Official SSF2T: HD Remix General Discussion Thread

Hey Sabre, ask the developers if the host is able to change the options of his room without having to quit and start a new lobby. For example, if the host originally set up a 3-out-of-5 Original mode room, can he change it to a 2-out-of-3 Remixed mode without having to quit the room and start a new one.

Also, look at the original post for more questions to ask the developers.

I just downloaded the patch yesterday and only had a few games but I noticed a lot in those few games. And yes I saw the jittery screen as well it has already been discussed so I’ll let that be and I also saw the laggy throw animation but again that has already been discussed.

One thing happened to me though that I thought should be brought to attention. Was during a match Ryu vs Ryu (decent connection). I’ll go detail by detail. Only a few seconds into the match, guy was throwing fireballs I jumped in with a RH it connected plain as day, life gauge went down and everything. Well pretty much at the exact instant as fast as a blink of any eye as soon as the kick connected one frame it hit life gone and the next frame he had full life and was standing there like if nothing had happened and then I ate a throw.

Has anyone else had this happen to where a move connects and then at the moment it hits and the life gauge goes down the frame seems to skip and then all of a sudden it is like nothing happened?

My brother who doesn’t really play but watches me when is bored even pointed it out. He was all “wow what was that, you connected it and it looked like it glitched and then the guy got his life back”.

I understand the lag issue and what not but to me it is more the fact that the life was I guess you could say given back. I understand if it lags I hit then all of sudden im there, but in this case life went down and everything and then bam full bar.

-DJ-

demon jim: thats a rollback. thats frequent in games that use predictive netcode. youll see it on sfhd, ggpo, 2df, etc…, when it get’s laggy. That’s what they are trying to fix, to minimize on the rollbacks. Basically what happens is a different result happens on both sides (you and your opponent). Example, on my end, I dp’ed the opponents jump in clean, but on his end, he actually jump kicked me clean. The netcode basically predicted the outcome wrong and rolled the state back and used the correct outcome and resumed the match from there.

hope that makes sense.

as for playing against capcom tomorrow. I’m not really sure what’s gonna be discussed during the play. But I will do my best to get the questions through

that would be pretty dumb, I would assume they’d set up rooms where we could play each other and playtest the game, noting bugs and odd occurrences. single private matches are not the way to go here…especially since i’ve played it like crazy since the patch, and i’m ranked #1.

well despite what they do, i will be on Friday night to play if people are around. i think the game is WAY more playable now that the Ken bullshit is out.

too bad the new smoothing shit is no good, and joining games is even more of a chore… i quit playing cuz of it

and its not single private matches. So far me and cigarbob are invited. there is probably a couple others. ther’s also probably more than one capcom rep that is gonna play. i dunno whats really stupid about it =/

I played 1 game since the patch and witnessed the “jittery” shit. Looks like someone is pulling ryu around the screen with a mouse instead of a controller. Anyway I couldn’t join most matches either and I have my nat set to open always.

Of course you know why he thinks it’s stupid, he wasn’t invited. He’s #1 in ranked, you see.

…someone had to say it. :wonder:

he thought he was “entitled” since he’s #1 on XBL, eh?

…kind of hard to talk to a guy that hates everything.

people really do genuinely hate me, don’t they.

i just want to help capcom make a better game.

since i don’t have contact with the capcom devs, please invite me to one of these private matches tomorrow if you’re in one.

if you don’t want to, you don’t have to. just trying to help and make this game the best it can be. i tried to organize a trip to cali to play this game live but too many schedules conflicted.

thank you for the soul crushing hate, i always appreciate it. just par for the course i guess.

I’m 99% sure tomorrows playtest is about showing capcom how the networking code performs and being able to talk about it with people who have been the most vocal on their bug forums. I really doubt any gameplay tweaks are going to be discussed.

i’ve seen a bunch of lag, warping, rollback, and other issues, so i hope they will be looking for those issues.

Am I the only one who’s online experience has worsened since the patch?

Before the patch Most of my matches under 100ms were fine with some rollback here and there but overall by far the most lag free fighting game experience even almost as good as 2df which I’ve been told was better then ggpo. The only real gripe I had about online play was that I couldn’t join any tournaments or search for custom matches in any mode without the game freezing my 360 forcing me to pull the plug (literally) and the “warping” became worse the more I played. After the patch no more freezing BUT just about every match I play has slowed to a crawl and on top of that the dropped inputs are hella noticeable the patch it’s like capcom took 1 step forward and 3 steps back post patch.

Regardless I am still optimistic that the final product will at least rival ggpo/2df and that in time we’ll all get used to a brand new sf2 and adopt it as the tourney standard. Though if the current netplay is a strong indication of how the final product will be then at least we have ggpo/2df to get our online st on but I really really hope sthd online play rocks.

Also is it just me but after the patch I notice the animation looks…weird I can’t quite say what’s different about it but it jsut doesn’t “gel” together correctly.

I’m sure if this new “smoothing” thing they’re working on doesn’t seem to work well, they can always rollback to the netcode they used before. My understanding is the crashing issue is unrelated to code handling the network performance.

I wonder why they’re calling this game “Super Street Fighter 2 Turbo HD Remix?” That’s almost sure to be a shoe-in for the “Most ridiculously long title” dubious honor nomination at Gamespot’s GOTY awards. Maybe that was their intention, but wouldn’t just “Street Fighter 2: HD Remix” be a lot easier on the tongue?

It’s intentional.

I realized today that this game has been in development for so long that my opinions of even original, vanilla ST–let alone SFHD itself–have changed and grown considerably since this entered development. I guarantee if you read some of your own posts from the first SFHD thread, you’d probably find you feel differently now about some of it. I don’t mind waiting for this game to be finished properly, but… wow, that is a looong time! :smile:

If you watch the video interviews with Sirlin you can see his eyes rolling as he spits out the full title, and then says “or Street Fighter HD”. I think the marketing monkeys at Capcom are forcing their hand here.

Hey Sabre, one more thing. Write down all your questions before the play session. It will ensure that you won’t forget any of them during the excitement of talking with the Backbone developers.

I don’t hate you bro. I have too much love in me. :lovin:

hahahahahahahahahahahahaha