Thanks for your condolences. The CMD thing remains open when the game is running though.Is this on my end or is it just there?
It remains open until Ikemen closes...It's not really a cmd so it's useless, if Ikemen surfers a error it closes instantly.If you suffer a error it's inisde the debug folder, a log.txt file.I know. It's really useless and annoying.I need a way to remove it and add a real output to console.
My next problem is that in matches you don't get a point after winning, meaning the match is endless.
And that's a know bug, that is the next on my list of thing to do with the engine.It will be fixed later.For now the only way that a match could end is turns mode. (Or the esc key)
Ok, when I try to open DeathScythe's Mugen Ultimate Tournament, the game just closes on startup.Compatibility issues again?
RagingRowen said, March 03, 2019, 01:45:53 pmOk, when I try to open DeathScythe's Mugen Ultimate Tournament, the game just closes on startup.Compatibility issues again?I keep reading about the infinite rounds bug in here, how do I reproduce it? Im playing arcade/team/vs mode and its fine for me.
huh, at least 10 pages to read since I've last been here. From what I see there is a new fork by Gacel with active development. Since this topic is still in use for the new fork, Gacel, let me know how I should edit the first post to properly describe your fork. I'm ok with completely removing link and information regarding my repo, since yours seems to be more developed and up to date with official OSDN commits.
@K4thos I'd say there's 2 different ones around right now, Gacel's and neatunsou in active development. I feel like both could be on the front page. They have gotten really far
I've added links to both those forks and removed some not relevant stuff from the opening post. Let me know if something else should be changed (not sure if I should remove "Feature requests" and "Bug reports"?) I can also change the opening post all together if someone bothers to write a new one with more up to date info and F.A.Q.btw. I see Gacel that you're using outdated lua scripts since you don't have latest footer text with F1 support:and gamepad setting that mimics mugen:Once I find some time I will send you the updated lua files (I need to first check what has to be changed to use them since the engine crashes if I just copy them to your repo)
So only my build has the bug, Interesting.If it's true I'll ditch my code and back port my changes to the Neat Unsou build.Hey K4thos you could upload the whole updated code? (Not only the lua files but also the go files)It would be useful to compare functions between the 2 code bases.EDITNeat Unsou repo doesn't have these bugs, so that means...It's time to port code!EDIT 2The only differences between our forks are lifebar localcoord code and the cause of the bug (A merge conflict that I handled wrong) I'm very dumb.https://github.com/Windblade-GR01/Ikemen_GO/commit/3c86033581655cdef0c1c19cc62e45de097a4ab9As you can see it works even on 8vs8 after fixing my mistake!Also remind me the reason why Ikemen has 8vs8 (That's more players than Dota 2 or Call of Duty)
amazing! Thank you for the fixes!And on the topic of 8 vs 8 etc, I remember in Ikemen Plus 0.3 we were able to add in additional lifebars for the rest of the characters if you did more than 2v2. So if you had 3v3, a 3rd lifebar could appear for the 3rd team member, and this was done simply by adding "p5" and "p6" in the lifebar def file in Ikemen Plus. Here's an example I did in it, Ikemen plus 0.3:And you had all the permiters as you did the rest of the lifebars, like the size, positioning, etc, simply by adding "p5." or "p6." So in this pic I made the 3rd partner's lifebars smaller simply by editing it in the def file. Thoughts if this will get implemented in the future?Obviously take your time, because you guys have gotten so far in Ikemen and its amazing to see the progress!
-Ash- said, March 05, 2019, 06:56:14 am@K4thos Do you still plan to implement tournament mode and universal tag system to the engine?I'm not k4thos but i think it would be too hard add universal tag (Remember there are a common.cmd) so it's the matter of adding a extra [Dedicated] tag button and some minor adjustments.I will see about universal tag after k4thos send the lua files.junkerde said, March 04, 2019, 09:42:02 pmamazing! Thank you for the fixes!And on the topic of 8 vs 8 etc, I remember in Ikemen Plus 0.3 we were able to add in additional lifebars for the rest of the characters if you did more than 2v2. So if you had 3v3, a 3rd lifebar could appear for the 3rd team member, and this was done simply by adding "p5" and "p6" in the lifebar def file in Ikemen Plus. Here's an example I did in it, Ikemen plus 0.3:And you had all the permiters as you did the rest of the lifebars, like the size, positioning, etc, simply by adding "p5." or "p6." So in this pic I made the 3rd partner's lifebars smaller simply by editing it in the def file. Thoughts if this will get implemented in the future?Obviously take your time, because you guys have gotten so far in Ikemen and its amazing to see the progress!I remember that K4thos implemented that in Ikemen go some time ago...There are 2 posibilites or suehiro didn't implemented it or is in the unreleased K4thos code.Edit Here is the post:Spoiler, click to toggle visibiltyK4thos said, June 30, 2018, 06:30:25 pmSome nice progress when it comes to expanding lifebar DEF functionality. Here is what I've already implemented (none of this is possible in mugen from within lifebar DEF):K4thos - BG, BGDef, BGCtrlDef, BGCtrl support (expanded with triggers)currently supported BGCtrlDef trigger list:Spoiler, click to toggle visibiltyCode: AILevelAliveAnimAnimExistAuthorNameBackEdgeBodyDistBackEdgeDistCameraPosXCameraPosYCtrlDisplayNameDrawGameFacingFinishTypeFrontEdgeBodyDistFrontEdgeDistFVarGameModeGameTimeHitCountHitFallHitOverHitPauseTimeHitShakeOverHitVelXHitVelYInGuardDistLifeLifeMaxLifePercentageLoseLoseKOLoseTimeMatchNoMatchOverMoveContactMoveGuardedMoveHitMoveReversedMoveTypeNameNumEnemyNumPartnerPalNoPosXPosYPowerPowerLevelPowerMaxPowerPercentagePrevStateNoRoundNoRoundsExistedRoundStateScreenPosXScreenPosYSelfAnimExistStateNoStateTypeStageNameStageDisplayNameStageAuthorSysFVarSysVarTagModeTeamModeTimeUniqHitCountVarVelXVelYWinWinKOWinTeamWinTimeWinTypeWinPerfect- optional 8 players support in [Simul Face], [Simul Name]- new [Tag Face], [Tag Name] sections (if not present vanilla Simul sections are used instead)- [Round] section now supports more events: Win by normal / Win by special / Win by hyper / Win by normal throw / Win by cheese / Win by time over / Win by suicide / Opponent beaten by his own teammate / Win by perfect- [Challenger] section ("Here Comes A New Challenger" anim / bg / text, sound and config how soon players should be paused and when to end the match)- [Simul_3P Lifebar], [Simul_4P Lifebar], [Tag Lifebar], [Tag_3P Lifebar], [Tag_4P Lifebar] - new sections for team 3p and 4p team sizes (matches with up to 8 players) for simul and tag mode, so that we can use different lifebar layout depending on team count- [Simul Powerbar], [Simul_3P Powerbar], [Simul_4P Powerbar], [Tag Powerbar] (more than 2 players are used only if "team power share" is disabled in options), [Turns Powerbar]- [Powerbar] levelX.snd now supports 'pX.' prefix in order to optionally differentiate sounds among players (or to disable them for particular player if paramvalue is set to '-1, 0')- lifebar changing color depending on health (pX.front.spr / pX.front.anim now can store additional value in the name e.g. pX.front90.spr, which is used to swap the current front spr / animation to this one if player's life matches the percentage value. There can be multiple frontX spr/anim assignments (no hard limits).Here is an example of a simul 3p vs simul 4p match interrupted by challenger (default lifebar using optional [Simul_3P Lifebar], [Simul_4P Lifebar], [Challenger] sections. Only 2 powerbars and faces because adding more with this lifebar design would look even more silly)There is still some work to make the lifebar DEF file flexible enough to make convoluted explode lifebars workaround obsolete. Next on the schedule are events like "First Attack", "Danger", "Reversal", "Counter", combo text, guard bar, coloring powerbars etc. It's becoming more and more troublesome to implement this stuff using current lifebar due to missing art and sounds, so I'm thinking about porting add004 lifebar (which is coded entierly with common1.cns and fightfx - there are like 2 sprites in fight.sff) to normal fight.def file, so that all new features can be showcased (something that can be used as a reference for those interested in working with ikemen GO Plus). I will contact Shiyo Kakuge if he is ok with this.edit: tagging @GaziraAgain:, since he requested some of these features.