Online Edition Patch Thread

considering how many people want the inputs to be displayed at least in training mode (replays would be cool too but training mode is really important) I wish they’d reconsider that and see what exactly the legality situation is so they can be sure

especially considering that some of their stuff on the “maybe” list probably won’t be sorted out. we still have a lot of skepticism from a lot of people that EXs drop at all, and there’s probably no way to be sure and make the game speed correct. unless someone makes some kind of discovery those are probably not getting fixed. Ryu’s bag flopping over properly seems pretty low priority. really there’s a bunch of stuff on the fix list and the maybe list I’d give up to have training mode input display. then again maybe investigating Ryu’s bag will uncover some glitch that unwraps the whole puzzle and leads to other stuff, who knows.

on the whole I think it’s more important to make sure the offline experience is good and fix glitches than to make online better. if they wanna fix online too okay, but don’t devote time to better online if you can use it to make the core game better. my opinion anyway.

lol now Im super curious what trashcan shoryus are.

Do you have a cam/gopro/phone able to record at a 60fps (or better) rate?
Would be useful to definitely dismiss (or not) the possible speed differences with your arcade cab.
But if it’s the same, it means something else is involved in our feeling and it’ll be harder to identify it precisely…

The “keep jumping” test would do the first part, while we need something else for the other.
I was thinking about comparing the longest SA animation possible without any position parameter. HUGO SA1?
End of this test would be both char to jump as soon as they can to 1/ verify length of SA animation, 2/ verify length of wakeup (which is one of the thing which feel off to me).

Could the perceived speed difference be to do with the consoles having perhaps less (or more) overall input lag than arcade? I read in that other thread that CPS2 had 3 frames or something but that nobody had tested for CPS3. Hard to test given the availability of 3S boards though?

I’m starting to think along those lines
i.e. they might have the same “speed”, but trying to red parrying the 2nd hit of Ken’s SAIII (a thing that I do on audio/visual cues and thus extremely linked to input lag) has a different timing on ps2, OE and Arcade (real arcade, not emulation). OE feels closer to the arcade than PS2 on that matter. I have to input the red parry earlier on ps2 (on the same crt setup), so that means ps2 has more input lag than OE, unless there are other factors which I don’t know/can’t account for.

Hire some expert arcade player for counseling. Like ryan, and maybe some other who specializes with different characters.

If you mean the original arcade music, that takes up small space (2megs iirc) and requires just a q-sound emulator.

Honestly, wtf? Twelve’s X-copy voice was done right on Dreamcast, PS2, Xbox versions. It’s already been coded in the past on a console structure. Maybe you need a bit of documentation from the team which did those conversions.
…and please, just ditch the new Hud if we can’t have an option to switch. If you took the cps3 code for the game it would be trivial to switch back to the original coded hud.
What real 3s fans want is 3s looking and sounding like 3s.

But here’s is the issue, imo they didn’t take the original cps3 code for the game, based on all the similarities to previous console iterations and their responses on what they believe can or can’t be rectified in the latest patch. If they did, like you said, it should indeed be a trivial matter. With regards to the speed issue a few people suggested an overlay of characters walking from the cps3 machine and 3soe, in adobe or some such program. Failing that input lag tests need to be done on both versions. There’s alot on their plate and I’m really praying they can deliver this time.

Northbrook, IL. Heard about it from a friend who lived up there. There’s a 3S cabinet next to an MVC2 cab. Idk how active it is but IT’S THERE.

You’d be incredible surprised what can be and what is patented

Ex. MvC2 button layout, playback of moves (why trial mode has no demo)

Capcom has nothing to do with ir, IG is doing all on their own dime

Namco has specific things copyright/patent, I don’t think Namco has hitbox display or hit stun bar

If that is the case,
then props to IG instead.
Although this makes more sense; the small company has more of their rep riding on this project
good luck.

ps: if IG can find a quick/simple means; XCOPY voice would be ill;
just saying

was thinking this, too. i think the slight differences between input from the hands to feedback from the screen can give the feeling that the speed is different. i think it can exacerbate a real speed difference problem, too.

how are they gonna get ryan out there, then? :frowning: hehe…

I feel like the parry rhythms on OE are faster than cps3…

I think that is the most blatant difference in feel for me personally.

CPS3 doesn’t use Q-Sound. Only CPS2 and Capcom Sony boards used that engine.
Anyway. if Iron Galaxy was going to do the arcade sound track it will be by adx files not by emulation. If they used emulation the would have to rework the entire sound engine.

The main things I would worry about are these.
Ex moves not coming out all the time, fixing the meters, gameplay speed, players getting kicked to player select, and the netcode. Of course not in that order.

I’m skeptical on the input lag game speed thing. more likely they’re two separate issues that can combine sometimes. for instance a few people have said MAME feels closer than FBA to real arcade speed but also it’s pretty much agreed by everyone that MAME’s inputs are way laggier.

that’s something I’m curious about, as an aside - any people familiar with the real arcade version, does MAME’s speed (not input lag) feel correct? Closer than OE or no?

hard to compare MAME to arcade because of input lag. Even when I overclocked USB ports which was the recommended way to mitigate it I still felt a timing difference.

Do kens fierce shoryu on arcade/ps2 and listen to the sound. Do a fierce shoryu on 3soe. Trashcan.

I’ve also suspected that there was some form of input lag with arcade vs console. Or maybe a combination of speed and input lag.

I think they can afford me

:slight_smile:

I can try to make some videos with my iphone. Characters jumping, gigas timing, etc. That’s as far as I can get though. One of you guys will have to edit the video up.

There are far too many factors that can effect emulation speed (lcd monitors, windows7 shit, overclocked usb ports). Not to mention that we want 3soe to be like the arcade. Emulation is emulation and lets leave that alone.

another thing i’m wondering about is what Dave meant when he said that the DLC they issued prevents them from using the original portraits. the portraits are just low-res sprite art, like the characters, but with a reduced palette size. i don’t understand how adding extra character palettes prevents them from editing the portrait palettes, unless he’s really saying “since we’ve added 14 extra colours per character, it’ll take too long to edit the portraits to correspond with the character colour choices because there are so many now.” die, colour packs, die!

integrating it into the current OE portraits would be much more work since those were originally hi-res ikeno pieces. there’s no adjustable palette or anything so each one would have to be done from scratch, which would be much harder than simply changing RGB values in a predefined palette to match the character sprites.

I wouldnt even mind if the portraits just matched up to their arcade color counterparts. I know it might be goofy if the portrait doesnt match exact colors, but at least it would be different!!!

also the color packs are so wack. its really stupid that if that is whats stopping them from using the original portraits.

all I want for christmas, is arcade HUD and pics >:(