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

Messages - Madscientist

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51
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 07:22:46 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.

52
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 06:52:04 AM »
You can get around firewalls (which need port forwarding normally) by doing 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.

53
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 03, 2014, 08:45:07 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.

54
Melty Blood Auditorium / Re: CCCaster v2.1
« on: December 03, 2014, 07:15:29 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.

55
Regional Community / Re: East Coast Canada//Main Base: Ontario
« on: April 14, 2014, 12:32:56 AM »
Most of Waterloo can't make it due to some travel plans.

56
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)

57
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.

58
Regional Community / Re: East Coast Canada//Main Base: Ontario
« on: January 05, 2014, 02:09:48 PM »
I didn't end up playing anyone in MB I didn't already know on Saturday, but it was good to see everyone.

Also @Pete maybe you can make it out to the next A&C meetup, should definitely plan another one sometime.

59
Welp that's another bug to look at.

60
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.

61
Are you on Windows XP by any chance?

62
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.

63
Ciel's Tech Support / Re: Keyboard on PS2, Mad Scientist style?
« on: August 30, 2013, 03:45:05 PM »
So I took some pics of the inside of my keyboard, hope it helps:
http://imgur.com/CnsrQsd,ceS8rTP,LGndfAD,Zdq51UI#0
http://imgur.com/CnsrQsd,ceS8rTP,LGndfAD,Zdq51UI#1
http://imgur.com/CnsrQsd,ceS8rTP,LGndfAD,Zdq51UI#2
http://imgur.com/CnsrQsd,ceS8rTP,LGndfAD,Zdq51UI#3

Like Butterfree said, I cut out the numpad area for the PCB. I didn't even use plexi, it's just a piece of plastic.
For simultaneous left+right (or up+down), the PS2 pad PCB I used registers as neutral.

Figuring out how to mount the tiny switches was the trickiest part. After a couple years of use,
I ended up just hot-gluing them, because a few of the solder points would break after months of use.

Since I removed all the rubber pads, the keyboard keys directly hit the micro-switches, with some padding.
I got used to the feeling of it, but anyone else might want to keep the rubber pads, or get different switches.

This is the micro-switch I used: http://is.gd/S3Xuza, it seems to be pretty durable despite the size.

Also all the wires are hidden underneath the plastic sheet with holes that came with the keyboard.

So I'd rather not try selling another keyboard like this, because mine is pretty much a hack job.
It took me two revisions and a few days combined to get right. And also I needed to repair a few of the solder points several times.

Sorry for the wall text, I kind of just brain-dumped.
Hopefully this helps people who want to do something similar, and I can always give advice.

64
@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

65
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, 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.

67
This is with ^ that build?

68
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.

69
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.

70
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.

71
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.

72
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.

73
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.

74
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

75
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.

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