Probably the last GGPO test branch update! [16411]
UPDATED at 5:15PM May 1st
Alrighty, I fixed some extra bugs and added one more small improvement:
Linux/Mac notes:
And a SPECIAL SHOUTOUT to Clumsy, an amazing program that lets you make your internet connection worse in all sorts of useful ways for network debugging. Clumsy has been instrumental in getting this patch to where it got. To. Here's the github.
[h2]If this build has no further problems, it will become the Real Game in a couple of days.[/h2][h3]I will look into what is required to update PS4 and Switch after that, but no promises.[/h3]
Title screen build ID 16424
Alrighty, I fixed some extra bugs and added one more small improvement:
- Added a person to the credits who got left out of them for the whole eight years.
WE'RE REALLY SORRY! >.< - Doubled the size of the sprite decompression atlas, which fixes sprite-flickering issues when you have, for example, two Big Band assists, Lenny, and a full Inferno Brigade onscreen at once. I couldn't have done this during the PS3 days, but those days are loooooong gone. :^)
- Update - Fixed sprites if you were using -disablelighting.
- Made the longer PS4-style super shadow trails the default on PC. If you don't want 'em, use launch option
-disableextrasupershadows
to go back to the old boring version. :^P - Fixed the negative-damage training mode display bug after loading a savestate during a combo.
- The IPS display now gets saved along with your savestate in training mode, why not.
- Raised the thresholds for green/yellow/red ping times, as well as the updating the recommended-delay-for-ping numbers now that the netcode has been improved. :^)
- Update - the camera thing below was kinda annoying in practice, so I both improved it and made it opt-in. Use launch option
-enablerollbackcamera
to enable it.
Improved the camera after rollbacks! Most likely you won't notice, but it does help some. Since this is a 2D fighting game, basically the only thing that we can nicely interpolate to hide jitter is the camera. This does not affect the position of the in-game walls, so it will not cause desyncs, it's only fixing where the screen draws. Here's a video with intentionally cruddy internet and a better explanation: [previewyoutube][/previewyoutube]
Linux/Mac notes:
- Update - Linux and Mac are now current!
- Note to our fellow devs:
OpenGL Quads have been taken care of. Rejoice!
And a SPECIAL SHOUTOUT to Clumsy, an amazing program that lets you make your internet connection worse in all sorts of useful ways for network debugging. Clumsy has been instrumental in getting this patch to where it got. To. Here's the github.
[h2]If this build has no further problems, it will become the Real Game in a couple of days.[/h2][h3]I will look into what is required to update PS4 and Switch after that, but no promises.[/h3]
Title screen build ID 16424