Frame Trapped 3 - Feedback and Discussion - Open Beta Live

Still crashes for me on “load sf4” - not sure why. Using the 2.6 rev 30 version.

Selecting a character under sf library then clicking “player one” crashes it. I get this error report.

[details=Spoiler]Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: frametrapped.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 53b20e19
Problem Signature 04: FrameTrapped.StreetFighterLibrary
Problem Signature 05: 1.0.0.0
Problem Signature 06: 53b20cf9
Problem Signature 07: 7e
Problem Signature 08: 2
Problem Signature 09: System.NullReferenceException
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789[/details]

Can I just get you try something to confirm what it might be? Can you load it exactly like you did and select a character (please note only Ken and Ryu have Frame Data at the moment - soon to change though!!!) And select a move before you click on Player One…

The buttons are designed to put the selected move into the combo trainer view so I feel I may have missed a condition or two when it’s not selected.

When it crashes do you get a message from Windows about the crash? (Look at DrHero’s comment for what it will look like)
If you start the game normally from Steam first, is it in Windowed mode or Fullscreen? If Fullscreen - Press [Alt] + [Enter] to get it into Windowed mode and exit the game normally. This should help Frame Trapped aquire the window for SSFIV.exe properly the next time you load it using the Load button.

I cant change the Steam Location Path which also means Frame Trapped does not load SF4 is there some kind of .cfg or .ini where i can change it manually?

Selecting a move before pressing player one doesn’t crash it. It just crashes when I select a character and click player one or two straight away.

This is now obsolete - you don’t need to use the Steam Path option as we load SF4 using the Steam:// protocol to ask Steam to launch SF4 for us.

Okay - so this is just a short coming on my programming here. I just need to disable them until a move is selected.

Wee update!

Spoiler

https://pbs.twimg.com/media/BrqD9HCCYAAz8Ie.png

https://pbs.twimg.com/media/BrqD9HCCYAAz8Ie.png:thumb

List of common inputs for directions so you don’t have to manually add each individual one. Charges will be preset with the 55 frames needed to charge them as well.

Now working on Rainbow lib to make it load the frame data directly from the game files. This should make it more accurate once I figure out how to parse it properly and make it more human friendly.

Spoiler

https://pbs.twimg.com/media/BsMSmbZIMAATf8C.png:large

https://pbs.twimg.com/media/BsMSmbZIMAATf8C.png:thumb

More updates to come.

Still having issues.
SSFIV AE 2014 in windowed mode @‌ 1280x720
Frame Trapped crashes when trying to load the game.

[details=Spoiler]Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: frametrapped.exe
Problem Signature 02: 1.0.0.0
Problem Signature 03: 53b20e19
Problem Signature 04: mscorlib
Problem Signature 05: 4.0.30319.18444
Problem Signature 06: 52717edc
Problem Signature 07: 442a
Problem Signature 08: ce
Problem Signature 09: System.IO.FileNotFoundException
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 3081
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789[/details]

Also not sure if it’s only because I can’t load the game in Frame Trap but I can’t hear sounds on inputs on playback. If it is caused because I can’t load the game, would like to ask if it could be made available without it.

Feature requests:

  1. Auto scrolling and highlighting of items in timeline during playback (With a check box to lock the scroll for people fine tuning certain segments of the time line)
  2. Ability to choose custom sounds on playback.

Keep up the good work, looking forward to a polished product.

Number 1 is already there, however returning to the particular segment you had selected sounds like a good idea I’ll try something for that.

Number 2 may be a possibility however at the moment the sounds are embedded and clipped to make them immediately playback on a command, else there are pauses which make it inaccurate.

As for the Sounds playing when the game isn’t open, this is not really possible to do with an acceptable degree of accuracy. You must have the game running in a match so that we can track the in game frame counter. As there are actions that can affect the timings of frames including animation speeds varying at different points and when certain events happen (like on hit and on block adding ~8 frames and ~10 frames of stun animation respectively) it is not feasible to make it so combos playback sound without tracking the in game frame counter.

On the crash topic: I’m trying to create some Wiki content on the GitHub wiki pages. Go to the Installation and Setup page and follow the instructions there to eliminate some variables for the error.

Cheers for the feedback!

Thanks for the reply!

Everything is working fine and dandy now, just had to open the game first then Load/Restart for it to capture the window once but from then on it can load the game on it’s own. Editing the time line is pretty smooth.

As for the sound it’s really of low priority as it’s for my own personal mnemonic of using musical notes.

Looking forward to support for the Ultra Edition!

Btw, I tried to create combos from Sakura trial 19 in training room, some how if there is one frame link(in this case cr.lk, cl.hp), sometimes play works, but sometimes it will be too late.(thus become a far hp and blocked)
My benchmark is like 300fps, so computer speed is not a problem.

Here is the combo file content



FTComboFile[v2.1]
0#10#2000000
1#1#2000100
0#20#5000000
1#1#5001000
0#1#5011000
0#8#2000000
0#1#1000000
1#1#4000100
0#53#2000000
1#1#2000100
0#8#2000000
0#1#2000000
0#1#1000000
1#1#4000110
0#110#5000000
0#1#6000000
0#1#2000000
1#1#3000010
0#20#5000000
1#1#5100000
0#30#5000000
1#1#5100000
0#30#5000000
1#1#5100000
0#125#5000000
0#120#6000000


Another question is how do you put FADC into combo list?

That might actually be the problem - your FPS should be a flat 60 at all times. Follow this guide to sort that out.

Ah! This is one I will be putting in the Wiki soon enough . It’s done by “holding” the MP and MK through each input - you do this by just toggling it for each command that you want the FADC to last:

http://i.imgur.com/i9bXxiR.png

Also regarding the one frame link dropping occasionally - this will be because of the spacing involved in long string combos that have 1 frame links. Characters can also have an effect due to hitboxes being different so test it with one character over another and see if it is more consistent.

I just took a look at the combo and it looks like you’re trying to do a corner specific combo combo that is easier to do in the corner. The one frame link will sometimes drop mid range from that odd spacing.

Try this:

Spoiler

FTComboFile[v2.1]
0#30#6000000
0#10#2000000
1#1#2000100
0#20#2000000
1#1#5001000
0#8#2000000
0#1#1000000
1#1#4000100
0#54#2000000
1#1#2000100
0#8#2000000
0#1#2000000
0#1#1000000
1#1#4000110
0#110#5000000
0#1#6000000
0#1#2000000
1#1#3000010
0#20#5000000
1#1#5100000
0#30#5000000
1#1#5100000
0#30#5000000
1#1#5100000
0#125#5000000
0#120#6000000

@Xeolleth thanks for explanation. So basically to hold a input you need to get the same buttons and directions.(ie for charge character to hold down back during the waiting frames)

I did follow the guide, but somehow running benchmark with forced external vsync still gets me somewhere close to 300fps with almost all the settings to high.
I’ll try some toggling tonight and see if I can achieve 60fps as they might have fixed the in-game vsync in recent patch?
ps. I run steam version set to 720p so I still have enough room to do those combo settings is space left.

Also, if I would like to change the button sound, where could I find and replace a it?
Current button sound sometimes mixed with stage/attack sound, I’d like to replace with a higher pitched sound like in Tekken’s demo for 10 hit combo.

Edit: it has to be fullscreen mode to get fixed 60fps, and the combo can play nicely without drop.
guess it’s time to get a 2nd monitor.

Hey there Xeolleth! I was actually so excited to try your program out that I went straight to steam and bought SSF4:AE. I was unfortunately met with this

http://i.imgur.com/Rt6TAyq.jpg

I first thought it was because of the path of the .exe, but I read up above that the path of the .exe no longer matters. This error happens every time I click “Load/Restart SF4.” Any thoughts as to why?

Although this is a much requested feature, unless your sound files are absolutely starting on the first millisecond of playtime it will make combos harder to time. The sound files can be found in the debug location (you can find this in the Options view) so replace the sounds, but please note - at your own risk.

That’s awesome man, don’t bother with the 2nd monitor as the app is designed to work with SF4 Embedded. Using it outside of FT’s container can cause issues. I’ll see if there is a way to force the 60FPS though.

That’s not the best error message I admit! What operating system are you on? - I assume from the blue outline around FT that it’s Windows 8 / 8.1?

Yessir. Windows 8.1 Pro. I would have posted a more detailed error message but that’s all it give me :frowning:

I’ve had the same error on windows 7 - i just figured it out. If you follow the first time setup guide, it mentions changing a button in the button config. I did this and it started working.

Keep it up! That’s all.