Melty Bread Forums

Misaki Town Bakery => Melty Blood Auditorium => Topic started by: Madscientist on April 15, 2013, 08:28:02 PM

When's Melty on Steam?
ahaha that's no--wait, what?
Title: CCCaster v3.0 Rollback Edition
Post by: Madscientist on April 15, 2013, 08:28:02 PM
Latest version in this folder: https://mega.co.nz/#F!ccRylLbZ!-E9AZDSd_pm6PgVQ35z6QA
Unzip in your MBAACC folder and run cccaster.v3.0.exe
Also don't forget to update your game to 1.4.0 (http://meltyblood.info/?p=747)

Source code: https://github.com/NotMadscientist/CCCaster

New features in version 3.0:
- Rollback netcode:
  Should be mostly stable right now, with a few extremely rare desyncs.
  Set rollback as needed (max 15 frames) to compensate for laggy / spikey networks.
  Can adjust rollback in-game with Alt + Number.
  Training mode rollback is untested.
  Note: rollback prevents replays from saving correctly right now, will fix in a later version.
- Automatic updates, checks on application startup by default.
- Moved max delay and max rollback to settings.
- Changed the spacebar to toggle fast-forward when spectating.

Full change log in the zip file.

If any anything weird happens, like crashes, please post the caster error message (if it exists), and let me know when in the game it happened.

General troubleshooting:
Title: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Ichipoo on April 15, 2013, 09:03:18 PM
Wow, I'm actually motivated to play this game again thanks!
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: mauve on April 15, 2013, 09:09:16 PM
huh. I didn't even hear about this until today. I'm actually sort of glad nobody came and pestered me about it!

Haven't tested it, but good stuff. Porting the thing is not easy.

edit: btw if this is based on caster code in any way, i'd appreciate source release just to pass on the tradition thanks. and if it's not i have no idea why the caster name is used.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: QualityVan on April 15, 2013, 09:19:18 PM
Hey so, feedback: Setting up controls doesn't really work with a pad unless you go through a controller to keyboard program, and the config file isn't human readable so you can't set it that way either.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Tonberry on April 15, 2013, 09:24:18 PM
I have a pad and it worked for me.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 15, 2013, 09:33:43 PM
Also I forgot to mention, whoever hosts needs to forward both UDP and TCP for the same port.

Porting the thing is not easy.
I actually wrote this from scratch, because 10k lines of MBCaster code was too much for me. Plus it would have been a port of a port of a port.

Hey so, feedback: Setting up controls doesn't really work with a pad unless you go through a controller to keyboard program, and the config file isn't human readable so you can't set it that way either.
Make sure your pad is plugged in before running. For next version I'll add a message that displays what controllers are plugged on startup. Also I do plan to make the config file human readable.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Sashi on April 15, 2013, 09:39:01 PM
Seems like it doesn't support WinXP? I'll have to stop living in the last decade. =[
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Martee Blood on April 15, 2013, 10:11:08 PM
I might actually buy internet.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: QualityVan on April 15, 2013, 10:13:04 PM
Hey so, feedback: Setting up controls doesn't really work with a pad unless you go through a controller to keyboard program, and the config file isn't human readable so you can't set it that way either.
Make sure your pad is plugged in before running. For next version I'll add a message that displays what controllers are plugged on startup. Also I do plan to make the config file human readable.
Nah, it's reading the controller. The issue I'm having is that whenever you press the analog stick in a direction, it reads about four inputs, so by the time I release after setting up it's prompting for C.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Tonberry on April 15, 2013, 10:30:07 PM
IT'S GODLIKE, THANK YOU VERY MUCH  :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :prinny: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot:
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Twinniss on April 15, 2013, 11:05:30 PM
THIS IS AMAZING, GREAT WORK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


any chance for spectators?

and possibly broadcast mode? (for tournaments trying to stream)
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Cecilia on April 16, 2013, 12:33:47 AM
It seems to be incompatible with Windows XP, yeah. That's what I run and so far it has crashed on every connection attempt with several people from different regions.

Is there a chance of fixing this on the next release or so?
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: NerdoJosh on April 16, 2013, 01:16:06 AM
Wow cool can't wait to try this out!

 :slowpoke:
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Rayza on April 16, 2013, 01:20:33 AM
I love you, definitely owe you a beer next time I see you.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Kyhz on April 16, 2013, 02:36:11 AM
This is fantastic news. Can't wait to try it out. Thanks a ton for your work.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Irysa on April 16, 2013, 04:04:13 AM
I was happy to hear about this but news of potential rollbacks is just incredible. Thanks so much!

(now all we need is a patch to revert everyone back to CC vanilla status and remove the new chars hyuk hyuk)
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: kilvear on April 16, 2013, 04:32:09 AM
Tried it. its crashing after every one game
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 16, 2013, 04:37:12 AM
Hero! +Heat
Read it doesn't work on XP but I'll be testing it all day on another computer if i can find a comfy position to play in there.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Legendary Blue Shirt on April 16, 2013, 05:12:02 AM
Need a self test option to run training mode and check inputs.
Config needs at least some comments so we can edit manually while you fix it to not be shitty.
PLEASE ADD CONNECT FROM CLIPBOARD THAT SHIT IS GODLIKE
Roverruckus can host with default netplay, but no one can connect to him via caster.  We get  Error: Socket::initSocket: error in socket connection/bind

- Sincerely, guy who has not been able to play with anyone yet.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Vhaeraun on April 16, 2013, 05:16:15 AM
Thanks for the hard work!

Location: Philippines
Opponent: Philippines
Same ISP
Controller: Keyboard

Feedback:
Input detection is currently flawed. My input for dash, jump back, airdash forward is 664796(A+B) and I can pull my desired action consistently, built-in netplay or locally. The input may seem to have a double jump but it doesn't as I can double jump after that. Anyway, cccaster only detects it as 668, eating my 7 and 6(A+B) input. 86(A+B) works fine though

Also, I've tried just crouch blocking everything, and every now and then it doesn't block even though I just held [1] or [3]. Probably because of spikes? But I never experienced those in default netplay even though it's shit and had lots of spikes
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 16, 2013, 05:23:36 AM
Can't even get past initial key config; it doesn't seem to register my inputs at all :-\
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Xeph on April 16, 2013, 05:31:01 AM
Madscientist does it!
Works fine, no desyncs, fewer slowdowns. Game crashes if I try to resize the window (stretch with cursor), the only bug I found so far.

good work man
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Setsu on April 16, 2013, 06:11:50 AM
Quote from: QualityVan
Nah, it's reading the controller. The issue I'm having is that whenever you press the analog stick in a direction, it reads about four inputs, so by the time I release after setting up it's prompting for C.

I have this problem as well, other than that I tested with a keyboard and it works perfectly, having virtually no spikes in delay 2 with someone I used to lag with playing delay 3. Great job!
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: ALNo23 on April 16, 2013, 06:40:22 AM
I didn't test it yet, but that's nice to see. I guess I won't have to rework my old notes for 1.4 after all...

Source code would still be appreciated even if it's not caster based. Because I'm curious.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 16, 2013, 07:11:11 AM
Just tested it out on my brothers computer because it has Win7.
Input response is extremely slow; D3 felt like D10 and i had constant input drops and complications (can't wakeup block 50% of the time or chain certain normals for example). I'll test again shortly with my own melty keyboard to rule out ghosting but i'm certain all of this cannot be caused by it.

Edit: Confirmed that inputs are fucked regardless of keyboard used.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Inso on April 16, 2013, 08:48:08 AM
Source code would still be appreciated even if it's not caster based. Because I'm curious.
I second that, no smaller size text tho, since I'd actually like to help with something.

When you've released it, you were prepared to be everyone's slave right? =D
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: mauve on April 16, 2013, 10:24:06 AM
Source code would still be appreciated even if it's not caster based. Because I'm curious.
I second that, no smaller size text tho, since I'd actually like to help with something.

When you've released it, you were prepared to be everyone's slave right? =D
my view is that all of the existing caster derivatives would not have existed without the original caster source having been released, godawful and unreadable crap that it is. same goes for mtsp lunaport. if you want to nod back to something like it, following in its spirit doesn't hurt.

that being said, if it's still actively under development, whatever, not much value in that unless you throw it on git/svn somewhere.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Zachariasz on April 16, 2013, 10:52:52 AM
To put it simply:
does not work

Win8 x64

"The program has stoped working" after connecting.

Win7 compatibility doesn't help.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: ShardZ on April 16, 2013, 11:05:06 AM
Madscientist, you are da f'ing gawd.  Once my semester ends next week I'm going in on Melty again.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: HQ-Zero on April 16, 2013, 11:07:50 AM
Simply doesn't work for me and my buddy. It auto disconnects when melty opens. We didn't resize, we both tried to host. Our ports are set to same port for Melty's Network. I don't know what's wrong.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 16, 2013, 11:50:23 AM
I've had different issues depending on who i connect to. It's as if the program changes how the controls work upon connecting and stick with them throughout the session. Some sessions i can't backdash macro and some sessions i can't wakeup block on one side of the screen. The weird thing is if i connect to somebody i played before, i get the same problems i had with that person earlier. :mystery:
All sessions get eaten inputs and more input delay than the delay counter suggests.

Some people seem to be incompatible for whatever reason and can't connect to eachother even though both can connect to and host for other people to join.

No desyncs ;D
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Shion on April 16, 2013, 11:55:05 AM
Worked alright against some people. With others it crashes often. Managed to play a few games on 1 delay with a friend who lives in the same country, but it desynced at the end. As a stick player, the controls were flawless, but some people who use keyboard complain about directional movement not being registered properly.

Thanks for your work on this, and I hope you'll continue to improve it and fix the bugs. Source would be cool too.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Pete on April 16, 2013, 12:10:29 PM
holy fuckin shit
i was dreaming about this day for a while, i was even ready to start working on it myself once school was out but mad respect to you for putting something out.
i don't even care if it doesn't work, the fact someone is doing it is too much for me. i'm crying.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: TheMaster_Rahl on April 16, 2013, 12:21:36 PM
Good job on this man. Just gonna report my 'testing' results.

Connected to people just fine. Once in-game, I encountered an issue where during char select, I had full controls, but then round one, no controls (no movement, or buttons.) Restared the caster, and the controls worked until round 2, then no controls. Deleted the config file, and rebound the stick's buttons, and then no more issues. I'll try to do more testing with more people.

-TexasTim-
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: True Sleeplord on April 16, 2013, 12:28:08 PM
I can get it to connect to people and pick delay, but when it opens the game window where you would originally config all the options it crashes and says that it cant find the menu... Help?
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: PHauxE on April 16, 2013, 12:56:56 PM
Thank you so much for this.  I can finally netplay with people on delay 2-3 despite my shitty internet.  No problems to report here.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: real on April 16, 2013, 01:54:03 PM
The way directions are handled for keyboards is buggy. Pressing (and holding) a direction input after holding any other (direction) input seems to cancel all inputs. This is unrelated to which keys you map your directions.

Edit: For clarity: I'm on Windows 7 64-bit and have been using a Logitech G11 keyboard to play.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Kyhz on April 16, 2013, 02:17:21 PM
Alright reporting back on caster. OS is Win7. Playing on stick.
Played one person with and without caster: caster was definitely much smoother. Slowdowns in between matches and it crashed when I tried to switch characters (didn't try to reproduce), but despite the drawbacks it was definitely worth playing with the caster. Didn't notice any dropped inputs but then again I'm a mashing scrub.
Second person, caster either crashed when the match started, or connected fine but with unplayable delay (d6). We were both playing on a shared connection though, so take that with a grain of salt. Ended up playing on regular netplay.
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: savemenico on April 16, 2013, 02:52:09 PM
First of all thanks for this and thanks in advance for the next!

Second, I'm getting this (http://puu.sh/2BszG)

I'm using Win7 64. Any ideas?
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Dipstick on April 16, 2013, 02:58:49 PM
Madscientist, would you mind if I hosted the binaries on the Melty Bread web server? There's no need to have it on something like Mediafire, and this server can take the abuse (...I think).
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Phanther on April 16, 2013, 03:07:30 PM
It's crashing whenever I connect to someone or someone connects to me. Windows reports that the application has stopped working. It's probably how it's trying to open up MBAA.exe. I'm using Windows 8 (yes I know). Some logs for you

Code: [Select]
Faulting application name: cccaster.exe, version: 0.0.0.0, time stamp: 0x516cce30
Faulting module name: cccaster.exe, version: 0.0.0.0, time stamp: 0x516cce30
Exception code: 0xc0000005
Fault offset: 0x00011b1e
Faulting process id: 0xd30
Faulting application start time: 0x01ce3af622b817f3
Faulting application path: C:\MBAACC\cccaster.exe
Faulting module path: C:\MBAACC\cccaster.exe
Report Id: 675c0a74-a6e9-11e2-bf24-bc5ff43921d2
Faulting package full name:
Faulting package-relative application ID:

Code: [Select]
Fault bucket -760711535, type 1
Event Name: APPCRASH
Response: Not available
Cab Id: 0

Problem signature:
P1: cccaster.exe
P2: 0.0.0.0
P3: 516cce30
P4: cccaster.exe
P5: 0.0.0.0
P6: 516cce30
P7: c0000005
P8: 00011b1e
P9:
P10:

Attached files:
C:\Users\Michael\AppData\Local\Temp\WER2D30.tmp.WERInternalMetadata.xml

These files may be available here:
C:\Users\Michael\AppData\Local\Microsoft\Windows\WER\ReportArchive\AppCrash_cccaster.exe_acdf2b1285a6dfdac6ef234407e1bff3b298545_110f92a0

Analysis symbol:
Rechecking for solution: 0
Report Id: 675c0a74-a6e9-11e2-bf24-bc5ff43921d2
Report Status: 0
Hashed bucket: 7892a73b395412f50861032869d51dbe

Code: [Select]
Version=1
EventType=APPCRASH
EventTime=130106268176395796
ReportType=2
Consent=1
UploadTime=130106268176777107
ReportIdentifier=675c0a75-a6e9-11e2-bf24-bc5ff43921d2
IntegratorReportIdentifier=675c0a74-a6e9-11e2-bf24-bc5ff43921d2
WOW64=1
NsAppName=cccaster.exe
Response.BucketId=7892a73b395412f50861032869d51dbe
Response.BucketTable=1
Response.LegacyBucketId=-760711535
Response.type=4
Sig[0].Name=Application Name
Sig[0].Value=cccaster.exe
Sig[1].Name=Application Version
Sig[1].Value=0.0.0.0
Sig[2].Name=Application Timestamp
Sig[2].Value=516cce30
Sig[3].Name=Fault Module Name
Sig[3].Value=cccaster.exe
Sig[4].Name=Fault Module Version
Sig[4].Value=0.0.0.0
Sig[5].Name=Fault Module Timestamp
Sig[5].Value=516cce30
Sig[6].Name=Exception Code
Sig[6].Value=c0000005
Sig[7].Name=Exception Offset
Sig[7].Value=00011b1e
DynamicSig[1].Name=OS Version
DynamicSig[1].Value=6.2.9200.2.0.0.256.48
DynamicSig[2].Name=Locale ID
DynamicSig[2].Value=1033
DynamicSig[22].Name=Additional Information 1
DynamicSig[22].Value=5861
DynamicSig[23].Name=Additional Information 2
DynamicSig[23].Value=5861822e1919d7c014bbb064c64908b2
DynamicSig[24].Name=Additional Information 3
DynamicSig[24].Value=f3d5
DynamicSig[25].Name=Additional Information 4
DynamicSig[25].Value=f3d5be0cad2787556264647dc02181c3
UI[2]=C:\MBAACC\cccaster.exe
UI[3]=cccaster.exe has stopped working
UI[4]=Windows can check online for a solution to the problem.
UI[5]=Check online for a solution and close the program
UI[6]=Check online for a solution later and close the program
UI[7]=Close the program
LoadedModule[0]=C:\MBAACC\cccaster.exe
LoadedModule[1]=C:\Windows\SYSTEM32\ntdll.dll
LoadedModule[2]=C:\Windows\SYSTEM32\KERNEL32.DLL
LoadedModule[3]=C:\Windows\SYSTEM32\KERNELBASE.dll
LoadedModule[4]=C:\MBAACC\pthreadGC2.dll
LoadedModule[5]=C:\Windows\SYSTEM32\msvcrt.dll
LoadedModule[6]=C:\Windows\SYSTEM32\USER32.dll
LoadedModule[7]=C:\Windows\SYSTEM32\WINMM.DLL
LoadedModule[8]=C:\Windows\SYSTEM32\WS2_32.dll
LoadedModule[9]=C:\MBAACC\SDL.dll
LoadedModule[10]=C:\Windows\SYSTEM32\GDI32.dll
LoadedModule[11]=C:\Windows\SYSTEM32\WINMMBASE.dll
LoadedModule[12]=C:\Windows\SYSTEM32\RPCRT4.dll
LoadedModule[13]=C:\Windows\SYSTEM32\NSI.dll
LoadedModule[14]=C:\Windows\SYSTEM32\ADVAPI32.DLL
LoadedModule[15]=C:\Windows\SYSTEM32\SspiCli.dll
LoadedModule[16]=C:\Windows\SYSTEM32\sechost.dll
LoadedModule[17]=C:\Windows\SYSTEM32\CRYPTBASE.dll
LoadedModule[18]=C:\Windows\SYSTEM32\bcryptPrimitives.dll
LoadedModule[19]=C:\Windows\system32\IMM32.DLL
LoadedModule[20]=C:\Windows\SYSTEM32\MSCTF.dll
LoadedModule[21]=C:\Windows\SYSTEM32\nvinit.dll
LoadedModule[22]=C:\Program Files (x86)\NVIDIA Corporation\CoProcManager\detoured.dll
LoadedModule[23]=C:\Program Files (x86)\NVIDIA Corporation\CoProcManager\nvd3d9wrap.dll
LoadedModule[24]=C:\Windows\SYSTEM32\SETUPAPI.dll
LoadedModule[25]=C:\Windows\SYSTEM32\CFGMGR32.dll
LoadedModule[26]=C:\Windows\SYSTEM32\DEVOBJ.dll
LoadedModule[27]=C:\Program Files (x86)\NVIDIA Corporation\CoProcManager\nvdxgiwrap.dll
LoadedModule[28]=C:\Windows\system32\uxtheme.dll
LoadedModule[29]=C:\Windows\SYSTEM32\HsSrv.dll
LoadedModule[30]=C:\Windows\SYSTEM32\DSOUND.dll
LoadedModule[31]=C:\Windows\SYSTEM32\VERSION.dll
LoadedModule[32]=C:\Windows\SYSTEM32\ole32.dll
LoadedModule[33]=C:\Windows\SYSTEM32\POWRPROF.dll
LoadedModule[34]=C:\Windows\SYSTEM32\combase.dll
LoadedModule[35]=C:\Windows\SYSTEM32\dwmapi.dll
LoadedModule[36]=C:\Windows\SYSTEM32\DINPUT.DLL
LoadedModule[37]=C:\Windows\SYSTEM32\HID.DLL
LoadedModule[38]=C:\Windows\SYSTEM32\WINTRUST.dll
LoadedModule[39]=C:\Windows\SYSTEM32\CRYPT32.dll
LoadedModule[40]=C:\Windows\SYSTEM32\MSASN1.dll
LoadedModule[41]=C:\Windows\system32\napinsp.dll
LoadedModule[42]=C:\Windows\system32\pnrpnsp.dll
LoadedModule[43]=C:\Windows\system32\NLAapi.dll
LoadedModule[44]=C:\Windows\System32\mswsock.dll
LoadedModule[45]=C:\Windows\SYSTEM32\DNSAPI.dll
LoadedModule[46]=C:\Windows\System32\winrnr.dll
LoadedModule[47]=C:\Windows\SYSTEM32\IPHLPAPI.DLL
LoadedModule[48]=C:\Windows\SYSTEM32\WINNSI.DLL
LoadedModule[49]=C:\Windows\System32\fwpuclnt.dll
LoadedModule[50]=C:\Windows\System32\rasadhlp.dll
State[0].Key=Transport.DoneStage1
State[0].Value=1
FriendlyEventName=Stopped working
ConsentKey=APPCRASH
AppName=cccaster.exe
AppPath=C:\MBAACC\cccaster.exe
NsPartner=windows
NsGroup=windows8
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: TheMaster_Rahl on April 16, 2013, 03:12:00 PM
Good job on this man. Just gonna report my 'testing' results.

Connected to people just fine. Once in-game, I encountered an issue where during char select, I had full controls, but then round one, no controls (no movement, or buttons.) Restared the caster, and the controls worked until round 2, then no controls. Deleted the config file, and rebound the stick's buttons, and then no more issues. I'll try to do more testing with more people.

-TexasTim-

I think I figured out why this was happening to me. So it's really not a problem, just something I was not expecting. My inputs were not being registered b/c mbaacc was not the selected window. So when I went to type in chat, there were no inputs, b/c I did not select the mbaacc window again...

I feel kinda dumb now. Anyways, I've tested with more people now. It worked flawlessly every time. Just shitty internet being shitty sometimes. Spikes are spikes.
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 16, 2013, 04:11:26 PM
Updated the first post.
Hopefully this fixes the keyboard controls bug, you'll need to remap for it work.

Madscientist, would you mind if I hosted the binaries on the Melty Bread web server? There's no need to have it on something like Mediafire, and this server can take the abuse (...I think).
You're welcome to mirror it wherever. I just like to upload to Mediafire cus it's quick and simple.

As for people asking for source code, I'll probably put it on GitHub eventually.
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: mizuki on April 16, 2013, 04:32:42 PM
whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaaat

omg thx
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: Rowanism on April 16, 2013, 04:37:25 PM
Hooooooooo.

Hoooo.

So does this create a sessionlog?





Also nice work
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: heavymetalmixer on April 16, 2013, 04:41:15 PM
Some friends are testing 1.0b, and they tell that that their keyboards aren't recognized the first time, and the second time the can't play online a get a message "Unknown host".

Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: mizuki on April 16, 2013, 04:51:49 PM
I get an error with startup menu, what is this?
Title: Re: CCCaster v1.0a - Netplay client for MBAACC 1.4.0
Post by: Dipstick on April 16, 2013, 05:05:04 PM
I think I figured out why this was happening to me. So it's really not a problem, just something I was not expecting. My inputs were not being registered b/c mbaacc was not the selected window. So when I went to type in chat, there were no inputs, b/c I did not select the mbaacc window again...
This is a "feature" of Windows 7 (Vista?) and onward -- applications that use DirectInput to handle keyboard input when the window is not in focus (the active window) will not take input unless the application is running as an Administrator. I've seen this problem with multiple games; try right-clicking and then running CCCCCCCaster as an admin to see if that makes it work.
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 16, 2013, 05:10:31 PM
I get an error with startup menu, what is this?
Is the caster in your MBAACC folder, are you up to date (1.4.0)? Also try running as admin.

I think I figured out why this was happening to me. So it's really not a problem, just something I was not expecting. My inputs were not being registered b/c mbaacc was not the selected window. So when I went to type in chat, there were no inputs, b/c I did not select the mbaacc window again...
This is a "feature" of Windows 7 (Vista?) and onward -- applications that use DirectInput to handle keyboard input when the window is not in focus (the active window) will not take input unless the application is running as an Administrator. I've seen this problem with multiple games; try right-clicking and then running CCCCCCCaster as an admin to see if that makes it work.
Actually this is caster's fault: it handles both keyboard and stick inputs the same way, and only applies your inputs if the game is focused. Something I can change if people don't like it.
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: mizuki on April 16, 2013, 05:12:53 PM
I get an error with startup menu, what is this?
Is the caster in your MBAACC folder, are you up to date (1.4.0)? Also try running as admin.

I haven't played melty blood in over year and i didn't patch it lol
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: True Sleeplord on April 16, 2013, 05:45:17 PM
ITS WORKING FOR ME NOW
THANK YOU MADSCIENTIST

<3
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: AARP|ZTB on April 16, 2013, 05:51:31 PM
#callmadscientist???

Wow, thanks for not being an utter and complete irrational asshole about contributing something needed so long ago and as essential to the community as this. . .

And I know this probably doesn't mean much but preemptive kudos and thank yous to whomever else decides to contribute their time to this project and bring it closer to perfection.

Good work, Madscientist, and good luck!
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: mauve on April 16, 2013, 07:06:18 PM
w.
Title: Re: CCCaster v1.0b - Netplay client for MBAACC 1.4.0
Post by: ehrik on April 16, 2013, 07:33:37 PM
AWWWW YEAH
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 16, 2013, 08:15:40 PM
New version before I sleep, should work on Windows XP now.

Also I added clipboard fetching since it was easy to do.

http://www.mediafire.com/?p506zq6w9ter6rx
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: Cecilia on April 16, 2013, 08:49:01 PM
So many thanks, Madscientist, you're working on this really quickly. The fix for XP is successful and I just played a couple of rounds with two people from the US (I'm in Israel) with delay 7, smooth and without any spikes or crashes.

I can only see this getting better. You're doing great work.

When I find someone around from EU I'll test with them as well. Or really anyone who's willing. I'm too excited to care about the delay. :prinny:
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: heavymetalmixer on April 16, 2013, 09:15:49 PM
Maybe i'm just an asshole for not saying this before, but thanks for this, your effort is really appreciated.
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: T3U on April 16, 2013, 09:37:26 PM
Something happened in 1.0c that's preventing me from using my stick. The buttons still work, but the stick itself no longer detects directionals correctly like it did in 1.0b. It only detects the vertical inputs.

I've tried deleting/recreating the config file multiple times, unplugging/replugging my stick, and changing the settings of my stick.

Using a HRAP3SA (PS3).

Edit: Got it to work. Had to reconfigure entirely with the dpad stick setting.
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: ehrik on April 16, 2013, 09:44:56 PM
oh I guess I should say what stick i'm using so people know it works. I'm using a SCV PS3 stick to play and it works 100%.
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: OsirisOmega on April 16, 2013, 10:16:09 PM
Having two big problems:

1. My stick will not work with the game. I used the setup from the caster, and when I get into a game with my friend, if I press up or down I immediately start scrolling endlessly on the character select screen. If I then press right or left, the cursor breaks and I can't move it anymore. This goes in the opposite order too. If I press left or right first, it starts scrolling that way, but upon pressing up or down it breaks and I can't do anything. I ended up getting around this by passing the caster keyboard inputs instead, then using xpadder to bind those keys to my stick. This got around the problem, so I'm not sure what it is.

2. game crashes as soon as it tries to load the screen after a match where you can choose to fight or go back to character select. The moment you press a button to load it, or if you let it sit itself and get to that screen, it breaks and you have to completely close and reopen it all.

I'm using an inpin ps2->ps3 converter for my stick if that helps, and my OS is windows 7 ultimate 64-bit.

Edit: Tried playing with version 1.0a and the first problem was fixed. The second problem let us replay once, but on the second match it broke again and had to be closed.
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: grungrah on April 16, 2013, 10:26:39 PM
Registered just to thank you for this, excellent job man. Also my stick worked from the get-go, (360 Hori EX-SE) no issues or anything.

Can't wait for that rollback!  :fap:
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: ZomB on April 16, 2013, 11:34:35 PM
Hey, I tweeted the issue I'm having with my stick to you, but it sounds like something you already know about!

But I'm curious, if this isn't based on the actual Caster client why didn't you name it something more innovative like KoreanBBQ?
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: uberdeluxe on April 16, 2013, 11:35:40 PM
But I'm curious, if this isn't based on the actual Caster client why didn't you name it something more innovative like KoreanBBQ?

yea for real wha tthe heck
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: Arkhar on April 17, 2013, 01:15:35 AM
Madscientist, thank you very much. I´ve tested the new caster version (1.0C) with Inso, and worked very fine. Also, i´m using windows Xp, and here are my system specs:
Quote
[ OS ]
Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.120821-1629)
[ CPU ]
Intel(R) Core(TM)2 Duo CPU     T7100  @ 1.80GHz (2 CPUs)
[ MEMORY ]
2046MB RAM
[ DISPLAY ]
1280 x 800 (32 bit) (60Hz)

[ Display Adapter ]
ATI MOBILITY RADEON HD 2600
512.0 MB RAM
Driver Version: 6.14.0010.6783

[ DirectX ]
DirectX 9.0c (4.09.0000.0904)
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: Zachariasz on April 17, 2013, 02:33:20 AM
Change log:
v1.0c:
- Fixed crash on Windows XP, this may also fix the Windows 8 crash (untested).

Works fine on Win8 x64 (at least connects).

Although there is one more bug I must report:
For the pad / joystick mapping problems, it's probably the joystick deadzone / sensitivity, so I'll need to improve the key mapping interface for it. For now I guess use a joystick to keyboard program.

Setting controls on Win8 (MC Cthulhu PCB) is broken: while pressing "up" CCCaster also sets "down"; while pressing "left", CCC also sets "right".
There is no problem with Cthulhu  on Win7. There is also no problem with some random cheap PCB on Win8. Just 8 +  Cthulhu does not work.
Swapping .cfg files between OS doesn't work.
Title: Re: CCCaster v1.0c - Netplay client for MBAACC 1.4.0
Post by: Inso on April 17, 2013, 03:29:38 AM
SOMEBODY MAKE THIS FRONT PAGE NEWS ALREADY!

Like Arkhar said, we tested 1.0c, he was in XP using ps2 pad if i'm not mistaken, and I was in Win7 home in a netbook, my PS360+ seemed to work fine (not sure as which system tho). I felt some inputs were droping very rarely (1/700 so to speak) but it could as easily just be me being derpy. Can't say much about the delay improvement since when the planets are in the right aligmnent we usually get something similar with regular netplay, but the combos were much easier to perform and some level of spiking is normal between us. Gonna need to test some more, oh what trouble!

Just a feature sugestion that I think would be pretty simple to do, when you host make so it copies your IP+port to clipboard, like the regular network mode does.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 17, 2013, 04:01:12 AM
Updated first post with another version (minor patch).

This should fix joystick configuration, remap if you were having issues.

I'll start looking into the other joystick mapping issues now.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 17, 2013, 04:07:30 AM
 :prinny:

If we're requesting features already then I'd like a sound to play when somebody connects, or alternatively an option to set it so the caster automatically sets the delay/rounds and starts the game. As it is now i risk having somebody connecting and being ignored for a minute or two before i realize it.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 17, 2013, 04:14:11 AM
Well if I think the feature is minor to implement, I can just added it to the bug fix releases.

Btw you can actually hit enter before the delay/round setting shows up, and it will just use the default when the setting comes up (this is just regular command prompt behaviour).

So you can automatically apply the defaults by hitting enter twice after hosting.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 17, 2013, 05:09:48 AM
(http://img1.ak.crunchyroll.com/i/spire3/05202008/7/1/1/1/71115016df0c80_full.png)

EDIT: just tested 1.0d. Keyboard controls are much better but still not fully functional. Try holding 6 and mashing 4; this should cause the character to twitch around but instead you get dashes.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: Excalibur on April 17, 2013, 06:00:27 AM
Wondering its source code since it contains two libraries. I highly doubt it is based on caster.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: purps on April 17, 2013, 09:32:21 AM
 :toot:

Thank you so much! ps2 stick with inpin works perfectly for me on w7 32bit, in about an hours play i only noticed one instance of a dropped input. UK - Germany feeling s0 much tighter than the DirectConnect. Tested using 1.0d
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: jellyheaven on April 17, 2013, 10:27:33 AM
Good job man. Tested 1.0d and played smoothly with locals, even foreigners, without problems of lag/spikes nor input configuration, etc. Keep up the good work, ty.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: mariusrhpsd on April 17, 2013, 11:03:39 AM
If you're using an ps3/mc cthulhu and yuu're having issues configuring the dpad, plug it in holding "start", it will disabled the stick's X/Y axis, and only take the input of the dpad
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: papagaio on April 17, 2013, 11:09:46 AM
pressing alt+tab when in winner screen forces to close the game.

edit: yeah, you may think is "useless" to fix, but every game I finish in online i alt+tab to report lag for who i'm playing (I play in Full Screen)
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: fiendmaw on April 17, 2013, 11:31:17 AM
Great job with this,there were some kb problems at the beginning but theyre pretty much gone now.
This thing works like a charm.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: Zachariasz on April 17, 2013, 12:32:53 PM
If you're using an ps3/mc cthulhu and yuu're having issues configuring the dpad, plug it in holding "start", it will disabled the stick's X/Y axis, and only take the input of the dpad

Thats not a kind of solution I was hoping for, but it seems to work. Thank you :)
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 17, 2013, 12:55:33 PM
Found a bug: After a failed connection attempt, crash, or opponent closing the game (I'm the host) the caster takes my own IP which it copied to my clipboard and tries to connect to it.
Title: Re: CCCaster v1.0d - Netplay client for MBAACC 1.4.0
Post by: Dipstick on April 17, 2013, 02:57:37 PM
SOMEBODY MAKE THIS FRONT PAGE NEWS ALREADY!
I'm waiting on the client to stabilize a bit; he's been releasing multiple updates per day. Which is good, but annoying to update (especially if it's going to be pushed out to other sites).
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 17, 2013, 04:21:27 PM
Only a minor update today because I'm tired after work. This should fix the weird keyboard behaviour.
I still plan to improve the config to handle the issues people have seen.

Found a bug: After a failed connection attempt, crash, or opponent closing the game (I'm the host) the caster takes my own IP which it copied to my clipboard and tries to connect to it.
Fixed

I'm waiting on the client to stabilize a bit
I agree with this too.

pressing alt+tab when in winner screen forces to close the game.
What version did this happen with? It shouldn't happen with anything past v1.0c.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: ShardZ on April 17, 2013, 04:41:29 PM
"installation" instructions in 1st post plz <3
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Sashi on April 17, 2013, 04:45:15 PM
What installation? Just put it in your Melty folder.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: papagaio on April 17, 2013, 05:06:31 PM
What version did this happen with? It shouldn't happen with anything past v1.0c.

the previous one
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 17, 2013, 05:19:15 PM
What version did this happen with? It shouldn't happen with anything past v1.0c.

the previous one
I assume v1.0d then. Does it happen every time for you? Did the game close after a delay or immediately? Did caster crash or even display an error message?
Sorry for the questions, cus it doesn't happen on my computer, and no else has mentioned this happen.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: papagaio on April 17, 2013, 05:35:26 PM
it just closed and caster messaged as Disconnected
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Herja on April 17, 2013, 05:38:28 PM
Much appreciated for this. Keep up the good work. As everyone said before me it works like a charm now, and the xp/8 support didnt go unnoticed.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 17, 2013, 05:38:46 PM
it just closed and caster messaged as Disconnected
That means the other guy quit or crashed for some reason, so it wasn't you.
You'll have to ask the other guy what happened.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: papagaio on April 17, 2013, 05:43:09 PM
Maybe can be this. We (brazilians) are still testing
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: TheMaster_Rahl on April 17, 2013, 06:09:36 PM
I'm not sure if this is something you'd be interested in, but I figured I'd tell you anyways.

After version 1.0a, all the newer versions give me permission errors when I unpackage them. So I fix it by right clicking on the .exe > properties > security. For some reason, my account for this file is called 'unknown account' and doesn't have full access permissions. But once I set full access, the account name changes to what its suppose to be, and I can run the caster. But then, I can't just run the caster, I have to run as admin. Not a big deal, just kinda strange that it worked on version a with out all this, but not after that... Prolly something to do with the way windows handles accounts and permissions and not so much with the caster. I'm not sure though, so I though I'd post it.

-TexasTim-

Edit: oh yeah, and I also have access denied error when trying to open the change log... I know other people don't have these issues, so I think its just windows being shitty. Prolly have to like make a new admin account, install the shit there, and then never use that account again or something like that...
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 17, 2013, 06:24:15 PM
@TexasTim I had a look into it and I can just give "Everyone" full permissions when I build the release.

Looks like Mediafire lets you replace files, so I updated the first post link with a version that is the same except with correct Windows permissions. Try redownloading from the same link and see if it helps.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: TheMaster_Rahl on April 17, 2013, 06:52:07 PM
@TexasTim I had a look into it and I can just give "Everyone" full permissions when I build the release.

Looks like Mediafire lets you replace files, so I updated the first post link with a version that is the same except with correct Windows permissions. Try redownloading from the same link and see if it helps.

Yes sir, it did. I can run it without setting permissions myself and don't have to run as admin, and have access to the change log. Although when I actually open up the properties and go to the securities tab, it still shows my account as 'unknown account'... but whateves.

Thanks a bunch!
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 17, 2013, 06:58:43 PM
Just played 102 matches uninterrupted. I could never have done this with the built in netplay!
 :slowpoke: :toot: :prinny: :fap:
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Sashi on April 17, 2013, 08:10:04 PM
Got a good hour or so of continuous matches from Toronto to Seattle (?). Pretty sweet.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: purps on April 17, 2013, 08:39:34 PM
I have found one minor difference to do with how inputs are handled with/without caster, only really affects chars that need to hold buttons and use negative edge i think. Aoko orb release, perhaps Nero snakes etc.

With Aoko, when holding an orb with either A or B and then using the AB macro, the orb is forced to release and pops despite still holding down the initial button. Hope that makes sense?

Thanks again MadScientist
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: bryanvickxvx on April 17, 2013, 09:14:06 PM
THANKS MADSCIENTIST 4 EVERYTHING
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Avion on April 17, 2013, 09:16:18 PM
Yeah, caster really hates my router.  I can host with every other program but this.  Also a lot of people as well as myself have session crash on them after a game is finished.  If these problems could be fixed it would be mad gdlk.  Thanks for all the hard work.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: amaro57 on April 17, 2013, 09:21:03 PM
First of all, thank you very much for your effort madscientist. It's greatly appreciated.

I'd like to report a bug: when playing vs another Texas resident (solid D2) today, the game would always freeze just as the "win" text would appear but before the screen changed to a portrait and quote. The game then automatically closes and the caster displays "Error: Connection timed out!". If you need anymore info, I'll see what I can do.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Choco on April 17, 2013, 10:47:18 PM
 :prinny: Hallo :prinny:

Just wanted to say thank you for your hard work. The netplay is very stable. Delay calculation appears pretty good.

There are a few bugs, of course... or maybe hazards that people should know. Maybe more FAQ-esque material?

I have a MC Cthulhu PCB that I am using. To get it to work with your config, I have to disable one of my axes (since Up/Down/Left/Right will register POV hat and X/Y Axis at the same time as intended). To do that, I had to plug in my stick while holding "Start" to disable one of the extra axes. Doesn't matter which.

You cannot resize the MB window while it's loading to the character select screen. Without soft-locking window resizing for a few seconds (dunno if this is even possible, maybe lock all input?), this is just something  people will need to be wary of.

The game/client will crash after one game after character win pose but before character art and winquote start appearing. This happened repeatedly, and was due to having automatic replay saving turned on, and my opponent set this option to Manual. Once this setting is changed to match, netplay works without issue.

This netplay is awesome, but is in an incomplete state without spectator mode :D *hint hint* Maybe set up a donation / beer fund for feature requests? I'd pitch in!

And a strange one: I have a Win8 tablet (Acer W500). It loads Melty slowly but it does seem to run it at 60 FPS. Sometimes the netplay client will error out saying that the system took too long to respond while loading. I was wondering if you could increase the timeout on this by just a bit?

All in all, minor stuff... except spectator mode  :blah:
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Sashi on April 17, 2013, 11:42:07 PM
I had that "freeze after a game is over" thing too with some people. Raised the delay and it worked fine. Who knows. :v
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: hipikachu on April 18, 2013, 03:47:38 AM
Go ahead and laugh at me, but is port forwarding required for CCCaster to work? I had a friend host, I tried joining, and it just got stuck at the "joining server at xxx.xxx.xxx.x.x:port" thingy. Maybe it's because I haven't tested with the latest version yet.
Still, what should I expect? Will it connect on MB the second it connects on Caster? Or do I have to go into network mode first?
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 18, 2013, 04:51:28 AM
Host needs to port forward. If the host presses enter twice after hosting then the game will launch as soon as you connect. If not then he'll be asked to set delay/rounds first. You should not have the game already running when you use caster.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: hipikachu on April 18, 2013, 07:04:44 AM
Do you mean port forward as inputting 46318 when CCCaster boots up, or do you mean port forwarding as in going into router settings doing messy stuff. Forgive me for the ignorance, I've been using Hamachi this entire time.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 18, 2013, 07:08:21 AM
Quick patch before I leave for work. This only fixes the AB and E macros, so I didn't bother incrementing the version.
Updated the same link. You'll need to remap if you use the AB macro.

If you are having crashes at the end off a match (at the win screen), try disabling auto replay save.
Caster is supposed to automatically disable replay saving, but looks like it doesn't work properly for some people.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Pete on April 18, 2013, 07:14:13 AM
Do you mean port forward as inputting 46318 when CCCaster boots up, or do you mean port forwarding as in going into router settings doing messy stuff. Forgive me for the ignorance, I've been using Hamachi this entire time.
Port forwarding involves going into your router and manually enabling or opening a port for your computer.
Go to www.portforward.com select your router and follow the instructions for 46318. Once completed you will be able to host. Launch the caster, input 46318 and then paste the link to your friend, he/she should be able to join you now.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 18, 2013, 08:12:25 AM
With that said, Hamachi should still work but there's no reason to use it unless you're in a position where you can't configure your router (school network, "borrowing" from the neighbor, etc.)
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: ShardZ on April 18, 2013, 10:57:25 AM
Got to try it out... for several hours last night, looking good!  Couple issues I ran into:
-The one time I tried to change the delay setting from the default, it ignored my input and used the default anyway.
-With one person I spent a while playing, it crashed almost every single time a match ended.  Confirmed we both had autosave replays off.
This was on Win7 32bit.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: TheMaster_Rahl on April 18, 2013, 11:34:00 AM
I experience game crashes after win and before win quote only with certain people. It's frequent, but not 100%.
Since it doesn't happen to me though, I can't give you useful info...

I can say that we both had replay saving off. I can also say the the behavior of the freeze changes a bit depending on who is hosting. If the person who is freezing hosts, he gets the "Error: Connection timed out!" message, and if the person who is not freezing is hosting, the game simply freezes until one of us closes the program. Anyway, not sure how useful or accurate this info is. It's just been my exp with the 2 people i know that this happens to when I play them.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Fabricio4p on April 18, 2013, 02:07:52 PM
For some reason after I got one match, it crashed.
I checked for replay auto-saving and It was on, I turned off.
Now whenever I try to host, people are unable to connect. Tried different ports, no results.
I tried re-downloading the caster and also didn't help.
I'm using Win8 x64
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Rowanism on April 18, 2013, 02:37:28 PM
Working great so far!

I noticed inputs being dropped that aren't usually when playing via CCC. e.g. I can't input 1 and C at the same time while it works flawless in Melty itself. It's not a keyboard issue.
Title: Re: CCCaster v1.0e - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 18, 2013, 04:09:43 PM
I have an idea why the win screen crash is happening, will look into it.

For some reason after I got one match, it crashed.
I checked for replay auto-saving and It was on, I turned off.
Now whenever I try to host, people are unable to connect. Tried different ports, no results.
I tried re-downloading the caster and also didn't help.
I'm using Win8 x64
If this happens again, open Task Manager and see if cccaster.exe or cmd.exe is still running in the process list. If it is, end the process. If not I have no idea what the problem is.

Working great so far!

I noticed inputs being dropped that aren't usually when playing via CCC. e.g. I can't input 1 and C at the same time while it works flawless in Melty itself. It's not a keyboard issue.
Does this happen all the time for you? Also can you check if it works with a controller.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 18, 2013, 07:22:53 PM
Double post but w/e, new version that fixes a few stability issues. Updated first post as usual.

Addresses these issues:
I experience game crashes after win and before win quote only with certain people.
I tried to change the delay setting from the default, it ignored my input and used the default anyway.
And a strange one: I have a Win8 tablet (Acer W500). It loads Melty slowly but it does seem to run it at 60 FPS. Sometimes the netplay client will error out saying that the system took too long to respond while loading. I was wondering if you could increase the timeout on this by just a bit?
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Ararara on April 18, 2013, 09:58:22 PM
Played a decent amount of netplay using the caster (v1.0e) today, and I'm happy to report that CCCaster is legiiiiiiiiiit. I had two desyncs, but it's still made for a noticeably smoother and more stable Melty netplay experience. You are the best, Madscientist.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: HQ-Zero on April 18, 2013, 10:15:29 PM
The new caster works, Me and my friend can finally connect to each other. Oddly though, the inputs feel a bit sluggish. I'm dropping combos I normally wouldn't in Normal Netplay. We actually played normally on Melty's ingame netplay and we went back to not dropping our combos.

On a good note though, We didn't have a single Desync on Caster, and on normal netplay we get a desync once ever 2-3 games.

Thank you so much for this. Knowing if I got a Perfect due to skill instead of desync is very nice :D
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Cecilia on April 18, 2013, 11:44:18 PM
This is a little nitpicky, and I don't know whether it's still in the newer versions, but could you also remove the feature that stops you completely from playing anyone above delay 7? It'd be fine to just send a warning to both players in the caster that high delay is not preferable rather than disallowing it completely.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Sashi on April 19, 2013, 12:19:03 AM
That's already done.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: c-nero 5[c] on April 19, 2013, 04:21:07 AM
This is a little nitpicky, and I don't know whether it's still in the newer versions, but could you also remove the feature that stops you completely from playing anyone above delay 7? It'd be fine to just send a warning to both players in the caster that high delay is not preferable rather than disallowing it completely.

That's cause you're used to delay and lag tactics. The caster feels a lot closer to offline play so most of us are benefitting from it.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Choco on April 19, 2013, 05:00:27 AM
Spectator mode can be added but it will take some work. Although I'm gonna focus on fixing usability problems first.

I was serious about setting up a donation fund. It's a great thing you're doing.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Fabricio4p on April 19, 2013, 05:31:58 AM
Spectator mode can be added but it will take some work. Although I'm gonna focus on fixing usability problems first.

I was serious about setting up a donation fund. It's a great thing you're doing.

Spectator would be sick. A Lobby like MSTP connected to an IRC chat, session log stat tracking and etc.
I supose this would be lot of work. I wish I could help but my programming skills are minimal, I don't even know how to do a GUI.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Pete on April 19, 2013, 06:56:56 AM
Spectator mode can be added but it will take some work. Although I'm gonna focus on fixing usability problems first.

I was serious about setting up a donation fund. It's a great thing you're doing.
I'll get in on that any day
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Darius on April 19, 2013, 08:59:57 AM
The tool is great, thanks for making it.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: hipikachu on April 19, 2013, 09:08:30 AM
Same issue here(1.0f). Crashing everytime round ends, both sides have auto-replay saving disabled.

Appreciate the effort though, definitely a step in the right direction. The results are like night and day.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 19, 2013, 09:16:01 AM
Same issue here(1.0f). Crashing everytime round ends, both sides have auto-replay saving disabled.

Appreciate the effort though, definitely a step in the right direction. The results are like night and day.
Does the other guy have 1.0f too?
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: hipikachu on April 19, 2013, 09:20:02 AM
Yes.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 19, 2013, 09:21:51 AM
Does caster show any error messages? Or does the game just freeze?
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: halehale on April 19, 2013, 09:24:58 AM
Currently the input drops are too numerous for this to be considered a substitute to regular netplay.
I'm having the most trouble with grab (4E and 6E). It is dropped extremely frequently.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 19, 2013, 09:32:58 AM
Currently the input drops are too numerous for this to be considered a substitute to regular netplay.
I'm having the most trouble with grab (4E and 6E). It is dropped extremely frequently.
I'm gonna need more info on this, I haven't heard this happen from anyone else.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: halehale on April 19, 2013, 09:51:27 AM
My opponents have been having the same complaints. All I know is the grab at the end of air combos and sometimes just regular grab is sometimes not coming out at all. (Have pretty much 100% accuracy with throw at end of combos on regular netplay since I can just buffer it). Just now I was trying an oki grab and my character just stood there.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: hipikachu on April 19, 2013, 10:14:53 AM
Does caster show any error messages? Or does the game just freeze?

It froze on both sides, as the "w" in "win" begins appearing. No error message from game or Caster.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Zentaisei on April 19, 2013, 12:04:26 PM
Heya everyone, I ran some tests in hope of helping in some way. All tests were streamed and archived. Notes regarding what tests, crashes, and errors occurred at the time are recorded in the stream chat to the left. These tests were done on a whim, so please do not expect too much.

Video 1: http://www.twitch.tv/ketsumi/b/392995765
Video 2: http://www.twitch.tv/ketsumi/b/393005121

Notes:
Host is always Red Arc.
Video 1, client is on wifi.
Video 2, same client, but on a wired connection.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Dusk Thanatos on April 19, 2013, 02:08:47 PM
This is working great for me. You are awesome and you should feel awesome.

Thanks so much for doing this.
Title: Re: CCCaster v1.0f - Netplay client for MBAACC 1.4.0
Post by: Rowanism on April 19, 2013, 02:53:59 PM
The input drops are happening. I can't reproduce it with a gamepad (because I don't have one). I basically input a combo string and in the middle of the combo one input is not recognized and my character just stands there.

And yeah the Caster is great but it's not practical yet. But keep up the good work! If you need motivation we can always raise funds.

(Also I wanted to do the lobby thing but I'm not a soul hacker)

Another question: Are you able to get the game details? Like character played and wins/losses/time?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 19, 2013, 05:08:42 PM
Version up. Should fix the rest of the crash issues and input issues.

@Rowanism
I can add a session log for all that data, but I'm not currently keeping track of any stats.

@Donations
For some reason I feel like taking money for this feels wrong, so I'm undecided.
I'm already pretty motivated to add features, I just don't have much time right now, so I'm just going at it slowly.

A feature poll seems like a decent idea though.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Fabricio4p on April 19, 2013, 08:03:06 PM
1.0f fixed my problem, thanks.
Netplay is very smooth now,
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: TheMaster_Rahl on April 20, 2013, 04:23:16 AM
As of 1.1, I have yet to see a crash with the people I was seeing it with before.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: toketa on April 20, 2013, 07:02:01 AM
(http://postfiles14.naver.net/20130420_61/gudtjr369_1366469984608oijOO_PNG/sss.png?type=w2)

Really I can't insert image..

http://blog.naver.com/gudtjr369/10166818325
↑image                 

The game started but it's exited at once
cccaster.exe is in the MBAACC folder and is up to date.
what is the problem?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 20, 2013, 07:09:55 AM
You probably don't have MBAACC up to date: Rev 1.4.0 (http://meltyblood.info/?p=747)
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: toketa on April 20, 2013, 07:15:33 AM
(http://postfiles14.naver.net/20130421_45/gudtjr369_1366470788551J81BH_PNG/gg.png?type=w2)

Rev 1.4.0

The opponent is same.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 20, 2013, 07:22:35 AM
Hmm, have you modified MBAACC in any way, like a translation patch or something? I made sure it worked with the English patch, and the original JP version, but there might be other translation patches out there.

Also can you just try running everything in an English local if you're not (see Windows Region and Language settings)?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: amaro57 on April 20, 2013, 10:15:09 AM
Can also confirm v1.1 solved the crashing issues and was even able to obtain a delay of one.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Pete on April 20, 2013, 02:39:18 PM
Yo 1.1 is so good
I played a bunch of games with a guy I know in California and we usually get 5 delay. Manually put 3 to try it out, no spikes, no desyncs, just good games.
This is like from Buffalo to California, sick sick stuff. We used to spike and desync all the time.
Thank you Madscientist.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 20, 2013, 04:30:30 PM
(http://i.imgur.com/4QT9sEZ.png)

It still tries to join my own IP after somebody with an incompatible version fails to join. It would be preferable if it just restarted the hosting instead.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: TheMaster_Rahl on April 20, 2013, 08:08:20 PM
It still tries to join my own IP after somebody with an incompatible version fails to join. It would be preferable if it just restarted the hosting instead.
I think it's only doing that b/c you hit enter enter in anticipation of having the caster connect correctly. Since it copies your own ip info to the clip board, and you just have to hit enter on restart for it to try to connect to the clip board. So it really just restarts that caster, but b/c you hit enter enter, it will try to connect to your self 2x times.
So I don't think it's a bug he can fix, but how would you suggest that he change it instead? It cant just restart hosting b/c you hit enter enter (I think since that is cmd prompt behavior). Was it you that suggested a sound upon successful connections?

edit: Yeah I don't mean to answer in his place, either, but I think that this is what is going on.

edit 2: Maybe just have it clear the clipboard when an error occurs? So you can hit up enter to rehost on your previous port?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 21, 2013, 02:08:54 AM
So TexasTim is partly right, it happens because I forgot to clear the clipboard on errors, but it will only happen when you hit enter extra times.

Since this is a small bug I'm just gonna fix it for the next major version, I'll also add auto rehosting when there is a connection error.

Buffalo to California with 3 delay
Lol how is this even possible
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on April 21, 2013, 07:51:53 AM
All good. Yeah i suggested a sound upon connecting.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Pete on April 21, 2013, 08:55:21 AM
So TexasTim is partly right, it happens because I forgot to clear the clipboard on errors, but it will only happen when you hit enter extra times.

Since this is a small bug I'm just gonna fix it for the next major version, I'll also add auto rehosting when there is a connection error.

Buffalo to California with 3 delay
Lol how is this even possible
magical miracles
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Choco on April 21, 2013, 02:58:26 PM
I have more testing to do, but I'm having problems doing triple button inputs like Heat on netplay, wakeup or even across the screen. I'm just using E for heat to bypass this for now, will test further on my days off.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Pete on April 21, 2013, 06:48:18 PM
So TexasTim is partly right, it happens because I forgot to clear the clipboard on errors, but it will only happen when you hit enter extra times.

Since this is a small bug I'm just gonna fix it for the next major version, I'll also add auto rehosting when there is a connection error.

Buffalo to California with 3 delay
Lol how is this even possible
I got a stable 2 delay from saint catharines to florida
#routing
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: HQ-Zero on April 22, 2013, 12:33:48 PM
I got D4 from VA to Hawaii. God bless MadScientist.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: hipikachu on April 24, 2013, 11:46:05 AM
Just wondering, am I the only one here who could only get this to work by disabling Windows Firewall?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: hobbes on April 26, 2013, 10:07:54 AM
Thank you so much Madscientist !! This game really is dear to my heart, and you have helped it make a comeback.
I really hope for rollbacks soon and am willing to help in whichever ways I can.

Just wondering, am I the only one here who could only get this to work by disabling Windows Firewall?

I use windows firewall, and I have it open on all ports: TCP and UDP, and it works. You probably can assign specific ports to make it more safe, but I did not spend much time with it. Just letting you know, it works for me with firewall enabled and incoming/outgoing rule exceptions.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: T3U on April 26, 2013, 05:40:41 PM
There might be a need for a desynch check. I was playing with someone and the scores appeared differently for both players; 3-3 and 6-0.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: mauve on April 27, 2013, 08:12:58 AM
answer to all desyncs

fldcw 0x007f
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Inso on April 29, 2013, 06:22:02 AM
Reporting some weird stuff, I actually got real desynchs for the first time with caster.  The connection wasn't really all that stable but it detected delay 2 or sometimes 3, regular play with occasional hiccups, so we tried increasing delay to get more stability. D4 didn't quite cut it and when we tried 5 we consistently got desynchs. Literally every match, mostly first round.

A similar thing happened with another dude, d2 with very few hiccups or dropped inputs, and when we tried d3 amazingly there were slowdowns instead of hiccups. Could have been coincidence, but we played about three matches like that and went back to d2, which proved to be slowdown free.

Otherwise, 1.1 seems a lot better than previous versions, good stuff Mad!
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Funky-kun on April 29, 2013, 08:14:06 AM
I tried this last night (Switzerland <-> Bulgaria). Sooooo much better than the built-in netplay! Absolutely no slowdowns or dropped inputs. :fap:

However, there are still some desyncs happening. Caster recommended delay 3, and that resulted in desync in about 6-7 mins. Tried delay 2, worked like a gem, but still got a desnyc about 30 minutes in. Strange that lower delay got less desyncs. o_O Both connections were wired and stable.

EDIT: Something else: after a few games I tried connecting to my partner, and CCCaster reported that we had different versions (they clearly were the same). After restart everything was fine.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 29, 2013, 11:13:50 AM
For anyone that saw a desync, did it happen in the middle of a round? or right at the beginning? or after a game was finished?

I have an idea on what the desync issue might be, but it will be easier for me to tell if someone can consistently make it happen.

@Inso: Do the desynchs happen a lot with the same guy? If they do, I might need you to help me test.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Funky-kun on April 29, 2013, 11:43:15 AM
I usually checked with my partner for desyncs after every round, but because of the nature of the problem its kinda hard to figure out exactly when it happens. I believe it happens in the middle of the round, but I can't be sure. For now it occurs seemingly randomly, if I manage to spot a pattern, I'll report.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Inso on April 29, 2013, 06:31:56 PM
Yes, I only had desynchs in one set with that one player so far, and only when forcing D5. Tell me what you need and I'll do it. Do you lurk in mizuumi irc?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Sashi on April 29, 2013, 06:40:53 PM
Send him a tweet~

I had a set with someone and it went to the arcade mode style Game Over screen after finishing a game. Weirdest bug so far.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Herja on April 29, 2013, 07:47:14 PM
I notice the desynchs tend to happen towards the beginning of matches. A wierd thing I noticed with desynchs is that the delay will be higher for whatever reason when we reconnect (4 or 5d before desnch, reconnect and itll be 8 delay).

Also as a side thing, will it be possible to setup a training mode option (since you can technically have two players in training mode)?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: TZSanity on April 30, 2013, 08:21:04 AM
I've been trying to connect using CCCaster lately, but have failed to get any success.

The error that appears is as shown in the screenshot attached, or is "Error: Socket: :initSocket: error in socket connection/bind"

I'm suspecting it might just be a timeout. Any help would be splendid. Thanks.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Rowanism on April 30, 2013, 08:59:07 AM
Have you or the player you want to connect opened the port at 7000?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Zentaisei on April 30, 2013, 09:29:28 AM
For anyone that saw a desync, did it happen in the middle of a round? or right at the beginning? or after a game was finished?

I have an idea on what the desync issue might be, but it will be easier for me to tell if someone can consistently make it happen.

@Inso: Do the desynchs happen a lot with the same guy? If they do, I might need you to help me test.

Sorry, this is several days late of a report, from me.  :nyoro:
In response to the desync errors, I manage to catch many of them on stream during a netplay session with a single pal of mine. I hope that this will be of some use to anyone.

[CCCaster version 1.1]

1. www.twitch.tv/ketsumi/b/395747220?t=8m39s
Note: Occurred seemingly at random at the beginning of the round 2.

2. www.twitch.tv/ketsumi/b/395747220?t=11m39s
Note: Occurred seemingly at random during round 1.

3. www.twitch.tv/ketsumi/b/395747220?t=39m57s
Note: Occurred seemingly at random at the beginning of the round 2.

4. www.twitch.tv/ketsumi/b/395747220?t=1h16m35s
Note: Occurred seemingly at random at the beginning of the round 2.

5. www.twitch.tv/ketsumi/b/395747220?t=1h40m13s
Note: Occurred seemingly at random during round 2.

6. http://www.twitch.tv/ketsumi/b/395777630?t=5m20s
Note: It occurred after a large lag spike starting right before round 2.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on April 30, 2013, 09:58:08 AM
I made a small change that may fix the desync issues.

Updated the same link in the first post. Let me know if it helps
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: TZSanity on April 30, 2013, 11:24:32 PM
Have you or the player you want to connect opened the port at 7000?

I wasn't sure back then actually, I'll ask my friend later whether the port was open. I'll note though that it is very important for the port to be opened.

Is it just important for the person hosting? Or for both as well?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Sashi on April 30, 2013, 11:31:52 PM
Just the one hosting. Both UDP and TCP.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: TZSanity on May 01, 2013, 02:27:45 AM
Asked my friend, his ports were open during that time. Yet we could not connect.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on May 01, 2013, 08:59:04 AM
You friend may be behind more than one router or maybe he didn't open the port for caster in his firewall. He'll have to check and open the ports all the way.

Try using this tool http://www.ipfingerprints.com/portscan.php to check if the port is forwarded correctly, note he needs to have caster hosting on the port for this tool to actually tell if the port is open.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Funky-kun on May 01, 2013, 04:07:10 PM
Tried the new version, partner was even on wireless with some lag spikes. No desync.   ;D

EDIT: Nope, desyncs still occur.  :gonk:
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Rei on May 04, 2013, 08:32:51 AM
Tried the new version, partner was even on wireless with some lag spikes. No desync.   ;D

EDIT: Nope, desyncs still occur.  :gonk:
If wireless drops packets, there's not much you can do except rollback (I believe)
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Funky-kun on May 04, 2013, 11:16:08 AM
It didn't desync with wireless, but it did with wired (although realtively rarely, let's say once every 20-30 mins). Same internet connection.  :mystery:

With wireless what happened was the game paused for some frames and then continued normally, no desync or anything. o_O
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on May 04, 2013, 04:46:29 PM
Btw I'm assuming both you and your friend are using the updated v1.1 caster?

The way my caster works, a desync shouldn't happen due to a few dropped packets. However it may happen if a series of packets get dropped or delayed. It does seem really weird that it only happens on wired.

I've been working on spectator mode though, so I haven't really been looking at this.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Funky-kun on May 04, 2013, 05:02:05 PM
Yes, we both use the latest version.

No worries, if I manage to find a concrete reason/correlation for the desyncs I will report, otherwise it's just blind guessing.

Looking forward to the new features. Your work on this is much appreciated!
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: mauve on May 06, 2013, 09:56:38 AM
The way my caster works, a desync shouldn't happen due to a few dropped packets. However it may happen if a series of packets get dropped or delayed. It does seem really weird that it only happens on wired.

I'd like to point out that, although it's extremely rare, corrupted packets do occasionally make valid checksums, improbable as it seems. Even if you do everything 'right', you can't completely avoid desyncs on the internet. (Throwing some extra checksums in doesn't hurt though. Caster itself doesn't bother, and for rollcaster, the rollbacks cover a lot of these up anyway.)

Blocking the game while waiting for data shouldn't cause any desync errors though, provided your wait loop is at the right place. If you get worried about any sort of FPU shenanigans, store the FPU data when you block and reload it when it's time to unblock. But those shouldn't happen without video calls.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Jnas on May 06, 2013, 11:43:35 AM
Can we get usernames added to the caster connection? Either added through the ccaster.cfg or just by pulling the username from the netconnect.dat?

I usually just post my IP somewhere to host and I'd like to be able to know who's connecting to me without having to memorize IPs. Same for when I connect to a random IP.

Posted here over the major feature request thread because it's a really minor change.

Also, what are the thresholds for delays exactly? The numbers feel really off by MBAC caster (and even mauve's mbaacctool) standards. ~80-90 is delay 4 which was 3 back then and it seems to be the same delay 4 mbcaster was (possibly even worse?).
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Komidol on May 12, 2013, 05:39:04 AM
Japanese Instructions

http://www.mediafire.com/?8f0kc7dtr0c4qdj
これをダウンロードして、Casterのファイルをメルブラのファイルフォルダーに書き出します。それから、USBレバーを付けた後で、"cccaster.exe"をダブルクリックして、キーコンフィギュレーションが入られる。
上、下、左、右、A、B、C、D、E、A+B (スキップなら、ESCをここで入れて)そのまま、キーはセーブします。
それから、相手のアイピーとポートを入れるか、ホストなら、ポートだけで入られる。クリップボードでアイピーとポートはもうあれば、エンターだけで押してメルブラがやれる。(*´▽`*)

コミドール
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: papagaio on May 15, 2013, 06:23:29 AM
my Delay Report:

Brazil: Delay 2 vs near regions (Rio, São Paulo), Delay 4 vs far regions (Maranhão)
Argentina: Delay 3 with Bloodheat's admin Jelly, Gonzachin and K2XL. Delay 4 with magdy. Only one got delay 10 and I refused to play
Mexico: Only tested with Waka and was delay 8, but input laggy D= I fear I can't have good results with other Central American players and never have a good delay vs americans after this
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: papagaio on May 15, 2013, 11:12:06 AM
Also, I made a short review of CC Caster

http://www.youtube.com/watch?v=ontTZRUwAbc
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: AARP|ZTB on May 15, 2013, 05:31:18 PM
Holy crap, MBBR seems way more committed to the game/scene than USA lol!

Anyway, cool review. IMO should have incorporated clips of default netplay setup/matches as well as some clips of the madcaster UI/setup. Still pretty esports/sick though!
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Inso on May 15, 2013, 06:59:52 PM
@papagaio
Well, I think that if you're going to comment on caster, you should make comments on the quality over those delays, but that's just me

Good review, but you sound like a flight attendant xD

@Zar
madcaster, I liked that

@topic/madscientist
Increasing delay as an attempt to mitigate unstable connections still backfires, it generates a lot of slowdowns that don't happen at lower delay. Is that intended behaviour?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: noradseven on May 23, 2013, 10:21:48 PM
Getting delay 2-3 with guys in my state, got delay=3 with a friend on the other coast.  It's still online but hey it works and pretty decently at that.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Phathagmas on May 28, 2013, 10:15:51 AM
For some reason when I use this with a friend (he's hosting) it's locked at 8fps regardless of what delay is chosen. Just picking a character takes a while. When we use the built in netplay we get 60fps on 3 or 4 Delay but it lags so much it's extremely difficult to play. I don't think he's had this problem hosting for other people so I want to say it's my end. Any ideas? We both have the latest versions of both the game and the caster.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on May 29, 2013, 11:51:05 AM
I swear caster is fucking up my inputs. I've been thinking this since release but now I'm convinced.
First of all; IADs become neutral jumps and forward jumps become neutral jumps in combos.
This happens very consistently and never happened before caster. Specials also get fucked up for no reason quite often; specials i never fucked up before caster, whether it be inside or outside combos.

It's as if it can't handle multiple directional inputs at the same time, or just fast ones. I don't know exactly what it is but it's extremely annoying.

This is for keyboard btw.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on May 29, 2013, 02:35:19 PM
@Roy-Kr here's a quick fix that should address your issue:
http://www.mediafire.com/download/usu6vu8x13b6uib/cccaster.v1.1.fixkeybd.exe
Lemme know if it helps or not.

@Phathagmas do you mean he gets a normal 60fps using caster with other people?

@Inso if the connection is really unstable, no amount of delay should help. Unless you mean slowdowns happen less with lower delay for the unstable connection.

Also just an update on my progress. Spectator and broadcast mode are in the works, I'm pretty close to finishing these features, but there are still a few things I need to iron out before releasing.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Rowanism on May 29, 2013, 05:06:25 PM
Great work, keep it up!
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Phathagmas on May 29, 2013, 07:44:24 PM
@Madscientist
Yeah when he normally hosts for other people there are no problems, just me
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Inso on May 29, 2013, 11:00:41 PM
@Inso if the connection is really unstable, no amount of delay should help. Unless you mean slowdowns happen less with lower delay for the unstable connection.
Yes, that's what I mean. Not only happens more often, but the FPS drop is also much more intense in higher delay. Weird, right?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on May 30, 2013, 07:32:07 AM
Been playing for a while now; seems to work better (I could finish combos these last few sessions) but it could be a fluke. We'll see how it fares in the long run.

 :prinny:
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Cristu on May 30, 2013, 06:47:51 PM
I've been without internet for a while now (now it's finally back! x.x) and I have to say: this caster is godlike. I could even play a guy from Bahia (the land of BR Carnival) in delay 4, when we used to have delay 7 in MBAC MB Caster. Of course it can improve, but I say this is the best netplay Melty Blood ever had. Thank you so much Mad Sci!!! You and goddamnpete are heroes. I wish someday I can contribute with something notable too.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: heavymetalmixer on June 02, 2013, 09:20:26 PM
I'm from Colombia and recently played with a friend of Argentina (a country that commonly lags like hell with Colombia), and we played with delay 4, there was no lag!
But after that, played with two dudes from Brazil, and for being a neighbor country, i thought that the lag would be even smaller . . . fuck logic; we had to play with delay 6 and a noticeable lag, but still nothing big.

Anybody knows why is this happening?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Dusk Thanatos on June 03, 2013, 07:56:18 PM
Delay is about ping, and ping is all about routing -- the path the packets take to get from point A to point B, and how many different stops there are inbetween. It's possible to get a very roundabout path to somewhere nearby, which in turn results in a high ping; likewise, you can get a direct path to somewhere far away, which results in a lower one.

In short, you had better routing to the delay 4 player than the delay 6 player.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: DragonicOverlord on June 08, 2013, 07:28:17 AM
Hey any luck on fixing pad support :( can'r really use the analog because it is apparently too sensitive and maps to 2 keys instead of one.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: halehale on June 16, 2013, 07:06:27 AM
Hey any luck on fixing pad support :( can'r really use the analog because it is apparently too sensitive and maps to 2 keys instead of one.
I had this problem as well with a stick but I used joy2key to circumvent it.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: fiendmaw on June 20, 2013, 02:29:55 PM
Will replay support ever be added?
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Madscientist on June 20, 2013, 04:45:09 PM
Sorry I've been getting bodied by IRL stuff. When I get a break (probably next week), I'll be able to clean up what I have and release it. I kinda piled up a lot of changes, when I really should've made some partial releases.

Replays have been fixed already, and you can expect it in the coming version. Also I can't just patch v1.1 with replay support, because it actually changes the way the retry menu works.

Also there's a new interface in the works, which should help with some of the pad configuration problems.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Tonberry on June 21, 2013, 01:23:18 PM
Chime sound when someone connects would be gdlk.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Roy-Kr on June 21, 2013, 08:48:40 PM
Seeing the ping you're getting to the connectee would also be nice. Chosing one delay lower than the default works out pretty well when it's just over the edge.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: fiendmaw on June 23, 2013, 12:53:42 AM
Sorry I've been getting bodied by IRL stuff. When I get a break (probably next week), I'll be able to clean up what I have and release it. I kinda piled up a lot of changes, when I really should've made some partial releases.

Replays have been fixed already, and you can expect it in the coming version. Also I can't just patch v1.1 with replay support, because it actually changes the way the retry menu works.

Also there's a new interface in the works, which should help with some of the pad configuration problems.
Sweet!
Looking forward to it.
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: papagaio on June 23, 2013, 09:41:20 AM
Sorry I've been getting bodied by IRL stuff. When I get a break (probably next week), I'll be able to clean up what I have and release it. I kinda piled up a lot of changes, when I really should've made some partial releases.

Replays have been fixed already, and you can expect it in the coming version. Also I can't just patch v1.1 with replay support, because it actually changes the way the retry menu works.

Also there's a new interface in the works, which should help with some of the pad configuration problems.

would be nice releasing a 1.1 replay edition today. because we're going to make an online team battle and would be cool having replays to restream matches D:
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Dusk Thanatos on June 23, 2013, 09:56:16 AM
awesome stuff
Thank you so much for your hard work.

Looking forward to getting replay support soon ^_^
Title: Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
Post by: Cristu on June 25, 2013, 04:57:47 PM
We had an online tornament here in Brazil, caster was crucial. But some players didn't opened their ports, so they had to use hamachi and sometimes they couldn't play... so I thought of how useful would be a relay system like there was in MBAC.

Again, thank you so much for your hard work!
Title: Re: CCCaster v2.0 - Now with replay and spectator support!
Post by: Madscientist on July 04, 2013, 04:40:39 PM
Aaaand it's out.

Thanks to everyone who helped me test out the alpha and beta builds, couldn't have done it without you guys.

This adds a ton of stuff, so I'm not gonna list it all here. Download it and check it out.
Title: Re: CCCaster v2.0 - Now with replay and spectator support!
Post by: Sashi on July 04, 2013, 05:21:43 PM
Hyyyype. Wish I were home to test it out.
Title: Re: CCCaster v2.0 - Now with replay and spectator support!
Post by: Dusk Thanatos on July 04, 2013, 06:21:28 PM
Fucking amazing.

Thanks for all your hard work.
Title: Re: CCCaster v2.0 - Now with replay and spectator support!
Post by: Inso on July 04, 2013, 09:32:15 PM
I went ahead and tried to stream using the spectate function with help from some local players. I'm gonna point the problems I had but keep in mind that internet in Brazil is far from stable and I was on wireless. Here is how we worked it out: Vinn and Onihime were playing, Arkhar and me were spectating on caster while talking on skype, meanwhile I was streaming my end through OBS. My notebook handled it smoothly the whole time, even through what appears to be 12x/16x game speed + broadcast.

- Both me and Arkhar experienced crashes with "broadcast is over" error message at random times, for me mostly between rounds.
- While reconnecting, since we needed some kind of sync to commentate, more crashes trying to speed things to the point where it crashed the last time, or the round after I got to that spot.
- After a few matches I asked them to wait in char select so we could regroup, after trying to fast forward I got stuck in char select, it never froze or crashed, and I had to close the program, while Arkhar told me he got to the next match just fine. So we asked them to close and start over a few times for resynching purposes, which can be a little burocratic (one hosts, the other connects and give it a green light so the others spec)

We did not touch the broadcast feature yet, may be something for another time. The result can be seen here (http://www.twitch.tv/inso10/b/425992987) for at least 2 days more, comments are in portuguese.

Overall, good stuff MadSci! The new features are pretty cool. Sadly it will be pretty hard for us to stream online matches yet.
Title: Re: CCCaster v2.0 - Now with replay and spectator support!
Post by: Madscientist on July 04, 2013, 10:19:52 PM
Yea I'm aware of the problem with fast forwarding spectator mode. I was kinda pushing to release this version soon, so I didn't get around to fully fixing it.
Title: Re: CCCaster v2.0 - Now with replay and spectator support!
Post by: Roy-Kr on July 04, 2013, 10:30:43 PM
Grorius! Already been using 2.0 for some time and it's real slick :fap:

 :prinny:
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Madscientist on July 05, 2013, 07:53:34 AM
Fixed a bug when spectating a training mode session.

Also added a tweak to the training reset button (only works with offline caster training mode):
Tap reset + left/right to go to either corner (with gap)
Hold reset + left/right makes player 1 go into the corner
Hold down reset to go to player 2 starting position
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Rowanism on July 05, 2013, 04:24:15 PM
My pants are wet for a few days now. Had the chance to play the test build and was impressed, and I didn't encounter any problematic issues. But that's because I only played not spectated or did anything else.

Great work man.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: heavymetalmixer on July 06, 2013, 10:08:34 AM
Two questions:
1. Where's the Spectator mode?, i can't see it, or what is its name?
2. When hosting in broadcasting mode, why everyone when they try to connect gives a timeout?
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Rowanism on July 06, 2013, 03:07:49 PM
1. Join an ongoing match, you will be given the option to spectate said match.
2. You have to open the port you specified in the Broadcasting menu.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: TheMaster_Rahl on July 06, 2013, 06:50:19 PM
1. Join an ongoing match, you will be given the option to spectate said match.
Just to clarify, he means this:

To Spectate, choose option 1: Netplay. Then connect to the host IP of an ongoing session.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: heavymetalmixer on July 06, 2013, 09:02:41 PM
2. You have to open the port you specified in the Broadcasting menu.
So, it must be a diferrent port that the one used for the game, right?
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Madscientist on July 08, 2013, 08:26:45 AM
2. You have to open the port you specified in the Broadcasting menu.
So, it must be a diferrent port that the one used for the game, right?
Nah you can use the same port.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: TheMaster_Rahl on July 09, 2013, 05:42:53 PM
So if we broadcast Training Mode, is there something special you have to do to access the trainingmode options, or is that not possible with cccaster?
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: KFL on July 09, 2013, 06:04:31 PM
So if we broadcast Training Mode, is there something special you have to do to access the trainingmode options, or is that not possible with cccaster?

In the button config it should let you configure the start button. You can use that to access training mode options.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: TheMaster_Rahl on July 09, 2013, 06:43:10 PM
Right, the new version expanded the button config, and I never updated my old cfg file.

Thx.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: fiendmaw on July 13, 2013, 11:33:29 AM
A quick question:How do you calculate the delay recommendation?
I connected to someone,got 46ms and the game recommended delay 4.However isn't it supposed to be 16.7 milliseconds per point of delay,so it should have recommended delay 3.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Dusk Thanatos on July 13, 2013, 12:46:20 PM
There's probably a buffer in the recommendations, since if the ping is even slightly unstable when you're that close, things are bound to get messy.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Madscientist on July 13, 2013, 11:01:13 PM
There's a 5ms buffer added, also it adds more if the pings have a lot of variance, ie spiky traffic.
Ofc you can just override the default delay if you think the connection will get better.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Tonberry on July 15, 2013, 05:31:48 PM
Couple things

- I'd like to really see spectate as a separate option.  If you want to spectate instead of play you'll end up sniping the game with current system.

- You only know who the host is that you connect to if you want to spectate.  It'd be nice to know who both players are, ideally in a similar fashion to built-in.

- I don't know if it's just the one replay I saved from netplay but after I watch it I can't select any of the three options and I have to exit the game. 
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: madvideogamer on July 15, 2013, 10:20:00 PM
Connecting, training and every other feature works fine for me. The only issue I have is connecting my pad up. Caster reads my stick and I can map my inputs just fine in the controls screen, however when it launches the game in training mode/netplay, the inputs don't work at all.

Never mind, fixed my problem. Everything works perfectly! Great job.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Dusk Thanatos on July 16, 2013, 07:26:56 PM
Following the request train, the ability to jump to the match currently in progress would be a godsend. Catching up to some of these sets takes forever, especially when you have to keep reconnecting ;_;

I'm curious. Does spec attempt to sync with who you're spectating at all, or have any redundancy in the data sent? It seems like a single hiccup completely wrecks spectating.

Lulzy anecdote: I actually had a friend spectate a match where the spectator had C-Kohaku vs. C-Neco Arc Chaos, but the match being played was F-Koha vs. C-NAC.   :mystery:
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Roy-Kr on July 16, 2013, 09:09:26 PM
Reminds me of this

(http://i.imgur.com/EmcUXF4.jpg)
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Rowanism on July 16, 2013, 11:11:40 PM
Roy, this is not how you link a dropbox image. Use imgur.
Title: Re: CCCaster v2.0a - Now with replay and spectator support!
Post by: Roy-Kr on July 17, 2013, 03:00:44 PM
Fixed. Figured it would work since it appeared normally in my browser.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Madscientist on July 18, 2013, 06:45:18 AM
Minor update, implemented those things Tonberry suggested.
Also Tonberry, can you send/link me that replay file? I'm kinda curious of what could cause that to happen.

Skipping games when spectating is something that I plan to add. Also I know that spectating in general can be flaky sometimes, which is something I need to fix.

Those spectator mode changes aren't really small, and I'm actually making good progress on rollback, so I think I'll keep focusing on that.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Dusk Thanatos on July 18, 2013, 08:15:42 AM
That's awesome. Rollback>>>>>>>>>>>>>>spectator fixes, so.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Tonberry on July 18, 2013, 11:08:49 AM
Minor update, implemented those things Tonberry suggested.
Also Tonberry, can you send/link me that replay file? I'm kinda curious of what could cause that to happen.

Skipping games when spectating is something that I plan to add. Also I know that spectating in general can be flaky sometimes, which is something I need to fix.

Those spectator mode changes aren't really small, and I'm actually making good progress on rollback, so I think I'll keep focusing on that.

Thank you very much :).

http://www.mediafire.com/download/lo091b7ce72gi16/ROAxAOKO_130713020703.rep
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: f-wlen ice loop on July 21, 2013, 05:59:16 PM
ran into an issue where reducing damage caused the pc speaker to beep. makes 0 sense as nothing is mapped to keyboard but it happened 2-3 times over the course of a few games.

edit: did not happen on a subsequent set. however, i am confused as to who gets to pick post-game options; it seems to only be winner?

also, is there a reason the game drops fps in between rounds?
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Madscientist on July 21, 2013, 09:17:21 PM
The result menu works like the Capcom games, both players pick their own options, if either chose character select, then it forces both sides to go to character select.

The FPS drop between rounds is due to caster syncing the RNG state, I've found it sometimes changes between rounds, so I must force it to sync up at those points. Shouldn't be an issue though since it happens before the round actually starts. Maybe I can figure out how to hide the FPS drop.

Edit: @Tonberry, the replay seems to work fine for me.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Tonberry on July 21, 2013, 10:20:49 PM
Edit: @Tonberry, the replay seems to work fine for me.

Yeah, it turns out I can't do anything after any replay(wtf??)
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: f-wlen ice loop on July 22, 2013, 06:00:45 PM
whatever was done in this version has made starting the games up more stable but the in-game fps is completely fucked up. it reports 500+ variance with 2-3ms swings in ping to google, intro fps drops to 49, post-round fps drops to 35-40, mid-match fps is all over the place. this was with multiple people i tested, and overall the buffer feels worse but that could be imagination. i tested vs the same person using 1.1 right after the described 2.0 session and we had a full 60fps game. something is wrong w/the new client
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Madscientist on July 22, 2013, 07:47:38 PM
Aaah, that seems like a performance issue. I might need to actually profile my client and optimize it.

I'm gonna assume this doesn't happen to everyone.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: f-wlen ice loop on July 22, 2013, 07:54:31 PM
people i remember testing with:

kusanagi (no issues, 4d, standard 4d problems)
mizuki (massive lag, miz has a gaming rig too)
ct warrior (59-60 fps on 1.1, 40-49 fps midmatch on 2.0)

i have a pretty old pc but a netplay client should not have this type of severe performance issue, plus it runs 60fps offline.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Madscientist on July 22, 2013, 09:30:11 PM
If anyone else has the same issue give this build a try: http://www.mediafire.com/download/0z5ip3ddnv5poar/cccaster.exe

If it doesn't help it at least eliminates one possibility for me.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Funky-kun on July 23, 2013, 01:42:54 AM
I have had occasional frame drops (Bulgaria <-> Switzerland, delay 2) with one person, but I wouldn't blame it on cccaster because I share my internet connection. Yesterday had a perfect 60 fps match @ 2 delay while my roommate held a Skype video conference. In any case, the frequent desyncs I used to have are completely gone!

Thanks for your amazing work, Madscientist!
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Madscientist on July 23, 2013, 06:12:30 AM
This is with ^ that build?
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Funky-kun on July 23, 2013, 07:16:34 AM
No, with 2.0b. If I encounter framedrops again, I will try using the one you last posted.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Herja on July 23, 2013, 05:22:19 PM
If anyone else has the same issue give this build a try: http://www.mediafire.com/download/0z5ip3ddnv5poar/cccaster.exe

If it doesn't help it at least eliminates one possibility for me.

It didnt work for me. Whatever you did in b basically halved the framerate for me. Im on xp btw (and no i know its not my end because the game itself runs fine without caster and Im not lagging).
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: f-wlen ice loop on July 23, 2013, 09:18:37 PM
first test vs ct_warrior (same person i tested 1.1 perfect on)

fps is better in the 55-60 range, possible fluctuations due to some changed gpu settings on his side + other people on his conn. definite improvement. post-round fps drop still present but in the 45s now instead of 30-35s. will post further testing as they come
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: CT_Warrior on July 23, 2013, 09:32:11 PM
Yeah, that new version helped quite a bit. I have a fairly weak CPU (AMD Athlon X2 5000+, 2.6ghz duocore)and I get 3-4 FPS drops when someone gets hit, but that's only for netplay. I'd be so happy if you could optimize the code a bit so I can play full 60 FPS with prerendered frames at 0.

EDIT: I think my FPS was fine in v1.1.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: f-wlen ice loop on July 24, 2013, 07:49:20 PM
tested vs rayza (wc -> ec)

mostly small 57-59 drops mid-round, the post-round 45 drop still there

noticing that all affected parties seem to have a winxp machine involved
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Madscientist on July 24, 2013, 08:12:41 PM
Hmm, let's try -O3:
http://www.mediafire.com/download/lc8914q515nh4lt/cccaster.exe

Oops I uploaded the wrong file, here's the proper one:
http://www.mediafire.com/download/erqbrh7n9hwr8e3/cccaster.exe
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Demicol on July 25, 2013, 03:27:45 AM
I apologize if this isn't the place for this, but I'm going insane trying to get the netplay to work. I have confirmed I have the port I am using open trough this (http://www.yougetsignal.com/tools/open-ports/), but I still get UDP connection timed out when someone tries to connect. Anyone know whats up?
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Dusk Thanatos on July 25, 2013, 07:39:08 AM
Check to make sure your firewall isn't blocking connections from other computers.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Herja on July 25, 2013, 05:50:09 PM
Hmm, let's try -O3:
http://www.mediafire.com/download/lc8914q515nh4lt/cccaster.exe

Oops I uploaded the wrong file, here's the proper one:
http://www.mediafire.com/download/erqbrh7n9hwr8e3/cccaster.exe

That worked. Whatever you did fixed the framerate issues for me.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Madscientist on July 25, 2013, 06:18:54 PM
I apologize if this isn't the place for this, but I'm going insane trying to get the netplay to work. I have confirmed I have the port I am using open trough this (http://www.yougetsignal.com/tools/open-ports/), but I still get UDP connection timed out when someone tries to connect. Anyone know whats up?
Also make sure the port is opened for both TCP and UDP.

That worked. Whatever you did fixed the framerate issues for me.
Cool, that was the easiest fix ever. Hopefully it works for bell and CT_Warrior too.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: f-wlen ice loop on July 25, 2013, 09:48:19 PM
tested vs rayza and mizuki

rayza, 4d, 57-59 fps fluctuations

miz, 3d, massive drops after the first 10 seconds down to 45fps

issue not resolved. not sure what you did to the code to cause this, 1.1 was perfect aside from the random ds/initial connect issues
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Cristu on July 26, 2013, 06:34:43 PM
Just a not very important thing, but still...

When in training mode, if you set random counter hit, it's different for each PC, so it desynchs.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Madscientist on August 06, 2013, 09:43:55 AM
@Cristu I will take a look at that when I have some more time.

Meanwhile here's another attempt at fixing the FPS drop issue (mainly just compile changes):
http://www.mediafire.com/download/0ad57apytdzaoo1/cccaster.exe
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: CT_Warrior on August 11, 2013, 09:30:42 PM
1.1 is still significantly better than the latest revision. I didn't notice much of a difference between the previous revision and the latest for round play, but it seems to spike more in other parts of the game.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: CT_Warrior on August 19, 2013, 11:11:47 PM
I'd like to add that 2.0 seems to work fine for 4 delay and above, but there seem to be frame drops in lower delay.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Choco on September 10, 2013, 08:10:58 PM
I have a pretty nasty bug I'm dealing with in CCCaster. It happens in 1.11 or in 2.0b.

The issue: More than half of the time when I quit MB after a set of matches (or even less than one game) against someone, my sound becomes bugged. It loops the same fraction of a second of audio again and again, and it sounds awful. It doesn't go away except after a reboot. Disabling / re-enabling devices doesn't work unless it the PC is rebooted.

I have a ASUS Xonar DG sound card with the latest drivers, and an onboard sound card based off of a common RealTek chips. It doesn't matter which device my sound is plugged into - both of them have the issue above.

It feels like there's something in the coding of CCCaster that doesn't gracefully stop the use of the sound device before quitting the MBAA.exe application. And closing CCCaster or MBAA's window can result in the same sound error that requires reboot. The only way to guarantee this doesn't happen is to not launch MBAA through CCCaster, which means no netplay :P

Let me know if you need any more information about my setup.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: Funky-kun on September 11, 2013, 03:47:42 AM
A friend of mine had the same issue with a Xonar Essence STX. I think it's a driver issue, once he switched to these drivers (link (http://maxedtech.com/asus-xonar-unified-drivers/)) the issue disappeared.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: halehale on September 12, 2013, 01:52:10 AM
just go into the audio center and disable the glowing GX button near bottom right, should fix it.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: academico on September 17, 2013, 09:11:50 PM
Thank you very much i'll test this tonight:)):)):)):))

Enviado desde mi XT915 usando Tapatalk 2

Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: jellyheaven on September 24, 2013, 04:31:39 AM
I was wondering if anyone knows how to host automatically from a shortcut to cccaster without selecting it. It is posible to add any arguments to the shortcut to do this? Thanks for the good work.
Title: Re: CCCaster v2.0b - Now with replay and spectator support!
Post by: purps on September 24, 2013, 10:01:59 AM
I was wondering if anyone knows how to host automatically from a shortcut to cccaster without selecting it. It is posible to add any arguments to the shortcut to do this? Thanks for the good work.

This works easily with 1.1, try this in the target field of the shortcut.

"C:\XOXO\cccaster.exe" "46318"

I couldn't get 2.0b to operate in a similar fashion though, i did try using  /k commands too but no success.
If you could get the string to punch "1" then "enter" we would be laughing ; )
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: Madscientist on October 21, 2013, 12:45:13 AM
Sorry for the lack of updates.

I've actually been sitting on some changes, so I might as well release them now.

Updated the first post with the download link and changelog.

@purps: I took out the command line host option out of 2.0 for some reason. So I put it back in for this version.
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: Choco on October 21, 2013, 03:10:51 AM
@Funky-kun - Thanks for your help! Those alternate drivers did the trick perfectly. No more reboots for netplay! \o/

@Madscientist - Thanks for all your hard work <3 My weekend is starting, so I'll be sure to do some testing with the 2.0c client.
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: Inso on October 21, 2013, 04:42:17 PM
I've missed you Fateful Showdown ;_;
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: heavymetalmixer on October 22, 2013, 04:47:32 AM
Less lag and Delay?, thank you dude :D
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: Roy-Kr on October 22, 2013, 11:45:26 PM
 :toot: :prinny:
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: Cristu on November 04, 2013, 05:44:15 PM
When's relay? It's an ass have to make everyone try and open doors before online tourneys =x. Some people can't do it, other arent allowed too and etc. Thank you for your hard work Mad!
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: Excalibur on November 15, 2013, 11:54:07 AM
Still waiting for the source code...
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: jellyheaven on November 16, 2013, 03:24:02 PM
Maybe is just me and I'm wrong, but I noticed that when you play with 2.0c after a while (like 7-8 matches) game starts to get delayed or input derpy. Game is stable but inputs get delay all of the sudden or even random, screwing simple BnB's or pressure with special moves after you just press 5A once. I've tested offline with no problems, issues come with the last caster version 2.0c and is even more quickly visible with caster lite (tested with several people). So yeah I hope I'm wrong but I feel that I had to report it. Keep up the good work.
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: Madscientist on November 16, 2013, 11:45:52 PM
Are you on Windows XP by any chance?
Title: Re: CCCaster v2.0c - Now with replay and spectator support!
Post by: jellyheaven on November 17, 2013, 08:02:15 AM
nope, W7. I had no problems with previous versions of caster whatsoever.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Madscientist on November 17, 2013, 02:30:10 PM
Fixed a bug that can cause the problem jellyheaven was seeing.
If you've been getting weird inputs, please try the new version 2.0d.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: TheMaster_Rahl on November 26, 2013, 12:51:53 PM
Guess I might as well post this in here.
I made a tutorial for connecting via CCCaster v2.0 and higher. The program is pretty simple already, but I still get asked a lot of questions about how to set it up.
It's here:
https://www.youtube.com/watch?v=KTAWhI2kNV0 (https://www.youtube.com/watch?v=KTAWhI2kNV0)
You almost certainly want to set it to 720p HD in youtube, cuz most of the text is unreadable with out it set.
Hope this helps anyone who might be looking for questions, but not know where to look.

-TexasTim-
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Funky-kun on November 27, 2013, 12:48:39 AM
I have a strange experience with 2.0d. After some rounds, at the end of match menu the controls moved  to and pressed save replay on their own for some reason, which lead to a freeze. This happened more than once.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Sashi on November 27, 2013, 01:56:20 AM
That's happened with 2.0c too. One player goes into char select and one goes to save replay.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Madscientist on November 27, 2013, 06:34:53 PM
Welp that's another bug to look at.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: CT_Warrior on January 04, 2014, 09:49:15 PM
Netplay is great. No real complaints other than increased ping in-between rounds. Spectator mode needs a bit more consistency and then cccaster will be perfect. Sometimes it prematurely ejaculates "Broadcast is over", and sometimes it desyncs. Might have a slightly negative impact on performance for the players being spectated, might be imagining it.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Funky-kun on January 06, 2014, 12:10:50 AM
I've been using 2.0c for a while (because of the bug mentioned above), and yeah, the caster works great, no issues with lag/spikes/etc whatsoever.  :)
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: CT_Warrior 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Inso 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: mathew 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).
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Madscientist 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: mathew 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: jellyheaven 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Madscientist 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)
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: mathew 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!
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: VanDarkholme 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
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: VanDarkholme 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? ;_;

Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: heavymetalmixer 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Bloobop 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"
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: TheMaster_Rahl 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 (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-
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Sashi on August 03, 2014, 09:43:38 PM
Also possible is if someone tries to spectate before you join. It's a weird bug.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Tyli 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Sashi 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Tyli 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?
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: Inso 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: shinpichu 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.
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: shouri 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
Title: Re: CCCaster v2.0d - Now with replay and spectator support!
Post by: heavymetalmixer 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.
Title: Re: CCCaster v2.1
Post by: Madscientist 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.
Title: Re: CCCaster v2.1
Post by: Legendary Blue Shirt 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.
Title: Re: CCCaster v2.1
Post by: TheMaster_Rahl 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.
Title: Re: CCCaster v2.1a
Post by: Madscientist 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.
Title: Re: CCCaster v2.1a
Post by: Luk Dehuri on December 04, 2014, 06:24:48 AM
Thank you very much for the updates <3
Title: Re: CCCaster v2.1a
Post by: heavymetalmixer on December 04, 2014, 07:17:38 AM
How could a player host if doesn't have some port open?

I see that if you put 0 in the caster when it asks for a port, the caster hosts in a random port nunmber (this number gets higher every time you host with the 0 port).
Title: Re: CCCaster v2.1a
Post by: Madscientist on December 04, 2014, 07:52:04 AM
You can get around firewalls (which need port forwarding normally) by doing UDP hole punching (http://en.wikipedia.org/wiki/UDP_hole_punching).
MBCaster did the same thing with the relay option. CCCaster does this automatically.

Also hosting with port 0 lets the operating system automatically select any available port.
Title: Re: CCCaster v2.1a
Post by: heavymetalmixer on December 04, 2014, 08:20:41 AM
Sorry if I sound like an asshole, but:

1) This UDP hole punching sound like we need a third person with a open port so the other two can connect, but what is the process for doing the UDP hole puniching?

2) After doing that, what do we do in the Cccaster?
Title: Re: CCCaster v2.1a
Post by: Madscientist on December 04, 2014, 08:22:46 AM
The UDP hole punch is all automated, I already have a server setup for this.

You won't need to do anything different, you can just host normally, and ppl can connect to the same IP address and port.
Title: Re: CCCaster v2.1a
Post by: heavymetalmixer on December 04, 2014, 08:25:52 AM
So, basically, you have a server with certain IP and port. You'll post it here, and the players than don't have an open port connect to that IP and port of the server, pasting them in the Netplay option of the caster?
 
Title: Re: CCCaster v2.1a
Post by: Madscientist on December 04, 2014, 08:33:18 AM
Sorry when I meant same IP address, I meant your IP address, the one that caster says you're hosting at.

Like you literally host and connect in the same way as you did before, you just don't have to port forward anymore.
Title: Re: CCCaster v2.1a
Post by: Choco on December 04, 2014, 09:50:23 AM
Went to sleep after successfully testing the crash-less EXE last night. Again, thanks for all your hard work, Madsci! I'm gonna play the heck out of Melty for years to come thanks to your client :3
Title: Re: CCCaster v2.1a
Post by: HunTaire on December 04, 2014, 10:11:26 AM
The character selection button config is godlike, I'll test it this weekend. Thanks Madscientist.

Btw, this makes Viskar's MeltyLauncher outdated pretty much  :-X (unless cccaster cant recognize controls being plugged ingame).
Title: Re: CCCaster v2.1a
Post by: Madscientist on December 04, 2014, 10:47:15 AM
CCCaster does recognize when new controllers are plugged in or removed in-game, so you pretty much never need to restart the game.
Title: Re: CCCaster v2.1a
Post by: Erkz on December 04, 2014, 03:39:07 PM
Yo, mad props for all these improvements. Can't wait to try them out.
Title: Re: CCCaster v2.1a
Post by: heavymetalmixer on December 04, 2014, 07:17:08 PM
Yeah, I forgot to say "Thank you for your hard work dude".

Even if the "game is dead", if it weren't because of you, the game would really die, and now will grow like it was in it's AC days :D
Title: Re: CCCaster v2.1a
Post by: heavymetalmixer on December 04, 2014, 08:44:17 PM
Through the day I've tested with some people that don't have open ports, and the caster works great. With two exceptions, both from Mexico.

The weird thing about this is that it worked with another guy that is form Mexico, so I don't think that the location matters.

Both exceptions launched a "timeout" error. Both Windows 7 x32 bits, with the MBAACC updated.
Title: Re: CCCaster v2.1a
Post by: Roy-Kr on December 05, 2014, 06:22:50 PM
Godlike.
Title: Re: CCCaster v2.1a
Post by: Erkz on December 05, 2014, 06:47:41 PM
So I finally got around to trying it out and for some reason my AV freaked out pretty bad.

This may or may not be why it keeps getting deleted from file sharing sites.

Any idea what's causing the AV trigger?
Title: Re: CCCaster v2.1a
Post by: TheMaster_Rahl on December 05, 2014, 07:15:42 PM
So I finally got around to trying it out and for some reason my AV freaked out pretty bad.

This may or may not be why it keeps getting deleted from file sharing sites.

Any idea what's causing the AV trigger?

The launcher.exe triggers mine. Had to add an exception for it in my AV. I reported it to Avast as a false positive.

@MadSci and Pad users:

I've run into issues with pad directional inputs not being read properly.
For instance, holding 2, and getting a char that crouches, then stands, then crouches, repeat...
It seems to happen at random intervals. Holding 2 and mashing A produces 2A 5AA 2AA 5AAA (just an example).

Adjusted the deadzone from the default of 25000 down to 12500 at 500 intervals, and reproduced the issue at every deadzone setting. Same problem has been reproduced in cccasterv2.1a training mode. So I don't think its a deadzone setting issue.

Anyone have any insight into this? Any other pad users get this issue?

-NC TexasTim-
Title: Re: CCCaster v2.1a
Post by: heavymetalmixer on December 06, 2014, 07:31:04 AM
So I finally got around to trying it out and for some reason my AV freaked out pretty bad.

This may or may not be why it keeps getting deleted from file sharing sites.

Any idea what's causing the AV trigger?

The launcher.exe triggers mine. Had to add an exception for it in my AV. I reported it to Avast as a false positive.

@MadSci and Pad users:

I've run into issues with pad directional inputs not being read properly.
For instance, holding 2, and getting a char that crouches, then stands, then crouches, repeat...
It seems to happen at random intervals. Holding 2 and mashing A produces 2A 5AA 2AA 5AAA (just an example).

Adjusted the deadzone from the default of 25000 down to 12500 at 500 intervals, and reproduced the issue at every deadzone setting. Same problem has been reproduced in cccasterv2.1a training mode. So I don't think its a deadzone setting issue.

Anyone have any insight into this? Any other pad users get this issue?

-NC TexasTim-

For the moment, I don't have this input issue. And yeah, antivirus erase caster's files and block the connections, even Google Chrome doesn't let you download it. (Only this browser, I use Firefox and no problem).
Title: Re: CCCaster v2.1a
Post by: HunTaire on December 06, 2014, 06:18:56 PM
I'm having an issue with the in-game key config, for some reason I cant map any key with keyboard, even tough I can choose player side with keyboard with the directionals keys, after pressing enter to set them it simply doesnt do anything. Is anybody having this same problem?

Also, @Madscientist, can you make it so that cccaster recognizes 2 different keyboard configs? It would be awesome when keyboard mirrors happens and they could config in-game.
Title: Re: CCCaster v2.1a
Post by: heavymetalmixer on December 07, 2014, 08:00:23 AM
Today I tested with one of the Mexico guys that can't host, and I hosted on an open port. Still no conecction.

Why? If I openned the port, then the UDP hole puniching shouldn't be part of the connection.
Title: Re: CCCaster v2.1a
Post by: caiooa on December 08, 2014, 08:07:43 AM
tried it with 6 different people, worked well with all of them.
But someone tried to espectate my matches and wasn't able to, he said he was locked in this screen http://puu.sh/dla1k/662b49484c.png
 Later on, i tried to broadcast training mode, and when the same person tried to espectate, he was locked at this screen http://puu.sh/dlamH/f1007b63a4.png
Title: Re: CCCaster v2.1a
Post by: Madscientist on December 08, 2014, 08:24:50 PM
I'll compile a list of all the bugs in a bit, and try to fix them soon.
Title: Re: CCCaster v2.1a
Post by: heavymetalmixer on December 11, 2014, 06:50:20 PM
Another (already discovered) bug:

With some of the guys I played, when they connect (someone else is hosting), most of the times the game doesn't start automatically, it shows the resolution and control changing window. Unlike the cccaster 2.1, pressing the Ok button just crashes the game.

But here is something interesting that we discovered: After the person hosting puts the port number, the options for the mode to host appear, but is better to select the option with a number key instead of Enter or Intro, it makes bigger the probabilities that the game runs automatically. The same goes for the person connecting: instead of pressing Enter or Intro in Yes or No, is better to press 1 or 2.
Title: Re: CCCaster v2.1b
Post by: Madscientist on December 11, 2014, 09:02:39 PM
@TexasTim you can try mapping the directions separately for now and see if it helps.

@heavymetalmixer Do you mean if you hit enter, the game doesn't run automatically?

Also for everyone who can reproduce their bugs, I uploaded a new version with logging here (https://mega.co.nz/#!REBwXDCb!6vnnvYyaoJzimFUs5GFUjpvsFTgJQWME7YhQbr3stTc).
Please try running with that version and get me the debug.log and dll.log in the cccaster folder.
You can upload them on pastebin or wherever.

Also I fixed the Windows XP startup issue, updated first post with new version.
Title: Re: CCCaster v2.1b
Post by: heavymetalmixer on December 12, 2014, 06:45:44 AM
What I tried to say is that it works automatically more often with the number keys, that with Enter or Intro.
Title: Re: CCCaster v2.1c
Post by: Madscientist on December 12, 2014, 04:54:41 PM
Minor update; plumcot showed me how to skip the initial startup window, as well as how to skip directly to the desired game mode, using some assembly code.

So automatically starting the game should be more stable now. This should fix the occasional issue heavymetalmixer was seeing.
Title: Re: CCCaster v2.1c
Post by: koorimusha on December 12, 2014, 11:37:34 PM
I'm digging the new caster, but I'm having problems with my gamepad. It's a PS2 controller with a USB adapter. Twin USB Joystick, it's called. I'm very accustomed to the analog for fighting games and it's not detecting diagonal directional inputs. The previous versions have it, but I would hate to have to downgrade just to get such. I would also hate to have to buy a new joystick just for this as well. Could there be any way I could fix this issue somehow? I really need to crouch block, 3C, and back/forward jump. Doesn't help with even 236 motions and the like.
Title: Re: CCCaster v2.1d
Post by: Madscientist on December 14, 2014, 11:33:47 AM
Bug fix release: fixes diagonals not working for analog, keyboard not working for in-game mapping.

Had to make some internal changes to controller handling, so you'll need to remap the controller next time you use it.
Title: Re: CCCaster v2.1d
Post by: koorimusha on December 14, 2014, 01:47:10 PM
I get an error when trying to download. Is something with wrong with the upload?
Title: Re: CCCaster v2.1d
Post by: Madscientist on December 14, 2014, 01:54:33 PM
Hmm, that's weird. I re-uploaded it just in case.

EDIT: I pulled v2.1d because people are having input drop issues, gonna try to fix it asap.
Title: Re: CCCaster v2.1d
Post by: Pityesz on December 14, 2014, 06:14:58 PM
It is a really great improvement since the first release. All of the funktions are work perfectly. As a newcomer router user, I hope it really works like you said in the first post.  :)

As a request... can you put a "versus CPU" option in the next version? It would be really cool.
Title: Re: CCCaster v2.1d
Post by: heavymetalmixer on December 14, 2014, 07:33:53 PM
What is the reason that the UDP hole puniching doesn't work for most of the players? (Doesn't connect if there's no open port for the person hosting). Is it because of a caster bug? Lag? Distance between the players? Or distance from the server?

Note that most of the players that I've seen this thing doesn't work are from Mexico, and me and a close friend are from Colombia but it does work, so I don't think the problem is the distance from the server.
Title: Re: CCCaster v2.1d
Post by: Madscientist on December 14, 2014, 08:29:35 PM
UDP hole punching can fail if either router is too restrictive. So it isn't the ultimate solution.

If hole punching fails, then there's nothing you can do if you cannot open a port on at least one router.

The distance or lag shouldn't matter.
Title: Re: CCCaster v2.1d
Post by: Pityesz on December 15, 2014, 05:55:57 AM
The Mega link show the version 2.1c instead of the 2.1d, or it is just not uploaded yet.
Title: Re: CCCaster v2.1d
Post by: Dusk Thanatos on December 15, 2014, 08:15:51 PM
2.1d has temporarily been taken down because it causes massive input drops for some players. 2.1c is the latest usable release.
Title: Re: CCCaster v2.1d
Post by: Pityesz on December 16, 2014, 03:37:59 AM
I see, thanks.
Title: Re: CCCaster v2.1d
Post by: academico on December 18, 2014, 10:30:20 AM
ty very much :V
Title: Re: CCCaster v2.1e
Post by: Madscientist on December 23, 2014, 08:37:46 PM
New version that fixes the input drop issue and some other things:
https://mega.co.nz/#!RdIFHDyQ!kUQiDrBV3hUvnRQ8yoWQOJCc1d3d9nkveBc1fVpTprw

This version is not backwards compatible due to the fixes, and you'll also need to reconfigure your controller(s).
Title: Re: CCCaster v2.1e
Post by: Cristu on December 25, 2014, 05:56:07 AM
Many thanks as always Mad!

How solid is the spec mode now? Anyone atempted to stream an online tournament yet? I wanna do it a lot =x
Title: Re: CCCaster v2.1e
Post by: Madscientist on December 25, 2014, 08:15:33 AM
I wouldn't use it for streaming yet, spectating should work for most cases, but I know its not perfect yet.
Title: Re: CCCaster v2.1e
Post by: heavymetalmixer on December 25, 2014, 08:47:59 AM
I don't know if this if because of the input fix, but the 2.1e has more lag than any of the other cccasters of the 2.1x branch.
Title: Re: CCCaster v2.1e
Post by: Madscientist on December 25, 2014, 04:28:18 PM
I haven't changed anything to do with the core netcode, only the input handling. This shouldn't add any lag.

Lag is highly dependent on network conditions which can change, so you'll have to do many comparisons with an older version to be sure.
Title: Re: CCCaster v2.1e
Post by: heavymetalmixer on December 25, 2014, 10:06:12 PM
Bug report:
Me and I friend wanted to play just one hour ago. I hosted on an open port, and when we got to the Character Selection Screen, it only appeared my character. I selected it and then I had to select his (like in Training Mode, but when the match started he could use it without problem).

Then he hosted and the problem dissapeared. After some matches because of a big spike, I hosted again and the bug didn't appear.
Title: Re: CCCaster v2.1e
Post by: Madscientist on December 26, 2014, 08:23:11 PM
Do you remember if caster said "Starting training... " or "Starting versus..." when the bug happened?
Title: Re: CCCaster v2.1e
Post by: heavymetalmixer on December 26, 2014, 09:20:53 PM
Yeah, it said "Starting Versus . . . " everytime.
Title: Re: CCCaster v2.1e
Post by: Pityesz on December 27, 2014, 08:12:31 AM
For us, the cccaster just worked fine. We had the very same ping as with the old one. The Versus CPU mode work fine too.  :)
Title: Re: CCCaster v2.1f
Post by: Madscientist on December 27, 2014, 11:33:35 AM
Fixed startup issue when launching from the browser.

EDIT: added Add_Handler_Protocol.bat to the v2.1f zip file, and instructions in the ReadMe.txt
Title: Re: CCCaster v2.1f
Post by: heavymetalmixer on December 27, 2014, 07:00:10 PM
Game finder?! YAHOOOOOOOOOOOOOOOO
Title: Re: CCCaster v2.1g
Post by: Madscientist on December 28, 2014, 07:59:00 PM
More bug fixes... one of them was caused by my relay server going down today. Also added a secondary backup server.

https://mega.co.nz/#!NAg33RxS!LMPxnfrwaEB_S9KALpV7BwbIKRqowxd1AyKja-JU8qI

Also just a note, the .bat only needs to be run once per computer, you won't need to run it each time you update.
Title: Re: CCCaster v2.1g
Post by: Pityesz on December 29, 2014, 06:01:51 AM
The 'launcher.exe' now detected as a false-positive malware. It is not really a problem but annoying.  :psyduck:
Title: Re: CCCaster v2.1g
Post by: shinpichu on December 29, 2014, 03:23:32 PM
Thanks for updating this! It seems to run under Wine now.

Trouble is, it doesn't seem to recognize input from my gamepad. Also, when I try to start the game, once I get to training mode I can't do anything, even with the keyboard.

I'm on Kubuntu 14.04 with Wine 1.7.33.
Title: Re: CCCaster v2.1g
Post by: Madscientist on December 29, 2014, 03:52:38 PM
@shinpichu:

That's weird, I've been testing on a linux box with the same setup.

Can you try running this logging version: https://mega.co.nz/#!NEBx3TDT!LIukNKKJytiLP6kfbamKNWfdH4HMhAvFw8bsBxMIqDQ

Make sure to bind some keys first in caster, and then just try to do stuff in offline training mode.

Afterwards upload debug.log and dll.log (they're in the cccaster folder) somewhere such as pastebin.

EDIT: actually I have a hunch, if that version doesn't work try this one: https://mega.co.nz/#!VEwT3YIS!Jl0ZQgolIzuleqd3nP97ia_Y35IYGfGKLAOMSEjKyVI
Title: Re: CCCaster v2.1g
Post by: shinpichu on December 29, 2014, 04:05:15 PM
Debug.log: http://pastebin.com/M2YvFCvQ

dll.log: http://pastebin.com/EgmYdUGG

What do you have in your wineprefix? I'm running in a prefix that just has d3dx9_36.dll and dsound installed. do I need to install something else?
Title: Re: CCCaster v2.1g
Post by: Madscientist on December 29, 2014, 04:10:03 PM
Wow, you're fast on this. I don't think I did anything special for my Wine prefix.

Btw I made an edit before I saw your post, can you try the second build?

EDIT: it looks like I probably broke something since I last tested on Wine, I'll have to debug this tmw, because I don't have access to the machine right now.
Title: Re: CCCaster v2.1g
Post by: shinpichu on December 29, 2014, 04:18:58 PM
Huh. Well, I noticed that joystick input was working (even though I still couldn't set any keys), so I cleared both the joystick configs (Logitech dial action event and js), and lo and behold keyboard input works now!

I suppose now I could at least use antimicro or something if I want to use a joystick. Do you still want the logs?
Title: Re: CCCaster v2.1g
Post by: Madscientist on December 29, 2014, 04:19:54 PM
Probably don't need any logs now.

I can try to fix joystick input tmw. For now its good to know keyboard inputs work fine.

EDIT: actually its possible your joystick input isn't working because a button or direction is stuck, this could happen because the deadzone is too small. Try adjusting that first.
Title: Re: CCCaster v2.1g
Post by: shinpichu on December 29, 2014, 04:47:00 PM
That seems to have been the issue. Sorry for bothering you!
Title: Re: CCCaster v2.1g
Post by: heavymetalmixer on December 29, 2014, 05:22:39 PM
Noob question: What is the dead zone?
Title: Re: CCCaster v2.1g
Post by: shinpichu on December 29, 2014, 05:28:58 PM
Noob question: What is the dead zone?
The dead zone is the part of the analog sticks on your joysticks that doesn't register as input.
Title: Re: CCCaster v2.1h
Post by: Madscientist on December 31, 2014, 09:44:06 PM
Happy new year.

Added max delay setting in latest version.
Title: Re: CCCaster v2.1h
Post by: Inso on January 01, 2015, 12:34:16 PM
Happy New Year!!

Reporting something: one of our players has a generic sanwa Arcade and he played fine and everything till 2.0d, but since 2.1 the inputs wont work even tho caster still recognizes the arcade is plugged in (reads as Sanwa Supply Arcade Stick). He cant configure the buttons neither ingame or out.

Also a suggestion, when you change the delay a message could appear on caster prompt to let you know what delay is currently set.
Title: Re: CCCaster v2.1h
Post by: Madscientist on January 01, 2015, 02:53:17 PM
I already added that delay change message in a recent version, try updating.

Also about the stick issue, try increasing the deadzone setting. If that doesn't work lemme know.
Title: Re: CCCaster v2.1h
Post by: Skenn on January 04, 2015, 03:52:06 AM
Hey Madscientist, I was wondering if you could add a setting to prevent the music from reseting when using the training mode reset.
Anyway thanks for all the time you've spent creating and improving this tool, keep up the good work.
Title: Re: CCCaster v2.1h
Post by: Dusk Thanatos on January 05, 2015, 02:49:17 PM
This doesn't really bother me, but I figured I'd mention it:

At some point along the revisions, I stopped being able to alt+tab out of the game window while fullscreened. Unsure why it suddenly stopped working.
Title: Re: CCCaster v2.1h
Post by: Xedders1 on January 18, 2015, 03:17:39 PM
hey madscientist, really appreciate you working on this for so long!

wanted to ask though, on 2.1h, am i the only one who's getting crashes once more than one person tries to spectate?
so far i've only tested it with me hosting (and then having two spectators join one after another), and then another friend of mine tried hosting with two spectators and we crashed as well. this wasn't an issue in the earlier versions, iirc.
Title: Re: CCCaster v2.1h
Post by: heavymetalmixer on January 18, 2015, 03:29:07 PM
After getting the 2.1h, some of my friends got crashes everytime we try to play, so we can't play anymore and it doesn't matter if there's someone spectating or not.
Title: Re: CCCaster v2.1i
Post by: Madscientist on January 28, 2015, 11:29:29 AM
Fixed the spectator crash. Also I figured out how to prevent the music from reseting during training mode.

https://mega.co.nz/#F!ccRylLbZ!-E9AZDSd_pm6PgVQ35z6QA
Title: Re: CCCaster v2.1i
Post by: heavymetalmixer on January 28, 2015, 03:32:28 PM
How does work the "Alternate FPS control" Setting?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on February 01, 2015, 01:57:45 PM
Rollback is out!

https://mega.co.nz/#F!ccRylLbZ!-E9AZDSd_pm6PgVQ35z6QA
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on February 01, 2015, 02:39:05 PM
Rollback version?! :0

Time for testing!
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Cristu on February 01, 2015, 03:23:08 PM
OMFG!!!!!!!!!!!!!!!!!!!!!!!!!!

IS THIS TRUE?!?!?!??!?!?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: ShardZ on February 01, 2015, 03:32:31 PM
I T ’ S   T I M E
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Rowanism on February 01, 2015, 05:31:37 PM
YOU ARE SO

B A S E D

I LOVE YOU
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Erkz on February 01, 2015, 05:59:10 PM
Holy shit, rollback.

+Heat.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: fiendmaw on February 02, 2015, 06:00:31 AM
Hello,can someone explain to me how I should use the Rollback and Delay options after someone connects to me?
Should they be equal,or is it the case where I choose the Rollback netcode or Delay netcode?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Rei on February 02, 2015, 06:34:14 AM
It's time...  :toot:
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on February 02, 2015, 06:35:32 AM
Hello,can someone explain to me how I should use the Rollback and Delay options after someone connects to me?
Should they be equal,or is it the case where I choose the Rollback netcode or Delay netcode?

I came to ask the same question.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Saikyo on February 02, 2015, 07:56:22 AM
Welp, playing melty again...
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on February 02, 2015, 09:03:30 AM
Basically you can set rollback as high as you want (up to 15).

Then you set how much delay you want to feel.

Basically you can have: delay = (actual delay - rollback).

If rollback > actual delay, then the effective delay can be 0.

If you set rollback to 0, it will turn off rollback. Then you need to set the delay as usual.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Saikyo on February 02, 2015, 12:17:24 PM
There is a strange bug when I try to auto-update the game or manually with it.

It always try, and the message window of the process say that it cant or dont have permission (its too fast to read) to exchange the old ccaster 3.0 with a new one.

Using Windows 7 Home 64bits here.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Ouytsu on February 03, 2015, 06:48:17 AM
I cannot update to 3.0.006. I always get the same message :
(http://i.imgur.com/8q2PZu6.jpg)
Title: Re: CCCaster v3.0 Rollback Edition
Post by: BurstOfAnger on February 03, 2015, 07:34:12 AM
Woot, playing melty again!

I tried updating to v3.0.006 but every time I do that, it shows the "Downloading..." screen, then when it completes, it opens the updater.exe and then loops back to "Do you want to update to v3.0.006?".
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on February 03, 2015, 08:18:02 AM
Yea if that ever happens, just dl from the MEGA folder.

Auto-updating is very new for me and poorly tested. Will fix soon.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Dusk Thanatos on February 04, 2015, 12:22:10 PM
There is a strange bug when I try to auto-update the game or manually with it.

It always try, and the message window of the process say that it cant or dont have permission (its too fast to read) to exchange the old ccaster 3.0 with a new one.

Using Windows 7 Home 64bits here.

Stupid question, since you probably already tried, but did you run it as admin?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Roy-Kr on February 06, 2015, 03:55:55 AM
New caster is too good. The lack of delay messes up my combos and tech punishes :(
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on February 07, 2015, 02:56:34 PM
Hopefully fixed the auto updating issues with 007.

You may need to manually update one more time if auto updating didn't work for you before.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: sunsaboo on February 09, 2015, 01:02:28 AM
While I was playing games CCCaster program shut down by itself, I do not know why.

My computer
Windows xp sp3 (windows 32bit)
Pentium(R)E6500 Dual-Core CPU
Ram 3GB  GPU nivdia gt630

I'm not good at English  :V
Thanks.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Xedders1 on February 10, 2015, 04:23:48 AM
hey, hate to give you more work, but for some reason killing the training dummy (after setting health to NO RECOVER), causes the game to stop responding? like, the characters still play their idle animations, and the music still plays. but my controls just stop responding, and F4 or start on my controller doesn't work either. works again after restarting the game, but it's quite the hassle.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Diar on February 11, 2015, 12:33:43 AM
Anybody know which channel do you guys hang out at nowadays on irc? I don't remember melty ever had online servers for netplay.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on February 11, 2015, 09:50:36 AM
http://seemeinmelty.meteor.com/
Title: Re: CCCaster v3.0 Rollback Edition
Post by: linkdude on February 12, 2015, 01:13:55 PM
I get this error when i launch ccaster.v3.0. What should i do about it?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: linkdude on February 12, 2015, 03:25:51 PM
Make sure you extracted everything in the .zip to the same directory. Keep cccaster.exe and the ccaster folder together.

They are together but i still get that error. All i did in the beginning is extract the cccaster and put the files in my MBACC folder with the game files and ran the cccaster v3.0.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on February 12, 2015, 05:10:23 PM
I recommend that beofer you extract the zip, you disable you antivirus, then extract all the files inside the zip and add those files to the exceptions of the antivirus and the Windows firewall.

This is because that both block the caster from connecting and lag it, and some antivirus erase the caster files without asking you first.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Nagittchi on February 16, 2015, 02:37:42 AM
Is there a way to manually go into the mappings file and edit the buttons from there?

Unfortunately, my HRAP4 is being read as "Real Arcade Pro.V4" and "Real Arcade Pro.V4 (2)".

(2) is a ghost of some kind and only MBAA.exe is reading it that way - I've checked other games and it only reads one Real Arcade Pro.V4 and the Windows Controllers window is only showing one instance.

While I can select (1) from MBAA.exe, unfortunately cccaster autodetects it as (2). Trying to bind anything on the (2) under the CCCaster controls tab makes it freeze since it can't read the inputs from (2) for some odd reason. If I try to press Enter to bind on the "Real Arcade Pro.V4" it just goes back to the controller select window.

Entering MBAACC and pressing F4 shows the HRAP.V4 (2) controller and so I'm unable to input my buttons there either...

It's weird since my friends HRAP4 is read as one controller for his PC while mine oddly shows two...
Title: Re: CCCaster v3.0 Rollback Edition
Post by: NoNo on February 16, 2015, 10:52:13 AM
I believe the game still have crashes when spectated. It's a bit hard to tell since most of the time, people go spectate accidentaly (trying to get a ffa game), but it looks like a regular thing on seemeinmelty.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on February 16, 2015, 04:15:27 PM
@Nagittchi I probably can't fix your issue soon, but for now you can use Xpadder or something similar and map your stick to use keyboard controls.

@Xedders1 thanks for letting me know, there's a couple training mode issues I need to fix.

@NoNo the crash might just be the known rollback crash, but you're right its hard to tell.

For all the crash issues, I plan to add automatic crash reporting to caster sometime, so it will be easier for me tell what happened.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Cristu on February 17, 2015, 03:13:40 PM
I've experienced some crashes today (3). The fight is going on, then it suddenly kinda freezes and a lot of different game sounds can be heard all at once. After that the games runs in very low fps then for like 8 seconds and then go back to normal, but it seems the players have desynched at that point.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Erkz on February 18, 2015, 05:30:58 PM
Random interjection.

I dunno if it bugs anyone as much as it does me that when using caster the Kara no Kyoukai and G Table stages don't have labels or icons (not that it's caster's fault; they're not in the game to begin with), but I made a small fix for it if anyone wants it.

Grab it here. (http://puu.sh/g1GqU/3829ade896.zip) Just drag the GRP folder into the main melty folder (the one with the exe and stuff).

This is probably about 3 years too late but eh.  :prinny:
Title: Re: CCCaster v3.0 Rollback Edition
Post by: NoNo on February 20, 2015, 07:12:50 AM
@Nagittchi I probably can't fix your issue soon, but for now you can use Xpadder or something similar and map your stick to use keyboard controls.

@Xedders1 thanks for letting me know, there's a couple training mode issues I need to fix.

@NoNo the crash might just be the known rollback crash, but you're right its hard to tell.

For all the crash issues, I plan to add automatic crash reporting to caster sometime, so it will be easier for me tell what happened.
As always, thanks for your work.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on February 22, 2015, 02:21:40 PM
Latest version .008 has a possible fix for the input drop issue.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on February 23, 2015, 08:54:07 PM
So it seems like w/e was happening with 008 doesn't happen anymore?

New version 009 fixes the spectator crash.

Also a PSA: all the versions are compatible if you can pass the initial connect. Caster will reject you if the version is actually incompatible for any reason.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Rowanism on February 24, 2015, 04:15:16 AM
Random interjection.

I dunno if it bugs anyone as much as it does me that when using caster the Kara no Kyoukai and G Table stages don't have labels or icons (not that it's caster's fault; they're not in the game to begin with), but I made a small fix for it if anyone wants it.

Grab it here. (http://puu.sh/g1GqU/3829ade896.zip) Just drag the GRP folder into the main melty folder (the one with the exe and stuff).

This is probably about 3 years too late but eh.  :prinny:

awesome, thanks!
Title: Re: CCCaster v3.0 Rollback Edition
Post by: TheMaster_Rahl on February 26, 2015, 06:19:14 PM
Not sure if its always been there or not, but when I go to training mode with Ryougi on the P2 side, during her idle animation, her face sprite animation detaches from her body.

I'm using .007, been lazy and haven't updated.
Title: Re: CCCaster v2.1h
Post by: Inso on March 03, 2015, 11:02:19 PM
Reporting something: one of our players has a generic sanwa Arcade and he played fine and everything till 2.0d, but since 2.1 the inputs wont work even tho caster still recognizes the arcade is plugged in (reads as Sanwa Supply Arcade Stick). He cant configure the buttons neither ingame or out.

Feedback on this, the problem was that he had a 2-slots gamecube controller adapter connected to his PC at all times, and the newer caster was always picking one of them as the default controller, so his sanwa was never effectively hooked ingame. He unplugged the adapter and it was fine.

On another report, I was trying to get caster 3.0 to work on my old notebook while my current is getting fixed, when I had a little trouble. I had caster 2.0d previously on the folder so I THINK this wasnt an issue in that version.

I tried to run training mode w/ caster, but he accused D3DX9_43.dll of being missing, which was weird since the game itself worked (directx11 under the info tab of MBAA loader). I downloaded and placed the x64 dll version on the folder, and then caster said it couldnt find the game executable. I tried putting both 32 and 64 bit versions on their respectives system folders but no go, it was only when I placed the 32 bit directly on the MB folder that caster managed to launch the game. Just a heads up in case anyone has a similar problem.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on March 07, 2015, 12:39:59 PM
Another bug I discovered today:

When putting the CPU to control de Dummy in Training, setting to No Recover and finishing the round, after the next round begins, every button stops working, so I have to close the game and the caster sot Training works again.

EDIT: another bug:

This one comes since the 2.1x branch, and it's that the replays get corrupted: the replays plays normal until some point when both characters stop completeley until the clock comes to 0, and it keeps that way until the comeplte match finishes.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on March 08, 2015, 02:54:57 AM
New version 012 fixes a few more bugs, notably the PS4 pad should work now.
Also prevents screensaver / sleep while the game is running.

@TheMaster_Rahl
I've never seen that happen before, I don't think its caster related though.

@heavymetalmixer
The training mode "No Recover" bug is already known, but thanks for letting me know.

And for replays, any replays saved with rollback netplay are broken right now.

Fixing replays is not very easy, but its something I plan to do sometime.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Viskar on March 10, 2015, 01:59:33 PM
Is it possible to get a deadzone adjustment as part of the in-game button config? Perhaps adjusted via left-right when highlighted.

Right now when I play on pad, I usually need to tweak with the deadzone for the L2/R2 trigger buttons to make it way more sensitive. When playing without cccaster, it's just a light touch on the trigger but the default in cccaster requires me to push down pretty far to register an an input. Making this adjustable in-game would be nice when hot-swapping controllers at a setup.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on March 10, 2015, 02:48:33 PM
Yea its possible, just tricky to get a decent UI with what I have right now.

Also the deadzone setting should be saved per controller, if it's not working then that's probably a bug.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Erkz on March 11, 2015, 05:06:06 PM
Getting a weird crash whenever I try to open the program.

(http://puu.sh/gwzvm/28745677b6.png)

Maybe related to the update feature?

Edit:

Nvm, figured it out, haha. If anyone else gets this message, it's because your antivirus program blacklisted the caster update page.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: SEIGI_no_MIKATA on March 18, 2015, 07:40:48 AM
Whats wrong with 3.0.013 version? It keeps crashing every time  i use alt+enter or alt+tab. That totaly sucks. Oh and btw autoupdating isnt working for me for some reason - only manual update  :prinny:
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Xedders1 on March 18, 2015, 09:16:23 AM
yeah getting the alt+tab/alt+enter crash as well, except auto-updating works just fine for me.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on March 18, 2015, 11:03:54 AM
Replays are back, and no corruption :D
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on March 18, 2015, 02:18:21 PM
Sorry about the crash, should be fixed in the new build.

Just to be clear about replays, it might seem like the replays aren't corrupted, but they're probably subtly incorrect. Rollback completely breaks how replays work, since it will write incorrect data everytime a rollback happens.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: SEIGI_no_MIKATA on March 19, 2015, 08:09:18 AM
Thx for fixing crash's in 14th version!  :nyoro:
Title: Re: CCCaster v3.0 Rollback Edition
Post by: motoh on March 19, 2015, 06:32:15 PM
My adventures, just in case anyone experiences similar problems:

My directions work, but I have no buttons!
Deadzone was set too small.  Mashed it up to .99, everything works.

But then,
My buttons don't match what I set in CCCaster!
The default controller was being selected incorrectly.  Using the ingame mapper (F4) let me select the correct controller and fix the mapping.

Thank you Madscientist for helping me sort these out!
Title: Re: CCCaster v3.0 Rollback Edition
Post by: SEIGI_no_MIKATA on March 22, 2015, 10:39:56 PM
Could you please include settings for volume and BGM in settings menu in cccaster, so i dont have to open the main game every time i want to change them?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: SEIGI_no_MIKATA on March 30, 2015, 11:09:33 AM
Can you please upload 3.0.14 version on Mega?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Greg on April 02, 2015, 09:29:10 PM
For whatever reason my stick registers on my computer as a string of question marks (like ????????????) as the device name so I can't actually save any controls I try to map due to windows not allowing the character in file names.

Edit: I can't make my question marks not faces. Nice feature.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Skenn on April 02, 2015, 11:39:24 PM
[nobbc] tag is a nice feature too. ;)
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Greg on April 03, 2015, 12:35:08 AM
Your mom has nice features.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Greg on April 03, 2015, 04:11:04 PM
No luck with Applocale. I'm just using a Chutlhu so I don't really know whats going on haha
Title: Re: CCCaster v3.0 Rollback Edition
Post by: warrachia on April 10, 2015, 01:39:40 AM
I want to play mbaacc
http://steamcommunity.com/id/lehanvinh
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on April 10, 2015, 03:46:37 AM
This is a thread for Cccaster purposes, so it would be better if you search for people to play in other threads or here:

http://seemeinmelty.meteor.com/

www.steamcommunity.com/groups/korewamelty
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Cristu on April 11, 2015, 10:27:46 AM
My games are always desynching recently. Wondering what could it be....
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Cristu on April 14, 2015, 03:40:18 PM
Why can the delay be changed to 0 even though it was set to 0 initially? Actually I don't think it does start with 0. If I don't change it to 0, there will be some noticeable input lag... But when I'm changing to 0 I'm getting desynchs allday
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Roy-Kr on April 27, 2015, 12:55:13 AM
The relay feature hasn't been working for me recently, yet it seems to work for certain other individuals, implying the server (?) it goes through is not down. Curious about why this might be.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Inso on May 04, 2015, 10:58:17 AM
Sup, reporting a few bugs

- The sfx for a normal hit started playing, then the situation changed to a CH through rollback but instead of keeping or correcting the sfx it just went mute for that particular hit.
- Two people tried spectating a match that was being broadcast from another guy's PC, at the end of every match the spectators got stuck in the once again screen while the players were already on the next matches. He can only host using UDP tunnel, if it matters.
- Once there was a desynch that did not crash Melty. We kept playing while wondering why the other wasnt blocking or doing anything that made sense.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: caiooa on May 06, 2015, 12:25:49 PM
Maybe you already know this, but noticed 2 bugs that can be reproduced 100% of the time

-if you enter the offline training, and set life recovery to 0%, after you kill the opponent the controls will stop responding. The game continue running, it just don't respond to the commands.

-the same happens if you pick koha-hisui vs koha-hisui in the training, change the character on-point to kohaku, use FN1 to control the other player and change the on-point to kohaku too.

edited: i was thinking about koha-hisui team not koha-mech, my bad
Title: Re: CCCaster v3.0 Rollback Edition
Post by: babythethao on May 17, 2015, 07:49:25 AM
Sorry but anyone know what happen? everytime caster 3.0 stats mb I allway got stopped error.
btw... caster 2.0 work fine with me.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: TheMaster_Rahl on May 21, 2015, 06:14:18 AM
I've had a couple people ask to test their caster as of yesterday. They all have been using the udp tunnel, no port forwarding. It seems they could connect yesterday, but cant now. Is the relay server down?

Only reason I'm posting this speculation is because of the timing with the see me in melty site functions also going down. I dont know who runs either of these things, but since the timing is close, I thought they might be related.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: ekuah on May 28, 2015, 05:25:48 AM
hi,

i use a venom arcade stick for ps3/ps4 and i cant safe the controller settings. i think its because of the way the stick is named. its called PS3/PS4 Arcade Stick and as you know, windows doesnt allow a slash (/) in filenames, so cccaster cant create a file called PS3/PS4 Arcade Stick.Mappings and so my settings cant be safed :(.

does someone else have/had the same problem and does someone know a solution? would be nice :)
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on May 29, 2015, 08:32:30 PM
Late reply to the relay server thing, the servers may have been down for a bit, but I do have two servers running, so it should be really rare.

@ekuah and in general:
When controllers fail for some reason, you can use Xpadder or something similar to map to keyboard.
I'm aware of the issues with bad characters in the name of the controller, so it will get fixed eventually.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on June 25, 2015, 05:15:20 AM
Question: a friend of mine uses Windows 8 and he can play the game normally, but he always get the "Is the cccaster in the game's folder?" error when trying to play online with the Cccaster.

I've tried this: http://www.meltybread.com/forums/melty-blood-auditorium/cccaster-v1-0a-netplay-client-for-mbaacc-1-4-0/msg109714/#msg109714

But it didn't work, any ideas on how to fix this? Maybe installing Microsoft Visual C++ 2010 Redistributable?

EDIT: Not matter if we install DirectX and MVC++ 2010, the error still appears.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 07, 2015, 12:58:41 PM
So I downloaded Melty and what not and i updated CCC and all of that stuff then when i opened CCC 3.0.015, it just showed nothing. I'm pretty sure the problem is because I'm using Wine on Linux, but it would be nice if you could sort the problem out >_>

EDIT: On a side note, when i just open it through MBAA.exe, once i get to the menu and go up or down on the menu, it crashes

EDIT EDIT: Ah, so it seems like it freezes like 3 secs in when i'm on the main menu, but i can go into arcade mode in said time and i can play it fine, but when i go back to the main menu, it just freezes in 10 secs. srry for these edits
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 08, 2015, 06:21:50 AM
Oh, so i guess it's crashing cuz I'm not opening it with CC
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on July 08, 2015, 01:28:04 PM
New version which should fix the last two crashes.

Gonna try to fix the other controller issues.

EDIT: I screwed up the upload to MEGA, re-uploaded just now.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 08, 2015, 02:58:24 PM
Hmmm.... Now that i look through the thread a little bit more, idk if it's cuz of my stick, but it doesn't crash abruptly, it just freezes in 3secs unless go up or down then it just freezes then. I can still go into arcade mode, but i can't go into anything else cuz of said freeze. But it doesn't freeze or anything in arcade mode.

Also, the stick i'm using is the venom ps3/ps4 stick and everything works fine with it btw
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 09, 2015, 04:53:46 AM
Sorry for the double posting, but:

I'm not 100% sure if your update was also supposed to fix my issue, but it didn't, it still just shows nothing in the terminal like thingy
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on July 09, 2015, 08:55:33 AM
Yea, the last update should fix your issue on Wine.

Try re-downloading the latest version from the MEGA folder: https://mega.co.nz/#F!ccRylLbZ!-E9AZDSd_pm6PgVQ35z6QA

If that doesn't work run this logging version: https://mega.co.nz/#!xQBx2AiJ!ez8HoC-LS4mZFH5kGbnkmTZahYFX6dGGzAQzoyG-4CI

And then upload cccaster/debug.log somewhere for me to look at.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 09, 2015, 11:16:34 AM
The logging one worked, well, it should the options that i could select and stuff but as my brother is on the PC i can't really see if the game works :V But I'll see later

Debug.txt: http://pastebin.com/TgncXqXA

So should i start using the logging one everytime i wanna play then?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on July 09, 2015, 11:23:00 AM
That's strange, so the regular .016 doesn't work? but the logging one does?

Sounds like a bad build or something. I'll upload a newer .016 when I get home today.

EDIT: @IveGotSetplay I rebuilt and reuploaded .016, if you want to try it again.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Inso on July 09, 2015, 03:54:30 PM
Might be just on my end, but the self updater for .016 isnt working. It tells me there is a new version, I choose yes, it downloads and then nothing.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on July 09, 2015, 04:04:37 PM
Might be just on my end, but the self updater for .016 isnt working. It tells me there is a new version, I choose yes, it downloads and then nothing.

Hey dude, I could update it Executing it as Admin.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 09, 2015, 05:28:40 PM
Ugggghh, I can't update through CC cuz it doesn't work properly and i can't find .016 manually, so i guess i'll just use the logger thingy until you upload it to the MEGA folder
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 10, 2015, 11:06:54 AM
Sorry for the double post again, but still, some weird thing i figured out is that CC runs melty slower(like 10secs are 12secs) compared to using MBAA.exe to run it(10 secs being 10secs)  for me that is. Like, i used the same stage i used on MBAA.exe on CC, but it still was slower. I honestly don't know why it's like that for me, maybe stages add more lag on CC than on MBAA.exe(some stages with alot of "junk" on screen do slow it down), but i'm not sure.

I REALLY want to get into Melty, so anyone know why this happens? And yes, i only had Melty running, nothing else
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on July 10, 2015, 11:36:39 AM
If you're using the logging version, it may run slower or have lag sometimes.

Btw the regular .016 should be up on MEGA now.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 10, 2015, 12:50:46 PM
If you're using the logging version, it may run slower or have lag sometimes.

Btw the regular .016 should be up on MEGA now.

I'm using the regular one, i'll try somethings, i guess.

If only there was an option to turn the stage animation off or something like that to make it run faster ;;
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on July 10, 2015, 02:48:47 PM
You can launch MBAA normally, and turn off stage animations in the game settings.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: IveGotSetplay on July 10, 2015, 03:06:53 PM
You can launch MBAA normally, and turn off stage animations in the game settings.

Problem is, MBAA still crashes for idk what reason, so i can't do it.
Come to think of it, aren't you able to just add that option to CC? Well, whenever you have spare time that is, you don't have to if you don't want to, but it would be a nice option.

I guess i'll just dick around in arcade mode for now :V
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on July 15, 2015, 03:22:36 PM
So I did some testing outside of caster, and its definitely just a quirk of the game engine.

Basically the game will always give me an air throw in the opposite direction I am facing,
if I manage to tap the input for 1 frame, regardless if I did 4 or 6E.

EDIT: New version that fixes tournament mode getting stuck for all offline modes.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: TheMaster_Rahl on July 16, 2015, 04:23:10 AM
The one frame air throw thing has been in the game since ps2 as far as I know. I'm sure there are posts about it in these forums. I think I posted about it myself a ways back.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Jideiki on July 16, 2015, 07:03:02 PM
Version: CCCaster v3.0.017
Gamepad: Mayflash Wii Classic Controller

Issue: Directions and buttons not registering outside of the game in the caster controller config. When launching using caster, the directional inputs will register but the button presses will not. Controller has no issues during regular online/offline play without caster.

Have tried, but did not work: Variety of joystick deadzone settings, setting controls in game, switching between the different input styles for the controller (xy / pov hat / button), joy2key (xpadder wouldn't run on win7), reinstalling the game, running as administrator, switching USB ports

Will try: Using older versions of caster, giving up and just using regular netplay :nyoro:

Thanks in advance for any help here!
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on July 17, 2015, 06:02:11 AM
Though I use Xppader for other games, it does works in Windows 7 for me.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Jideiki on July 19, 2015, 12:01:34 AM
Just Tried:
Xpadder 5.7
cccaster.v2.1i

Neither gave me any success
Title: Re: CCCaster v3.0 Rollback Edition
Post by: babythethao on July 19, 2015, 08:44:07 AM
Someone help me pls..... T_T
Sorry but anyone know what happen? everytime caster 3.0 stats mb I allway got stopped error.
btw... caster 2.0 work fine with me.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Carlo on July 24, 2015, 02:15:24 PM
I've been running into a problem where the game just disconnects for no reason. This does not crash cccaster but just the game.
I only played with three people and each say it has never happened to anyone else they have played with.
Does anyone know what is causing this or how to stop it?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on July 24, 2015, 04:35:02 PM
Did you try reinstalling the game?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: gauntlet36 on July 25, 2015, 01:43:32 AM
He did (i'm one of the people he played against)
Title: Re: CCCaster v3.0 Rollback Edition
Post by: EvaShark on July 25, 2015, 06:07:17 AM
Hi, I have a Hori Real Arcade Pro 4 Kai, whenever I try to set controls in CCCaster 3.0017, either one of 2 things happens.

1) I can only set the controls for "A" button and nothing else works.

2) I can't set any controls at all and trying to press escape to exit the keybind stage doesn't work so I have to close CCCaster.

If I have the stick plugged in when I launch training mode via CCCaster, mbaa.exe crashes and if I try plugging in the stick after launch and setting controls via F4, no buttons will work.

 :(

EDIT: the stick also shows up twice in the console controller list, one option is completely unresponsive.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Squiglypuff on July 25, 2015, 06:19:48 PM
Hey, I use a keyboard and whenever I try to play MBACC using CCCaster 3.0017 i cant move at all when the game launches.
I've tried setting my controls in CCCaster  but i still couldn't move in game.
Ive tried configuring my controls with f4 but i cant move down or up to set my keys.

Does anyone know how to fix this? :-\

BTW: I can play the game just fine offline.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on July 26, 2015, 02:37:51 PM
Here's the logging version:

https://mega.co.nz/#!4cgT1aoK!HfoktrpmbfhelTF4DJJhQLiEu4P0JxXdQE7A_EDE1DQ

For everyone with caster problems, if you could run with the logging version, and get me logs when the issue happens, that would help me a lot. I'll mainly need "dll.log" in the cccaster folder.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Jideiki on July 29, 2015, 05:45:00 PM
Attached are my logs. I tried changing the controls in caster and then tried loading up training mode and configuring the controls through the F4 menu. Mashed on all of my buttons so hopefully it helps somehow.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Mistwraith on July 31, 2015, 04:44:44 AM
Ver18 has a malware warning from Avast.
For all the previous versions I have never had Avast pop up any warnings before.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on July 31, 2015, 05:23:57 AM
Antivirus had always been a pain in the ass since the first version if the 3.0 branch came out. Better add all the files and folders of the Cccaster to the antivirus and firewall exceptions.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: ScrawtVermillion on August 01, 2015, 09:59:47 AM
I've always had this problem with v3.0 in which the screen size changes from fullscreen to windowed when starting a netplay match (doesn't happen to me when in offline mode) I only had to exit and hit the check mark on the MBAA.exe so wasn't a big problem, since .018 that doesn't seem to work anymore, it randomly decides to set it on either windowed or fullscreen.

Tried asking the last players I played recently and both used Windowed mode themselves, one of them gave me Windowed and the other one FS so I have no clue of what can be causing this issue.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on August 01, 2015, 03:29:43 PM
I've always had this problem with v3.0 in which the screen size changes from fullscreen to windowed when starting a netplay match (doesn't happen to me when in offline mode) I only had to exit and hit the check mark on the MBAA.exe so wasn't a big problem, since .018 that doesn't seem to work anymore, it randomly decides to set it on either windowed or fullscreen.

Tried asking the last players I played recently and both used Windowed mode themselves, one of them gave me Windowed and the other one FS so I have no clue of what can be causing this issue.

And don't forget it also resetted your game settings.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: ScrawtVermillion on August 04, 2015, 11:11:29 AM
Also I don't know if somebody mentioned this before but we found that if you play Maids vs Maids and both 22d before the match starts it glitches the game and both players cannot move, we recreated it several times to make sure.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Lonekira on August 05, 2015, 09:26:39 PM
I tried used ccaster but I tried it with 2 friends.. When i tested it with one of my friends(Trinidad) it got us to the character select screen and our controllers stopped working. When i played with the second friend all we got was a black screen and he lives in (Ny). I live in Texas..
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on September 06, 2015, 10:28:02 AM
Some friends had this problem for different reasons: some don't have admin rights, some had trouble with the antivirus erasing/blocking caster files, some because Windows 8/10 compatibility problems, and some without an aparent reason.

EDIT: Also some of them needed to install the DirectX 9 dll, but it's not a solution for everyone.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Pityesz on September 06, 2015, 10:43:39 AM
Here too. One of my friend tried to use the cccaster, but the caster says "cannot find MBAA.exe". He has admin right on his own PC. He has Win10 and Win7 on an another computer, and both say the same.

I must note, he was unable to install the game. He extracted from the disc with universal extractor, and patched with the same method. I mean, he has no registry entry for sure.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Carlo on September 11, 2015, 10:00:11 AM
How am i supposed to give in the logging version of cccaster to see what problems it has?
It keeps disconnecting but i don't know why
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on September 13, 2015, 05:54:12 PM
Logging version: https://mega.nz/#!lFgAWQja!HfoktrpmbfhelTF4DJJhQLiEu4P0JxXdQE7A_EDE1DQ

There sure is a lot of stuff I need to fix.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Pityesz on September 14, 2015, 12:42:53 PM
I know this isn't the best place to ask this, but is it true there are a Guilty Gear caster under development?

I read in some posts on Steam some people working on a caster for GGXXAC+R. The only info they share is that, these people discuss with you about this. I know you are not the one who make this. Do you can confirm that they are working on this caster?

And for the topic: My friend make it work by copying the whole game to the same partition where the OS was installed. Now it works perfectly.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Dusk Thanatos on October 04, 2015, 01:53:59 PM
I've randomly had caster unable to find MBAA.exe, and then suddenly had it work again after I put my MBAACC folder in the root directory instead of my downloads folder.

I still have no idea why that worked.  :mystery:
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Jx31 on October 21, 2015, 08:10:56 PM
Hi, I'm having the same problem that Butterfree reported on a page back.

So there's this weird bug that happens on my computer with 3.00.16 where the game has a 50% chance of crashing if Archetype: Earth loses in Versus mode. The game closes and Ccaster says "Internal Error" :nyoro:

Mind throwing a version with logging enabled my way?

I'm not sure if he eventually sent you a log but, it couldn't hurt if I posted my own right?  http://pastebin.com/2jALQTiC

The crash always occurs right before the rematch screen appears.  In this particular log it happened at the end of the third game.  The caster error message was "Internal Error!".

Hope this helps!
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Cristu on October 24, 2015, 09:30:33 PM
Two minor things I've noticed a long time ago but never mentioned since they're really no problem..

1. Even if I put d0 in the caster, when the game opens, it's not in d0, so it has to be changed manually.
2. My character will always airthrow to the left side if the opponent is already dead and round's over.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Koishi on November 01, 2015, 01:23:44 AM
Hello, I am having the "launcher error, Could not hook dll"/"Failed to start game! Is cccaster.v3.0.logging.exe in same folder as MBAA.exe?" error.
I am in Windows 10.
I tried running as admin, compatibility mode, antivirus/firewall exceptions and reinstall Melty but nothing worked.
Is W10 just incompatible?
There is not a "dll.log" file in my cccaster folder.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Koishi on November 01, 2015, 10:54:58 AM
Does the normal, no logging version of CCCaster work for you? You might also want to try seeing if the MBAACC folder with both CCCaster and MBAA.exe has full read/write permissions for the user profiles you're using.

I can run normal cccaster with Windows 10, but I've never tried the log version.
Neither works...
... or so I thought, tried again and both work now.
Only thing different in my PC is a bunch of C++ runtime libraries/DirectX Steam installed for other games.
I thought those were built-in already in W10, my bad.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: archetypewife on November 21, 2015, 11:39:02 PM
Maids mirror seems to crash(?) the game in a weird way where if 22d(?) is done at the same time neither player can move until the round ends due to time up.

Question mark is there because I'm not sure if that's exactly what's causing the problem.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Pityesz on December 01, 2015, 06:45:45 AM
Oh man, worst forum ever. No one answers to no one, not even in PM. It is as outdated as the Melty Blood.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: hodang on December 09, 2015, 02:56:56 PM
I am using CCCaster v3.0.018 and an Xbox 360 controller with the left analog stick. When I move left or right in game then try to jump, it will not jump diagonally as it should. Instead it makes me stop moving and then proceeds to jump straight upwards. Someone told me that someone else they knew had the same issue and they decided to just use the trashy Xbox 360's dpad as a replacement. I switched my controls to use the dpad and it did fix the issue, but I would much rather be using the analog stick. Does anybody know how I can fix this?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Oooops27 on December 12, 2015, 11:08:33 AM
I have an error: Is cccaster.v3.0.exe in same folder as MBAA.exe?

Windows 7 64 bits
I formated the pc days ago and I cant open the game with new caster only with 2.0b version
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Oooops27 on December 15, 2015, 10:24:25 AM
Still no works, I have all this already ...
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on December 17, 2015, 12:53:59 PM
By some friends that had this problem, I know it's a Windows problem, and the only way to fix it without a doubt is to format the C partition.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Oooops27 on December 18, 2015, 10:37:05 AM
I formated the pc week ago
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on December 18, 2015, 11:54:02 AM
And when you were installing the Cccaster you deactivated the antivirus, installed the Cccaster and then put the game's folder in the antivirus' and firewall's exceptions? 'Cause if you didn't the antivirus and firewall will block and erase Cccaster files, making bugs like this one.

Then you'll have to reinstall it.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Oooops27 on December 18, 2015, 06:12:35 PM
Firewall off and I dont have anti virus
I deleted and downloaded again melty blood few times after
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Phil_ on December 24, 2015, 05:59:36 AM
Hello Oooops27.

I've also encountered the "Is cccaster.v3.0.exe in same folder as MBAA.exe?" error. I don't know the proper fix for this but the thing that I tried to make it work is by directly running without any shortcut the cccaster.v3.0.exe using http://explorerplusplus.com (http://explorerplusplus.com). I have no idea how it works for me nor if it even will work for you but at least you can try to see if it does.  :mystery: I'm using Windows 7 if that makes any difference..  :prinny:

Title: Re: CCCaster v3.0 Rollback Edition
Post by: Oooops27 on December 27, 2015, 01:32:56 PM
Still not working but works, openning normal on a Virtual Machine
Title: Re: CCCaster v3.0 Rollback Edition
Post by: heavymetalmixer on February 14, 2016, 04:21:14 PM
For those that the Cccaster doesn't recognize the game (very common problem), and no matter what you do it stays that way, I got a fix:

1. Completely erase/uninstall the game.
2. Deactivate antivirus and firewall.
3. Install the game on a partition that isn't C (it may be D, E, F, etc).
4. Extract the Cccaster 3.0.018 in the game's folder.
5. Add the whole game's folder to the antivirus' and firewall's exceptions (or at least every file extracted from the Cccaster's zip that is in the game's folder).

I'm not sure why is that this problem appears for some people that install the game in the C partition, but I think it's a permissions problem. Notice that this isn't fixed by just gaining Admin rights.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: CT_Warrior on March 07, 2016, 10:33:14 PM
I'd like to request a feature: being able to host and training mode at the same time via CCCaster, and then maybe a toggle that allows you to either close MBAA.exe manually yourself or to do it automatically upon connection.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: TheMaster_Rahl on March 08, 2016, 08:22:43 AM
I'd like to request a feature: being able to host and training mode at the same time via CCCaster.

I do this already. It requires 1 extra step from what I think you want. (maybe 2 if you are full screen)

Double click the cccaster.exe twice. Host on one, training mode on the other. You'll have to manually close the training mode once a connection ping sounds.

I run the game in windowed mode, so I just close the training mode. Using alt+tab will work if you are full screen though.

Not saying doing both from one caster window wouldn't be nice, but the current solution requires, what I would consider to be, minimal effort.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: SirCrocodile on April 19, 2016, 08:18:50 AM
Every time I host the game hangs on the black screen after choosing the settings and starting, works fine when connecting to people. Randomly can't connect to some people though and they can connect to me so it's really annoying not being able to host. Shouldn't be system related, went from xp to win7 and changed pcs in the meantime and it's still the same problem.
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Inso on July 12, 2016, 01:46:48 PM
One of our local players was having the "caster cant find MBAA.exe" problem after formating and installing win10. He then decided to install .014, it worked. Then he overwrote it with .018 and it went smoothly from there.  :slowpoke: :mystery:
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Murakumo on July 13, 2016, 04:29:20 AM
Is there any chance making a caster for Under Night In-Birth? I bought the game on Steam but its netplay is very slow. :)
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Squiglypuff on July 21, 2016, 06:11:15 PM
Hey I have a ps4 Hitbox and CCCaster wont read my inputs when I try to config them can anyone help?
Title: Re: CCCaster v3.0 Rollback Edition
Post by: Madscientist on December 19, 2017, 07:05:58 AM
https://github.com/NotMadscientist/CCCaster