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Messages - SonicTempest

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1
Steam ID: SonicTempest84
http://steamcommunity.com/id/sonictempest

Speedtest result: http://www.speedtest.net/result/2293481932.png
Location: Seattle, WA

Specs:
OS: Windows 8 64-bit
Processor: Intel Core i7 2600 3.4Ghz (4 cores)
Memory: 8GB DDR3
Graphics: Geforce GTX 670 w/ 2GB VRAM

While I'm not an amazing KOF player I think I'd be a good beta tester since I have a technical background and I know what sorts of things to be testing for. I'm also in the Pacific Northwest which is relatively sparse in terms of KOF players who got into the beta (as far as I know).

2
Looking at all the corners they had to cut to get XIII done in a reasonable time frame (bunch of normals missing, recycled frames of animation for a lot of characters, characters who are substantial sprite clones), I'm fine with them moving to a 2.5D game if it means a shorter dev cycle. It's already been proven many times over that you can use 3D models to mimic 2D sprites with the right techniques.

They already have rigged 3D models with animations etc for all the existing characters anyway since it's part of their sprite creation process for XII and XIII.

3
Offline Matchmaking / Re: Seattle, Washington
« on: July 23, 2013, 07:14:49 PM »
Wait, Gameworks has XIII machines now? Assuming it's Climax and not the older iteration.

4
Offline Matchmaking / Re: Which Arcade to visit in Singapore ?
« on: March 26, 2012, 07:55:37 PM »
Virtualand at Bugis Junction should be your first stop.

5
Found this on GameFAQs. Not sure how the PS3 players are running their systems, but I guess you can give this a try:

"This worked for me and a friend. Try it out and if it works for you spread the info. Simply go into your network settings on the PS3 and disable UPnP and the game should function much smoother online. Good luck."

(C&Ping what I posted on the Atlus forums)
I'm having a hard time picturing how this would make a difference. UPnP is a protocol by which devices can discover each other and communicate over a network. For the amount of UPnP traffic to cause problems with your netplay you'd have to be constantly plugging in UPnP devices to your home network, or streaming movies/music to your PS3 while playing a game.

Granted, I know more about Internet protocols than I do about UPnP, but it doesn't seem likely to me that it would make a huge difference.

6
The press release says nothing about releasing the netcode patch at the same time as EX Kyo, just that it'll be released 'as soon as possible.' Given that it was sent out right before the holidays, I doubt very much that it's anywhere close to finished by now.

7
General Discussion / Re: Using Alternate DNS to get a better connection
« on: December 11, 2011, 11:20:16 PM »
I don't see how this would make any difference. DNS servers are used to resolve hostnames (e.g. google.com) to IP addresses - the lookup is performed once and then cached for some time afterwards (typically a few minutes), so making DNS lookups faster isn't going to have a massive impact on your gaming experience since calls to the DNS server are fairly spaced out.

8
General Discussion / Re: bug and exploit? of course console version
« on: December 08, 2011, 06:07:04 PM »
Chin being able to combo off his normal throw in the corner is intended. It was even featured in one of SNKP's changelist blogs/videos. Don't know about Kensou or Benimaru though.

9
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 30, 2011, 06:10:42 PM »
Tears is in there i think.

KOF XIII - DLC EX Kyo Mission Trials

That's the Sky Stage music, though who knows?

That's a remix of Tears from KOF'99. Unless it was also in Sky Stage (which I never played past the demo)?

EDIT: OK, did a quick search and it is from Sky Stage. Doesn't seem inconceivable that they would have shoved it into XIII as EX Kyo's alternate BGM though.

10
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 24, 2011, 05:54:52 PM »
The experience has been highly variable for me to be honest. I've had 2-bar matches that were better than 3-bar matches, and two separate matches I had with people in NorCal were quite different in terms of connection quality. On top of that one of those NorCal matches was actually better than a match I had with a friend of mine who literally lives fifteen minutes away from me. Whether you're on wired or wireless obviously makes a difference in some cases (as was the case with my friend - it was unplayable when he was on Wi-fi but after he switched to a LAN cable it was far more tolerable) but there seem to be a lot of other factors (some of which aren't even under your control!) that contribute to your connection quality, and the netcode isn't very resilient to them.

Rex Dart: I actually have both versions of the game :) I've sent you an XBL friend request.

11
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 24, 2011, 10:14:35 AM »
I had my first 4 bar match tonight. Even though I do hope there's a patch to improve the netcode, I have to admit I was pretty impressed. It was almost identical to offline.

I celebrated with my first (successful) online HD combo.  :)

Which reminds me, we need to try out our online connection at some point :p

12
General Discussion / Re: Net code good or bad ?
« on: November 23, 2011, 10:17:29 AM »
(copypasta from ON)

OK, I just had a three bar match. It was more manageable than the 2 bar matches I've had so far, in that at least I can try and mount some sort of offense and have it go reasonably according to plan, but some combos with tight timing might still require a bit of timing adjustment. For instance I was trying to do K's drive cancel combo in the corner but the dp+A -> QCB+K DC was read a little too late and I ended up cancelling the second hit instead of the first, ending the combo sooner than I would have liked. Stuff like Kula's C, f+A, QCB+B, f+D. dp+C worked fine, though, as did connecting it off a hyperhop C.

Another caveat was that the guy I was playing against wasn't that great, so it is very likely my opinion would have been different had I been playing someone competent at the game.

I'm also seeing an issue where if someone shows up as 3 bars in the list of available games, the connection quality drops to 2 bars when I actually join the room. Similarly I thought I was joining a 4-bar room but the guy's connection to me was 3 bars once I entered.

13
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 23, 2011, 06:51:09 AM »
Xbox 360
My location: Seattle
My connection: 15Mbps cable (Comcast), wired
My friend's location: Detroit (or thereabouts)
My friend's connection: Not sure, but it is wired
Connection: 2 bars

Pretty bad. Significant input lag. My friend was missing all his juggle moves (could tell since he was playing Vice and trying to go for HCF+BD after a mid-air normal and whiffing almost every time) and hitconfirming was more or less impossible.

I'll be casting the net a little smaller and looking for people to test with who are nearer to me.

14
Yeah, it was once Steel.  I don't know why they changed it.  Maybe just something that they messed up translating all along, like Lay Spin.

http://game.snkplaymore.co.jp/official/kof2003/character/ikari_clark.html

Katakana says 'Clark Still.' Probably a mistranslation.

15
My only problem with that SRK post is that the Siliconera post it references doesn't state where they got that information from.

Until they clear that up, no use getting up in arms about it.

Also, the first line of that SRK post is hilarious. Wasn't it clear from Yamamoto's presser at Evo that KOFXIII wasn't going to use GGPO? The author is treating it as if that's new information.

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