Can Code Mystics please investigate these odd graphic issues that users are experiencing in the Steam release of 98UMFE? There's a nice Steam thread with many examples already posted:
http://steamcommunity.com/app/222420/di ... 741070/#p1
Search found 20 matches
- Mon Feb 23, 2015 12:36 am
- Forum: Support
- Topic: Graphic issues in KOF98UMFE
- Replies: 1
- Views: 9814
- Sun Dec 28, 2014 11:41 pm
- Forum: Feedback
- Topic: Kof98UM half circle inputs - new issues
- Replies: 13
- Views: 40910
Re: Kof98UM half circle inputs - new issues
If you really want to go down the route of "the input log is wrong, everyone who is not having issues is wrong, and I am indeed doing these inputs correctly", then give proof through evidence. Download a third party input logger and compare results with the input logger you're currently us...
- Sat Dec 27, 2014 11:38 pm
- Forum: Feedback
- Topic: Kof98UM half circle inputs - new issues
- Replies: 13
- Views: 40910
Re: Kof98UM half circle inputs - new issues
I would bet anything that it "works" in those other games you play because their wonky input leniency enables you to be sloppy and inaccurate with your inputs. Your input logs show that you failed to do a proper HCBx2 motion from the left side because you never pressed Down. As I said abov...
- Fri Dec 26, 2014 2:58 pm
- Forum: Feedback
- Topic: Kof98UM half circle inputs - new issues
- Replies: 13
- Views: 40910
Re: Kof98UM half circle inputs - new issues
There certainly is time to execute HCs non-sloppily on keyboard; I can reliably punish recovery with Kaiser flame or Unlimited Desire, both of which are HC moves. I can even buffer Gigantic Cyclone (HCBx3!!!) during rolls and empty jumps.
- Thu Dec 25, 2014 12:22 am
- Forum: Support
- Topic: KOF98UMFE: Incorrect pings?
- Replies: 2
- Views: 11799
KOF98UMFE: Incorrect pings?
I'm noticing some unusually high opponent pings in KOF98UMFE, many of them 300ms+ when they honestly shouldn't be. Most notably, the USA-Finland matches I played with a friend reported that he had over 350 ping while ingame... when I pinged his IP address directly out-of-game, it was only 156ms. I h...
- Wed Dec 24, 2014 7:21 pm
- Forum: Feedback
- Topic: Kof98UM half circle inputs - new issues
- Replies: 13
- Views: 40910
Re: Kof98UM half circle inputs - new issues
There is clearly something wrong...test it yourself. Pick Orochi Yashiro, do his hcbx2+P on both sides with a keyboard. The difference is so noticable...for me, my execution is basically 99% accurate on the left side and 5% accurate on the right. This is a massive difference, something is wrong. As...
- Sat Dec 20, 2014 5:33 pm
- Forum: Feedback
- Topic: Crashes + netplay suggestions
- Replies: 1
- Views: 9024
Re: Crashes + netplay suggestions
Another thing I have observed is something that has been brought up a lot, but I'm not sure if it's the same issue or if it would help in this matter. Doing rdp(reverse shoryu) motions seems to be very strict when you have a character who also has a qcb move, for example doing Krausers c.A c.A Brdp...
- Sat Dec 20, 2014 1:32 pm
- Forum: Feedback
- Topic: New Input Issues in Beta only?
- Replies: 2
- Views: 11226
Re: New Input Issues in Beta only?
Awesome, thanks. You guys are really on point with KOF98UMFE's Steam release, working hard to fix up these little issues that a lot of other developers would turn a blind eye to. I'm sure I speak for plenty of people when I say that we appreciate it.CodeMystics wrote:Yes, we're on it. Update shortly.
- Sat Dec 20, 2014 1:04 am
- Forum: Feedback
- Topic: New Input Issues in Beta only?
- Replies: 2
- Views: 11226
New Input Issues in Beta only?
As pointed out here ... In the non-beta vanilla release of KOF98UMFE, linking Benimaru's QCF+SP into QCF2+LP or QCF2+SP is fairly easy. However, the Beta seems to have suffered some sort of regression that makes this difficult for some reason. There's not much issue with the QCF2 supers coming out t...
- Sat Dec 20, 2014 12:24 am
- Forum: Feedback
- Topic: BETA netcode feedback
- Replies: 6
- Views: 20318
Re: BETA netcode feedback
The current cap is 9 frames. Do you mind if I ask how the game determines what input delay to apply? Using matches in ggxxnet as a reference (Guilty Gear #Reload's netplay solution, which is very similar to KOF98UMFE's and allows you to manually adjust input delay) , 6-8 frames of input delay shoul...