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

Messages - mauve

Pages: 1 [2] 3 4 ... 10
26
hooray i don't need to update my keyboard rebinder

except it'll still break on linux i bet.

27
I've got framedisplay mostly updated for the demo now... After I fix the bugs I'll do a full release whenever the full version of the game migrates my way.

Also need to check the Ougon support since the 1.10 patch never worked right in Wine... ugh.

28
For what it's worth, you can edit System/NetConnect.dat to manually configure all the ports.

In-game menu seems like it was rather hastily done, by comparison.

29
A hitbox display. After using them for so long its just a part of my training ritual to have a complete training mode experience. Sorry if I'm spoiled by them but I need them  :laffo:.
If it's any consolation, framedisplay will be updated eventually.

30
"Please make your netplay work properly so people stop looking at me to be some sort of savior I'm not interested in being"

31
Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: Trial where!?
« on: December 18, 2011, 06:47:39 PM »

32
Melty Blood Auditorium / Re: The MB:AA:CC:PC thread: Trial where!?
« on: December 18, 2011, 10:10:38 AM »
mucking with the guts already

am reverse engineering addict

33
Other Games / Re: Dark's Souls's's's
« on: October 13, 2011, 04:21:13 PM »
I finally got this game, like a week late. Cleared up to ringing the first bell. Good times.

Also if you are complaining about the button configuration in this game you're nuts.

34
Melty Blood Auditorium / Re: PC Current Code Tournament Standard
« on: September 26, 2011, 09:03:26 AM »
I know that my lcd has a 2ms response time. Is response time what governs lag?
No, response time has to do with the ghosting on the screen. Manufacturers do not tell you the display lag, sadly.

Here's a good thread: http://shoryuken.com/forum/index.php?threads/sub-1-frame-hdtv-monitor-input-lag-database.145141/

35
So Caster guy answered again.

Quote
アメリカのネット対戦周りの切実な事情を見た。
 翻って公式のUSTを見る限り、海外で遊ばれることを考えていない。この齟齬がある限りどうしようもない。
 RollBack機能があれば海外でもメルブラ売って収益を出せる!と公式が思わない限り、難しい。というか私もそれで収益が出せるとは思わない。割れる。
 ライブラリを作ったり、ドキュメントを書くのは技術に対する敷居を下げる(=かかるコスト・納期を抑える)点で有効だし、ユーザの要求水準を上げる点でもアリだと思うが、それだけでは解決しないように見える。
 mauveさんがデバッグして実装するにしても、個人の努力をいつまで当てにするのかと割り切れない。
 私自身は手を動かすつもりはないので、あとはもう公式のプログラマが意地を出して(経営判断以上の)いいものを作ってくれることを祈るだけ。先日書いたのを↓もう一度書いておきます。
 ”ネット対戦の実装自体は難しくないので、もはや誰でも短時間で実装できます。対戦品質について、まさかCaster以下のものを出してはこないでしょう。フランスパンのプログラマに期待です。”

I sorta get what he's saying but not quite confidently enough. Anybody else feel like giving it a crack? Curbeh? Komidol? Anyone?

36
Melty Blood Auditorium / Re: PC Current Code Tournament Standard
« on: September 25, 2011, 11:17:36 AM »
Since Komidol messaged me and we had it out in PMs for a bit, to prevent things from derailing further I'll summarize things.

Single elim isn't really the issue here, it's about getting people hype and interested in playing. In this case, Komidol's argument is about having more time for the casuals and hoping it'll be more motivating for players if they get beat sooner, since they'll probably lose anyway if they're going to. I actually don't really have a problem with this and am entirely in favor of more time for people to just play when they get together. My view is more that circulation of knowledge and experience is the most important thing, and that's the best way to get people interested, not just making them kinda salty when they lose.

I also don't think single elim is so much weaker mentally as it has a very different set of goals, as do 2/3 and 3/5 and any other setup really. The different format necessitates that your longer term strategy adjust along with it. Single elimination puts more focus on recognizing the opponent's style and running counter to it, and less on being able to train them. It still happens, but depending on the match goes you might not have all that many chances to do it. I don't believe America is well suited to tournaments of this format, due to players being no doubt strong mentally but having less time to familiarize themselves with each other due to distance. As I said, you can't just go to an arcade and play all kinds of people any time you feel like it. But if the goal is just to get people spending more time playing, rather than improving the quality of the tournament itself and its results, that's a pretty different thing.

My main point is that tournaments do not exist in a vacuum. There's a whole community to work with, and depending on what your goals are different formats for events can work. Hell, even a few completely insane formats would be pretty good at getting people interested. It's all about what you're trying to accomplish.

Either way, none of this has a damn thing to do with the PC setup and I'm sorry for derailing things!

37
Melty Blood Auditorium / Re: PC Current Code Tournament Standard
« on: September 25, 2011, 09:30:16 AM »
A lot of it is about running a quick, expeditious, tournament that people will want to go out to frequently and keep people in contact more than every month. 

The other part of it is that knowing matchups and adapting quickly is a huge strength that good players have.  Some players may not adapt that even from years of play unless they get a whiplash of going to a single elim, single match, tournament. and losing to Hare and being out of the tournament they waited all month to goto and losing within 30 seconds. 
Yeah.. I'm calling bullshit and Japan fanboyism on this one.

It's the environment. People can't get better if they can't train. They can only train where there are players. This isn't like you can just go to an arcade every day and get exposed to a hundred different players with a hundred different playstyles in America. It doesn't happen; it can't happen.

There are motivated people, who have the talent and ability to adapt, who just can't get the environment needed to see not just what they can do but their opponents can do. It leads to the dominating players focusing more on grinding the techniques of the game rather than their mental game. Setting it to a single elimination format would only exacerbate this problem. Which is a lot of what people complain about when they look at 'anime games.' Set play puts less focus on technique wars and more on the mental game, as there is more time to train your opponent rather than simply recognizing his style and running counter to it.

You need to adapt either way, if you can't you'll lose no matter what, but nobody would go out to events if they knew they were just going to get reamed without a second chance, because the environment does not support them being able to train up their overall game experience for them to invest so much in so little.

38
Melty Blood Auditorium / Re: PC Current Code Tournament Standard
« on: September 25, 2011, 07:57:05 AM »
And maybe this is just because of tasted the forbidden fruit of JP play, but I honestly think maybe we should consider not running double elimnation 2/3 matches.  That shit not only takes forever (especially if we have to deal with PC config), it's not really needed to see who the better competitor is.  I'm not saying we should full blown do one match single elim.  But maybe one 3-round match instead of 2/3 matches would be better.  Especially if it's double elim it'll still take a long time and give you a lot of chance to play.

Though in my personal opinion weaker players could get a lot stronger, a lot faster, if they realized "wow if I lose this one 2-round match I'm out of this entire tournament".  Maybe when I get back we can start running single elim 2-round weeklies  :nyoro:

Please  :nyoro:
single elimination is absolutely the worst thing about japanese tournaments and i'll never understand anyone who defends that nonsense.

especially in a game where one single momentum shift can utterly fucking destroy you.

players aren't weak because of tournament formats, they're weak because nobody fucking plays.

39
http://mauve.mizuumi.net/2011/09/24/american-netplay-mbaacc-and-caster/

Wrote up a big long thing about American netplay and what French Bread's doing and what I plan to do and stuff.

Short answer at the end is I'm backing off on working on this, at least somewhat, to see how they fare. I want to put some faith into them even if I know I'm just going to get burned again, simply because I feel like they have a lot of heart put into what they develop.

40
So Caster guy responded to me again.
Quote
 ネット対戦の実装自体は難しくないので、もはや誰でも短時間で実装できます。対戦品質について、まさかCaster以下のものを出してはこないでしょう。フランスパンのプログラマに期待です。
Curbslation:
Quote
"It's pretty easy to provide netplay, so ANYONE can make it in a SHORT amount of time. I doubt anyone will be able to produce anything lower (worse) than caster. So I'm looking forward to what FB's programmers will make"

So. Uh. Yeah. Does anyone here have faith in FB to make something as good? I'm actually genuinely curious.

41
Other Games / Re: Dark's Souls's's's
« on: September 15, 2011, 11:43:48 AM »
xbox stuff from tgs:

http://www.youtube.com/watch?v=Ol9r93awwBA character creation

tutorial area and beginning play, deprived
http://www.youtube.com/watch?v=AHZD11TtTIE
http://www.youtube.com/watch?v=7pgdAr2rqXs
http://www.youtube.com/watch?v=1d8aGpiz04c

tutorial, sorceror
http://www.youtube.com/watch?v=Q3Tqq5lKNVQ

spoiler central, but man am i pumped for this.

42
What if we don't pay you with money but with women?
we both know they are mythical and do not really exist

Bith of Mauvidol
i meant that more in context of you guys than anything else!

43
What if we don't pay you with money but with women?
we both know they are mythical and do not really exist

44
I'm not opposed to extra functionality.
because you're not the one writing it!

45
protip: broadcast mode is and always has been a local 2 player game, using both controllers, that other people can spectate.

not that mbcaster had real docs, i only ever wrote those for rollcaster.

actual training mode integration i don't see happening for a number of reasons, though some sort of fake 'cheat' mode with infinite health or something is feasible if i can be convinced to bother with the synchronization required.

46
Other Games / Re: Dark's Souls's's's
« on: September 08, 2011, 10:48:03 AM »

47
Other Games / Re: Dark's Souls's's's
« on: September 05, 2011, 08:52:51 AM »
Everyone afraid to raise humanity for that good drop only to get it stolen away, lol.
Best.

This game is going to be so good.

48
Other Games / Re: Dark's Souls's's's
« on: September 04, 2011, 09:12:27 PM »
There's a new (Japanese) interview. Probably spoilers ahoy, maybe not though. http://news.dengeki.com/elem/000/000/401/401145/

Someone on gamefaqs summed up a fair amount of it here: http://www.gamefaqs.com/boards/606312-dark-souls/60211421

Quote
-There is a new weapon category called "giant bow," which is a bow that is as big as the player and fires projectiles the size of spears
So. Dragon bone bow?

49
Did you read anything in this thread?
reading's for scrubs

50
Ah ok.  I didn't know about the synchronisation part.

1. So both players have set 0 input delay.  I know I said that there are 5 frames of latency between the players, but how does rollcaster know that it needs to sync at N+5?  Does rollcaster measure the ping and decide on a value internally, outside of the control of the players?

2. Does rollcaster send an update every frame?  Or just when events occur / inputs are received?  How does it know when "all" data for a frame has been received?
Latency is measured at the beginning of a connection and can be manually tweaked by the players afterwards. There's no need for this, a smarter system could analyze the ping throughout, but it's not that important.

Yes, input is sent every frame, even if there is no change, for purposes of sync.

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