Gacel, I don't really know about everything you are doing here but it seems that you're working very well. Thanks for the dedication you guys all put in this new Mugen!
Thanks!I'ts not only me, the only important thing I made is the screenpack/lifebar localcoord support.Other devs also helped a lot in the project.Also Mark85 Mugen1.1 animation scale does work with every animation file.EDIT:I tested and indeed it does work with fightfx.To clarify:- FightFxScale inside the figth.def does not work. (For now)- Animation scale inside the figthfx.air file does work.
I mean I read more or less everything here because it seems to be the hotspot those days, but I do not understand everything as it's mainly code.So thanks everyone!! Keep rocking the mugen!
just tried to make a new roster with a different spopen enter48.sff: Sistem belirtilen dosyayı bulamıyor.goroutine 1 [running, locked to thread]:github.com/yuin/gopher-lua.(*LState).PCall.func1(0x918238, 0xc000208000, 0xc000079c00, 0x0, 0x0, 0x0) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/state.go:1634 +0x650panic(0x898980, 0xc000561a10) C:/Dev/go11/src/runtime/panic.go:513 +0x1c7main.loadFntSff(0xc002988300, 0xc0001bb30c, 0xb, 0xc0029bc6ce, 0xb) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/font.go:367 +0x3dfmain.loadDefInfo(0xc002988300, 0xc0001bb30c, 0xb, 0xc0000792d0) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/font.go:330 +0x389main.loadFntV2(0xc0001bb30c, 0xb, 0x4, 0x69c800, 0xc0001bb30c) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/font.go:286 +0x31bmain.loadFnt(0xc0001bb30c, 0xb, 0xc0002c5e70, 0x10, 0xc001004900) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/font.go:49 +0xa6main.loadLifebar.func6(0xc0001bb30c, 0xb, 0xc0001c9e00, 0x16) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/lifebar.go:1057 +0x5bmain.LoadFile(0xc000079570, 0xc0001c9e00, 0x16, 0xc0000797b0, 0xc00022e3d8, 0x5) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/common.go:286 +0x97main.IniSection.LoadFile(0xc002355440, 0xc0002c5630, 0x5, 0xc0001c9e00, 0x16, 0xc0000797b0, 0x5, 0x0) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/common.go:425 +0xb2main.loadLifebar(0xc0001c9e00, 0x16, 0xc0001c9e00, 0x16, 0xc0006fcbd0) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/lifebar.go:1055 +0xf37main.systemScriptInit.func48(0xc000208000, 0x0) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/script.go:704 +0x57github.com/yuin/gopher-lua.callGFunction(0xc000208000, 0x0, 0x19f0001) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/vm.go:136 +0x47github.com/yuin/gopher-lua.init.3.func26(0xc000208000, 0x7c440202, 0xc0001fe000, 0x0) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/vm.go:717 +0x39bgithub.com/yuin/gopher-lua.mainLoop(0xc000208000, 0xc0001fe000) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/vm.go:31 +0xe1github.com/yuin/gopher-lua.(*LState).callR(0xc000208000, 0x0, 0xffffffffffffffff, 0x0) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/state.go:876 +0x24egithub.com/yuin/gopher-lua.(*LState).Call(0xc000208000, 0x0, 0xffffffffffffffff) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/state.go:1613 +0x4fgithub.com/yuin/gopher-lua.(*LState).PCall(0xc000208000, 0x0, 0xffffffffffffffff, 0x0, 0x983fe0, 0xc00005f380) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/state.go:1676 +0xe1github.com/yuin/gopher-lua.(*LState).DoFile(0xc000208000, 0xc000062910, 0xf, 0xc000174000, 0x56) C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/auxlib.go:394 +0xc9main.main() C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/main.go:239 +0x15b3stack traceback: [G]: in function 'loadLifebar' script/main.lua:1281: in main chunk [G]: ?
There´s a way that config a game with ONLY tag system play (like MvC2)? example: arcade, versus and training mode with only 3vs3 (so if I choose training mode, directly I choose 3 players and no single mode or team mode)
Hi all, From what I see there are 2 devs really active on Ikemen Go Plus, Gacel and Neat Unsou.They both merge the commits of each other so there is only one common project for the community, this is great !I'd like to know if there are documentations on the source code, because it uses magic numbers everywhere and is not commented...Do I need to analyse the source code with only var names as hint to implement anything ??Is someone trying to create a lobby so you choose your server location and see the other players online (for each game, not a global system for all games) ?Thanks for your answer and anything that could help me doing so (even if I doubt I'll be able to do it :/ ).Cheers
new comit but i dont know what this does/fixeshttps://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/7892eef21ee5e56a44b0356b757e964ab24d1213
Mark85 said, May 04, 2019, 05:23:58 pm**error log**That's because the lifebar font's load differently.In Mugen it's based on the directory that the file is on.On Ikemen is based on the main folder.IDK if this makes sense or not.I did try to fix it but not matter what I did not want to load font a different folder.Maybe now with more knowledge of the file loading i can fix it.But for nowTry to add "font/" to the start of the font path in figth.def.REDHOT said, May 04, 2019, 06:52:31 pmThere´s a way that config a game with ONLY tag system play (like MvC2)? example: arcade, versus and training mode with only 3vs3 (so if I choose training mode, directly I choose 3 players and no single mode or team mode)It could be done you have to edit the lua files.I'm busy today so I could not help you today, but tomorrow I'll post a guide on how to do it if you are willing to wait one day.gobi said, May 04, 2019, 07:06:20 pmHi all, From what I see there are 2 devs really active on Ikemen Go Plus, Gacel and Neat Unsou.They both merge the commits of each other so there is only one common project for the community, this is great !I'd like to know if there are documentations on the source code, because it uses magic numbers everywhere and is not commented...Do I need to analyse the source code with only var names as hint to implement anything ??Is someone trying to create a lobby so you choose your server location and see the other players online (for each game, not a global system for all games) ?Thanks for your answer and anything that could help me doing so (even if I doubt I'll be able to do it :/ ).CheersYeah that Suehiro code for ya, Most of the char code and bytecode and the compiler is a implementation to the mugen doc.The sound.go it haves comments.Most of the code is self understandable but it could benefit some documentation.We also have to work analysing the source code.Once I get vacations (Like in 2 months) I'll create a mostly full documentation using goDoc.Maybe this could help:- The online system uses "netInput".- The connection system is made in lua.- It calls "enterNetPlay" a lua command.- The lua parser is in script.goI wish I could help more but I have not knowledge about how the online part works.The lua files are one of the hardest part for understand of the engine because of the K4thos code.That's because k4thos decided to program a parser inside them for some reason.junkerde said, May 04, 2019, 11:24:48 pmnew comit but i dont know what this does/fixeshttps://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/7892eef21ee5e56a44b0356b757e964ab24d1213Fixed a obscure bug on Zoomscaledelta.Also added 2 new features!ReadplayeridParameter of Selftate. Change to the state possessed by the character of PlayerID specified destination. If successful, it would have been taken the state to the character of the specified PlayerID state.So it could be used to invoke Selftate on a character without making contact with it. Just using his ID.Could be useful for some special cutscenes, fullscreen attacks,, for long special attacks on simul, make platforms, and for a alternative to supernull on uber-cheap characters.SelfstatenoexistCode: trigger1 = Selfstatenoexist(3000)Returns 1 if the specified Statedef number exists. If not, it returns 0. Use the number of Statedef you want to recognize in parentheses.All the added feature to Ikemen GO are in the NeatUnsou Readmehttps://osdn.net/users/neatunsou/pf/ikemen_go/wiki/FrontPageWarning: It's written in Japanese.
EnglishHello fellas, Im was messing around porting the fluidsynth C library to Golang for using it in ikemen, but there is a lotof trouble, exactly the porting and its something weird beccause change the functionality writing of the fluidsynth lirary I try the last build of ikemen and I see that the 2nd player in the main menu only can move but I cant select the mode ()e.g I push start or a,b,c,x,y,zand my surprise its that i cant enter to the playable modes with 2nd player, only I can begin with first player, but no with second player, but when i use the second I only can use directional buttons, but i cant select the modeim surprised with the thing of the that thing of the extra buttons (W,Z ), and, maybe will be nice to add the infamous coin button, bu here is the quetsion, whisch is the lua command for adding one coin?thanks in advance-------------------------------------------------------------------------------------------------EspañolQuionda compasMiren , he estado jugandole al vivo con la libreria de fluidsynth, pero es un verdadero relajo sobretodo por convertir el rollo decodigo C a golang, pero la cosa es que cambia un chorro la sintaxis y estar invocando la funcion cgo, e habia bajado un binding de fluidsynthpero me quede con cara de what?, osea no le entendi al binding mas que a la libreria en Cpor cierto, estuve probando el ultimo release de ikemen, y la bronca es que osea puedo mover al jugador dosen la pantalla del menu de inicio, pero cuando quiero seleccionar un modo e iniciarlo como el segundo jugador, oh sopresa!los botones de golpe o el start no hacen nada, no puedo iniciar jugando como el segundo jugador, solo como el primeropor cierto, me gustaron esos botones extras que añado K4thos para el tag, pero me llamo la atencion lo que comento un usuario por ahi decambiar la funcionalidad de estos botones y agregarle la funcionalidad del tan terrible insert coin, la pregunta es:cual es comando para añadir una coin/credit en el numero de vidas dentro del mismo juego (osea algun comando similaral que usa el main menu cuando le aumentas credits en las opciones, pero estaria chido hacer esto en el juego y rounds en tiempo real)un saludito, y gracias de antemano
Thanks for your answer Gacel,Does someone know what is the main function launched at start ? main.go : main() Where is the game loop in the code ?What about multi threading ?Maybe more info about parsing the lua files ?Go library I should be aware of ?Thanks for the answers
Gacel said, May 05, 2019, 01:23:10 amIt could be done you have to edit the lua files.I'm busy today so I could not help you today, but tomorrow I'll post a guide on how to do it if you are willing to wait one day.Absolutly I could wait one day, take your time man, thanks!!
I agree with the Guide thing.We need instructions on new features (For example: The new parameters and Global Statedefs) in one place aswell as they get blown away with every reply here.
REDHOT said, May 04, 2019, 06:52:31 pmThere´s a way that config a game with ONLY tag system play (like MvC2)? example: arcade, versus and training mode with only 3vs3 (so if I choose training mode, directly I choose 3 players and no single mode or team mode)Yes you can and is really possible, LUA is a non compiled pure code to expand the compiled main engine functions, every Lua code is "COMPILED AS IT IS USED IN REAL TIME" like the mugen functions as the Elecbyte´s CNS or screenpacks (motifs) behavior.So the only thing you need to do is open the lua file related to the select screen code and erase the modes that you dont want, to force what you want even if the screenpack has things related to those.
yeah I still dont really understand the stage interaction thing, I think the best way of actually having a guide for these things is to have an example character that has these paremeters. I tried to set up some of the new stuff but it isnt working, maybe Im reading it wrong.
You can tell differences quickly. Ignore the Intro to the Ikemen bit because I hadn't set the char to CPU just yet.