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Author Topic: CCCaster v3.0 Rollback Edition  (Read 248377 times)

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Offline CT_Warrior

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #275 on: January 08, 2014, 04:37:08 AM »
Oh, and you need a logo/favicon thing. It-it bothers me!
Also, spectator controls work even when the cccaster.exe and mbaa.exe is in the background. It speeds up and stuff while I'm typing in IRC and this message right now.
« Last Edit: January 15, 2014, 02:07:03 PM by CT_Warrior »

Offline Inso

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #276 on: January 08, 2014, 07:20:59 AM »
I'd just like to thank MadSci in the name of all the ones that took part in our Brazil vs Argentina 7on7 exhibition that happened last Sunday. This wouldnt be possible without madcaster.
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Offline donnacameronp45

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #277 on: January 29, 2014, 06:21:32 PM »
I hate to be a bother, but could you please make the source code available? You use a function which is unimplemented in Wine, which makes the caster impossible to use on Linux, OS X, etc, even though Melty Blood itself runs perfectly fine (with the exception of the slow netcode).

Offline Madscientist

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #278 on: January 30, 2014, 07:01:11 AM »
Thanks for the comments, good to know that caster has been working well.

@mathew
As for working under Wine, I'll have a look at it soon, since it might be an easy fix.
I'm currently still making a lot of changes for rollback, so source code won't be available soon.

Offline donnacameronp45

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #279 on: January 30, 2014, 08:06:01 PM »
The unimplemented function in question is GetNumberOfConsoleFonts, which I assume is a part of the fancy UI you use. It wouldn't be too much trouble to throw together a simpler version which just uses stdin/stdout or ncurses, would it? Thanks for taking an interest.

Offline jellyheaven

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #280 on: February 01, 2014, 11:48:12 AM »
Could I suggest a minor feature? When you host and someone connects then you have to confirm delay and n° of matches with enter key (which is automatic) It would be possible to confirm this by pressing the A button too? Keep up the good work.

Offline Madscientist

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #281 on: February 01, 2014, 01:48:47 PM »
The unimplemented function in question is GetNumberOfConsoleFonts, which I assume is a part of the fancy UI you use. It wouldn't be too much trouble to throw together a simpler version which just uses stdin/stdout or ncurses, would it? Thanks for taking an interest.
If that's the only unimplemented function, then this should fix it: http://www.mediafire.com/download/ca49nco79lbnng5/cccaster.v2.0d.wine.exe
(Untested because I don't have access to a Linux machine atm)

Offline donnacameronp45

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #282 on: February 02, 2014, 09:07:23 PM »
Thanks so much, it works almost perfectly in wineconsole. The caster crashes when all of the keybindings for a player are filled (a minor issue since you'll be releasing the source soon).

I did run into a bigger issue, though. I got a "ShellExecuteEx failed" error when starting the game, so I tried running with WINEDEBUG=+exec and:

Code: [Select]
trace:exec:SHELL_execute mask=0x00008500 hwnd=(nil) verb=L"open" file=L"" parm=L" /HIGH MBAA.exe" dir=(null) show=0x00000001 class=not used
As you can see, "file" is completely empty.

With a hex editor I changed the string
Code: [Select]
start "" /HIGH MBAA.exe
to

Code: [Select]
start ""MBAA.exe
and the game started up just fine (winedebug output showed that file was "MBAA.exe"). I have no idea what's causing that bug. (It happened for both high/low priority modes.)

An even bigger problem presents itself after the game starts: controls don't work. Even with a non-full keybinding list for each player, keyboard input does absolutely nothing. The same goes for single-player training mode. The automated keypresses work perfectly fine, though. I'm not sure if this is caused by the lack of starting via "start" or not

Thanks for taking the time to code this and taking the time to support multiple platforms!

Offline VanDarkholme

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #283 on: July 07, 2014, 07:52:47 AM »
Can't play with my friend - we constantly get "Error : UDP connection timed out!" when trying to connect
Anyone has a clue of how to fix this? My ports are opened, at least they work on ggpo

Offline VanDarkholme

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #284 on: July 18, 2014, 10:19:52 AM »
Sorry for the double post, but this is very urgent to me

So when I host with all my ports being open we get "Error : UDP connection timed out!"

and when I join the first thing we see is this  "http://i.imgur.com/xDMwxQR.png" so we get immediately disconnected.

Did anyone have a similiar problem before? Anyone knows a cure? What's the problem? ;_;


Offline heavymetalmixer

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #285 on: July 18, 2014, 01:05:05 PM »
That happened to a friend who had his ports open only to TCP and not UCP, both protocols most be open.

Another possibility is that instead of opening them, you putted them in an option that blocks ports, so you have to read the manual of your router and test which options really open the ports.
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Offline Bloobop

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #286 on: August 03, 2014, 03:33:13 PM »
Hey, I forwarded all my ports, my friend tried to connect to me but we get something called "Connection Unsupported"

Offline TheMaster_Rahl

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #287 on: August 03, 2014, 07:13:10 PM »
Hey, I forwarded all my ports, my friend tried to connect to me but we get something called "Connection Unsupported"

This error is usually either because one of you has the wrong version of melty blood, the wrong version of caster, or are trying to connect to each other using the in-game netplay instead of cccaster.

Make sure that you are both running revision 1.4.0 of melty, and that both ccasters are the latest version of 2.0d. If you still cant connect after that, then make sure that both players are using the cccaster program to connect and launch melty, and that one of you is not trying to use the netplay features in melty.

https://www.youtube.com/watch?feature=player_detailpage&list=UUrSe7a-r_6vUFKQr-3M04OQ&v=KTAWhI2kNV0#t=696

This is a tutorial vid for using caster for netplay. The time stamp talks about hosting, and connecting to someone who is hosting. Just make sure both ppl are connecting this way.

Hope this helps.

-TexasTim-

Offline Sashi

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #288 on: August 03, 2014, 09:43:38 PM »
Also possible is if someone tries to spectate before you join. It's a weird bug.
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Offline Tyli

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #289 on: August 04, 2014, 06:47:05 PM »
Every time I try to run CCCaster with a friend, closes out at the character select screen.  Any ideas as to what we're doing wrong?  I'm not great at hosting.

Offline Sashi

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #290 on: August 05, 2014, 01:30:16 PM »
Don't press buttons when the game is starting. Just connect in caster, then don't touch anything until you're already in character select. Don't start the game manually after you connect.
Clmelty: Rokumoe!

Offline Tyli

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #291 on: August 05, 2014, 06:19:05 PM »
Neither of us are touching anything.
I live in the US and he lives in Kuwait, does that help?

Offline Inso

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #292 on: August 07, 2014, 06:53:09 PM »
That might be one of those cases where the delay is too high to even get the game started. Even if you managed to, the inputs would be so delayed playing properly would be near impossible. Try playing people that are in your continent instead.
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Offline shinpichu

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #293 on: October 15, 2014, 09:03:20 AM »
The unimplemented function in question is GetNumberOfConsoleFonts, which I assume is a part of the fancy UI you use. It wouldn't be too much trouble to throw together a simpler version which just uses stdin/stdout or ncurses, would it? Thanks for taking an interest.
If that's the only unimplemented function, then this should fix it: http://www.mediafire.com/download/ca49nco79lbnng5/cccaster.v2.0d.wine.exe
(Untested because I don't have access to a Linux machine atm)
Does anyone have this Wine version? The link here is broken.

Offline shouri

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #294 on: November 23, 2014, 04:32:33 AM »
Sorry if this is a dumb question but how do you play replay files? I don't see a replay option anywhere but I have a bunch of .rep files that have been autosaving from netplay

Offline heavymetalmixer

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Re: CCCaster v2.0d - Now with replay and spectator support!
« Reply #295 on: November 23, 2014, 06:41:51 AM »
To see a Replay you don't use the CCcaster. Follow these steps:
1) Versus
2) Replays
3) It will show you all the replays you have in the ReplayVS folder. Because of this, I recommend you save them in subfolders with your name, your opponent's name and the date so you can find them easier later.
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Offline Madscientist

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Re: CCCaster v2.1
« Reply #296 on: December 03, 2014, 08:15:29 PM »
New version with a bunch of improvements http://www.mediafire.com/download/x75k967dgwl4zk7/cccaster.v2.1.zip.

Notable changes: can host/join without port forward, in-game button config, and proper Linux / Wine support.

Updated first post with the latest changes.

EDIT: Moved everything to Dropbox.
« Last Edit: December 03, 2014, 08:40:40 PM by Madscientist »

Offline Legendary Blue Shirt

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Re: CCCaster v2.1
« Reply #297 on: December 03, 2014, 09:06:39 PM »
GAME ISSUES
Game starts up, had to manually click ok on the launcher.
Game was running at an abnormally slow framerate, was very responsive though.

SETUP ISSUES
When setting controls for my PS360+ I am unable to skip buttons I don't want/need.  If the capability is there, please include it in your readme.
When I press keys when the program is asking for joystick input, the keystrokes are buffered until setup is done.  This usually results in the clear all action being taken immediately after I'm done with config.

Offline TheMaster_Rahl

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Re: CCCaster v2.1
« Reply #298 on: December 03, 2014, 09:07:45 PM »
Tim's Bug List:

Esc while hosting no longer exits from hosting back to the main menu.

While hosting, the script that launches the game launches to the game's main settings screen, where I then have to hit 'OKAY' for the game to launch, then the script runs, and i end up in char select.

Game runs at 30-40 fps in netplay during game play and char select.

Offline Madscientist

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Re: CCCaster v2.1a
« Reply #299 on: December 03, 2014, 09:45:07 PM »
Fixed the slowdown and ESC key not working. Same download link.

@LBS: I'll have a look at the setup issue, you can also try setting buttons in-game.

Minor update: should fix spectators getting disconnected at the retry menu.
Also added instructions to the controller config.
« Last Edit: December 04, 2014, 05:24:59 AM by Madscientist »