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)
-Ash- said, December 27, 2019, 11:51:53 pmSince when is he back? Have you been talking to him privately?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.
It's nice to see you back k4thos.We have been waiting for you.But, i wonder why you left developing this engine.You cant spare your time due to real life or you just lost interest?
K4thos said, December 28, 2019, 02:17:43 am-Ash- said, December 27, 2019, 11:51:53 pmSince when is he back? Have you been talking to him privately?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.Great to see you back in it. I'm really looking forward to seeing how IKEMEN will develop from here.
So huh... I'm kinda out of the loop about all the progress made so far so I'm going ask: How does the screenpack compatibility works exactly? Is it drag and drop like mugen or do I have to manually tweak stuff? Sorry if the question sounds confusing.
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"K4thos said, December 28, 2019, 02:17:43 amVia 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
You can use any screenpack without issue. You'll likely have to tweak fonts, settings and whatnot, but it all basically reads the same.
I tried myself and failed miresably. Would be nice to have to have a readme file explaining this stuff because its definitely not newbie friendly.
I also tried before and was unsuccessful.Everything that has been done so far is simply amazing, and I look forward to migrating from MUGEN to IKEMEN. But I will have to wait. Maybe when a stable build comes out (something like 1.0), I think someone will be willing to do some tutorial, I may be mistaken though.
The initial hump for sure isn't friendly at the moment, but it's definitely getting there. It's a lot simpler to import your projects now compared to older builds.The biggest change is the scripts (it pretty much replaces and splits up the mugen.cfg) and even then you likely won't have to engage with it. 95% of your configuring still take place in the .def files as normal. Once you can semi navigate through it, it's not that bad.@K4thos, links are a bit scattered (even in discord) and it does require some digging. Would you be able to single out the latest build/s in the first post?
Suprizle said, December 29, 2019, 08:36:15 pm@K4thos, links are a bit scattered (even in discord) and it does require some digging. Would you be able to single out the latest build/s in the first post?Which part of the opening post is confusing?QuoteInstallingFor now automated build from AppVeyor can be found at:https://ci.appveyor.com/project/Windblade-GR01/ikemen-goInside the artifacts tab. Installation bundles will be provided in the future.QuoteReferencesSuehiro repo (Original creator of the engine): https://osdn.net/users/supersuehiro/pf/ikemen_go/Gacel's fork: https://github.com/Windblade-GR01/Ikemen_GONeat Unsou's fork: https://osdn.net/users/neatunsou/pf/ikemen_go/wiki/FrontPageGacel and Neatunsou merge the changes of each other constantly so most of the time the 2 repos are the same.The post links to a place where you can download ready to play build and informs that there are not really any competing forks currently (changes made in one ends up in another, so it doesn't really matter which one you use in case you're interested in manual compilation)
Folks ending up with the wrong build initially was fairly common so I wanted to help clarify if possible. However, you're right. I suppose it doesn't get simpler than that.
Suprizle said, December 30, 2019, 07:19:28 amFolks ending up with the wrong build initially was fairly common so I wanted to help clarify if possible. However, you're right. I suppose it doesn't get simpler than that.The latest build is mentioned on the first post, as well as a link to appveyor.
So apparently it didn't work because it couldn't properly recognize my PS4 controller plugged in.This is using the Dec 26th fork.If i turn my fightstick to a PS3 mode it runs just fine.
That's a GLFW bug.So not a bug with Ikemen GO but with OpenGL's GLFW.https://github.com/glfw/glfwFor what I see the problem happens in glfwInit() call.I'll report to the GLFW dev team, could you provide the full error log?EDITSo 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.
Have you checked the bug report lately?I haven't seen you reply there and there are a few thingamabobs there.
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 )EDITI haven't not read anything in page 2 trough, sorry. I'll do it ASP.EDIT 2So 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 3Done:https://ci.appveyor.com/project/Windblade-GR01/ikemen-go-plusRemember 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.