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Ikemen GO bug reports (Read 477794 times)

Started by Gacel, September 09, 2019, 11:26:09 pm
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Re: Ikemen GO bug reports and know bugs
#121  May 23, 2020, 02:22:51 am
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Yeah. Sometimes it is just minor character changes in the lifebar. It is virtually impossible to make a conversion currently. In previous versions it was not so bad. I updated a character's sff from 1.0 to 1.1 and had to try 36 times before IKEMEN runs. Yes, I counted them. But it takes an average of 10 times to run on the latest versions. I use the standard screenpack with some minor changes, with only 12 characters and light lifebars.

I've been having those problems as well, though it takes usually two or three times to get it to run, five at most.
Re: Ikemen GO bug reports and know bugs
#122  May 28, 2020, 03:19:11 pm
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I keep getting this damn bug

.\external\script\start.lua:1726: chars\Hazama/helpers.cns:725:

trans: 値が指定されていません
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1726: in function 'f_selectArcade'
   external/script/main.lua:1866: in function <external/script/main.lua:1836>
   external/script/main.lua:2487: in function 'loop'
   external/script/main.lua:2411: in function 'f_checkSubmenu'
   external/script/main.lua:2470: in function 'loop'
   external/script/main.lua:2966: in main chunk
   [G]: ?

and this other bug

.\external\script\start.lua:1726: chars\Mr_shihan_KY/CNS/Mr_shihan_N.cns:17857:
floor(900 - var(20)%10)
value: loorが不正です / loorIt is illegal
stack traceback:
    [G]: in function 'game'
    .\external\script\start.lua:1726: in function 'f_selectArcade'
    external/script/main.lua:1866: in function <external/script/main.lua:1836>
    external/script/main.lua:2487: in function 'loop'
    external/script/main.lua:2411: in function 'f_checkSubmenu'
    external/script/main.lua:2470: in function 'loop'
    external/script/main.lua:2966: in main chunk
    [G]: ?

This only happens on these two characters,how do I fix it?
Re: Ikemen GO bug reports and know bugs
#123  May 29, 2020, 09:25:35 pm
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Is a syntax problem.
In the code someone made something similar to this:
Code:
thing = 
Leaving the value empty.

Is in the helpers.cns file of Hazama in line 725.
You need to edit it to fix the syntax problem.

EDIT:
K4thos fixed the problem with Mr_shihan_KY.
It's going to be in the next update.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 30, 2020, 03:01:39 pm by Gacel
Re: Ikemen GO bug reports and know bugs
#124  June 06, 2020, 02:22:47 pm
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Not working in fight.def
[FightFx]
scale = 4 ;1
Re: Ikemen GO bug reports and know bugs
#125  June 11, 2020, 06:49:13 pm
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Hopefully someday I'll be able to make the little puffball on my profile pic.
(Sprite edited from Scrollboss' sprite)
Last Edit: July 20, 2020, 11:00:30 pm by jenngra505
Re: Ikemen GO bug reports and know bugs
#126  June 24, 2020, 12:47:58 pm
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Re: Ikemen GO bug reports and know bugs
#127  June 24, 2020, 10:36:42 pm
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Re: Ikemen GO bug reports and know bugs
#128  July 03, 2020, 12:15:59 am
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Re: Ikemen GO bug reports and know bugs
#129  July 03, 2020, 03:07:43 am
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edit: fixed
Last Edit: July 04, 2020, 05:59:37 am by junkerde
Re: Ikemen GO bug reports and know bugs
#130  July 13, 2020, 09:16:15 am
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I found a damage bug, below:



EDIT: Found out this happens with pretty much every character patched with unotag. Notes: On unotag. Weird enough, this doesnt happen on add004, if you cancel the same super moves it does the correct damage. It is something in uno-tag side. I also tried these on vanilla ikemen, no custom common1, etc, still same behavior. Works on any enemy, it is player side issue I think.

Things I already tried: Deleting all super pauses, I thought maybe it was a p2defmul bug. Not sure.

Zip file with characters, notes, images, state no's, etc and video for reference:
https://drive.google.com/file/d/13whvM8H2YyyMcjtxTTTfRPPFsc35WKay/view?usp=sharing
Last Edit: July 13, 2020, 07:09:10 pm by airforce111
Re: Ikemen GO bug reports and know bugs
#131  July 13, 2020, 09:28:47 pm
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follow up I pinpointed the code that does this, but I havent fixed it. I dont know exactly why IKEMEN behaves this way, check the characters and go to state no 1251131, this is the code that messes it up, it has to do with a helper:

Code:
[State 1251131, X]
type = Helper
trigger1 = sysvar(4) != 2
trigger1 = Time = 1
Helpertype = Normal
ID = ifelse((NumPartner && Partner,StateNo=1251125),1251102,1251101)
StateNo = 1251101
name = "X"
ownpal = 0
supermoveTime = ifelse((NumPartner && Partner,StateNo=1251125),1,9999)
pausemoveTime = ifelse((NumPartner && Partner,StateNo=1251125),1,9999)

If you remove this code, it fixes it and youll do regular damage (but you wont have a fly in animation). Here is the helper state the above code is referring to:

Spoiler, click to toggle visibilty

I checked for any attackmulset, or defencemulset, and even tried disabling superpause, those arent the probelms. This specific code seems to mess it up...so it must be soething in the helper messing up the damage on IKEMEN.
Re: Ikemen GO bug reports and know bugs
#132  July 21, 2020, 04:19:17 am
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Even though WinMUGEN imo is fun to mess around with, I wonder how I can alter the engine's code to re-enable the exploits which I would call it "WinIKEMEN"
WinIKEMEN is basically a portmanteau of WinMUGEN and IKEMEN, whereas the exploits from WinMUGEN return in IKEMEN.

Although you intentionally removed them, I could see the problem with reviving the exploits given that the cheap community as well as the regular MUGEN community say, don't get along well.
People are heavily reliant on balancing and I can understand that, but to me, exploits bring back the memories of when 1.0 wasn't around.

If you know how to implement them, PM me the steps to do so cause I would love to see how it would apply to IKEMEN/WinIKEMEN.
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Re: Ikemen GO bug reports and know bugs
#133  July 23, 2020, 11:39:15 pm
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Re: Ikemen GO bug reports and know bugs
#134  July 26, 2020, 08:50:42 pm
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Even though WinMUGEN imo is fun to mess around with, I wonder how I can alter the engine's code to re-enable the exploits which I would call it "WinIKEMEN"
WinIKEMEN is basically a portmanteau of WinMUGEN and IKEMEN, whereas the exploits from WinMUGEN return in IKEMEN.

Although you intentionally removed them, I could see the problem with reviving the exploits given that the cheap community as well as the regular MUGEN community say, don't get along well.
People are heavily reliant on balancing and I can understand that, but to me, exploits bring back the memories of when 1.0 wasn't around.

If you know how to implement them, PM me the steps to do so cause I would love to see how it would apply to IKEMEN/WinIKEMEN.

They were not removed in Ikemen,  they were never in.
I do not think it's posible to implement them at all.

The uber-cheap exploits are abitrary code execution and are heavily dependant on a vunerability on C++'s printf() function. (Thing that does not exist in the GO programming language)
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO bug reports and know bugs
#135  August 03, 2020, 08:26:50 pm
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Well that sucks.
Guess I just am gonna go with it then, sad to see the good ol exploits go away in the revival project.
Elecbyte likely will never return, they probably gone bankrupt.
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Re: Ikemen GO bug reports and know bugs
#136  August 03, 2020, 08:31:09 pm
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edit: afterimage in simul modes was not an ikemen issue
Last Edit: August 16, 2020, 06:05:33 pm by airforce111
Re: Ikemen GO bug reports and know bugs
#137  August 06, 2020, 12:33:44 am
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Hello, I am very happy to finally say that we managed do move our project to Ikemen GO, and we got everything working, well almost...
We found that issue in that lastest build of Ikemen GO (also on the last GO+, but that one did not support our screenpack for some reason).
Our Character Zero, have that Sougenmu Move, that works pretty much like he does in MvC, for a limited time it summon a clone that mime his moves and deal a extra hit on every attack. The code is working perfectly, but the helper is not showing up, and we think thats because of how his palette works:
Mugen 1.1b:


Ikemen GO:


If you want to test the character and see the code, you can find him Here on our Demo
I am almost sure that is a Ikemen issue, or maybe the logic of the visual effect is different on Ikemen, I need a light to solve this problem
Edit: here a standalone link of Zero
https://www.dropbox.com/s/0wtfw4iu14nrbsw/FA2019EX-Zero.rar?dl=0
Last Edit: August 06, 2020, 12:48:28 am by fxfreitas
Re: Ikemen GO bug reports and know bugs
#138  August 06, 2020, 10:43:14 pm
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edit: issue wasnt related with above after all
Last Edit: August 07, 2020, 05:23:21 am by airforce111
Re: Ikemen GO bug reports and know bugs
#139  August 08, 2020, 09:06:21 pm
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Re: Ikemen GO bug reports and know bugs
#140  August 08, 2020, 10:11:53 pm
Is anyone else having abrupt closings without reporting the bug in the log file when opening ikemen 0.95?


I'm having this problem with the game i'm creating, it has 50 characters.