SF4 Camera Man is a tool you can use to move the camera in SF4. I made it just for fun, but I think it could have it's uses. Here's a demo:
I know I'm all over the place in the video, sorry. Also, sometimes the game uses a different camera which I SF4CM can't control. Some ultras and command grabs uses the other camera.
If you guys think this is interesting, I'll upload a test version later today, or tomorrow.
This might be asking a lot, but if you could get this to work as a really fucking cool spectator mode for AE PC Online that would be awesome
It works fine while spectating online, and while watching replays too. I must warn you though, SF4CM writes to the game's memory. I don't know if you can get banned for using it. I have an account just for hacking and I'm not banned yet, so it's hard to say.
There are some things I want to do before releasing it. The function which updates the camera in SF4 is constantly updating the camera position. The version of SF4CM that I used in the youtube video simply overwrites the values faster than SF4 can update them, but that's a problem because it uses a lot of CPU. What I want to do is disable that function in SF4 while SF4CM is running. Unfortunately I can't use the pointer posted by The Breaker (but thanks!) because that locks the camera completely. I want the camera to still be movable, but not updated by SF4 itself. I've found the addresses for disabling hor movement, hor angle and depth, but I'm still missing the addresses for roll, ver movement and ver angle. I'm working on it now, but I haven't been able to get a lot of sleep, and I need to do that too, so it might take a little more time before I release it.
I would also like to disable the special animation camera, or overwrite it, but that has to come later.
Anyway, here's how it works:
Mouse movement changes the angles (where you are pointing, like in fps games).
I, J, K and L moves the camera in the depth, and horizontal directions (forward, backward, left and right).
U and O moves the camera up and down.
Y, and P rolls the camera.
This is too sick, I want to know what a fight looks like in first person!
Thanks!
I actually tried that. It's a little hard to get the camera just right, but yeah, it's very strange. I did it by locking the camera to the player's position, and locking where it was pointed to the opponent's position. So when the opponent jumps, you look up, and when you jump, you look down. Doing fireballs was really weird, as they don't go horizontally over the screen, but "in" to the screen. And you never know if you should do the quarter circle to the left or to the right as you don't have a "side", but are looking straight at your opponent. It was really buggy though, so it won't be in SF4CM, at least not yet.
Mouse movement changes the angles (where you are pointing, like in fps games).
I, J, K and L moves the camera in the depth, and horizontal directions (forward, backward, left and right).
U and O moves the camera up and down.
Y, and P rolls the camera.
I don't know how to change the fov (yet), sorry. Are you sure it's possible?
Well, script/hack-wise I have no clue, but the game does change the fov during normal gameplay. Regarding the cinematic camera, you can see that Ryu's pre-fight intro features a real zoom-in on his face. And in Vanilla SF4 there was a window-size-related way to trick the normal camera into adapting its fov to different window ratios on the fly with a smooth transition (SSF4 does not allow changing the window size even with desktop-managing programs). But, as I say, I have no idea if it is possible to do it with a tool.
I don't know how to change the fov (yet), sorry. Are you sure it's possible?
Well, script/hack-wise I have no clue, but the game does change the fov during normal gameplay. Regarding the cinematic camera, you can see that Ryu's pre-fight intro features a real zoom-in on his face. And in Vanilla SF4 there was a window-size-related way to trick the normal camera into adapting its fov to different window ratios on the fly with a smooth transition (SSF4 does not allow changing the window size even with desktop-managing programs). But, as I say, I have no idea if it is possible to do it with a tool.
Thanks, I didn't know that. Anyway, I think I found the address just now. http://i.imgur.com/ag4OI5K.jpg
I overdid it just to show the effect... Is this what you mean?
FoolinfectionBig fish in a little pond 4 LIFEJoined: Posts: 1,082✭✭✭
This will be sick for combo vids.
Welcome to the internet. God help you if you have an opinion.
I should start keeping written letters in sealed envelopes when I go to tournaments. If i get bodied, I give them one, and when they open it up it says "fuk u"
Bad news first:
I found all the addresses SF4 uses to update the camera position, but it didn't do me any good in the end. I've tried both NOP'ing the function and redirecting it to unused memory, but the game still crashes because it's protected by xlive. I'm guessing it uses some kind of CRC or something. I don't want, or have the time to start messing around with the xlive protection just to get this working. Maybe, if USF4 doesn't use the same protection, I'll update this once USF4 comes. So, because I couldn't disable SF4's camera updates, I had to do it the way I didn't want it to be, sorry guys. SF4CM will use a lot of CPU trying to update the camera position faster than SF4, and it may twitch a lot on slower computers. I'm not exactly proud of how SF4CM works now, but as I said I would upload it, I will.
Capcom adding this feature with the right ui for replays could make a nice buff to their games and probably rise the final price a bit but for the better. For us and them.
There's plenty of solutions for them to make a bit more money, and fans. Why they just sit back, I will never know...
XthAtGAm3RGuYXJust talkin on the phone.Joined: Posts: 7,865✭✭✭✭✭
Not sure why but the fights look a lot cooler with a new camera angle. Maybe because when it's in standard view Im reading everything, and all I end up seeing are helpless bots that dont know what to do. But it in these different views I just see cool ass moves hitting people in the face.
Unchallenged owner of worst user name on SRK
AE: Juri(Main), Ken(work in progress)::::UMvC3: Felicia/Dante/Doom::::SkullGirls: Squigly/Fortune
Not enough Dragonballs between all three of the shows to keep you unbanned - Pertho
The page should be back up now. I also released a new version.
CHANGELOG (v0.2 – 7th, dec, 2013)
Added locks on camera and angle. It can now do first person view, over-the-shoulder, etc.
Added offsets to locks.
SF4CM should now work on slower computers as well.
Added a sensitivity setting for the keyboard and mouse.
(Invisible changes…)
Too much to write down…
Have fun, and please share if you make any cool videos or screenshots!
Are you using the steam version of SF4? If you are, remember to tick the “steam version” checkbox. If you have a cracked version of SF4, this tool will probably not work. You also need the latest patch for SF4. Could you send me the entire error message? Just copy it and paste it on my site, or send it to me in a pm. Thanks.
I know lullius already saw it, but maybe this can give other people some ideas. Hopefully gonna get to play around with this more during the week, and that v0.3!
CHANGELOG (v0.3 – 9th, dec, 2013)
Added the possibility to disable the special animation camera used in ultras and some other moves.
Added the pause function. This pauses the game without showing the pause screen, and does not lock the
camera, so you are still free to move it around.
Added the next frame function. While the pause function is active, this will unpause the game for 1 frame,
then pause it again, letting you examine the game frame by frame.
Added the autopause function. Automatically runs the pause function on the next move the character does.
With this, the pause function and the next frame function, you can see every frame of any move, from any angle you want.
A lot of people have been asking for stuff. I've tried adding as much of it as I could. You can now disable the special animation camera. You can now pause the game without seeing the pause screen (and still move the camera). And I've added something I came up with on my own, the "Next Frame"-function. It will let you watch the game frame by frame.
Unfortunately I've noticed that SF4CM sometimes crashes SF4, but I don't know the reason yet, sorry.
Btw, I really like that video DKR25!
Go to my site at www.slitherware.com to get the latest version.
Added the pause function. This pauses the game without showing the pause screen, and does not lock the
camera, so you are still free to move it around.
Added the next frame function. While the pause function is active, this will unpause the game for 1 frame,
then pause it again, letting you examine the game frame by frame.
I'll confess that even though I'm enthusiastic about this tool I haven't found the time to try it yet. Does the "next frame" feature allow you to make an input while it advances the frame? For example, in many emulators you can:
-pause, then
-press down and step one frame, then
-press down forward and step one frame, then
-press forward and punch and step one frame
Hadoken!
which is an awesome way to try frame-perfect inputs on the go.
Added the pause function. This pauses the game without showing the pause screen, and does not lock the
camera, so you are still free to move it around.
Added the next frame function. While the pause function is active, this will unpause the game for 1 frame,
then pause it again, letting you examine the game frame by frame.
I'll confess that even though I'm enthusiastic about this tool I haven't found the time to try it yet. Does the "next frame" feature allow you to make an input while it advances the frame? For example, in many emulators you can:
-pause, then
-press down and step one frame, then
-press down forward and step one frame, then
-press forward and punch and step one frame
Hadoken!
which is an awesome way to try frame-perfect inputs on the go.
No, that does not work with SF4CM, sorry. I don't know how you can input anything while the game is paused. If you need frame-perfect inputs, try SF4SO, that was why I made it after all. It's pretty easy to learn how to use it, and it would probably be even faster than having to pause and skip frames between each move anyway. Especially since there's no way to rewind the game (that I know of at least).
Want to make a better video but haven't had the time lately, definitely gona do something with some effort later.
If you do an update, one feature I'd like to see is a static lock target ( like center of the stage ). That way you could get static cameras you can easily reproduce.
If you do an update, one feature I'd like to see is a static lock target ( like center of the stage ). That way you could get static cameras you can easily reproduce.
Uploaded a new version just now. It has the static camera you mentioned. Sorry, nothing else new this time.
About the crashes... I've tried figuring it out, but "unfortunately" SF4 won't crash on me anymore, even when I let SF4CM stay activated for hours. It has crashed on me before, but I just can't reproduce it. If anyone experience crashes, please let me know what you did before the crash, that way I might be able to fix it. Thanks.
As usual, you can get the newest version at my site.
Hi lullius
I put the Cameraman 0.4 to SSF4SO foler and extract like this [img][/img]
SSF4SO is
And then run SSF4IV, then run SF4 Camera Man.exe. When I press Start it give error NET Framework like this:
Could you ell me why? And must I put the SSF4SO somewhere inside SSF4AE game folder?
Hi lullius
I put the Cameraman 0.4 to SSF4SO foler and extract like this [img][/img]
SSF4SO is
And then run SSF4IV, then run SF4 Camera Man.exe. When I press Start it give error NET Framework like this:
Could you ell me why? And must I put the SSF4SO somewhere inside SSF4AE game folder?
Hi!
Unfortunately I can't open the images you linked for some reason so I can't see the error you got. SF4CM newer than v0.1 does not need to be placed in the game's folder or SF4SO's folder. You can place it wherever you like. Do you have the .NET Framework installed? It is required to run SF4CM. Also, do you have the Steam, or non-Steam version of SF4? Remember that you need the latest version of SSFIV AE 2012. Any other version is not supported. You also need the gfwl-version used when playing online nowadays, I can't remember which version it is exactly. Basically a fully updated game. If you can play online it should work.
It's probably not a good idea to click the start-button before you are in a match by the way. If you could just click the "Details"-button on that error and take a new screenshot/paste the error message, that would be great. Thanks.
I tesed during abttle, and the error still come. But I think it's my SSf4 version, I didn't know that SF4CM requires latest SSF4AE version. Sorry about that.
Thank you for your help anyway.
If you wnat to have a look at Detail error, here it is:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at MemoryEditor.Memory.BaseAddress(String sModuleName)
at SF4_Camera_Man.Details.setXlive(Boolean set)
at SF4_Camera_Man.Main.bStart_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
SF4 Camera Man
Assembly Version: 0.4.0.0
Win32 Version: 0.4.0.0
CodeBase: file:///D:/Camera-Man-v0.4/SF4%20Camera%20Man.exe
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
MemoryEditor
Assembly Version: 1.0.0.4
Win32 Version: 1.0.0.4
CodeBase: file:///D:/Camera-Man-v0.4/MemoryEditor.DLL
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
MouseKeyboardActivityMonitor
Assembly Version: 3.0.1.9579
Win32 Version: 3.0.1.9579
CodeBase: file:///D:/Camera-Man-v0.4/MouseKeyboardActivityMonitor.DLL
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I've done a video with the camera lock from first person POV, it's rough around the edges but I find it awesome...Super FPS Fighter 4!
It finally happened! This is too godlike. Thanks for all the time it took to make that.
I wonder if a 3rd person behind the back/shoulder view would eliminate the majority of the noclip inside-the-model views. This view may be the most aesthetically pleasing view since the angle would make it clear what each character is doing?
Uploaded SF4CM v0.4 again. It's the same as last time, only I've tried getting rid of the crashes. As SF4CM doesn't seem to crash SF4 on my system I don't know if this fix will work or not. You will need the original SF4CM v0.4 to use this. Just overwrite the old exe with the new one. You can download it from my site as usual.
Awesome tool. I've been using this to capture character's intros, wins, and ultras for a project. Any chance that you'll be doing something like this for SFxT?
mikrosSneaking into Bison's LairJoined: Posts: 622✭✭
It's great to have this mod back. However, when I pause the game with Tab I cannot nove the camera. I've tried resuming and pausing again, as it would sometimes happen in older versions, and it doesn't work at all. I'm only allowed to move the camera while the game is in motion. Has anyone encountered this problem? I haven't got Ultra, in case it matters.
---
By the way, I think I’ve realized why the character models behave weird when you angle the camera a lot (you know, they seem to stretch, even changing the relative position to each other character’s parts, for example a character’s arm may be clearly in front of the other characters’s and then they overlap and clip if you angle the camera a lot). I read this article about Guilty Gear Xrd and they say that that game along with SF4 have some sort of unique perspective correction for the characters that makes their models affected by camera position and angle, rather than leaving them in their perfect univocal threedimensionalness. It is explained in the pics with two Sols standing in the center and corner of the stage. They also mention that this only happens horizontally, which seems to match with what we see when using this mod.
so to get a jump on 1st person fighting, you actually don't need any in-game buttons.
A quick setting is to:
1)enable Camera Lock
2)check Camera Lock Player 1 Head
3)check Angle Lock Player 2 Head
4)do a small Camera offset on X of 1, just to get past all your floating arms.
5) Disabling Cinematic Camera offers a seamless experience
pretty fun stuff, thanks a lot! dumbing down the competition is necessary cuz you basically have no idea what's going on when you get 'face to face', lol
Any videos of some over the shoulder Street Fighting?
As soon as im able to upload to yt in high quality. Slightly offsetting the camera using -1s gives a very playable position. May take a couple of days to get the vid together tho, pretty busy
It's great to have this mod back. However, when I pause the game with Tab I cannot nove the camera. I've tried resuming and pausing again, as it would sometimes happen in older versions, and it doesn't work at all. I'm only allowed to move the camera while the game is in motion. Has anyone encountered this problem? I haven't got Ultra, in case it matters.
Unfortunately I can't keep supporting all the previous versions of the game as that would simply be too much work. It might work without Ultra, but probably not. I always assume that people are using the most up to date version of SF4, and when I make a new release, that is the only thing I've tested it on.
By the way, I think I’ve realized why the character models behave weird when you angle the camera a lot (you know, they seem to stretch, even changing the relative position to each other character’s parts, for example a character’s arm may be clearly in front of the other characters’s and then they overlap and clip if you angle the camera a lot). I read this article about Guilty Gear Xrd and they say that that game along with SF4 have some sort of unique perspective correction for the characters that makes their models affected by camera position and angle, rather than leaving them in their perfect univocal threedimensionalness. It is explained in the pics with two Sols standing in the center and corner of the stage. They also mention that this only happens horizontally, which seems to match with what we see when using this mod.
I'm not sure. Most of the glitches and stretching seems to go away when you zoom out a little (don't move the camera backwards, use the zoom out button). Even if I'm really close the the characters, if I'm zoomed out a little, I don't think I can see any stretching...
Nice shots stinkyfingaz!
Anyway, I've just uploaded a new version.
CHANGELOG (v0.5 – 20th, aug, 2014)
Added FPS style camera movement. This should make it easier to move around in the game.
Camera Lock-On function changed. You can now circle the players with the mouse. Check the P1 box to angle the camera at P1, or the P2 box to angle the camera at P2. If both, or none of the boxes are checked, the camera will point at a place in between the two players.
Added the Speed slider. This will alter the speed of the characters. 0 (all the way to the left) is completely still,
1 is normal, and you can turn it all the way up to 10 (all the way to the right). Some moves will reset it to 1.
Small bugfixes here and there. Moving the camera while paused should work again now, although it is a little glitchy (the camera will sometimes stutter. I’m not feeling well at the moment, so I’ll have to look at it next time).
(Invisible changes)
I’m in the Vector Matrix. Code is a mess, needs a cleanup. Currently using SlimDX for vector stuff.
I'm hoping you guys think the camera is easier to move now than before. I'm doing it FPS-style now. If you hold forwards, you will always go the way you are looking. Even if you are looking up and down.
I finally uploaded some, with over-the-shoulder view! I love this perspective. I don't think I'm going back, ever. Regular view seems so.. low tech. I got one more coming in the upload pipeline.
me getting my butt kicked online... still new to playing like this:
settings:
Enable Camera Lock
Camera Lock Player 1 Head
Angle Lock Player 2 Head
Camera Offset -0.5 X axis
Camera Offset -1 Z axis
Disable Cinematic camera for seamless ultras and intros
Comments
Oddly enough I think I found the other camera though I didn't keep very detailed notes on it (sorry.) If anyone wants to sift through it sometime:
camera lock (set value to 02)
"SSFIV.exe"+008E1274
+2C
+1C
+24
http://i1181.photobucket.com/albums/x437/corruptstaffmember/cameraassembly.png
"Because the other garbage is cold." So you just like garbage.
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0 · Off Topic Insightful Disagree Agree Like WTF LOLThe cinematic camera can be disabled per move, using the "Ono!" tool, btw.
Deviantpage->http://www.alejandro-mikros.deviantart.com/
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1 · Off Topic Insightful Disagree 1Agree Like WTF LOLIt works fine while spectating online, and while watching replays too. I must warn you though, SF4CM writes to the game's memory. I don't know if you can get banned for using it. I have an account just for hacking and I'm not banned yet, so it's hard to say.
There are some things I want to do before releasing it. The function which updates the camera in SF4 is constantly updating the camera position. The version of SF4CM that I used in the youtube video simply overwrites the values faster than SF4 can update them, but that's a problem because it uses a lot of CPU. What I want to do is disable that function in SF4 while SF4CM is running. Unfortunately I can't use the pointer posted by The Breaker (but thanks!) because that locks the camera completely. I want the camera to still be movable, but not updated by SF4 itself. I've found the addresses for disabling hor movement, hor angle and depth, but I'm still missing the addresses for roll, ver movement and ver angle. I'm working on it now, but I haven't been able to get a lot of sleep, and I need to do that too, so it might take a little more time before I release it.
I would also like to disable the special animation camera, or overwrite it, but that has to come later.
Anyway, here's how it works:
Mouse movement changes the angles (where you are pointing, like in fps games).
I, J, K and L moves the camera in the depth, and horizontal directions (forward, backward, left and right).
U and O moves the camera up and down.
Y, and P rolls the camera.
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I actually tried that. It's a little hard to get the camera just right, but yeah, it's very strange. I did it by locking the camera to the player's position, and locking where it was pointed to the opponent's position. So when the opponent jumps, you look up, and when you jump, you look down. Doing fireballs was really weird, as they don't go horizontally over the screen, but "in" to the screen. And you never know if you should do the quarter circle to the left or to the right as you don't have a "side", but are looking straight at your opponent. It was really buggy though, so it won't be in SF4CM, at least not yet.
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1 · Off Topic Insightful Disagree Agree 1Like WTF LOLGreat!
What about field of view (zoom)?
Deviantpage->http://www.alejandro-mikros.deviantart.com/
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0 · Off Topic Insightful Disagree Agree Like WTF LOLWell, script/hack-wise I have no clue, but the game does change the fov during normal gameplay. Regarding the cinematic camera, you can see that Ryu's pre-fight intro features a real zoom-in on his face. And in Vanilla SF4 there was a window-size-related way to trick the normal camera into adapting its fov to different window ratios on the fly with a smooth transition (SSF4 does not allow changing the window size even with desktop-managing programs). But, as I say, I have no idea if it is possible to do it with a tool.
http://img.photobucket.com/albums/v111/mikros/SF4zoomedincloseinspection.jpg
Here are some pics I took in SF4 using one of those desktop-managing programs to force different window ratios:
http://forums.shoryuken.com/discussion/126757/sf4-panoramics-from-pc-version
Deviantpage->http://www.alejandro-mikros.deviantart.com/
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1 · Off Topic 1Insightful Disagree Agree Like WTF LOLThanks, I didn't know that. Anyway, I think I found the address just now.
http://i.imgur.com/ag4OI5K.jpg
I overdid it just to show the effect... Is this what you mean?
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0 · Off Topic Insightful Disagree Agree Like WTF LOLI should start keeping written letters in sealed envelopes when I go to tournaments. If i get bodied, I give them one, and when they open it up it says "fuk u"
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2 · Off Topic Insightful Disagree 2Agree Like WTF LOLBad news first:
I found all the addresses SF4 uses to update the camera position, but it didn't do me any good in the end. I've tried both NOP'ing the function and redirecting it to unused memory, but the game still crashes because it's protected by xlive. I'm guessing it uses some kind of CRC or something. I don't want, or have the time to start messing around with the xlive protection just to get this working. Maybe, if USF4 doesn't use the same protection, I'll update this once USF4 comes. So, because I couldn't disable SF4's camera updates, I had to do it the way I didn't want it to be, sorry guys. SF4CM will use a lot of CPU trying to update the camera position faster than SF4, and it may twitch a lot on slower computers. I'm not exactly proud of how SF4CM works now, but as I said I would upload it, I will.
Good news:
I've uploaded it. Remember to read the readme! You will need to extract it to your SF4SO directory. If you don't know what SF4SO is, go here:
http://forums.shoryuken.com/discussion/185217/sf4-show-off-pc-combo-scripting-tool/p1
I also added the zoom. Use 9 and 8 to zoom in and out.
You can get both SF4CM and SF4SO here:
http://www.slitherware.com/
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4 · Off Topic Insightful Disagree Agree 4Like WTF LOLExactly!
I think all camera functions are covered now. :thumbsup:
Deviantpage->http://www.alejandro-mikros.deviantart.com/
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0 · Off Topic Insightful Disagree Agree Like WTF LOLThere's plenty of solutions for them to make a bit more money, and fans. Why they just sit back, I will never know...
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My Music : https://soundcloud.com/eloh-im
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0 · Off Topic Insightful Disagree Agree Like WTF LOLAny updates on the site going back up?
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1 · Off Topic Insightful Disagree 1Agree Like WTF LOLThe page should be back up now. I also released a new version.
CHANGELOG (v0.2 – 7th, dec, 2013)
Added locks on camera and angle. It can now do first person view, over-the-shoulder, etc.
Added offsets to locks.
SF4CM should now work on slower computers as well.
Added a sensitivity setting for the keyboard and mouse.
(Invisible changes…)
Too much to write down…
Have fun, and please share if you make any cool videos or screenshots!
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0 · Off Topic Insightful Disagree Agree Like WTF LOLI need your help~~!
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1 · Off Topic Insightful Disagree Agree 1Like WTF LOLCHANGELOG (v0.3 – 9th, dec, 2013)
Added the possibility to disable the special animation camera used in ultras and some other moves.
Added the pause function. This pauses the game without showing the pause screen, and does not lock the
camera, so you are still free to move it around.
Added the next frame function. While the pause function is active, this will unpause the game for 1 frame,
then pause it again, letting you examine the game frame by frame.
Added the autopause function. Automatically runs the pause function on the next move the character does.
With this, the pause function and the next frame function, you can see every frame of any move, from any angle you want.
A lot of people have been asking for stuff. I've tried adding as much of it as I could. You can now disable the special animation camera. You can now pause the game without seeing the pause screen (and still move the camera). And I've added something I came up with on my own, the "Next Frame"-function. It will let you watch the game frame by frame.
Unfortunately I've noticed that SF4CM sometimes crashes SF4, but I don't know the reason yet, sorry.
Btw, I really like that video DKR25!
Go to my site at www.slitherware.com to get the latest version.
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2 · Off Topic Insightful Disagree Agree 2Like WTF LOLI'll confess that even though I'm enthusiastic about this tool I haven't found the time to try it yet. Does the "next frame" feature allow you to make an input while it advances the frame? For example, in many emulators you can:
-pause, then
-press down and step one frame, then
-press down forward and step one frame, then
-press forward and punch and step one frame
Hadoken!
which is an awesome way to try frame-perfect inputs on the go.
Deviantpage->http://www.alejandro-mikros.deviantart.com/
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0 · Off Topic Insightful Disagree Agree Like WTF LOLNo, that does not work with SF4CM, sorry. I don't know how you can input anything while the game is paused. If you need frame-perfect inputs, try SF4SO, that was why I made it after all. It's pretty easy to learn how to use it, and it would probably be even faster than having to pause and skip frames between each move anyway. Especially since there's no way to rewind the game (that I know of at least).
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0 · Off Topic Insightful Disagree Agree Like WTF LOLIf you do an update, one feature I'd like to see is a static lock target ( like center of the stage ). That way you could get static cameras you can easily reproduce.
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0 · Off Topic Insightful Disagree Agree Like WTF LOLUploaded a new version just now. It has the static camera you mentioned. Sorry, nothing else new this time.
About the crashes... I've tried figuring it out, but "unfortunately" SF4 won't crash on me anymore, even when I let SF4CM stay activated for hours. It has crashed on me before, but I just can't reproduce it. If anyone experience crashes, please let me know what you did before the crash, that way I might be able to fix it. Thanks.
As usual, you can get the newest version at my site.
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0 · Off Topic Insightful Disagree Agree Like WTF LOLI put the Cameraman 0.4 to SSF4SO foler and extract like this [img][/img]
SSF4SO is
And then run SSF4IV, then run SF4 Camera Man.exe. When I press Start it give error NET Framework like this:
Could you ell me why? And must I put the SSF4SO somewhere inside SSF4AE game folder?
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0 · Off Topic Insightful Disagree Agree Like WTF LOLHi!
Unfortunately I can't open the images you linked for some reason so I can't see the error you got. SF4CM newer than v0.1 does not need to be placed in the game's folder or SF4SO's folder. You can place it wherever you like. Do you have the .NET Framework installed? It is required to run SF4CM. Also, do you have the Steam, or non-Steam version of SF4? Remember that you need the latest version of SSFIV AE 2012. Any other version is not supported. You also need the gfwl-version used when playing online nowadays, I can't remember which version it is exactly. Basically a fully updated game. If you can play online it should work.
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1 · Off Topic 1Insightful Disagree Agree Like WTF LOL[img]
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-1 · 1Off Topic Insightful Disagree Agree Like WTF LOLThank you for your help anyway.
If you wnat to have a look at Detail error, here it is:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at MemoryEditor.Memory.BaseAddress(String sModuleName)
at SF4_Camera_Man.Details.setXlive(Boolean set)
at SF4_Camera_Man.Main.bStart_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
SF4 Camera Man
Assembly Version: 0.4.0.0
Win32 Version: 0.4.0.0
CodeBase: file:///D:/Camera-Man-v0.4/SF4%20Camera%20Man.exe
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
MemoryEditor
Assembly Version: 1.0.0.4
Win32 Version: 1.0.0.4
CodeBase: file:///D:/Camera-Man-v0.4/MemoryEditor.DLL
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
MouseKeyboardActivityMonitor
Assembly Version: 3.0.1.9579
Win32 Version: 3.0.1.9579
CodeBase: file:///D:/Camera-Man-v0.4/MouseKeyboardActivityMonitor.DLL
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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0 · Off Topic Insightful Disagree Agree Like WTF LOL- Spam
4 · Off Topic Insightful Disagree Agree 2Like WTF 2LOLI wonder if a 3rd person behind the back/shoulder view would eliminate the majority of the noclip inside-the-model views. This view may be the most aesthetically pleasing view since the angle would make it clear what each character is doing?
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0 · Off Topic Insightful Disagree Agree Like WTF LOLIt's definetly possible, you just need to change camera offsets
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0 · Off Topic Insightful Disagree Agree Like WTF LOLhttp://www.slitherware.com/2014/08/10/sf4-camera-man-v0-43-released/
Thanks Lullius! Lullius op!
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1 · Off Topic 1Insightful Disagree Agree Like WTF LOLI'm having great fun playing with that tool, it really gives opportunities for nice screenshots, thank you lullius.
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4 · Off Topic Insightful Disagree Agree 4Like WTF LOL---
By the way, I think I’ve realized why the character models behave weird when you angle the camera a lot (you know, they seem to stretch, even changing the relative position to each other character’s parts, for example a character’s arm may be clearly in front of the other characters’s and then they overlap and clip if you angle the camera a lot). I read this article about Guilty Gear Xrd and they say that that game along with SF4 have some sort of unique perspective correction for the characters that makes their models affected by camera position and angle, rather than leaving them in their perfect univocal threedimensionalness. It is explained in the pics with two Sols standing in the center and corner of the stage. They also mention that this only happens horizontally, which seems to match with what we see when using this mod.
Original:
http://www.4gamer.net/games/216/G021678/20140714079/
Translation:
http://www.polycount.com/forum/showpost.php?p=2107579&postcount=241
Deviantpage->http://www.alejandro-mikros.deviantart.com/
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0 · Off Topic Insightful Disagree Agree Like WTF LOLA quick setting is to:
1)enable Camera Lock
2)check Camera Lock Player 1 Head
3)check Angle Lock Player 2 Head
4)do a small Camera offset on X of 1, just to get past all your floating arms.
5) Disabling Cinematic Camera offers a seamless experience
pretty fun stuff, thanks a lot! dumbing down the competition is necessary cuz you basically have no idea what's going on when you get 'face to face', lol
USF4 Moveswaps and Chun's Guns
1st person fighting!
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0 · Off Topic Insightful Disagree Agree Like WTF LOLMai cheats on Ryu - "Shin Shoryuken!"
http://forums.shoryuken.com/showpost.php?p=7115525&postcount=252
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0 · Off Topic Insightful Disagree Agree Like WTF LOLUSF4 Moveswaps and Chun's Guns
1st person fighting!
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0 · Off Topic Insightful Disagree Agree Like WTF LOLI'm not sure. Most of the glitches and stretching seems to go away when you zoom out a little (don't move the camera backwards, use the zoom out button). Even if I'm really close the the characters, if I'm zoomed out a little, I don't think I can see any stretching...
Nice shots stinkyfingaz!
Anyway, I've just uploaded a new version.
CHANGELOG (v0.5 – 20th, aug, 2014)
Added FPS style camera movement. This should make it easier to move around in the game.
Camera Lock-On function changed. You can now circle the players with the mouse. Check the P1 box to angle the camera at P1, or the P2 box to angle the camera at P2. If both, or none of the boxes are checked, the camera will point at a place in between the two players.
Added the Speed slider. This will alter the speed of the characters. 0 (all the way to the left) is completely still,
1 is normal, and you can turn it all the way up to 10 (all the way to the right). Some moves will reset it to 1.
Small bugfixes here and there. Moving the camera while paused should work again now, although it is a little glitchy (the camera will sometimes stutter. I’m not feeling well at the moment, so I’ll have to look at it next time).
(Invisible changes)
I’m in the Vector Matrix. Code is a mess, needs a cleanup. Currently using SlimDX for vector stuff.
I'm hoping you guys think the camera is easier to move now than before. I'm doing it FPS-style now. If you hold forwards, you will always go the way you are looking. Even if you are looking up and down.
Get it from my site as usual.
Have fun!
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2 · Off Topic Insightful Disagree Agree 2Like WTF LOL@fistoftheryustar
me getting my butt kicked online... still new to playing like this:
settings:
Enable Camera Lock
Camera Lock Player 1 Head
Angle Lock Player 2 Head
Camera Offset -0.5 X axis
Camera Offset -1 Z axis
Disable Cinematic camera for seamless ultras and intros
USF4 Moveswaps and Chun's Guns
1st person fighting!
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1 · Off Topic Insightful Disagree Agree 1Like WTF LOL