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

Messages - heavymetalmixer

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126
Melty Blood Auditorium / Re: CCCaster v3.0 Rollback Edition
« on: February 01, 2015, 01:39:05 PM »
Rollback version?! :0

Time for testing!

127
Melty Blood Auditorium / Re: CCCaster v2.1i
« on: January 28, 2015, 02:32:28 PM »
How does work the "Alternate FPS control" Setting?

128
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: January 24, 2015, 07:07:01 PM »
What about 5A > 6A?

129
Now that (probably) there will be two French Bread games on Side events, maybe there won't be as many players as the last year, still I'm hoping to see matches to make me feel proud of being part of this game community (I won't leave the game anyways, so it's just for fun :toot: )

130
Melty Blood Auditorium / Re: CCCaster v2.1h
« on: January 18, 2015, 02:29:07 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.

131
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: January 17, 2015, 08:36:32 PM »
I already asked this before on the C-V.Akiha thread, but how safe are H-V.Akiha attacks on block?

132
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: January 08, 2015, 03:22:08 PM »
So basically, first, I have to make them block high with the j.C mixups, then I can use the j.AB mixups, right? It makes sense, the mixups are more ambiguous.

133
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: January 07, 2015, 03:38:53 PM »
The H j.C  double overhead mixups are better that with j.B in any sense? They look safer because of the blockstun/hitstun but j.B looks more ambiguous to me.

And I can't do the j.AB mixups on the lolis . . . damn lolis.

134
Akiha Vermillion / Re: MBAACC H-VAkiha thread
« on: January 06, 2015, 08:30:29 AM »
To revive this thread I'll make a question:

In the corner after the Momiji Loop, what are all the possible mixups?

135
Akiha's Tea Room / Happy new year
« on: December 31, 2014, 08:11:43 PM »
Let's celebrate this new year (2015) posting a lot of comments in this thread (ok, not so much xD )

136
Melty Blood Auditorium / Re: CCCaster v2.1g
« on: December 29, 2014, 04:22:39 PM »
Noob question: What is the dead zone?

137
Melty Blood Auditorium / Re: CCCaster v2.1f
« on: December 27, 2014, 06:00:10 PM »
Game finder?! YAHOOOOOOOOOOOOOOOO

138
Melty Blood Auditorium / Re: CCCaster v2.1e
« on: December 26, 2014, 08:20:53 PM »
Yeah, it said "Starting Versus . . . " everytime.

139
Melty Blood Auditorium / Re: CCCaster v2.1e
« on: December 25, 2014, 09:06:12 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.

140
Melty Blood Auditorium / Re: CCCaster v2.1e
« on: December 25, 2014, 07:47:59 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.

141
Melty Blood Auditorium / Re: CCCaster v2.1d
« on: December 14, 2014, 06:33:53 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.

142
Melty Blood Auditorium / Re: CCCaster v2.1b
« on: December 12, 2014, 05:45:44 AM »
What I tried to say is that it works automatically more often with the number keys, that with Enter or Intro.

143
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 11, 2014, 05:50:20 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.

144
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 07, 2014, 07:00:23 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.

145
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 06, 2014, 06:31:04 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).

146
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 07:44:17 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.

147
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 06:17:08 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

148
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 07:25:52 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?
 

149
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 07:20:41 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?

150
Melty Blood Auditorium / Re: CCCaster v2.1a
« on: December 04, 2014, 06:17:38 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).

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