Any vids of you two playing yet? Should record reps.
I think he’s referring to me. I’m pretty trash, I only beat him a couple times because Suika is so cheap. Any time I tried any other character he rolled me HARD. Maybe we can try to level up a bit and actually post some decent videos. It’s hard though because we get segregated so hard when we play these games at the Columbus gatherings. Only reason we can get people to play Melty Blood is because of the few male characters they have. “Playing as girls is gay”. Or something like that.
Clembo, who else here plays IaMP?
Yeah, next time we get together I’ll run Fraps and record a few matches. Although I’d rather not cause I can’t even get Marisa j.B loops. And that’s pretty sad.
I think the main reason people can’t really get into MBAA here is because they don’t understand the system. There aren’t enough hadouken and FADC I guess
i think i’m starting to get a hold of this game now it’s pretty deep, highly reccomended
Hey how do I play Cirno?
Starting? We need to play again soon.
Wow youtube-level comment GJ. As expected from you I suppose.
I’ll take that as a complement.
lol, also
sure thing i have a week long break coming up :>
NEC attendee list!!
me
Sp00ky
Comic-Z
Moku
K
Furok
sibladeko
WILL WE REACH 10 PLAYERS?!?
convince orka to play
GGPO-style netplay with rollback is coming soon/available for playtesting for IaMP. Please see the first post for more details.
Yeah, my WIP builds are out now. They seem stable enough, but there’s been a few bug reports to knock out.
Works pretty great though, does a lot of things like compensating for camera jitter, and is the first PC game I know of to have that sort of netplay hacked into it from outside.
nice!
the new netplay is AWESOME
I’m no longer restricting myself to playing EU only, the game is really playable from coast to coast, EU to EC and WC to Japan now
I’m gonna have to try this out once I have a stick over here, this new netplay sounds great.
So to clarify for those not clear on how things work:
In the original Caster, things went by input delay only. Coast to coast games were usually 4-5 delay, meaning 4-5 frames of input delay, while same-coast was 2-3 delay. Generally, 2-3 was acceptable (but not perfect obviously), while 4-5 changed the game significantly.
Using the new GGPO-style netcode, there are now two delay settings: the minimum input delay and max rollback delay. These are both set in the configuration files to your preference. You can set the minimum input delay YOU want (most people use 0 or 1, default is 0), and the max amount of rollback frames that you will allow (most people use 4, which is the default). The netcode now compares the delay you get with your opponent to the max rollback you set, and anything over is converted to input delay instead.
For example:
If you set 0 input delay and 4 rollback and you connect to someone with 5 delay (WC -> EC), you will get 1 frame input delay and 4 frames of rollback.
If you set 1 input delay and 3 rollback and you connect to someone in 7 delay (WC -> EU), you will get 5 frames of input delay and 3 frames of rollback (obviously, this is still rather unplayable, so changing settings is recommended).
If you set 0 input delay and 3 rollback and you connect to someone with 2 delay, you will get 0 input delay and 2 frames of rollback.
The old netcode was good when the community was new to the game and did not know how precise things had to be. Nowadays, higher delay games are no longer considered playable, fragmenting the US community. The new Caster allows the entire continental US to play respectably with each other and even enables overseas games to some extent.
Incomplete and Massive Project strives for completion
Looks good to me. Will dust off my old HRAP3 to test this out.
That it does.
The latest WIP build of the new rollback Caster seems to address the last of all known major issues. So if you were holding off on using it, now’s pretty much a good time to check it out.
I’ll probably put the formal release out in a few days once I iron out the packaging nonsense and pray no one else runs into any issues.
Few days = several weeks. Hooray! I said at the start of development it was going to take me roughly a month to iron out all the issues, and as it turns out that’s about how long it took thanks to a really nasty crashing bug. (As usual the 80% rule applies. 80% of the time spent developing it, and then another 80% of the time spent finishing it.)
It’s out now, finally, for whoever is still actually interested. All bugproofed and stuff.
Enjoy!