December 14th, 2009, 23:56 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14153.html
Another Release Candidate of the 2D Fighting Game Engine M.U.G.E.N. has been released.
8 Dec 2009
CNS: New Trigger: Cond. This is a short-circuiting version of ifelse.
CNS: Set to use precise floating point model; was previously using a less accurate model that might have caused strange rounding errors.
fight.def: Added [Fightfx] section with scale parameter.
Keyboard: Fixed bug where keyboard presses/releases are sometimes lost when other keys are pressed at the same time.
Storyboards: now scaled to fit screen aspect instead of being cropped.
Stages: Added displayname, versiondate, mugenversion, author parameters to stage [Info]. Stages older than 1.0 will have camera movement snapped to whole stage coordspace units.
Added description of special forms (ifelse, cond).
Stages + Backgrounds: Fixed Parallax parameters description to match implementation.
Other minor fixes.
CNS: HitDef: Fixed bug that set default guarded getpower/givepower parameters to 0.
CNS: AppendToClipboard and DisplayToClipboard: More robust handling of type mismatch scenarios.
CNS: Fixed bug where Const trigger returned incorrectly-scaled values if player is in a temporary state of another player with a different coordspace.
CNS: Fixed bug where AssertSpecial flag=invisible does not work during hitpauses.
Display: Fixed Offset sctrl not scaling properly to coordspace.
Display: Fixed fightfx explods being created with incorrect scale when character and system have different coordspaces.
Display: Fixed projectile Clsn2 not being displayed in Ctrl-C mode.
Fixed bug where loading malformed SFFv1 sprites would prevent the program from closing properly.
Fixed character mugenversion date parser to reject malformed version strings.
Fixed: ver2002 characters only: After a ReversalDef with p2stateno and p1stateno parameters has been executed, P2īs state updates will lag behind P1īs by 1 tick.
ver2002 backwards compatibility: implemented bug where AssertSpecial flags that affect a single player are not reset each tick when the player is in a hitpause. Flags affected are: nostandguard, nocrouchguard, noairguard, noautoturn, noshadow, nojugglecheck, nowalk, unguardable, invisible.
ver2002 backwards compatibility: implemented bug where the effects for the following controllers are not reset during hitpause: AngleDraw, PlayerPush, Offset, ScreenBound, Trans, Width.
For more information and downloads, click here!
There are 0 comments - Join In and Discuss Here