Frame Trapped 3 - Feedback and Discussion - Open Beta Live

How close are you to finishing? I can’t wait to try it out!

Same here. I tried it for a bit before Ultra, but it was like 2 days before the update!

It was so annoying having updated it and then getting that 2 day patch break the builds!

We’re currently between a rock and a hard place with regards to finishing the Frame Trapped 3 release.

To be as transparent as possible with everyone: we’ve taken the code base out of open source for now. We’ve been accused of making a cheat engine, which is the last thing we want to do (especially as we actually put in features to prevent this from being possible with FT!) This also means that we can’t release closed source software on open source licences which is what we use at the moment. I’m going to need to do some funding for our team and so I’m opening an IndieGoGo campaign to help us raise enough for release (this will also help us create more features later on.)

This means we can get FT3 out quickly on beta to users (as in after raising the funds for the licenses there isn’t much to complete) while also securing future features too because it supports us financially to keep the project alive.

wouldn’t making it closed source mean people think it’s even more likely to be a cheat engine? Who is accusing?

I’m fairly confused about this overall.

Making it closed source means we can try to ensure no one downloads the source code and adapts it into a cheat engine.

I’ve had several emails from people claiming that others have taken our code from GitHub and adapted it into a cheat engine of sorts, making combo tools that they cheat online with. Making it closed just helps us keep the code secure while we work on it. I might make it open source later on once we can trust we’ve done everything to make sure we don’t piss off Capcom by making a cheat engine for their game (although their leniency with KenBot ranked matches makes me feel a little secure at least ^^ )

That’s fine, at least you’re still working on it. I hope you can get the funds. I would donate now, but right now my budget sucks! Let us know when you’ll have the beta. I’ll sign up!

I will donate for sure.

I would too.

Hey guys!

**[The IndieGoGo campaign is a go!

http://i.imgur.com/cDoJ85n.png](http://igg.me/at/ft3/x/8657640)**

http://i.imgur.com/J5qIwtC.gif

We’re up to 25% on the IndieGoGo now! This is a huge leap in the first 2 days of the campaign - you guys are awesome. Will keep you posted as it progresses.

Donated 20 Pounds and spread the word. Keeping my fingers crossed for your success.

You’re awesome Haggy, thank you so much. I’ll send a shoutout to you while we get the beta sorted, what handle on twitter do you want linked to?

Oh that’s awesome. It’s @DonHagbarto

Working on getting the efficiency for the CPU down as much as possible.

Currently the injected code used in the hitbox viewer puts a lot of stress on the CPU, trying to reduce the amount of Reflection calls and using as many tricks as I can muster to make the most of efficient code!

Is that why it lags even when it’s not actually reading/drawing hitboxes? Like I told you, it lags even if you are just in the main menu when you enable hitboxes. That shouldn’t be the case I imagine.

BTW, I noticed even if you disable info viewing or even disable all of the hitbox data the old info “frame trap lab active” thing doesn’t go a way. Is that an intended watermark or did you forget to disable drawing it when you disable info?

Lastly, any luck figuring out why the frame advantage list is off?

I can’t seem to figure out where 1F of the frame advantage is going/coming from. I’m pretty sure one of the causes is from force standing causing an oddity that causes 1F more frame advantage than other attacks (I think it has to do with going from crouching to standing taking 1F before the reeling animation starts. This is just a theory though) but I noticed on force standing moves the frame advantage list is off by 2F (for example, Cody’s crHP is listed as only +2F on hit but it’s actually +4F. On specific characters it’s even possible to do crHP - crLP as a link)

However I’m unable to figure out things like why Ryu’s crLP is listed as +6F or why Ryu’s farMP is listed as 0F on hit when repeated testing and video evidence shows they are 5F and 0F respectively.

The performance is a good 2x-3x better now with a lot of clean up on reflection code and the IPC interface being used to communicate information from the front end to the back end in USF4. There were certain functions that wouldn’t matter in asynchronous situations but with a strict 60fps poll can cause issues. Such as taking a enum flag apart using Enum.GetValues() which uses reflection. Caching those results allowed me to reference them through a list rather than recalculating. I restricted my CPU to 2 cores and the benchmark (with all toggles for Hitboxes on) was around 90-120 FPS range through out. The actual drawing seemingly has no effect on the GPU whatsoever, I’m assuming as the draws are incredibly basic. The Frame Trapped Lab Active message is simply to show that injection is successful during the beta, I may change this to being a smaller less obtrusive message.

Regarding the Interrupt frames - it’s a little odd as it’s not consistent - yet the number as a standalone indicator for the interrupt frame seems to fit. I’ll need to see what alternative I can find in memory, it’s just slightly bizarre that this particular integer only fits a little bit.

Great program, keep it up- I just wish an older version was still up for download, recently formatted.

Also thanks for Still Game, best show EU.

It’s so unfortunate that it can break easily with patches but we’re dedicated to keeping it up to date. Cheers for the motivation man.

I can’t wait to view me some hitboxes! Thanks for all your hard work man

Frame Trapped 3 Campaign halted - Info inside http://www.reddit.com/r/SF4/comments/2iufo4/