SF4CMM - Street Fighter IV PC Costume Mod Manager

It continues to run without game sound.

I’m installing XP all over again to see what I can do. What about the new features? Any bugs so far?

All zip imports are working flawlessly. The bulk import function is a huge success! I imported all my mod collection (which consists of all mods you can find in SRK) several times and only had an isolated problem once (because I didn’t have enough space in the HDD to manage temp files).

EDIT: no, it is not working flawlessly… keep reading. I mean, the bulk can handle the entire SRK database, but there is a new problem during the all kinds of import.

The “apply original costumes” works perfectly, tested it about three times (saved my life and headaches three times, I must say)

EDIT: There is major problem going on when applying certain mods, I hope you can easily fix it, because it didn’t happen before.

The program does not change the hex code of the files when you import them. If you import a color scheme which is originally xxx_01_01.col.emz everything works fine.

However, if the costume is originally xxx_01_02.col.emz the program WILL NOT CHANGE THE NUMBER INSIDE THE FILE. The name of the file is changed to xxx_01_01.col.emz but inside it remains referring to 02 objects.
It doesn’t matter if you import manually or via zip, the problem seems to occur during all kinds of import.

Fortunately I’m pretty sure that this is the problem. I’m extremely exhaust now, because I had to run a lot of tests to solve this. At first I thought it was my HDD, them the sound issue, my zip files, vfx files, etc, etc, but I’m happy that I could give you a good report in the end.

To check this, do the following:

  • import any xxx_01_0Y.col.emz (sendo Y > 1)
  • check it in the respective character folder in battle/chara/xxx/sf4cmm . inside the file Y should be converted to 1 but it remains Y.

also, don’t forget that ctrl+shift is not working anymore (at least for me).

Good luck!

EDIT: Also, don’t waste you time with that stupid idea of mine (to cancel the announcement). Now I feel sorry for giving you that suggestion. It took time to be implemented and now it is going to take more time to be fixed. If it requires too much, just keep the announce the way it was.

Thank you very much for the insight;) I forgot to modify the files internally when importing from zip, because I was considering only imports of zips made from exports of SF4CMM, which are previously modified. I think this is an easy fix for v0.6a.

After installing XP, I see that I cannot do better that a sync announcer. I can have the async version working in vista, but the XP api does not support this funcionality, so it will have to be a sync one… the alternative could be a timer that counts a few seconds and then restarts the game music and sound.

Tomorrow I will deal with this. Right now I’m off to bed:P Thank you once again for the detailed testing;)

PS: Have you tried the Alternate Costume function?

Nice! What about the problem with the ctrl+shift keys? Are they working or you?

No problem, it is an add-on, not an essential feature. Anyway it is good to know that you can at least keep the async on vista.

I don’t have the unlocker yet. I’m gonna use it now to take some screenshots of the whole rooster. But I can’t test the alternate costumes because of this problem with the sound and the program is all about sound. Also, now I have my entire collection zipped and ready for a bulk import, but there is also that conversion problem. I guess I’ll have to wait for 0.6a, hehe.

No, they are not. If it’s not too much to ask, can you test all the possible keys in order to know what is working and what is not? (You don’t have to launch SF4 for testing purposes, it will work “offline”).

Thank god I’m so stubborn:P I DID IT! Sound is now async both in Vista/7 and in XP:P

v0.6a is shaping up a really nice version;) The only thing missing is to correct that nasty zip import bug, but I’ll get it now;) Hope you can get those screenshots before I launch it;)

EDIT: Fixed the zip bug! Since there has been no reply, I’m going to try and figure out the Ctrl+Shift problem

EDIT 2: It’s a no go. Removed the Ctrl+Shift keys from the selectable items, and made a new key map. I’m going to pack everything up and release v0.6a

It is, actually. A good interface has to provide feedback in a way people will notice it. A popup is one of the ways of getting this effect without too much hassle.

But you would, if you we’re not happy with the naming conversion SF4CMM applied for you (eliminating blank spaces, etc.). That way, you can go back, and experiment other names, see how they are converted, and accept the one that suits you.

Done;)

It could, but if you really don’t want the hassle, you can just use Zip import from now on;)

I wanted the interface to be understandable even for people who have little or no skills with computers, and that means give out information about what they are doing, explicitly, so they can understand the process.

If you prefer automation better, Zip bulk importing is for you;)

I don’t allow that because that would create unnecessary confusion in the interface. You have a place for managing your costumes already, and you have to use it. Since you now have the edit option, you can add a color file, go back, add a costume file in the costume manager, then go back to the color file, edit it, and associate it with the correct costume file.

Once again, bulk import is there for people who don’t want to waste time on the interface, but the interface has to be explicit and somewhat rigid for people of all backgrounds to be able to use it.

It’s just a button click away, you simply launch the program and go straight to Costume Mod Switcher… I don’t think this is relevant, if only to spare one click.

SF4CMM update v0.6a

Ok, it’s done;) v0.6a is out!

So far, the v0.xa are the good ones, so let’s hope it stays that way for this one;)

EDIT: Found two nasty bugs by accident and corrected them. You probably didn’t even noticed them;)

v0.6b is out;)

I’m back.

Unfortunately I had to go back to work today. Seems that I lost one version, hehe.
I’m gonna test it in a few hours, but I’m already confident that this will be the best release ever!

Also, I’ll go on with the pics. sorry for not finishing them yesterday.

Regarding this, I have a question. Which kind of pic do you prefer?

1 - Closed view pics. They sometimes may not show the entire costume but are good screens in an artistic sense (looks better).
http://www.imagebam.com/image/b0e01244149908

2 - Full static body images. Shows the entire costume, but looks more like a cheap clothes catalog.
http://www.imagebam.com/image/5e249f44149909

Also, my specs are not that great, so I can only have good graphics if i play on 800x600. Since I’m cropping the images, sometimes the result may be as little as the second pic. Would that be a problem?

EDIT: save keys! nice touch!

Welcome back, Gorecorpse;)

I think that closed view pics are better, but it is harder to get the full perspective of the outfit with them. Still, I think it’s possible to capture a closed view pic that shows the main attributes of a given costume;) I would definitely go with them;)

I’m thinking about next releases and what type of support I would like to add, like background changes for stages, and in the sound department, manage the music library and character sounds. That is going to require more insight and reading on the matter, but it would be cool if SF4CMM could end up managing everything, becoming SF4MM (Mod Manager):wink:

I had an idea for when hacking goes really far (thinking so far that you can change stages voice clips music etc) called…
BEACH FIGHTER 4. it’d be like sf4… WITH A SUMMER THEME!!

I think you should post that on the custom skin thread, you’ll find the people behind the mods there.
http://forums.shoryuken.com/showthread.php?t=199446

Ok!

What about those move swaps? They use cmn files (about 10~15 mb).

However, I’ve got a big error for you… The program is not making backups for my original costumes. It takes a looooong time and them crashes. I’'m getting this error - http://www.mediafire.com/?sharekey=bac929664e9b48d9aaca48175a79d1c3e04e75f6e8ebb871

Also, if I run the program right after this error it occurs an error right o f the start. It seems to be related to offzip, since after crash it continues to run, so I can only open SF4CMM again if open the task manager and shut it down.

It appears that some minor problem is happening with big imports, but I have to check better this issue. It only happens when I import all my mods (which consists of the entire SRK database, so it is not a big deal). Probably because now it not only extracts from zips but alos has to convert files.

Have you read the error? It says that you don’t have enough free disk space…

Dear god… Sorry.

You know, this was the first thing I thought, but probably the temp folder was already clean when I checked disk space. I didn’t even try to read the error because I thought that I couldn’t understand that report. Glad to see that there is no problem with that.

The lack of space probably caused the zip import error too.

Now I ca say that everything I tested works perfectly. Great job on the voice! Is just me or have you tunned it down a little? It sounds more clear now.

Now is time to test the alternate costumes and game keys. Then I will get those screenshots. But I’m going to do the full body only, sorry. Finding good poses for all those characters will give me headaches.

Hi again guys! I’ve tried v0.6a and especially the zip import (with something like 15 costumes). The import seems to work steadily, even with the color files with a number >1. I can also confirm that the sound now works perfectly on XP, the rapid cycling shuts down correctly the SF4 sound.

Unfortunately, the alternate costumes don’t seem to work. I tried 2 different ones (M. Bison and Rose), the tool seems to copy the files correctly (I hear “okay!”), but when I launch a fight, the game crashes to desktop. I guess there is a file corruption somewhere… Unless it is due to me? Was this function already present in 0.5a? I ask you this because I did not restore the old Chara directory when changing version, so it could contain wrong files…

Here are the original costumes pics. Since I gave up on taking close shots I could bring the quality of the game up to the max in 1280x1024 using the ink extra to take these screenshots. There is no seth, because I haven’t unlocked him yet.

http://www.mediafire.com/?lctozy5uqzm

I still don’t have the unlocker for the alternate costumes. Though it would be easier to find…

Are you using 0.6a or 0.6b?

Start with a fresh Chara dir, and use v0.6b;) Also, don’t forget to use the Alternate Mode Key before applying!

I tuned it up a little, yes, and redid every character’s name for the voice synth, so that they would be more understandable.

Sure, full body shots will do just fine;)

OK, my mistake, with a fresh “chara” dir, alternate costumes do work! :slight_smile:

About the zip import:

  • is it possible to see how many costumes have been imported? (It could be displayed on the dialog box at the end of the process)
  • when you edit a color imported before with a picture already displaying, the picture is not displayed on the edit panel. Is it on purpose?
  • when you have one cos file + multiple col files in a single zip, only one costume seems to be imported. Maybe the import process could create as many costumes as color files (with a simple counter to differentiate them)
  • a simple pattern not taken into account by the import process is a zip with a single directory containing the appropriate files. This is of course not very important, but I began to zip all my costumes to test the import and the quickest way for me was to zip each directory containing a costume, so that the zip was correctly named.

Another thought not directly connected to SF4CMM: isn’t it possible to ask people posting costumes on sf4mods to try and use zip files instead of rar? The interaction with SF4CMM is not great, since you have to unrar the files to zip them afterwards… Moreover, the pattern with the directory containing the appropriates files is also sometimes followed in SF4Mods costumes, so maybe the zip import should handle it…

Anyway, a real thumbs up for all your work Leogansky!

Good to know;)

Yes, that can be done. I’ll add a “report feature” for imports and exports as a TODO for the next version.

That’s a bug… Next version will have it corrected;)

Regarding these two points, my opinion is that it is not possible to predict every possible combination of zip files, directories, or other forms of organizing your costume files. That is why people define standards;) I came up with the zip one, because I think it is simple and accessible for everyone, and it works pretty well, but I’m open to suggestions;)

Once again, we need a standard to pack a costume file. Since there isn’t any, I defined one with the zip file. I think it would be great if this kind of interaction came to be between SF4CMM and costume mod developers. Why don’t you post something in the costume mod thread so that costume devs can pack up their costumes with the SF4CMM format? If they have a better one, I’m all ears;)

Thank you for your continued support;)

EDIT: Already posted something regarding the support to SF4CMM here: http://forums.shoryuken.com/showpost.php?p=7226891&postcount=1982

Let’s see what they have to say.