Online Edition Patch Thread

I think you mistyped on bit :

Twelve’s Xcopy voice** isn’t** garbled, while it should be, he just inherits the copied character’s voice.

Plus I have a bug to add :

  • there’s a problem in Remy’s stage. This happens only when scanlines are activated. One or more of the layers animating the disco Metro’s entrance (to the right of the stage) is misaligned to the left from a few pixels. If you keep looking, it keeps popping out of the animation. If you turn off the scanlines, no matter what filter you’re using, the entrance doesn’t pop anymore.
    Hopefully, that’s the only instance in the game this seems to happen.

  • Also, scanlines should just be one pixel line over two blacked out, and have an opacity setting. Right now, your bit about scanlines is a vague, fact is, the way they did it, color layers from sprites don’t overlap properly and make the sprites look blurry as their red or blue component go outside the sprite. I guess they made it to look like an old arcade monitor, but it’s ridiculously ugly and eyestraining.

  • I’d love to have a color editor, but there should be an option to force your own colors on your own screen or it’s a very bad idea. Colors packs are hideous enough already.

  • Being able to practice in training mode while either waiting someone to enter the room or while waiting for your turn would be a great feature.

  • more nitpicking : Being able to replace the new art with Ikeno’s originals would be dope.

Thanks for making the thread, is there an official thread at capcom’s ?

I can say about Oro’s snoring that it’s the right sample but it’s pitched way down for some reason so it’s sorta slowed down.

Also, about NG and 2i stages… just no.

You don’t see them on Xbox Replays or Xbox-> Youtube upload thank goodness.

but yeah you do see them, without buying them, because your opponent couldn’t help himself and did.

If they could ever take a look at those again, at least use a palette with last outside sprite layer? Black, “cel shaded” style because some hideous colors blend right into the stages.

Problem: Mike Z’s not working on this game
Solution: Consult him about more than just GGPO as he knows him some 3s too. Not even just in jest, the Skullgirls Forums showed he consulted with Iron Galaxy about Ping Numbers, checking more than once, it wasn’t allowed for SF:OE’s submission process, but changed by the time Skullgirls wanted it in their game.

Problem: Desync during KO - Final Results, the game is trying to save, replays are lost in save corruption
Solution: Suggestion, prevent at least one way for this to happen. Don’t allow inputs such as Start-Exit Game during that crucial time.

Problem: Xbox360 version, lobby exiting before/during the save final results saving, Try a Ranked match, it puts the 2 of us in the same characters, although I am now connected to a new player. Colors may be wrong or sprites missing completely.

Solution: look into it, just to discuss it, it was pretty fun, seeing only shadows, then finally character during Super Art, blue trails. Or only fireball showing up. But it prevented Ranked match from functioning at all.

is there anyway to fix those glitches with the trials? ( like you click to the next trial, yet it gives you the same dummy, stage and super for a different combo )

Yes. This. THIS.

The system should poop out a versus city cabinet during vs. play.

This makes me sad :[

Oh just remembered one from Training mode in that vein.

Because of this new fangled colorwheels having Random Select binded to a button probably, 2nd player in Training will always be default 6~7 colors choices regardless of what you set in Downloadable Content > ColorPacks

1st player is fine. Your choices are reflected.

Keeping with Arcade Perfect, your only choices of stage should be automatic, the stages of the 2 characters chosen, depending on who won and who is the next challenger. None of this Gill stage, but sorry fans of other stages and music.

Yeah you should also have to put in a 25c everytime you want to play. Sorry to be a dick, but 3soe isn’t a museum piece, its an actual video game for fun, and being able to pick the stage is just an obvious decision.

There is that huge list of modifiers in 3sOE right? or was that just PS2? Maybe ‘arcade’ stage selection could be an option. Did anyone mess around with that list? There was pretty crazy stuff like having all three supers at once, everyone has chain combos, air combos, everything special/super cancels etc.

Shoryuken.com: your fun party settings fighting game edge.

Slippery slope. I did pick up a Quarter up panel this weekend… But figuring Skullgirls is getting a Tournament mode, there’s no reason not to also list some things possible that could be good, instead of tried and True, Arcade mode, player 2 press start, Play it out. Sorry if I sounded direct about, “has to be in or else not arcade perfect,” but this is one of the games that’s never even had a close to Arcade Perfect version.

I know of the System Direction menu, didn’t know it was in this version.

let’s assume iron galaxy doesn’t have all the time and resources in the world. please categorize issues into:

  1. must have
  2. nice to have
  3. defer to a future patch

yes, just 3 categories.

edit: update first post to make people do the same thing
edit2: 3 categories makes more sense

From Dave:

SO YEAH. categorize your shit, y’all. MAKE IT EASY FOR THEM. that includes making videos of reproducible issues, as he mentioned.

i’m going to put “new content” into the “defer to future patch” category. you’re on the wrong website if you don’t agree.

here’s how i’ve categorized the first post. spoiler’d cuz it’s long.

reproducible / not reproducible are either obvious or my assumption.

[details=Spoiler]1. must have
a. reproducible

Put back the glitches that were in the arcade version. for instance Yang SA3 being turned off by certain supers or Akuma’s teleport turning off Yun’s shadow in Genei Jin.

Investigate whether game adds lag on non CRT tvs (not visual lag that comes with monitors, but additional lag from displaying on high resolution monitors and TVs.

The ping should be represented in numbers instead of colors. The ping colors are vague, and often convey information that is not really useful.

Ranked matches are kind of useless. You’re matched up against someone at random, regardless of connection or player skill. We’ve got a couple ideas to address this. Any combination of the following would be great:
-Mirror the SF4 system where you can see who is in ranked and challenge any of them.
-Allow you to filter based on region or quality of connection before searching.
-Have a ranking system where players similar to you in skill level match up against you more often when available.

Allow lobbies to specify an allowed region.

Currently the PS3 version can only display a maximum of 8 player lobbies in Player Match online mode, and the lobbies are not rotatated at refresh so it displays the same 8 lobbies until a lobby closes and only then will it add new lobbies to the 8 lobby limit. In short, make it show more than 8 lobbies, all lobbies if possible, or refresh the lobbies so that it shows more than just the same 8.

The in-match HUD being restored to the arcade version would be preferable. This includes things like character portraits and super bars. Character portraits (and how the colors of the portraits match the character) help differentiate players during mirror matches, and people use visual cues from the length of the meters for gameplay purposes. Since the arcade version is the standard that tournaments run, having the console match this is important. If there were an option to use either the new HUD or the old HUD, that would be fine.

The music should be the same as the original arcade music. The music included as the original music in OE is the arranged soundtrack from earlier consoles.

b. not reproducible
General Gameplay and Glitches
The gameplay speed is off compared to the arcade version. Several players have suggested that it’s slightly too fast. Having the speed and feel correct is probably the #1 most important thing to getting the high level community to adopt this game.

There has been a lot of discussion since OE released about whether it drops EX inputs offline. We’d be interested if you could investigate this and see if you come up with anything. If it really is an issue, it’s important that it is fixed.

If there’s anything that can be done to improve the netcode, it would be appreciated. We’ve seen various games on GGPO (including 3s) as well as a few console fighting game ports that used GGPO netcode, and they all seem to perform better on similar connections.

  1. nice to have
    a. reproducible
    Option to disable stun in training mode. Stunning is an inconvenience when practicing a combo or setup repeatedly.

When recording the Dummy in Training, the game will not recognize any combos you perform. You can still do combos, but there’s no indicator on the screen like usual showing the number of hits in your combo, which can throw you off. Please fix this.

Sometimes after a match in ranked instead of ending the match and giving the winner a point, the game automatically takes you back to the character select screen. Whoever wins the second match gets a win point and the first one doesn’t get counted.

Music cuts out online and offline at times. This happens more often on the PS3 version.
Sometimes the player colors get swapped. A description, how to trigger it, and a screenshot can be found here:
http://shoryuken.com/forum/index.ph...ugs-and-glitches-problems-list.144395/page-11

Post match screens take too long to get through. Cutting the achievements screen entirely and having both players share a rematch/character select/save replay screen would fix this. You could have the achievements screen as a selectable option there if that’s important. So rematch/character select/save replay/achievements.

Input display in replays and training mode would be really useful.

Rounds and Round Time selections in the Settings menu only affect VS. mode. Make it also work in Arcade mode.

Knocking Ryu’s bag over is way harder than in the arcade version.

Fix using a Save State in Parry-Training Mode.

Add option to unbind buttons.

Add option to remove handicap screen from pre-match screens. It rarely sees use, takes extra time, and occasionally is modified unintentionally.

The leaderboards don’t make a lot of sense. Losses don’t seem to be weighted properly if at all. If the leaderboards are going to be useful at all it should take at least win-loss ratio into account, and preferably the level of competion played against as well.

Having some sort of rating system where players are ranked based on their ability and who they win and lose against would be helpful. Many competitive games do this, either publicly or as a hidden stat - Chess, Warcraft III, Starcraft 1 and 2, Skullgirls to name a few. By having that system in place and using it for matchmaking, it would make ranked actually a worthwhile place to be.

Disable the start menu in match during ranked matches. This is to address players quitting during the middle of the match.

Allow player matches/lobbies to automatically reject red connections with host.

Allow players to add a “only for beginners” tag on lobbies, so people can know going in that they don’t want to play experienced players.

Make it more clear in lobbies how private slots work so people who just want to play their friends can set it up correctly on their first try.

Make Gill banned by default in ranked and lobby matches. A lot of times we inherit lobbies from other players who didn’t ban Gill and it can be an issue.

In pro tournament and marathon formats, have the winner’s chosen super art prepared instead of defaulting to SA1 This saves time, reduces mistakes and mimics arcade mode.

Show number of consecutive wins, preferably both in lobby and in game. This is an important part of playing any fighting game in a public setting.

Reduce pre-match countdown. 5 seconds is too long.

Add round settings for player matches for 3/5 99 seconds.

Fix rank level cap and rank 0 reset. Most of us have been looping for quite sometime now. We would like for it to accurately portray our current rank or better yet just get rid of it entirely.

Allow player to choose whether player names are included on uploaded replays.

Lobbies should have a different button for readying and unreadying. People mashing through post-match screens and accidentally unreadying in the lobby and being sent to the back of the line is a common issue.

Suggest a delay setting on GGPO for the connection before the match like Skullgirls, and allow GGPO setting to be changed on the fly in the ranked and lobby screens.

To match the arcade version, Urien’s Aegis Reflector should be blue on the 2P side. This is helpful in Urien mirror matches.

Allow original character select screen as an option.

Be able to turn off all vault point and achivement stuff on the side of the screen in all resolutions and display modes.

The music transitions between rounds are not as clean as the arcade version. They are more abrubt here. Music transitions should match how they work in the arcade version.

Sound effects cut out sometimes, online and offline. Shoryus sound correct, Twelve’s XCopy voice is garbled.

Be able to select original arcade music at character select screen.

Allow Dudley’s stage with Q’s music as a selectable stage.

b. not reproducible

  1. defer to future patch
    a. reproducible
    Potential DLC
    Color editor. Most people are in agreement that the majority of the two color packs are unattractive. Support for a real color editor would be cool.

Stages from the first two SF3 games.

Add option to more easily select the stage of one of the two chosen characters, possibly by adding it to the stage select box. Many players prefer the arcade version’s format in which stages are not randomized.

Add a soft reset feature.

Allow for a selectable resolution for uploads, with filter on or off. Allow Xbox 360 version to upload to private Youtube channels.

The Crisp and Smooth filters are mixed up in Settings.

Scanline look “weak” and not particularly good, could be improved.

Bilinear Filtering as a filter option would be great.

4:3 support for higher resolutions (non-widescreen).

Allow alternate color selection at character select screen instead of under DLC menu (this could be accomplished by making random another character slot like Gill is, and using the Back/Select buttons for color select).

When setting up a Ranked Match give an option to mute the other player’s headset or adjust voice volume.

The DLC music from earlier games does not transition at all, but resets at each round. One long loop over the course of the whole match would be preferable.

Separate sound effects and music to their own volume adjust instead of both being tied to one.

b. not reproducible[/details]

how to write a good bug report: http://itscommonsensestupid.blogspot.com/2008/07/tips-to-write-good-bug-report.html especially #3 and #4 under “the do’s”

^ Good stuff. Skullgirls forums has a Template in the Bugs/Glitches thread as well, can be modified per needs here.

Simple one

“Aegis” is considered an offensive word to prevent uploads with that name entry, title or tags.

you can unbind buttons with select yo

[LIST]
[]add new characters (seriously lacking depth)
[
]dubstep remixes of the original songs would be so sick.
[]more rad combo challenges. (like the ken vs Q one, so mahvel like!)
[
]nerf yuns super art 3 combo damage (so fuckin’ cheap)
[]take away chuns hit confirms, she should only be able to whiff punish with super art 2.
[
]3s really needs a comeback system, every parry at 20% hp should give you 40% meter)
[]give hugo armor on his clothesline move like in sf-x-tekken.
[
]alternate costumes. i play cow-boy ken in sf4, would love to use that alt in 3s.
[/LIST]

it sounds like they’ve already got an idea of what they want to do and what they have time to do. our list will probably just be a pool of ideas for them to draw from in the process at best.

I’ll work on organizing it either tonight or tomorrow though. can probably get a smaller list of more essential stuff that has a reasonable chance of making it in.

• At least on the 360 version, only the host can invite players to player match lobbies. This is a great feature, but allow this to be switched off, since I’ve run into the issue of having the host be on a win streak and unable to invite new/kicked out players (back) into the lobby.

• Also, fix the issue of randomly kicking players from lobbies >_>

• There have been many times when my “Ready” status in a lobby has been shut off during the countdown before I play a match, and I’m forced to go the back of the line regardless of what the match outcome was. Please fix this.

• Make the “Ready” button in lobbies work differently. There are too many times when I’ve un-readied by accident. For starters, consider making it the Start/Back/Select button, since it’s an out-of-the-way button and therefore much less likely to be hit mindlessly like A (360) and X (PS3). A shoulder or trigger button would also be acceptable.

• For “Tournament” style lobbies, change the timer to 99 seconds. 60 second rounds are not true to tournament play.

• The music doesn’t transition at the end of a measure like it does on the arcade and PS2 versions. Make this so for every version of every stage music track in the game! This is one of the best non-gameplay features of 3S.

• BRING BACK THE ORIGINAL ARCADE MUSIC!!! dies from heart attack

• Segment the Super Art bars to show how much meter you need for an EX block, (like in Street Fighter IV)

• An RGB color editor would be great. Who the heck came up with the idea for DLC pallets, anyway? >_>

• Make Training Mode better. Just…make it better. I don’t want it to restart every time I press Start T_T

That’s all I got for now. Man, I played 3S:OE waaaaaaay more than I thought I did >_>

EDIT: Can’t believe I forgot this. At least on the 360 version, you can stop the music during YouTube uploads if you play your own music over it (you can hear your own music on your TV, but you can’t hear it on the YouTube video). Example here (pardon my bad Yang play):

[media=youtube]GH2x_CDfPgE[/media]

I was seriously playing Hawkeye’s Theme (8-bit) by MrBulbamike while I was uploading that :stuck_out_tongue:

[LIST]
[]Add preference search filter: US/EU/ASIA - Westcoast, Eastcoast, Central
[
]Change ping icon to numbers.
[]When searching for a ranked game, show a list of 10 players with ping and d/c ratio. Allow user to refresh without exiting out.
[
]Allow user to adjust smoothing before every ranked match. *
[
]Take out lobbies. (I don’t care who you are, nobody likes waiting to play. Even if it’s only 3 people in the lobby, waiting one match takes you out of the game. If I wanted to wait to play, I’d go to the arcade.)
[/LIST]
[LIST]
[*]Add a Non-Ranked player lobby. Show a list of 100 players, adjust filter to show lowest ping at the top of the list, make sure there’s a refresh button in this mode.
[/LIST]
Non-Ranked Player Lobby Walk-Through.
Select desired opponent from the list and hit the “challenge” button. After your opponent has accepted your challenge, you will be put in a room where you can set your match preferences. (smoothing, rounds, and character bans.) - (Make sure pings are still visible in this room.)

Once you’ve completed your settings, hit the “ready” button. To indicate that players are ready, your name will highlight and a green check mark will appear aside it. Once both players have hit the ready button, you will go directly to the character select screen.

After every match, an instant menu will appear with 3 options.

[LIST=1]
[]“Rematch” Instantly starts the in-game match. (not the versus screen.)
[
]“Character Select” Instantly** takes you to the character select screen.**
[]“Return to Lobby” Will return you to the Non-Ranked Player Lobby.
[/LIST]
[LIST]
[
]Fix the sound bug that stops the stage music from playing.
[]Fix the bug that doesn’t keep track of wins in unranked games.
[/LIST]
Take out all the saves and side-achievements that slow loading times, nobody likes waiting. Cut any time possible to make this an experience that keeps players engaged. Convenience is key when playing online, when things are convenient, you spend less time searching/selecting/etc and more time playing.
[LIST]
[
]Make an “original” mode select-able in the menu’s options.
[/LIST]
[LIST=1]
[]Original stage music.
[
]Original HUD’s. (in-game character portrait, life bars and meter bars.)
[]Original character select background and versus screen.
[
]Original in-game sound effects.
[/LIST]
--------------------------------------------------------------------------------------------

This is random, and if anybody can explain this to me, I’d really appreciate it.
Skull Girls and 3SOE both use GGPO. Skull Girls has beautifully rendered characters that go up to 6 in a match, while 3soe has 13 year old pixel sprites… there’s just so much more going on in Skull Girls and the rendered graphics are amazing… but 3soe runs like complete shit when comparing the two. I would have never guessed that they were both using the same net code.