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1.2.1 — public lobbies are back
SF4Enhanced is no longer maintained, but the public lobbies are what many people play on, so the servers are online again and this build finds them on its own, like 1.0.2 did. There is no promise of how long they will stay up. For actively developed rollback netplay in Ultra Street Fighter IV, use SF4 Ember Netplay.
Changes since 1.2.0
- Public servers built in again. Spain, Germany and USA, with no setup.
server.txtstill overrides them if you run your own. - The stats table at the bottom of the screen is gone from matches. The HUD at the top already shows what a player needs.
- The ping / delay / path line sits lower, clear of the round timer.
Everything from 1.2.0 is included
- A much lighter rollback tick: at about 127 ms of ping a save went from 2.26 ms to 0.33 ms and a rollback from 9.0 ms to 2.75 ms, compared with 1.0.2.
- Match HUD: both players' names under the health bars; ping, input delay and P2P or RELAY under the timer; a notice while waiting for the opponent.
- Automatic input delay, chosen by the server from the measured round trip. "AUTO" is the default.
- The servers forward relayed packets the moment they arrive.
- Ping to the selected server on the online menu.
Good to know
- You can only play against someone on the same build, so both players need 1.2.1. The servers still accept 1.0.2 players among themselves.
- Set the game's frame rate option to Fixed, as before.
- The two screen changes in this build were made from a description and have not been seen in play by anyone but the first person to run it.
Credit
The lighter tick comes from studying SF4 Ember Netplay: it does not hash saves during a match, reads the network before taking input and polls without sleeping, and this build does the same in its own code. Ember also had a waiting-for-opponent notice and a ping-based input delay first. The credits in the README for the earlier releases still apply.
Thank you to everyone who played, helped and supported the project.