Frame Trapped 3 - Feedback and Discussion - Open Beta Live

Fantastic!

Has anyone managed to get the “Auto Reversal” part to work at all?

Everything is configured correctly (set to HUMAN, using KEYBOARD as the input) all the other features seem to work just fine except this.

EDIT
Having the same problem as Bafael in this video at 15:26:
https://www.youtube.com/watch?v=FOeBSXVQ_RM#t=926

@shmickmik‌ you’ll need to make sure you’re on 3.2, that both autoreversal and send inputs is on and that the HUMAN player you set them to is player 2 on the keyboard. Let me know what else you’ve tried.

The HitBox Viewer won’t work for me, everything else works. If I turn off USF and turn on the HitBox Viewer everything lights up, so I can turn them on and off. But when the game is loaded and then I turn on HitBox Viewer everything is greyed out and can not be interacted with.

Can you message me your PC stats, basic stuff like CPU, windows version, graphics card. Also some detailed reproduction steps so that I can try and do this myself.

With this in mind, is there any way to program it to do the reversal with the actual action you want as a reversal? When I program a backdash in, they wake up then input Back, Back instead of actually backdashing on the first possible frame. Am I doing something wrong?

@Varleran‌ We’re working on a better system for the auto reversal, mainly the reversal window for timing it and also to add a new script timeline to the plugin for follow up moves, like back dashing etc.

I can’t get the game to snap into frame trapped at all. Tried everything I could think of

Let me guess - Windows 8?

Uh, holy shit. I was just thinking about how nervous I got when you posted your worries a while ago… really thought I wasn’t going to be able to use this, and here it is! I’m really excited about this, guys. :slight_smile: Thank you so much for working on this! I’ll definitely report back if I have any issues.

EDIT: Perhaps “clear timeline” should go down at the bottom with the load and save buttons? Since all three of those affect the entire timeline? Also, is there a way to workaround sound muting when navigating FT itself? Not sure myself, since the game window still is technically losing focus… more curious than anything else. :slight_smile:

EDIT 2: Gonna keep adding edits unless someone else posts after me. :slight_smile: @Xeolleth , hope that is okay. Some more thoughts:

  • is there a way to change the helpful sounds? I could see some chill tones being nice as optional replacements for some of the more harsh sounding ones.
  • A volume slider would be very helpful! Right now I can easily adjust the sf4 volume down if I’m multitasking, but the training noises stay quite loud if I have a song or something that needs to be turned way up.
  • right now the repeat mode could use some tweaks… most importantly, if we’ve got it set to repeat, it would be great to have a noticeable pause between the combo ending and the combo repeating. Since a lot of combos are going to have hits at the beginning and end, this would be hugely helpful for keeping more involved playbacks from just sounding like noise with no beginning or end.
  • additionally, it would be really great if there was a “repeat indefinitely” option. One easy way to put this in would just be to put an infinity symbol that can be scrolled down to before the 1 option… or it could just replace the 1, since I think the 1 option just makes it play once anyway? It might even make sense to simply replace the number option with an indefinite repeat that toggles on and off… there may be a use for the specific number option that I’m not thinking of, though, so that’s purely opinion.
  • when hitting play to start a combo playing, it might be nice to have an option for a “lead-in sound”, though I’m not sure what it would be exactly. Maybe a whooshing noise that increases quickly in volume? :stuck_out_tongue: That would make combos pretty epic. This would also help to separate repeats, of course.
  • does it make sense to have to enable sound for each individual input? If it does, then totally leave that in, but it would also be hugely helpful to have a way to toggle sound on and off for an entire combo with a single button press. Again, if individual step toggling doesn’t have a real purpose (and I’m sure it does), making this change toward a toggle could streamline the side panel a bit.
  • at the moment, clicking on an input entry is slightly harder than it possibly should be… you can’t highlight a line in your combo if you click the entry on the frame number image, direction image or attack button image. This should probably be tweaked?
  • another thing you may want to try is having the entries alternate between dark grey and some other shade. The height of each entry means we probably aren’t going to have trouble clicking the one we want, but the visual might look nice.
  • you may want to add either a note somewhere or a long tooltip to explain what “clamp resolution” does… or possibly enable it by default so people can try adjusting their resolution in that dropdown right away? I didn’t understand the option at first, but now that I have it working I love it. :slight_smile:
  • you may want to add a tooltip for “inputs disabled”?

So… yeah! I’m sure you wish I’d backed the campaign at the closed-tester level now, huh? :stuck_out_tongue: I hope the stuff I wrote in these two edits is helpful, really hope I’ll hear back from you about my big wall of suggestions. This program is just what I’ve been hoping for!

Okay @dancemasterglenn, that’s a long edit you’ve taken your time on so let me do the same! :smiley:

Clear Timeline - this is at the top for positioning concerns, keeping it there means that you have a “Remove” and a “Remove All” right next to each other, putting at the bottom away from the other editing buttons (add and remove) means a user would have to go searching for it, where it is now shows it’s immediately available.

Unmuting is not possible as this is a game centric setting.

Changing the helpful sounds would involve a new options window which is fine but you also need to remember that these sounds are specifically synced to be in time to the 60th of a second you need to be accurate.

Repeat mode has no cap so there’s really no need to put an infinite button on it, you can simply stop it by depressing the Play button again, I stress tested the combo trainer once by making it play back 10000 times over night, it hadn’t finished when I had woken up so I think it’s fine. As well as that there is no need to put a pause in between the loops as you can easily add a pause at the end of the timeline with an empty timeline item adding it as a separate feature just creates more for a user to track and also to get wrong.

For the lead in sound again you could add an empty timeline item and enable the sound to “start” the combo for timings sake, don’t forget this is a training tool, it’s not meant to be “epic” - but practical :slight_smile:

The enable/disable sounds for the whole timeline is a good one that we need to put in for ease but for the volume just use Windows Mixer, that’s what it’s there for.

The clicking on an input entry being difficult is due to a known issue with making custom list controls in WPF and being unable to click on the child controls to activate a list item, we’re working on the recommended work around at the moment.

Alternating between dark and light was overwhelmingly disliked by our user-base in the closed beta and had little to no positive feedback, it makes the graphics look too noisy and disrupts the visual information from the multi colours in the button displays for punches and kicks. I might however try a small separator line that is faded to achieve the separation but keep the clarity of design.

Tooltips are being worked on for everything in the program so these will more than likely be updated alongside!

Lastly thanks so much for the detailed feedback, it’s a relief to get it when we can as it’s the best way to find what needs improving so thanks for taking the time to give it!

@Xeolleth Few issues I’m having

  1. Can’t get auto reversal to work. I’m following all proper directions. Player 2 is set to keyboard, auto reversal enabled, inputs enabled.
  2. Auto reversal enabled causes a distinct frame drop on my computer, might be related to constant searching for the specific script? I dunno, sometimes it works ok and I can get 60FPS but no matter what tests show distinct drop. Sometimes in training mode it becomes hiccupy and will spike down to 30FPS then up to 50FPS then down to 40 ect.

If I close FT3 after enableding auto reversal I get an error message

  1. Enabling Both Player 1 and Player 2 input timelines causes it to stop playing Player 1 inputs no matter what device I set as Player 1 in-game. If I ingame set player 1 as a joystick and player 2 as keyboard it’ll play player 2 from the timeline but not player 1. If in game I set player 1 as keyboard and player 2 as joystick then the timeline still only plays player 2 inputs (but it does it for the keyboard set character.)

  2. In addition to that, even if I disable player 2 in the timeline AND in-game it will no longer play Player 1 timelines until I restart SF4. Even restarting in training mode doesn’t work or exiting out of training mode and going back.

  3. This is less a bug more a minor GUI annoyance. If you set a timeline item you have to click the blank space on the timeline to select it. So for example, say you make a timeline item be -> PPP then click on the arrow or any of the punch icons wont result in selecting that part of the timeline. This doesn’t make sense because those aren’t buttons or anything, clicking anywhere in the timeline item should automatically select it.

This confused me a lot before I figured it out.

This is a known WPF issue, we’re working on it. Child objects of a list item essentially don’t pass the “Activate” message to the parent item, so it doesn’t gain focus and doesn’t trigger the rest of the controls.

I want to add in my thoughts on frame trapping - @ 4:37 on this video please watch

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@BlakeSanden970 This isn’t a thread about Frame Trapping, it’s about the tool “Frame Trapped 3” which is somewhated stated in the title (Frame Trapped 3 open beta) and clearly shown/stated in the 1st post.

Also you’ve posted that video 5x now, 3x in threads you made. Every post you’ve made has been that video.

@Eternal Im sorry Ill fix that

You can easily edit a post by clicking on the Gear that appears when you hover your mouse over it. Even though this post has nothing to do with Frame Trapping, feel free to join in the Frame Trapped discussion!

@Xeolleth How exactly does FT3 handle negative edging? I’ve been trying to do negative edge stuff and been failing, how do you set it up?

http://frametrapped.com/data/examples/Juri/