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Re: Ikemen GO bug reports and know bugs

 January 14, 2020, 08:50:14 pm View in topic context
 Posted by Gacel  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 January 14, 2020, 08:20:42 pm View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Kathos any news on the animated portaits?
Gacel works on this feature, no idea.

Using with moving to another City so I had no much time to work on it.

K4thos said:
I assume these changes aren't in the Pre-Built version yet, unless I add them myself right?
for some reason appveyor for my fork hasn't been updated in 3 days, so you will have to manually compile the executable to test it (or wait for other forks to incorporate these changes, once my build is stable)


I have to update the docker image to accommodate to the new MacOS dependencies. (GNUstep)
    

Re: Ikemen GO bug reports and know bugs

 January 10, 2020, 12:10:07 am View in topic context
 Posted by Gacel  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

MSSA is not a shader is a filtering technique for textures.
It's very subtle.

(Notice the changes in the Type bar.)
It's more noticeable when you downscale sprites.

Hqx2 and Hqx4 is for "smoothing" sprites so it only works at higher resolutions. (It's literally a emulator shader)
    

Re: Ikemen GO Plus

 January 06, 2020, 10:44:34 pm View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

And it's in the 2 fork mine and K4htos.
It seems something broke on macOS compilation.

That's weird the last change on the build system was 4 months ago.
So it broke without our intervention.

I'll check it.

EDIT:
Maybe it's the screenshot dependencies.

EDIT 2:
It's the screenshot dependencies...
K4thos we need a way to fix it.
    

Re: Ikemen GO Plus

 January 01, 2020, 07:25:44 am View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

It does automatically.
It uses the stage sprite 9000, 0 by default.

EDIT:
To use it add this to [Select Info]:
Code:
stage.portrait.spr = 9000, 0
stage.portrait.offset = 0, 0
stage.portrait.scale = 1.0, 1.0
stage.portrait.random.spr =
stage.portrait.random.offset = 0, 0
stage.portrait.random.scale = 1.0, 1.0
PS: It only works on the K4thos fork for now.
    

Re: Ikemen GO Plus

 January 01, 2020, 06:58:07 am View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Yes.
I'm panning to incorporate some of the changes once I have time.
On the lua side it's currently incompatible but the GO side could be incorporated rigth now.
When it's fully updated I will merge it.

But recently I had no free time because I'm moving city and so I have done nothing.
    

Re: Ikemen GO bug reports and know bugs

 December 31, 2019, 10:34:09 pm View in topic context
 Posted by Gacel  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

That's a GLFW bug.
So not a bug with Ikemen GO but with OpenGL's GLFW.
https://github.com/glfw/glfw

So the problem is more specifically with in the mappings.h file in the GLFW C source but I need the full error log to make sure.
Maybe I can bug fix it and make a pull request.

But I'll need you to help to test the changes because I do not have the controller. (I see from the screenshot it's not the same as a PS4 one)

Rowen's Ryu edit doesn't roll on Ikemen.

Go it, I'll check it.

I didn't know there were "credits" on the game for the arcade mode.
The thing is I can't see the "credits" anywhere on the Continue screen. Tested with a fresh install(0.77)

Anyone else or it is just me?

I also can not see it, I'll check if it's even implemented.
    

Re: Ikemen GO Plus

 December 31, 2019, 10:28:38 pm View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Yes I checked it.
Also some people that posted it also posted on discord.
So I did not answer then trough the post.

I'll post there more from now on. (I fixed some bugs but did not answer them :blank:)

EDIT
I haven't not read anything in page 2 trough, sorry. I'll do it ASP.

EDIT 2
So I'm making so K4thos fork would also have automated builds like mine.
I'll post the link to it once I finish it.

EDIT 3
Done:
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go-plus
Remember that these are still a WIP and screenpacks does not work as are supposed to.

PS: The link of K4thos builds and my builds are different.
    

Re: Ikemen GO Plus

 December 31, 2019, 10:12:17 pm View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

That's a GLFW bug.
So not a bug with Ikemen GO but with OpenGL's GLFW.
https://github.com/glfw/glfw

For what I see the problem happens in glfwInit() call.
I'll report to the GLFW dev team, could you provide the full error log?

EDIT
So the problem is more specifically with in the mappings.h file in the GLFW C source but I need the full error log to make sure.
Maybe I can bug fix it and make a pull request.

But I'll need you to help to test the changes because I do not have the controller.
I see from the screenshot it's not the same as a PS4 one.
    

Re: Ikemen GO Plus

 December 28, 2019, 08:54:40 am View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Drag and drop for the most part.
There is a feature called "localcoord.origin"

The valid values are:
Code:
localcoord.origin = "Default"
localcoord.origin = "Left"
localcoord.origin = "Center"
localcoord.origin = "Right"

These have to be done because "X = 0" is different depending on the screenpack.
"Center" and "Default" are the most common (Center is sometimes seen in 1.0 4:3 screenpacks but not always) but I have seen some widescreen screenpacks that use "Left".
Elecbyte code is weird...

These go in your screenpack system.def, if it can not find it it defaults to "Default"

Via ikemen discord. I'm on MFG as well. For now no new developments from me, I'm currently working on updating old Lua files to work with latest engine iteration (using them as it is would be a downgrade compared to what's currently available in Gacel's and Neat Unsou's forks since they are missing localcoord and some other features and bugfixes). Once done I'd like to finish implementing Tournament mode and maybe some other minor stuff in Lua side of things.

Screenshot is one feature you added K4thos, and it's not dependent on lua files.

EDIT:
The IKEMEN discord link was posted in the Discord Links Ahoy! thread.
http://mugenguild.com/forum/topics/discord-links-ahoy--178605.0.html
    

Re: Ikemen GO Plus

 December 27, 2019, 11:36:18 pm View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I know there is a bidding.
The problem is I do not know how to do it... I do not know how to use DX9.
I need help to do it.

Also some other news.
K4thos is back, I will include the GO side of code of his updates (His lua files are not yet fully usable)
    

Re: Ikemen GO Plus

 December 27, 2019, 08:56:07 pm View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

BNOC I just noticed that you say 32-bit computer.
Considering that OpenGL 2.1 is older than Windows Vista, maybe you PC has no graphic card at all (Or has a old integrated VIA gpu, these does not even fully support DX9)

If it's a desktop PC that did come with Windows XP you can trow 30 USD for a old GeForce 210. (It even supports DX11 and GL 3.1)
Also even more old GPU works.

EDIT
Even a Nvidia Geforce GT 120 also works, but that's is even older and hard to get.

If someone wants to port Ikemen GO to DX9 you are welcome, I'll be honest I barely know OpenGL :( , and have no idea how Direct X works so I can not do it myself. So if someone know how to use Direct X and is interested in creating a second renderer inform me. (Or you can start now Ikemen GO is open source)

EDIT 2
So um if you port it to DX9 it will also need to port the input parser to DirectInput because that also uses GLFW.
Positive point: You can use SDL if you want to port it.

What it need to port is:
- Input.
- Texture Parser (Char SFF)
- Renderer.
- SFX player.
- Audio file parser (Char Audio)

It's really a big undertaking to port to DX9 or SDL.
    

Re: Ikemen GO Plus

 December 27, 2019, 06:45:10 am View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

It not needed to install OpenAL since 6 months. (Is included as a dll)
If you open it via CMD or PowerShell it does display anything?
    

Re: [SPANISH ONLY] Español solamente V2

 December 27, 2019, 05:20:48 am View in topic context
 Posted by Gacel  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

Anda la osa, yo tengo registrado aqui desde el 2004, el dia exacto no lo recuerdo pero entonces eso quiere decir que estoy aqui desde antes de los nePes  o_O

Me refería al primer post de [SPANISH ONLY]
Si mal no recuedo dicen nePes en la primera o segunda pagina.

desde antes del gran cambio de reglas

Eso junto con la pelea con Mugen Archive fueron tiempos oscuros.
Recuerdo que ni siquiera podías poner el link al sitio por que automaticamentelo lo censuraban.
(Estaba en una lista negra de palabras prohibidas)

Déjame probarlo:
https://BLACKLISTED WEBSITE.com/

Edit
WTF todavía sigue.
Si colocas Mugen Archive junto se sigue censurando.
Ah bueno, fue Dizzy el que se busco el ban. (¿Quien en su sano juicio le lanza insultos y amenazas a un admin?)
    

Re: [SPANISH ONLY] Español solamente V2

 December 26, 2019, 10:25:35 am View in topic context
 Posted by Gacel  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

Mugen Guild: Hablando de nePes en español desde desde 2007.
    

Re: Ikemen GO Plus

 December 13, 2019, 01:26:20 am View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Does mugen legacy custom work properly now with the last update? The cursor sound was an issue.

That was just a proof of concept,  I literally just moved some files.
I should make a correct adaptation once I have time.

So I decided to test a few AI-Less Characters (Goku and Kage by Vyn and 2 Haggars by ReddBrink)

https://streamable.com/3ulyg

The only good AI was Kage's. Haggar did nothing except the odd parry.
I'm assuming Haggar's is because of the Explodsive Buffering.

I tried to give Goku an AI back when he was released, that's why he keeps spamming the same combo, I'll redo this without it when I can.

Yeah, Ikemen GO AI sucks, it's on some regards even worse than Mugen's.
It literally just mash buttons and specials.
I should at least make it walk to close gaps.

Wow, this engine is awesome! I'm going to make a compilation game filled with pocket/chibi/JUS/SD characters using it!

Glad you like the engine.

The most updated donwload can be found at.
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts

If you have any question or you help on something just inform me.

Do you think Ikemen go plus will ever have a feature similar to Vselect that would allow you to add chracters, move them around, add themes, stages and orders?

Vselect still works.
But yeah creating a program like VSelect that allows to adjust Ikemen GO features (Like per character arcade order) would be useful.
    

Re: Ikemen GO Plus

 December 09, 2019, 06:03:42 am View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

In Ikemen GO most generic sticks and any Xbox compatible sticks are supported.
PS4 ones still need tweaks.
    

Re: Ikemen GO Plus

 December 07, 2019, 12:32:21 am View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 December 05, 2019, 06:33:00 pm View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

You can used named variables called Map.
Because they use a name and not a number there is not a hard limit.

Code:
[State Test]
Type = MapSet
Trigger1 = time = 0
Map = "birthyear"
Value = 1257

Maps are checked in a similar way to Var.
Code:
trigger1 = Map(birthyear) = 1257

You can read about all the features added by all devs in this document.
https://github.com/Windblade-GR01/Ikemen_GO/blob/master/Readme_Features.md
(Does not include screenpack features)

Also another update.
It fixes the load of SysVar(2) and that's it. (It's not much)
The bug was caused by a Const overlap and overflow.
    

Re: Ikemen GO Plus

 December 03, 2019, 11:38:49 pm View in topic context
 Posted by Gacel  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I have a mostly general change log.

Spoiler, click to toggle visibilty

These are not in order and probably not all the bug fixes are listed.

EDIT:
Minor update!
It adds a new feature.
Yeah I know it does not bring bugfixes, but this is the first time I released a feature only update.

It adds a editable window title (Via the options file)
And also adds a way to change it mid game via lua script via "setWindowTitle"