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When's Melty on Steam?
ahaha that's no--wait, what?

Messages - Madscientist

Pages: 1 [2] 3 4 ... 7
26
Melty Blood Auditorium / Re: CCCaster v2.1h
« on: December 31, 2014, 08:44:06 PM »
Happy new year.

Added max delay setting in latest version.

27
Melty Blood Auditorium / Re: CCCaster v2.1g
« on: December 29, 2014, 03:19:54 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.

28
Melty Blood Auditorium / Re: CCCaster v2.1g
« on: December 29, 2014, 03:10:03 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.

29
Melty Blood Auditorium / Re: CCCaster v2.1g
« on: December 29, 2014, 02:52:38 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

30
Melty Blood Auditorium / Re: CCCaster v2.1g
« on: December 28, 2014, 06:59:00 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.

31
Melty Blood Auditorium / Re: See me in Melty (game finder for MB)
« on: December 27, 2014, 10:34:59 AM »
Yea I already stopped hosting. The website might show lobbies that are already dead, since it doesn't actually communicate with caster (yet). You have to manually delete the lobby if caster is closed.

The new caster to fix the startup issue is ready:
https://mega.co.nz/#F!ccRylLbZ!-E9AZDSd_pm6PgVQ35z6QA

32
Melty Blood Auditorium / Re: CCCaster v2.1f
« on: December 27, 2014, 10:33:35 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

33
Melty Blood Auditorium / Re: See me in Melty (game finder for MB)
« on: December 27, 2014, 10:17:31 AM »
Ok I did some testing with Lucanis.

I'll be updating caster to fix a game startup issue.

Also if the IP address box empty, it probably means you have adblock blocking something.

You'll need to unblock the site, or manually remove the filter for http://www.telize.com/geoip.

@Tonberry: so you shouldn't need to enter the IP if you make sure to unblock http://www.telize.com/geoip.


Once these pieces are all ready it should work (maybe except for IPv6...).

34
Melty Blood Auditorium / Re: See me in Melty (game finder for MB)
« on: December 27, 2014, 07:51:28 AM »
Oh no IPv6... that's been on my todo list for a long while.

I'm not even sure if caster can give a IPv6 address when you host, can you screencap what you're getting?

EDIT: Actually try running with the logging version here: https://mega.co.nz/#!cdJHwSxZ!o5Gjm-9c3Tibdxy4aRD2C6OjnkcjTC1yjcOVYhwKSnQ, and upload debug.log on pastebin.

(You'll probably want to rename cccaster.v2.1.logging.exe to cccaster.v2.1.exe to work with the lobby)

35
Melty Blood Auditorium / Re: See me in Melty (game finder for MB)
« on: December 27, 2014, 07:05:17 AM »
You'll need to run the .bat once as admin.

36
Melty Blood Auditorium / Re: See me in Melty (game finder for MB)
« on: December 27, 2014, 06:27:10 AM »
Grats on the release!

37
Melty Blood Auditorium / Re: CCCaster v2.1e
« on: December 26, 2014, 07:23:11 PM »
Do you remember if caster said "Starting training... " or "Starting versus..." when the bug happened?

38
Melty Blood Auditorium / Re: CCCaster v2.1e
« on: December 25, 2014, 03:28:18 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.

39
Melty Blood Auditorium / Re: CCCaster v2.1e
« on: December 25, 2014, 07:15:33 AM »
I wouldn't use it for streaming yet, spectating should work for most cases, but I know its not perfect yet.

40
Melty Blood Auditorium / Re: CCCaster v2.1e
« on: December 23, 2014, 07:37:46 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).

41
Melty Blood Auditorium / Re: CCCaster v2.1d
« on: December 14, 2014, 07:29:35 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.

42
Melty Blood Auditorium / Re: CCCaster v2.1d
« on: December 14, 2014, 12:54:33 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.

43
Melty Blood Auditorium / Re: CCCaster v2.1d
« on: December 14, 2014, 10:33:47 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.

44
Melty Blood Auditorium / Re: CCCaster v2.1c
« on: December 12, 2014, 03:54:41 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.

45
Melty Blood Auditorium / Re: CCCaster v2.1b
« on: December 11, 2014, 08:02:39 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.
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.

46
And here are most of the replays for the 10-man MB tourney.

http://www.mediafire.com/download/ibs3ovu6nq45b15/NEC15+Replays.zip

The rest are (hopefully) on the other setup, if replays were being saved.

47
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 08, 2014, 07:24:50 PM »
I'll compile a list of all the bugs in a bit, and try to fix them soon.

48
Gonorrhea and I will also be bringing a setup each for MB.

49
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 09:47:15 AM »
CCCaster does recognize when new controllers are plugged in or removed in-game, so you pretty much never need to restart the game.

50
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 07:33:18 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.

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