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Saint Freak posted:Didn't Skullgirls make a more complete game with like 4 dudes in a basement somewhere? Capcom shoulda hired weird porn artists I guess. Jmcrofts posted:Skullgirls also didn't have story mode or spectator mode at launch. It had a good tutorial though, which sf5 doesn't. Skullgirls did have the excuse of being in the middle of a lawsuit with Konami and the dev team being fired and reforming a new company just to finish the game without getting paid for it. The only excuse of SF5 is being made by Capcom.
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# ¿ Feb 22, 2016 11:05 |
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# ¿ Apr 27, 2024 09:37 |
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FightingStreet posted:Cammy being a female clone of Bison is one of those things that literally makes no sense yet has somehow remained canon Well, karate doesn't let you project balls of chi either so it's all right.
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# ¿ Feb 23, 2016 17:20 |
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AnonSpore posted:The fact that a game is required to be offline to play is the real fuckup There's no good reason the game should interrupt local play when you lose the connection. Could have a little popup in the bottom right or something. Chev fucked around with this message at 23:18 on Mar 2, 2016 |
# ¿ Mar 2, 2016 23:14 |
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ZenVulgarity posted:It's uploading and constantly updating things, what Things it doesn't absolutely need to upload while you're playing local. Many other games that merge online and offline are happy enough putting those things in a queue for the next time they're online when the connection cuts off.
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# ¿ Mar 2, 2016 23:20 |
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ZenVulgarity posted:It's not that hard to sign out
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# ¿ Mar 2, 2016 23:26 |
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Pomp posted:i thought alt tab just swapped the lag that already existed over to the other guy so someone was having an unplayable match either way Basically their netcode implementation is lacking the time synchronization part. Because it's a rollback system, a game can actually be carried even if the players are not synced and it'll work. But that means if you worsen the sync you can actually induce lag. Imagine two people running side by side. If one runner starts running behind, his partner can't see what he's doing anymore, while the guy behind can see everything the other guy is doing. Alt-Tab is basically one guy stopping in his tracks to check his phone, which puts him behind. So even if both runners were on equal footing, one of them stopping has induced lag that didn't exist before. The bit that needs to be added to their netcode in is basically tying a rope between both runners so that when one gets slower or stops the other has to do the same or have everything crash down. In pure input delay models the universe explodes when both runners get more that two meters apart so people usually don't forget it, while good rollback systems are a lot more resilient. Chev fucked around with this message at 19:09 on Mar 16, 2016 |
# ¿ Mar 16, 2016 19:07 |
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NecroMonster posted:manually set input delay? apple posted:Rollback by design requires you to set a delay parameter by which both players operate on as a minimum.
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# ¿ Mar 16, 2016 19:41 |
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HoboWithAShotgun posted:It has to be really low if UK to UK matches get bursts of random rollback. Or maybe it just sucks because those bursts happen to anyone within EU. Because the time sync bit is missing, you'll get random rollback even though the ping doesn't justify it. You could be playing on a local network (I mean, except that you can't) and you'd still have the possibility of it behaving like your opponent's from the other side of the planet.
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# ¿ Mar 16, 2016 19:54 |
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FanaticalMilk posted:I'd rather have a game that was programmed by competent people. If anything, Capcom needs to hire all the people that worked on the MGSV PC port, assuming Kojima hasn't already scooped them all up for his new studio. It's kinda tricky. Having looked into the lag thing, it seems a good deal of it is probably due to UE4 having innately high input lag, so it's the price to pay with middleware. MGSV had the luxury of a fully homemade engine. On the other hand, I've also read about poor UE3 lag yet Guilty Gear Xrd's PC version seems to be up there with Skullgirls, even with post effects enabled. And there's also the fact SF4 already had higher lag than it ought to, so there's something they must've already been doing wrong.
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# ¿ Mar 17, 2016 19:31 |
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Okita posted:That's actually not true. Floating point numbers are inherently innacurately represented in binary. You might have something like 0.1 + 0.2 end up being 0.30000000000000004 (0.1 is a repeating decimal when represented in binary). I'd guess the reason there's floats everywhere is because it's running on a 3d engine that does all kinds of precise calculations with them(3d rotations with matrix multiplication, etc).
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# ¿ Apr 1, 2016 01:03 |
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Lemon-Lime posted:He's not the only designer who worked on SF5, or 3S for that matter, so it's not like him leaving after SF5 went gold is terrible for SF5. He actually left before SF5 was finished, but as far as we know he's been stuck writing manuals for quite a while at Capcom (which i probably one reason he left) and didn't work on SF5.
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# ¿ Apr 5, 2016 15:31 |
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Jack Trades posted:Why can't Capcom ask the Skullgirls guys for their netcode? It's GGPO. But most japanese developers have a strong bias against middleware, though you'd think they'd have gotten over it when they switched to UE4 (which even has a ready-made GGPO version for it).
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# ¿ May 4, 2016 18:28 |
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SectumSempra posted:I mean i doubt thats why because 3rd person games in general are still popular, but its a point. Here's something more specific: 3rd person means a number of small camera problems or annoyances that would be tolerable in single player but aren't when you're fighting people. None of that is a factor in first person. Zand posted:how is it straight to the point when it intentionally obfuscates info and doesn't give data that lot of players want to see? Chev fucked around with this message at 19:09 on May 28, 2016 |
# ¿ May 28, 2016 19:04 |
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Real hurthling! posted:fps have their own issues mostly on console with FOV, turning speed, etc. that 3rdps don't
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# ¿ May 28, 2016 19:28 |
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anime was right posted:making a fg character takes a shitload of time and planning one for once a month with their small pool of resources probably didnt account for literally any hiccup ever and they probably got resources diverted bc sfv didnt sell very well since they forgot to make the game in the first place They just demoed her on stream and she's basically done, presumably the only reason they're holding her release until june (or july?) is to have an in-game shop.
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# ¿ May 31, 2016 22:12 |
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hiddenriverninja posted:is there a VOD of this stream? Should actually still be ongoing at https://www.twitch.tv/capcomfighters
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# ¿ May 31, 2016 22:19 |
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Bo Jackson posted:Is it just really friggin hard since the Us Is Big And Has Bad Infrastructure?
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# ¿ Jun 12, 2016 15:56 |
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punk rebel ecks posted:"direct input"? (There's technically a third, raw input, but it's really low level and a lot moe complex to use and anything you try and built around it will just eventually look a lot like DirectInput).
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# ¿ Jun 15, 2016 18:56 |
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punk rebel ecks posted:Can't they just have both Direct Input and X Input options? Well, the funny thing is, once you've got directInput there's little reason for also using XInput apart from having the correct button icons rather than button1, button2, etc. But on the other hand XInput is diretcly available in UE4, while directinput needs custom code (not hugely more complex. My experience adding full directinput support including tap to set , persistent button remapping for a homemade fighting game while knowing almost nothing about it is it took me one week and now it works with everything ever).
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# ¿ Jun 15, 2016 19:12 |
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A.o.D. posted:The instructions on the page say to stick it in a specific sfv folder, so I'm going to assume that this is a SFV only driver. However, Dantarion said that it took him like an hour to create the drivers, so it might be possible to DIY. Nothing in it is SFV-specific, save for the fact it assumes a fightstick button layout. The specific folder is because that's the folder where the game looks for DLLs. Although people usually aren't aware of it, programs will by default look in whatever's defined as their local folder before asking the system for a DLL, why is how a lot of game injectors work. So what he made is something that to the game looks like the XInput library but instead is a wrapper around both XInput and DirectInput, and told you to place it in the first place the game would search. So technically it could work with anything, but it also hasn't been tested outside of this specific case.
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# ¿ Jun 20, 2016 13:47 |
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Love Stole the Day posted:DO NOT INSTALL THIS ON YOUR COMPUTER Are you sure it's not something else that caused this? There's no code pertaining to keyboards in that dll at all.
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# ¿ Jun 20, 2016 17:30 |
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Klades posted:It's probably easier to tell if a DLL was loaded from the wrong location than tell if some textures and models are the right ones or not. Actually, not fundamentally. Finding out if data's been modified is a checksum thing while finding out where a loaded DLL is requires semi-obscure knowledge of the right function (and if they didn't have the kind of programmer who can add DInput support to UE4 they probably don't have the kind of programmer who can add dll checks either). But the real trick is defining the "wrong location", and a prime recipe for disasters because it's so easy to have a config that's non-conventional in this regard.
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# ¿ Jun 21, 2016 00:16 |
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We Know Catheters posted:Well, air combos. The stage is moving and the opponent in the air doesn't. You've gotta be kidding, right?
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# ¿ Nov 9, 2016 11:53 |
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Doggir posted:The background moves not the stage. While there's a small chance that could be true, it's actually much simpler for every dev and artist involved in that setup to have a fixed environment, animate the plane through it and attach the fight scene to the plane. And really, that should be equivalent, but in practice there's some subtle differences and possible bugs, depending on whether the devs were incompetent or not. And, well, the developent of SFV hasn't exactly been a showcase for competence, so that kind of bug is quite plausible.
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# ¿ Nov 9, 2016 16:44 |
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Wow, those custumes... At first I thought that was a screen from that chinese knockoff fighter.
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# ¿ Nov 15, 2016 02:31 |
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Night Blade posted:Is that really it? Didn't Sony bankroll this game?
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# ¿ Feb 20, 2017 17:42 |
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Fridurmus posted:There's very little chance direct lines or arcades are coming back. Fighting games need to find a way to be properly viable on wifi connections somehow, or this problem is going to keep coming back over and over. In Training posted:I don't know if that's possible but I'm not an engineer. The online games that are popular on consoles are by and large FPS games where every game will be rife with lag but nobody cares because it's team based and barely competitive.
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# ¿ Mar 24, 2017 14:10 |
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Brosnan posted:Tekken Tag 2 doesn't use rollback code and it still has one of the best online play experiences in a modern FG.
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# ¿ Mar 24, 2017 19:30 |
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Reiley posted:It's a lot easier to dynamically color edit pixel sprites than 3D model textures, especially if they have a lot of gradient texture baked into the art assets. No, tinting and color ramps (the modern little brothers of palettization) have been a standard feature of even middleware engines for more than 10 years. There's nothing tricky about dynamically coloring models and it's regularly used in games. They don't include color edit in SFV and other fighting games because they'd rather have you buy extra colors as DLC. Chev fucked around with this message at 09:27 on Apr 3, 2017 |
# ¿ Apr 3, 2017 08:12 |
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Real hurthling! posted:There were some tests a while back that showed you get better netplay on worse connections and the player with the better connection gets all the rollback. Nothing scientific, some youtuber trying things with his friends. yeah, who gets the rollbacks is pretty much random (though it is consistent during a match).
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# ¿ Jul 18, 2017 19:47 |
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anime was right posted:also in gg characters are rendered in front of each other and look like 2d images so even when this does happen it doesnt look nearly as weird
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# ¿ Jul 27, 2017 00:41 |
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anime was right posted:theres lots of clipping tho? seems inconsistent Chev fucked around with this message at 08:41 on Jul 27, 2017 |
# ¿ Jul 27, 2017 08:39 |
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anime was right posted:idk they rotoscoped a ton of poo poo in 3s and people consider that one of the most beautiful games of all time
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# ¿ Dec 12, 2017 13:39 |
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matchmaking is usually matchup-dependent to at least some extent, too. So they need to know the character beforehand.
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# ¿ Dec 19, 2017 17:26 |
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# ¿ Apr 27, 2024 09:37 |
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Yay for removing features. That they were half-assed isn't an excuse, either.
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# ¿ Feb 23, 2019 03:00 |