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 MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016

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Mazemerald

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Posts : 2698
Join date : 2012-12-10
Age : 28
Location : Adelaide - Australia - Capcom Maker

PostSubject: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   December 17th 2016, 3:08 pm

MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016

one more pack of mvci stages in 420,240 res, i hope you like the new thematic.

enjoy!


http://www.mediafire.com/file/q68na67io9tx07e/MVC+INFINITE+PACK2+STAGES.rar

Cybernetic Plant (Cyberbots cps2)


Slammaster ring (Slammaster cps1)


Experimental laboratory (alien vs predator cps2)


Magma Grotto


Bamboo fighting Arena


Peach temple - Sonson Capcom Arcade


Magic forest - 3 wonders CPS1



Scumocide´s henchmen clashing - Captain commando CPS1
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LESSARD

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Age : 37

PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   December 17th 2016, 4:07 pm

Fantastic thank you bro. You really rocks!!! clap clap clap clap clap
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borewood2013

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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   December 19th 2016, 1:49 pm

My favorite is the "Peach temple - Sonson Capcom Arcade"
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alexbunton87

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Age : 30
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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   April 25th 2017, 9:22 am

dont work Sad
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borewood2013

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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   April 25th 2017, 3:17 pm

@alexbunton87 wrote:
dont work Sad
It works for me.......which part of that is not working for you please? Question
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alexbunton87

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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   April 25th 2017, 3:45 pm

@borewood2013 wrote:
@alexbunton87 wrote:
dont work Sad
It works for me.......which part of that is not working for you please? Question

I see all the background of the stage in pink Sad

Like this:

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alexbunton87

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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   April 26th 2017, 8:58 am

Can u help me??
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merculix



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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   April 26th 2017, 2:08 pm

Doesn't work for me either. Almost every stage gets a pink background when loaded. Some stages load but have graphics error or the characters are way too small (not a design flaw but something wrong with loading the sprites).
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alexbunton87

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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   April 26th 2017, 2:50 pm

yes... i want Peach temple - Sonson Capcom Arcade and Magic forest - 3 wonders CPS1 for Son Son e Lou :/
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borewood2013

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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   April 27th 2017, 1:21 pm

I don't know but these MUGEN stages do work in my MUGEN1.1 (without any 3rd-party screenpack/motif)  scratch  :


in case servimg not working for you...:
 

My MUGEN1.1 data\mugen.cfg visual setting when I made the above MUGEN screenshot, is like this Arrow :

Code:
;-------------------------------------------------------
[Config]
 ;Set the game speed here. The default is 60 frames per second. The
 ;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

 ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth = 640;1280
GameHeight = 480;720

........................
........................
........................

[Video]
 ;Screen rendering mode.
 ;OpenGL - Experimental OpenGL renderer (recommended)
 ;System - default SDL rendering mode (e.g. windib in Windows)
 ;DirectX - DirectX 5 renderer
 ;System and DirectX modes do not support advanced features
 ;such as RGB sprites and window resizing.
RenderMode = OpenGL

 ;Set to 1 to enable "safe" mode for older graphics cards.
 ;Many features will be disabled.
SafeMode = 1

 ;The video resolution defaults to the same as the game resolution.
 ;In windowed mode, this specifies the window size.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
;Width  = 640
;Height = 480

 ;This is the color depth at which to run MUGEN.
 ;Ignored if RenderMode=System (forced to 16).
Depth = 32

 ;Set to 1 to enable vertical retrace synchronization.
 ;Only supported for RenderMode=OpenGL.
VRetrace = 1

 ;Set to 1 to start in fullscreen mode, 0 for windowed.
 ;This enables exclusive fullscreen, which may give better performance
 ;than windowed mode.
FullScreen = 0

 ;Set to 1 to make the window resizable when in windowed mode.
 ;Only supported for RenderMode=OpenGL and OpenGLScreen.
Resizable = 1

 ;Set to 0 to stretch the video to fit the whole window.
 ;Set to 1 to keep a fixed aspect ratio.
KeepAspect = 0

 ;Drawing mode
 ;Choose from Normal (fast) and PageFlip (less image "tearing")
 ;BlitMode is ignored for RenderMode=OpenGL
BlitMode = PageFlip;Normal

 ;Stage fit mode.
 ;0 - stage drawn to width of screen (may crop stages with tall aspect)
 ;1 - stage shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
StageFit = 1

 ;System fit mode.
 ;0 - system drawn to width of screen (may crop motifs with tall aspect)
 ;1 - system shrunk to fit into screen
 ;Ignored if RenderMode=System (forced to 0)
SystemFit = 1

........................
........................
........................



Perhaps you can try to re-download the MUGEN stages to try again? Question
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alexbunton87

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PostSubject: Re: MVC INFINITE 2ND STAGE PACK 420,240 res - releasing 2016   April 30th 2017, 5:27 am

This is my mugen.cfg

;-------------------------------------------------------
[Config]
;Set the game speed here. The default is 60 frames per second. The
;larger the number, the faster it goes. Don't use a value less than 10.
GameSpeed = 60

;Game native width and height.
;Recommended settings are:
; 640x480 Standard definition 4:3
; 1280x720 High definition 16:9
; 1920x1080 Full HD 16:9
GameWidth = 640
GameHeight = 480

;Preferred language (ISO 639-1), e.g. en, es, ja, etc.
;See http://en.wikipedia.org/wiki/List_of_ISO_639-1_codes
;Leave blank automatically detect the system language.
Language = "en"

;Set to 1 to draw shadows (default). Set to 0 if you have a slow
;machine, and want to improve speed by not drawing shadows.
DrawShadows = 1

;Number of simultaneous afterimage effects allowed.
;Set to a lower number to save memory (minimum 1).
AfterImageMax = 16

;Maximum number of layered sprites that can be drawn.
;Set to a lower number to save memory (minimum 32).
LayeredSpriteMax = 256

;Size of sprite decompression buffer in KB. Increasing this number may help
;if you experience slow performance when there are many sprites and/or large
;sprites shown over a short period of time.
;Minimum 256 for acceptable performance.
;If you set this too large you may also experience performance degredation.
SpriteDecompressionBufferSize = 16384

;Maximum number of explods allowed in total. Note that hitsparks
;also count as explods.
;Set to a lower number to save memory (minimum Cool.
ExplodMax = 256

;Maximum number of system explods allowed.
;Set to a lower number to save memory (minimum Cool.
SysExplodMax = 128

;Maximum number of helpers allowed in total.
;Set to a lower number to save memory (minimum 4, maximum 56).
HelperMax = 56

;Maximum number of projectiles allowed per player.
;Set to a lower number to save memory (minimum 5).
PlayerProjectileMax = 32

;This is 1 the first time you run MUGEN.
FirstRun = 0


;-------------------------------------------------------
[Debug]
;Set to 0 to disable starting in debug mode by default.
Debug = 0

;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
;If Debug = 1, this will be ignored.
AllowDebugMode = 1

;Set to 1 to allow debug keys at all times. Otherwise debug keys
;allowed only in debug mode.
AllowDebugKeys = 1

;Set to 1 to run at maximum speed by default.
Speedup = 0

;Default starting stage for quick versus.
StartStage = stages/stage0-720.def

;Set to 1 to hide the development build banner that shows on startup.
HideDevelopmentBuildBanner = 0


;-------------------------------------------------------
[Video]
;Screen rendering mode.
;OpenGL - Experimental OpenGL renderer (recommended)
;System - default SDL rendering mode (e.g. windib in Windows)
;DirectX - DirectX 5 renderer
;System and DirectX modes do not support advanced features
;such as RGB sprites and window resizing.
RenderMode = OpenGLScreen

;Set to 1 to enable "safe" mode for older graphics cards.
;Many features will be disabled.
SafeMode = 0

;The video resolution defaults to the same as the game resolution.
;In windowed mode, this specifies the window size.
;You can force an alternate resolution by uncommenting the lines
;below.
;Width = 1280
;Height = 720

;This is the color depth at which to run MUGEN.
;Ignored if RenderMode=System (forced to 16).
Depth = 32

;Set to 1 to enable vertical retrace synchronization.
;Only supported for RenderMode=OpenGL.
VRetrace = 0

;Set to 1 to start in fullscreen mode, 0 for windowed.
;This enables exclusive fullscreen, which may give better performance
;than windowed mode.
FullScreen = 0

;Set to 1 to make the window resizable when in windowed mode.
;Only supported for RenderMode=OpenGL and OpenGLScreen.
Resizable = 1

;Set to 0 to stretch the video to fit the whole window.
;Set to 1 to keep a fixed aspect ratio.
KeepAspect = 0

;Drawing mode
;Choose from Normal (fast) and PageFlip (less image "tearing")
;BlitMode is ignored for RenderMode=OpenGL
BlitMode = Normal

;Stage fit mode.
;0 - stage drawn to width of screen (may crop stages with tall aspect)
;1 - stage shrunk to fit into screen
;Ignored if RenderMode=System (forced to 0)
StageFit = 1

;System fit mode.
;0 - system drawn to width of screen (may crop motifs with tall aspect)
;1 - system shrunk to fit into screen
;Ignored if RenderMode=System (forced to 0)
SystemFit = 1

;-------------------------------------------------------
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