Frame Trapped 3 - Feedback and Discussion - Open Beta Live

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First time setup guide for what, Frame Trapped? I did not see one. Link please?

Here you go : Installation and Setup

Worked 100%. Thank you very much :)…now if only I could find a bunch of premade BnB combos instead of having to enter them myself…=P

I’m actually taking the BnB Project from reddit.com/r/sf4 and incorporating it into the tool. At the moment it’s just in the assets folder which I can place in the My Documents folder for users but otherwise I need a hand editing them to work in FT (they are from the old Combo Trainer so they aren’t as accurate.) I’ll include it in the next release. I’m planning to get this one done and out before the weekend.

Thanks Eternal! Simple words of encouragement like this are always appreciated, even more so from figures like you that also fuck about in the SF lab for the sake of the FGC!

So from some twitter convos and general suggestions we are making the hit-boxes with colours following the conventions of the Skull Girls Hitbox ref, with some general changes where needed (either not possible or impractical):

[list]
[] Hurt-boxes:
Green
[
] Hit-boxes:
Red
[] Throw-boxes:
Blue
[
] Projectile-boxes:
Red/Orange
[*] Proximity-boxes (aka. the “On shit, I better block”-boxes):
Yellow
[/list]

Thoughts and suggestions on this?

Seeing as there are already existing hurtbox videos and images I think you should just use those:

http://www.eventhubs.com/images/2011/sep/30/akumas-hit-box-information-super-street-fighter-4-arcade-edition-image-2/

Generally the hit/hurtboxes are like this:

Green outline = hurtbox
Blue outline = throw hurtbox
Yellow solid = pushbox or proximity blocking box (I wouldn’t mind having prox box changed to a dif color but usually they are the same.)
Throw hitbox = blue solid
projectile hitbox = green solid (note: Rolento’s Knife throw, Ibuki’s Kunai Throw, and Cody’s Knife throw are STRIKES not projectiles.)
Strike hitbox = red solid
Purple solid = armored
Purple/Magenta outline = projectile invincible
Strike invincible = don’t display

I don’t know what color is used for strike invincible but vulnerable to projectiles. There is only a couple of moves in the entire game like that. The only one that comes to mind is Abel’s LP Super.

Also, I dunno if you guys have found it yet but there is an “origin point/center point” thing that determines where a character’s next move will start if they interrupt a particular animation either with a cancel or if they get hit. In the Cody video you’ll see it as a little yellow dot near his feet. I don’t know what it means when the dot turns cyan. When the dot is yellow that is the location the next move will start, when the dot is purple I’m pretty sure it’s where the move originally started if the move uses physics settings it seems the purple dot will move with the attack but if the move doesn’t use physics settings it stays still (like with Cody’s F+MP it moves but his F+HP it stays still.) the Cyan one I’m completely at a loss.

If you guy’s could find that origin point dot for display it’d be nice.

Also, for hurtboxes these are the numbers for the individual body parts which I figured out for Lullius when he was doing the SF4BV tool:

The UNK4 is the hex value that body part has for hurtboxes in the character’s .bcm file. Also note, these numbers assume Player 1 side. If you are on Player 2 side (E.G. character is facing left) then the calls are swapped. Any hurtbox in the move files that is attached to “Left Elbow” wont display using 11088 it’ll only display with “Right Elbow” 12368

Funnily enough it’s actually Lullius and me teamed up on the Frame Trapped project now. We’re working to make it into the best SF4 Lab tool possible.

That’s why I posted it, I already saw that on your page. Lullius never implemented the data points into SF4BV before he stopped updating due to steam update so I didn’t know if you had those numbers on hand.

Ahh, good stuff. Well so far we’re just trying to improve performance by using injection hooking into the SF4 scene using SlimDX, so far it’s been really positive. Performance seems really up to par with the game sans-hitboxes. I’ll try and upload a video later on today if I have the time.

Oh, I think one feature would be pretty cool, not any priority though.
Say for example that you did a timeline and place the sound cue spots, it would be pretty nice to say output a wav file of entire timeline so you can listen to even if you don’t have tool open.
Like a way to train your rhythm of tapping on the go. Replacing the sound is simple though, I use online wav generator and just use use audacity to trim it down to 0.07sec.

I use this site to generate my beep wavs at 600Hz and 800Hz, minimum length is 0.2 sec though, that’s why I use audacity to trim it.

As I’ve mentioned before it’s not practical for the purposes of timing.

I can look into the possibility though. I’m concentrating on the hitboxes at the moment.

@Xeolleth I hope you implement the SF4BV stuff (hitbox/hurtbox/pausing/frame advance) stuff soon. Before the steam update to SF4 the project I’d been working on was compiling key frame hitbox/hurtbox data.

I’m curious if you’ve found the memory sections for hurtbox vulnerability yet so you can auto turn on/off hurtboxes as they are vulnerable to specific damage types. I can’t help you find em just curious if you’re looking for it still.

Also, I think you might be able to create a relatively accurate frame advantage tool. If you look at the health bars there is a little light bar that goes accross the edges of the health bar each time they take damage. I’m pretty sure this measures “hitstun” I think you could use that. Then you just need to catalog how long each move script runs (since you already have access to these via memory) and have it compare the hitstun data to the time left on the current script to find out the frame advantage. Though I’m not sure this would work with moves that changes impact freeze/hitstop it should work on other stuff I imagine.

@Eternal‌ No luck on the specific damage types front, I’ve been working on scaling for the UI, being able to toggle the boxes on and off for selected types and also stat info for both players.

Here’s a preview:

https://pbs.twimg.com/media/BtrQpRDIAAA0e3K.jpg:large

https://pbs.twimg.com/media/BtrQpKTIIAAVwQN.jpg:large

There is still a lot of polish that can be done.

I’m having some troubles getting the button press sounds to work. When I have Send Inputs enabled, they work fine, but if I turn Send Inputs off and hit play, I can’t get anything to happen.

Much love, and thanks for your awesome work for the SF4 community <3

The program keeps crashing when I press the Load/restart SF4 button. It gives me error message saying Frame Trapped stopped working. I followed the first time setup steps but it didn’t help.

It says this in the info (unfortunately it’s in finnish)

Ongelman tunniste:
Ongelmatapahtuman nimi: CLR20r3
Ongelman tunniste 01: frametrapped.exe
Ongelman tunniste 02: 1.0.0.0
Ongelman tunniste 03: 53b20e19
Ongelman tunniste 04: mscorlib
Ongelman tunniste 05: 4.0.30319.18449
Ongelman tunniste 06: 528fdb6a
Ongelman tunniste 07: 442a
Ongelman tunniste 08: 105
Ongelman tunniste 09: System.IO.DirectoryNotFound

Thanks for the posts @P10 and @Lected‌,

@P10 - This is a known bug we’re sorting out. Still figuring out why the sounds are unhappy, bare with us.

@Lected‌ - Try following this: https://github.com/thopiddock/Frame-Trapped/wiki/Installation-and-Setup and let me know how it goes.

Hello Xeolleth,

Like Lected I do have the same problem. Followed the installation guide but Frame Trapped keeps continously crashing.

There should be some info that pops up with the error, like Lected’s output, can you paste it here so I can check it out.

Unfortunatley there is nothing popping up except the window telling me Frame Trapped stopped working. Is there anywhere a log ?
I am using Window 8.1. Could this be an issue ?

Potentially, we don’t support Windows 8.1 but I can still see if there’s something we can do.