SF4CMM update v0.6c
Minor bugs corrected regarding preview files in the color manager, and added import/export costume file count.
SF4CMM update v0.6c
Minor bugs corrected regarding preview files in the color manager, and added import/export costume file count.
You know, I strongly agree with Zora about this one. You are right about having a pattern too, but if it is possible to make the program check the folders inside a zip file, why not? Of course, I’m considering that is not hard to implement this.
Let me give you an example. Before the zip bulk import i had several folders, one for each mod. I had to open each folder, select the files, use a “add to zip” function and than rename it.
If the program could check folders inside the zip files, then I would only select them all and use the “add each folder to a zip file”. The zip program would do the hardwork and all would need to do is rename the files if necessary.
Take a look:
http://www.imagebam.com/image/73b9da44290711
Right now I have 28 new mods waiting for conversion to zip and I will need to handle one by one, because after extracting them I need to open folder by folder to create zips.
Oh, I have something for you. Try to zip import the following Sagat mod:
http://www.mediafire.com/?mamh4qfmyzg
I’ve tried everything and the program don’t import it via zip and I don’t know what the **** is happening! It works if I install it manually.
I still need the damn unlocker to select the alternate costumes.
And congratulations again. 0.6b is the most stable version released. Every essential feature is working flawlessly.
I thought about some other minor improvements:
Easy rename
What about renaming a scheme in the managers in a similar way to windows explorer? I mean, with a single click of mouse or hitting F2 it would allow you to rename the scheme.
Easy select
Can you add a double click feature for the color manager? I would love to double click a color scheme and have it applied to the normal costume. I’m using this feature a lot! Every time I want to play I go first to the color manager and apply a selection of costumes for the whole rooster, so I can get different mods for everyone each play.
Apply costumes randomly
This would be a button like the “apply original costumes” but instead it would randomly select mods for every character and apply them.
I have no clue how popular would be that, but it would make me veeeeery happy.
Import from zip file
Since zip files are definitely a better way to manage costumes, why not a “Import from zip file” button next to “Add New Color”? It should work exactly as the “Import Costumes From zip files” when it has the “select zip file” option checked. It would come in handy most of the time people are viewing their imported costumes and wants to import another one. Better than return to the main window and than go back to continue managing colors.
Two Costume Selection keys
Instead of using a toggle key for changing between normal/alternate, one key could apply costumes for the normal colors and the other for alternate.
F1 would apply the selected costume for the Normal color and F4 would apply for the alternate color. It is better than using F4 as a toggle. In example, I get completely lost when I have to restore original costumes for the alternate color. Since now we have to use a lot of keys (we also have to change between normal/alternate before selecting the character) this little addition would come in handy.
If you consider this a valid suggestion, it would be better to remap the key layout also -
F1 - apply costume in normal color
F2 - apply costume in alternate color
F3 - Back cycle
F4 - original costume
F5 - on/off
By the way, great job on the alternate costume. Everything is working perfectly!
The feature you are looking for is “Zip Each Folder To Individual Zip File”, and winrar does this. But by what I have seen and tried, winrar will create a folder with the same name prior to actually zipping the files:
for example, if I have “folderA” with files a.txt and b.txt, and I zip it, winrar will create a zip file named “folderA.zip” that will contain folderA as the only root folder, and then a.txt and b.txt inside folderA.
What I can do is tweak SF4CMM to also accept this format, and that way make your lives easier;
Like so, a zip file will now contain:
OR
How about it?
Solved it;) It was another bug. The file was using caps for the extension (EMZ instead of emz), and SF4CMM was not recognizing it. Now it does;)
Already sent you a pm with the necessary info;)
Thank you;) Those are good news;)
Just press edit and change the name. 3 clicks instead of 2 keys (F2 and enter to confirm). Doesn’t strike me as a necessary item for now…
The problem with this idea is the same with above, where you are trying to substitute a one-click selection and a one-click button by a one-click selection and a two-click action, it just doesn’t strike me as an important upgrade for now.
Plus, there is another reason why I am declining this at the moment: you have two assignable slots: the normal and the alternate. And while you are using mainly the normal slot, someone may be using the alternate for whatever reason they come up, so I cannot favor one over the other just because it benefits one single user, sorry;)
This one I can do, and I think it is a very good idea;) Just one thing, I can also add a random selection key in-game. Would it be better if the voice synth didn’t announce what costume it has selected, to keep the mistery? I think so;)
Also a nice idea, although a zip file does not relate solely on color files, but also to costume and vfx files, but the color file is the common point of all of them, so I think it is justifiable;)
A very good suggestion;)
Seems valid, alright;) I’ll put it up, adding one extra key, the random key:
F1 - apply costume in normal color
F2 - apply costume in alternate color
F3 - Back cycle
F4 - random costume
F5 - restore original costumes to normal and alternate
F6 - on/off
Once again, thanks for the support. I’ll get on it right away, and launch v0.6d as fast as I can;)
Renaming things is no problem, but zipping sure is, so thank you a lot for considering this! Also, thank you Zora for the suggestion!
But I think it would be better if the program generates the color from the zip name and checks any folder inside it. Is that possible?
Don’t get me wrong, I know this is not really necessary and you’ve got a point about a key for the costume I use the most. I was only thinking about myself this time, hehehe.
This is insane!!! Excellent idea. I’ve been doing this manually, pressing a character key several times in order to get a random color.
Thanks! I spent a lot of time in the color manager, and it is really annoying to return to the main screen to import zips.
Thank you too! you’re the man!
EDIT:
Now let’s go to the real support:
Let me explain better what happens
This NEVER happened during “normal costume mode”, and we played a lot using only normal slots before and after the sound off problem, so I’m pretty confident that this has something to do with the alternate slot management.
Hopefully the new function key may solve this automatically.
And one more important improvement.
Nevermind…
hello this is my first post. Thank you for you useful utility!
After reading the thread to this point and trying out the program, it seems to be working as intended but i am having a few problems:
I am quite confused with the Costume Mod Switcher when i am in SFIV char selection screen. I have some questions.
The “restore original costume button” – do i need to press the “Apply” button. i.e. F1, after this?
Could you explain the steps required in order to play the same character with different costumes, ie. different color files and/or different costume files OR play normal vs alternate (i can’t seem to get this to work)
I am still very confused with how the “normal/alternate” button in-game works. I figured you have to press it first and then make changes to the which costume your character is wearing. Where i am confused is if you need to change the settings for the second character you are choosing, say Gouken alternate vs Ken Normal; or Ryu Evil vs Ryu Alternate.
“Apply to Normal” and “Apply to Alternate” buttons in the Color File Manager – does not seem to do anything for me and how does it relate to the normal/alternate button in the Costume Mod Switcher.
I’ve been trying this with a few characters but the one i’ve been trying to get to work the most is with the “Akuma-as-Sakura” mod. I want to play this vs an normal or alternate akuma. I havn’t had any success with this.
As you can see i am quite confused. It is probably just me, but i dunno…any clues?
i am using version 0.6c
Xp
Hello! Since I’m using this tool a lot I’ll try to help until Leo can assist you. Since I’m going to watch a movie right now I’ll only answer the quick questions, but I’ll be here later and answer the others if Leo hasn’t answered them yet.
Yes. It will restore for the last character you cycled a costume.
Example:
It is a little tricky to understand it at first, but the process is quite simple. Basically you use the steps you asked in your third question.
Yes, you need to change the costume for one of the characters.
This function will be easier to apply in the next release (probably) so let me just explain you what it does.
Let’s suppose you want an Evil Ryu vs Robot Ryu
It does what I explained in question 3. It is useful if you want to enter the game with some costumes already selected.
This isn’t supported because it use files that SF4CMM don’t handle (in the future, perhaps? who knows… Ask leo, hehe)
It is normal to not understand some features at the beginning, but once you get it you will ask yourself “why I didn’t used it before?”. Leo rox!
Welcome aboard;) Thank you very much for your support;)
Although Gorecorpse told you yes, it is actually no;) (Sorry, Gore:P)
In fact, you don’t need to confirm the change with F1. Once you press the original costume button, either the normal costume or the alternate costume (depending on which “mode” you’re on (F4)) will be restored immediately.
You don’t need to confirm it because you can also select the original costume just by cycling through all of them and applying it with F1. This is a special shortcut key, not just to select the costume, but to apply it also.
Gore: In fact, if you press F1 after pressing the “restore original costume” key, it should apply the currently selected costume (not the original one, but the one in the cycle order), and if it’s not doing this, I think we have another bug to solve.
For instance: imagine you are cycling a three-costumed library for Ryu, the two original ones and a modded one. I stop the cycle right over the modded one, the I press the “restore original costume” key (the original costume is restored immediately, but the cycling order isn’t changed), then I press F1 (I apply the current costume in the cycling order: the modded one!). If I now run the game, the modded costume should appear and not the original one. Is this the behavior observed?
Gore already replied very well to these two;) Don’t forget that in order to make use of the alternate slot, you need an Alternate Costume Toggler, or you can also buy the DLC. SF4CMM simply applies costume mods to color 1 normal or color 1 alternate, but then you have to select them in the game. Color 1 normal is easy, but in order to select color 1 alternate, you need one of those two items I said earlier.
Once again, already well replied by Gore. It allows you to setup a starting costume lineup for your characters. This way, when you start the game, you can start playing straight away, and the costumes you have selected will already be applied when you enter the ring;)
That’s normal, because that is a moveswap mod, not a costume mod. SF4CMM only handles costume mods (i.e., the character’s appearance (skeleton) and moves remain intact, only the outfit changes).
For moveswap mods you have the Automated Moveset Switcher from SRK’s user Buey (http://sf4mods.pbworks.com/Utilities#AutomatedMovesetSwitcher). This utility will allow you to switch moves between two characters. All you have to do then is to overwrite the *.cmn.emz of the target character with the one generated by the tool and you’re all set;)
I hope this helped to clear out at least part of the confusion;) If you have any more questions, please do post them;)
This hole community rocks! Thanks, Gore;)
No bugs! The program does exactly what you said it should.
I really thought it worked that way, although I use the feature correctly during the game. Sorry!
Speaking of bugs, I did several tests to identify the no sound problem when managing alternate slots in-game. My verdict - I don’t know for sure what causes it, I’m almost sure of what is not causing it and have a good guess: it would be a conflict between the toggler and sf4cmm, since both can launch SF4 AND have to access alternate colors info in-game.
At first I would like to confirm what I’m (almost) sure that is not causing the sound problem.
Async feature -
This was my first guess, but I did all the first batch of tests without using this feature and the sound still vanished for about 1~2 minutes after applying 5 costumes in the alternate slot.
Having characters already selected, highlighted or with costumes applied -
I don’t think so. I tried to cover all possibilities and didn’t notice any patterns.
Alternating between normal and alternate modes -
When I was playing for fun and the problem occurred for the first time we were hitting the F4 key a lot, but when I did the tests I used it only once and the sound still vanished, so…
Using the “restore original costumes” function -
Nothing to do at all. The problem occurred without using it.
Now, here’s why I think it might have something to do with the toggler:
I quit the game to give this feedback but I decided to play a few more matches. I closed SF4, but none of the tools (SF4CMM and toggler). With both already running I just opened SF4 again. And… Surprise! NOTHING happened after playing the same amount of matches (if not more) that I played before. In addition, I was using only the alternate slot, carelessly highlighting and selecting characters, applying costumes during matches, restoring original costumes, and still nothing happened.
Then I realized something - both programs have a “launch SF4” function that I don’t know how it work exactly, but that I completely ignored when I ran SF4 for the second time. Since both programs share this function, maybe the order for opening them is important to not cause some kind of conflict. I also noticed that sometimes the toggler “launch” button alternate by itself between gray and light gray tones, like if it was being highlighted or not.
Does this sound reasonable to you? I’m just guessing, because since I know nothing about programming the only thing I can do is to come up with some kind of trial and error logic.
Oh! Finally it happened again…
Sometimes I got the following error:
http://www.mediafire.com/?mzkijmy3jbu
It is regarding Gouken. It says that the program cannot find the original costumes for the character. However, when I get this error I noticed that the program creates a folder in the directory above my main sf4 directory.
I have SF4 installed in “G:\STREETFIGHTERIV” and when this error appears, the following folders are created: “G:\Battle\Chara\GKN\SF4CMM\Costumes”.
Do you see what I’m trying to say? It seems that the program is looking for Gouken’s original costume in the wrong folder. It should look for it in “G:\STREETFIGHTERIV\Battle\Chara\GKN\SF4CMM\Costumes”.
“G:\Battle\Chara\GKN\SF4CMM\Costumes” - folders created after error
"G:\STREETFIGHTERIV\Battle\Chara\GKN\SF4CMM\Costumes" - actual localization of files
No problem;) Glad it’s not a bug:P
This is very strange, because SF4CMM and the toggler shouldn’t conflict at all, tough I don’t know how the toggler is programmed, and I already tried to reach the developer, but he hasn’t returned my messages.
But tell me something, what is the sound problem? Does the game go mute again? Because if it does, you have an easy fix, just press whatever button you want, the voice synth will speak and the sound will be turned on again. Maybe I should include a “sound clean” button to try and address this problem, just to put the sound back on.
So you are saying you wouldn’t press one key until the last one had finished being spoken and the music restored, is that it?
You can drop this one for characters already highlighted, unless you are talking about “highlighted” in terms of “sound cycle selected”, and not visually in the game. I don’t read the in-game cursor position from the game memory.
So no pattern here either? I don’t think I quite get what you are trying to explain with this one…
Good to know.
I’m sorry, but you’ll have to be a little more explicit. What do you mean by “nothing happened”?
Like I said, I don’t know what the launcher button on the toggler really does, but what makes sense to me is that, just like the SF4CMM, it hooks the key listener so it can catch the key events, and it launches the SF4Launcher.exe, for you to conveniently start the game, and that should be it. Once again, not sure how the toggler works, but by logic, it would be something like this.
Not knowking anything about programming, you are doing a great job helping me to improve SF4CMM. Your ideas are insightful and well-thought;)
Now this one is very strange! The fact it happened to gouken is just plain bad luck, because I don’t use any particular logic with any character, so you’ll have to be able to reproduce the bug with other chars as well. Maybe it has to do with a particular gouken outfit, I’m just guessing, because I have to be honest: I have no idea what this can be. It seems that SF4CMM is missing the root portion of the path (G:\STREETFIGHTERIV), because if you notice the error, it doesn’t say “G:\Battle…”, it just starts out as “\Battle…”, so the “G:\STREETFIGHTERIV” portion is missing. But for me to find it without a pattern in the code is like finding a needle in a haystack, unfortunately, so I can only help you on this one if a pattern do emerges or if you can replicate this behavior with other characters and describe it to me.
Thanks for the info, Gore;)
Just posted my Ryu voice mod:P
http://forums.shoryuken.com/showthread.php?t=203134
Try it out.
I am thinking about providing support for voice mods in SF4CMM too.
I’ll explain to you in portuguese in order to try making my point clear.
Acontece que s vezes o som do jogo e do programa fica mudo e depois ambos voltam. Isso acontece depois de ter usado o programa por um tempo, imediatamente aps apertar alguma tecla (que pode ser uma tecla de personagens ou at mesmo F1). Isso acontece somente se a tecla F4 tiver sido pressionada antes (ou seja, no modo “alternate costume”).
O processo se d mais ou menos assim:
Estou certo de que s acontece no modo alternate costume, pois joguei bastante na verso 0.6c usando somente o slot de cor normal e isso nunca aconteceu.
Not exactly… I replicate the error. I wouldn’t press one key until the last one had finished being spoken and still lost sound. I thought at first that pressing one key after the another could lead to that bug, but it happens even if you have some patience the sound goes off.
Eu pensei na hiptese de que ficar trocando de slots repetidamente pudesse ter causado o problema, mas constatei que no, j que o erro ocorreu quando eu usei o atalho do F4 apenas uma vez.
Isso foi o mais estranho de tudo. “Nada aconteceu” quer dizer que o problema de som simplesmente no ocorreu quando eu tinha certeza que ocorreria novamente.
Veja bem, eu joguei vrias partidas e deu problema. Parei de jogar e depois joguei vrias partidas novamente para testar, usando metdos controlados para tentar estabelecer um padro, e o problema ocorreu. Da numa terceira vez joguei mais um monte de partidas usando o slot alternate e o problema no som simplesmente no ocorreu!
Eu havia constatado um problema antes e depois ele simplesmente no ocorre? Isso me deixou grilado.
Vejo ento que s poderei confirmar se h um problema no programa aps a prxima vez que eu jogar algumas partidas. Vou continuar usando somente o slot alternate pra provocar isso. Estou cogitando agora um problema de leitura de arquivos que possa ter ocorrido naquele instante, que fazia com q a extrao e substituio demorasse, mantedo o programa aguardando o processo terminar para “liberar” o som de volta.
I’m sorry if this end up being an occasional problem, I couldn’t think of that when it occurred the first two times. If it was only a coincidence, it was a big one!
You know, its a good guess, because Gouken is one of the few characters which I have only 2 or 3 favorite costumes, so the chance of choosing the same bad zip/costume/whatever is pretty big. I will try to notice a pattern, don’t worry about it. This happens once in a while and it only need to reopen the sf4cmm to fix. No a problem at all.
I have a strange problem. SF4CMM 0.6c ran perfectly on the first try (although processing before the first launch took forever).
I tried various costumes and they all worked well except one.
One of Sakura’s costume kept crashing SF4.
I looked into it and realized I forgot to restore the original file for alternate before I used SF4CMM (which means SF4MM backed up a non-original file).
I figured I’d restore the original and copy it to the backup directory of SF4MM.
But SF4 still crashed when I tried to use the alternate costume or anything based on it.
Next, I deleted SF4CMM directory in Sakura directory to let SF4CMM remake it.
Then began the problem. While processing I get .NET Framework unhandled exception.
I delete all SF4CMM directory for in each character and try again, but error again.
I delete SF4CMM completely and redownloaded it.
Now before I do anything, it sort of hangs (I know it’s doing something because offzip.exe is using cpu in the background).
But eventually comes to the same error.
If I click continue the program hangs again.
How do I “uninstall” it and begin from scratch?
This really is an awesome program. It’s been a pleasant experience for me. Except when I use it online in mirror matches. I can’t even see the other guy, I only see his 3d model. Does anybody know what is up with that and how to correct that?
PS. Oh and also this tends to happen with skins which require the Alternate costumes but not default ones
Hi, bluedha;)
First off, thank you for your support and for using SF4CMM;)
Now, on to your problem. You are right on the money, the problem is that you started SF4CMM without the original Chara dirs (at least for Sakura, for what it seems), and this leads to problems with all the Sakura outfits that you later import, because usually they all depend on one or two original costume files (the *.cos.emz and the *.vfx.emz normally are untouched, so the originals are used).
What this means is that it basically is trying to apply all your Sakura costumes that do not have a modded “cos” or “vfx” files using the non-original, wrongly backed-up “cos” and “vfx” files, and this is what is, almost certainly, causing the error.
In order to fix it, I always recommend:
1 - delete your entire Chara dir.
2 - start with a fresh Chara dir (I always do a copy of mine before starting to mod stuff)
3 - Launch SF4CMM and let it process the original backup files. Now you’re ready to roll;)
Hope this helps.
Hi, madmoochie;) Thanks for using SF4CMM and for your support!
Yes, this can happen, and it’s perfectly normal that it does. I’ll try to explain why:
1 - SF4 has 10 color files (*.col.emz) for the normal slot and for the alternate slot
2 - Each slot, normal and alternate, is represented by a costume file (*.cos.emz)
3 - The visual effects for each character (like fireballs and ultras) are specified in a single VFX file (*.vfx.emz)
3 - That said, every color depends on
a) a base costume file (10 normal colors depend on the normal costume file and 10 alternate colors depend on the alternate costume file)
b) a VFX file (the VFX is a single file that is applied to every color file. Normal or alternate, they all use the same)
4 - So, a costume mod can be composed of:
a) a color file (mandatory)
b) a costume file (optional)
c) a vfx file (optional)
5 - If the mod is only composed of a color file (.col.emz), then you will have no problems with mirror matches, normal or alternate, because that means that when you apply the mod, the original costume file (.cos.emz) is not overwritten, and the person mirroring you will select another color that uses the original costume file, as intended;)
6 - The problem arises when you apply a mod that does change the costume file. Let’s say, for instance, that your mod contains:
a) a color file (.col.emz)
b) a costume file (.cos.emz)
This time, when you apply this particular mod, it will replace both the original slot 1 color file AND the costume file for the normal or alternate slots (depends on which one you choose). Let’s assume you applied it to the normal slot, for instance.
7 - From now on, every time you pick normal color 1, you will see your mod, and everything is ok, UNTIL you select normal color 2, or any other normal color. When presented, they CAN look different or all distorted, because they depend on the original normal costume file (*.cos.emz), and it has been overwritten by your mod! So, until you apply the original one again, or at least another mod that DOES NOT DEPEND on a modded costume file, the other normal colors CAN look awkward!
8 - Regarding the VFX file, when you use a mod that has a modded VFX file too, that means that when you apply it, all colors, normal and alternate, will use it! So, imagine that your VFX file makes Ryu’s fireballs look purple instead of blue. If you use this mod, every Ryu color that you pick will have Ryu shooting purple fireballs;)
Finally, let me say that there is no way to circumvent this, unfortunately, due to the way the game files are structured and due to the dependencies between them.
I hope this helps;)
Well, I solved my problem. It’s basically what you suggested. A fresh start.
Uninstalled SF4 and reinstalled it and everything’s perfect again.
Thanks.
Glad to hear it;)
SF4CMM scheduled updates
Well, since v0.6c finally came out to be a somewhat stabler version of SF4CMM, I could relax for a while (I needed it:P)
Now, the next version of SF4CMM (v0.6d) will bring:
I am also thinking about including in v0.7 preliminary support for:
I’ll start coding and we’ll see what happens;)
SF4CMM v0.6d is out!
Ok, guys, just released v0.6d.
The major feature is the super-tweak in the zip import. It was hard to do, so I hope it can help SF4CMM to be even more user-friendly, one of my main goals;)
Cut from the development, at least for now (prioritization of tasks):
Also, the dedicated alternate costume key is cut too, because it would require two extra keys - original alternate key and random alternate key. This way, it uses less keys without loosing practicality.
The rest of the stuff is in the readme;)
Going to start development on v0.7, which will bring a few good surprises, I think;)
PS: I did an extensive testing on the zip function, with several test scenarios, but as you can imagine, it is impossible for me to test them all, due to the almost endless ways you can now organize your zip importing process. So, if you do encounter a bug, please post it here.
Enjoy!