Online Edition Patch Thread

knowing whether the gameplay speed is correct in MAME can end up being pretty useful. MAME is open source IIRC, and someone could probably poke around the CPS3 code and see what they’re doing. since they listed gameplay speed as something they’re interested in investigating giving them something to go on could be worthwhile.

I agree the various issues with emulation and Windows will make it tough though. you can hook up your computer to a CRT, disable the Windows 7 desktop comp stuff, and set your USB ports to poll at the default rate (which is most likely what 360 and PS3 poll at). but there’s still other stuff to worry about unfortunately.

as far as the input lag in OE discussion specifically, we already know that OE has 4 frames before input comes out. so anyone can test the real hardware with a high speed camera and figure that out if they want, see if there’s a difference. not sure who has both of those things though. also since input will be going through USB on OE, we can say with pretty good certainty that input is being polled every 8ms, which might mean something for the input timing. but I’m guessing that’s counted in the “OE buffers 4 frames” knowledge we already have.

was at ffa last night, playing on the jab cabs… went home and played 3soe offline… arcade still seems slower? iono, like when i’m using yun and im in geneijin, i can confirm with shorts waaaay easier at the arcade than offline on 3soe. maybe i’m being weird, but arcade just feels slower… @.@

yes i noticed this exact same thing in the past few months. shorts in genei jin…arcade compared to oe… its really different.

Yup, I don’t get that either…In the worst case I’m sure they could automate something to work out specific portraits that would look just as ugly as the packs.

Or just use the arcade portraits.

Same with sounds … They would save a lot of time and make it righ ripping the sounds in the sound test and replacing the whole sound sets.

Input display would defenetly be cool.

Aside from that this looks good.

It would be very helpful if they could explain - even just to any outside help they bring in - how they “modified the PS2 version to be more like Arcade,” as noted & glossed over in the Panel presentation. * - Doubly so, if they knew for instance why PS2 version conversion from Arcade was really fast and other imperfections just the same.

So its really more of a Frankenstein version than any Arcade board, Asia sounds swap to be flashed in a conversion to JP/US, or however that goes exactly.

    • I don’t expect them to be that open, or know about the old PS2/Xbox conversions gone wrong in writing, but we can all dream with developers now offering more detail in patch notes and changes between versions in the Fighting Games of this era.

Oh something else, anyone else still have issues with one called out early after release:

Buffering the 2 in 1 Fireball Motion, including the Fireball First 2nd Fireball motion then button = SuperArt.
IE: (LP) Hadoken then Denjin, Ken Hadoken to Jinrai, Chun, etc etc.

My understanding is this -

3s was coded in assembly which is processor specific code meaning unless they emulated the CPS3 board they would need to re code the game for the PS2 and XBox versions. This explains why many of the nuances of arcade 3s are lost in translation to console.

SF4 OTOH was developed natively for a windows platform if I’m not mistaken so the console ports are naturally arcade perfect.

Guys, you should redirect your arguments against all the original music not happening, not fixing Twelve’s voice, etc. to IG and try to reason with them and see what they say. Just keep in mind that all that they’re doing right now is with their own money and time, so it’s pretty great. Just don’t be an asshole and make demands.

Also, has the PS2 version of 3S ever been tested for framedata separetly? What I mean is would it be possible for it to have different framedata compared to arcade which would make some things feel different even though the gameplay speed would be the same in 3SOE?

Not very important in this thread, but just fyi it probably wasnt developed for a windows platform, if it was capcom wouldnt have to hire another company to create a pc port which they did ( and I know about this because it just happens that it was a polish company that did it)

I really hope they fix the game so that we’ll feel like this is the game we love.Altough I don’t think the damage for messing up the scene a little could be repaired by this

Just fix the netcode and matchmaking, jesus christ, please. I personally dont care about Ryu’s bag or Uriens aegis, that shit only bothers me because Capcom claimed “Arcade Perfect!”. Hypothetically the game actually was arcade perfect, it would still suck for the people using it to play online. The match-making is awful and the net-code is just flat out bad.

This, so goddamn much. I can’t even open up my own lobby sometimes because no one is able to join for whatever reason unless I invite them personally. Ofcourse also: RED DOTS ERRYWHERE

Well they did specifically state they will improve online, but it remains to be seen to what extend. I just want to be able to play someone in the country next to me without hearing KO 9 times in a round and other rollback bullshit.

If this true I would be mighty embarrassed if I were Capcom. Just to know a company you outsourced to handle 3S OE development is paying out of pocket to satisfy a dissatisfied fan base and salvage their reputation without any support from Capcom for further development or added costs! Capcom should be ashamed of themselves, even if IG was not the right choice as a company Capcom needs to support their project. I feel bad for the guys at IG and it seems they care a lot of 3S and their fans.

This is what happens when you let a company control the way you spend your money instead of the individual. Capcom pretty much has most of the FG market by the balls right now and if it stops it’d be kind of like Lehman Sach’s bankruptcy except nobody really know what the potential outcome would be. Would people move over to SNK or Namco or would they just stop buying fighting games forever? Capcom pretty much has that power in North America so they can afford to ignore a portion of their customer base.

Somebody asked for the mame source code for cps3?
http://mamedev.org/source/src/mame/drivers/cps3.c.html
http://mamedev.org/source/src/mame/includes/cps3.h.html

whoever wants to hear the trashcan shoryu, i found one online from a random user
[media=youtube]jrRsCGsXtXA[/media]
1:25

I think it only sounded like it said “trashcan shoryuken” because the other started tatsu just before the grey ken said shoryuken.

If that’s not what I’m supposed to be hearing then I still don’t know what a trashcan shoryu is.

Honestly, I don’t see why you guys want the ryu duffle bag, this trashcan shoryu thing, or twelve’s voice. It’s the little things like that, that aren’t part of CORE gameplay that gave us the port we got in the first place. It shouldn’t matter if sounds that aren’t detrimental to gameplay don’t SOUND like arcade. If you can sit down, move your character, throw out normals, specials and supers and have it PLAY like arcade then it shouldn’t matter. Likewise, block vs hit sounds are fairly obvious given their polarized nature (high sound = hit vs low/muffled sound = block) Majority of you, excluding purists, play other fighting games anyway so you should be used to switching your brain over to play a different game, which is what OE is. This is not 3s, it’s what that new Goldeneye is to the old goldeneye game and nothing more. Definitely not a replacement.
The thing that makes the biggest difference is the frames. So work on getting that to balance itself out.

If given a choice between (insert favorite car here) with the organs of a geo or an invisible version of (x) with true-to-model specfics would you REALLY choose the latter?

Is it really THIS dramatic yo? Well, actually, from reading the fact that there’s a natural 4+ frames of lag on OE and having been reversal super’d, thrown, and just dumb-shitted out of c.mkxxfireball and c.lkxxOroshi, I wouldn’t be surprised. Also, I have a feeling It’s definitely crucial for red parrying… Red parrying Akuma’s tatsu consistently (which I could do in the past) right now is nigh impossible and idk if that’s because of lag or just a lack of ability to adjust…
Man… I just wish there were more 3S cabs out there.

They fixed the meters. That’s one small step for man… One giant leap, for the fight for the future.

input lag doesn’t make those things more likely to happen. c.mk into fireball is usually not airtight except ex with ryu and c.lk x oroshi isn’t either, not even the ex. don’t go saying baseless things like that. the probability that CPS3 3S has zero frames of input lag is virtually nil. CPS2 had 4, so it’s assumed for now that OE having 4 is a good sign. the testing thread fizzled out before anybody could do something with CPS3.

just a random thought, but right now this game allows non-hosts to invite their friends into a lobby. how’s that going to work out with the location/ping exclusion criteria set by the host?

*Did anyone suggest having the option to switch the automatic parrying to absolute blocking when recording the dummy? That one change would be the next best thing to showing hitboxes in my eyes. *

wow I can’t believe no one has suggested this until now! This would also make practicing red parrying much easier.