprite effects... Does anybody have it?
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I'm creating a character (Cell) for the first time... It's just a small project to gain experience.
That's the sheet
SpoilerI want to apply a second blue palette.
for the first classic green I used this tutorial
Spoilerhelp? if I use it again with the blue sprite at the top of sheet it messes up all of the sprites.
HELP?
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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
SpoilerError 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...
Mugen 1.1 - certain characters' projectiles do not appear
in [ MUGEN CODING HELP ]
Posted
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.