RagingRowen said, July 25, 2019, 12:40:09 pmStage problems, it's with the floor on the Shine of the Forgotten God stage.Mugen 1.1: https://i.imgur.com/nK1ehBl.pngIkemen: https://i.imgur.com/bUqlwUH.pngI'll check it.LebKeller said, July 27, 2019, 02:44:21 pmDemo mode crashes for me, error log below:*Error log*So this also broke on the GO transition?I'll see if I rewrite it from scratch (K4thos code is sometimes weird)EDIT:WTF!!Demo mode uses a file called "randomtest.lua" that stuff is not used anywhere else and is completely undocumented...Does anyone know what demo mode is supposed to do?I think it was like Mugen demo mode were it shows AI fighting if you stay in the title screen for some time. (Yes I know it can be accessed fro the menu)But now I'm not sure if it was what I was thinking.EDIT ENDcidiego said, July 28, 2019, 03:24:14 pmAny possibilities on porting this wonder to Android??Dan was porting it to android, it did not include touch controls so the use of a external keyboard/gamepad is needed this was because his main target was android TV.One of the problems was that the size of Docker image with the dependencies was on GB, The android SDK is heavy,
Any plans for the option for the old Mugen Continue screen?It would be more convenient especially with Mugen SPs.
I just forgot that mugen did have a game over screen, had to open it again in arcade to check.So it is Display the current stage darkened with the character game over animation and the text:Continue? Yes NoI think it could be implemented in the future but is not a high priority.
Yeah, the current SFA screen is at a fixed localcoord and looks off at higher resolutions.Could could keep the option for credits as well though.
Wait these sprites are from Street fighter alpha!!Well it seems that I have to remove them and make new ones from scratch. (Copyright violations stuff)
Gacel said, July 29, 2019, 01:50:03 amWTF!!Demo mode uses a file called "randomtest.lua" that stuff is not used anywhere else and is completely undocumented...Does anyone know what demo mode is supposed to do?I think it was like Mugen demo mode were it shows AI fighting if you stay in the title screen for some time. (Yes I know it can be accessed fro the menu)But now I'm not sure if it was what I was thinking.Is exactly what you think, the unreleased k4thos build is a lot far more advanced than you imagine.Suehiro merging the last build with his own code Was a huge mistake.
So I decided to find were that file comes from and "randomtest.lua" actually comes from good old Ikemen S-SIZE (The old 2017 Ikemen)More than half of the code of the Lua files was made for a Ikemen made in another programming language that the reason why a lot of stuff broke and weird workaround like this:Spoiler, click to toggle visibiltyShinLucho said, April 25, 2019, 11:20:36 pmGacel said, April 25, 2019, 09:15:19 pmDoes anyone have a tutorial on animated portraits? maybe I could implement a animation when the character is selected like Mazemerald wants.On Ikemen Plus, there is a batch process that uses mugen's sprites tools to export all sprites from a char sff, put some specific sprites into a new sff, and then lua loads those new sff at the beginning to show animated portraits and continue screen animation. I think this was done like that to avoid loading all chars sffs into memory and instead load some specific sprites.Keep in mind mugen's tools are exe files, maybe it won't work on linux and mac.Maybe it was made that way to avoid dealing with S-SIZE and because original ikemen only works on windows, so elecbyte tools weren't a problem.S-SIZE is largely undocumented and obscure so it was easier to workaround than trying to edit the source.We need someday to do a refactoring to the lua part.For now it seems that I have to find out how demo mode works.MangeX said, July 29, 2019, 03:35:48 amGacel said, July 29, 2019, 01:50:03 am* Gacel post *Is exactly what you think, the unreleased k4thos build is a lot far more advanced than you imagine.Suehiro merging the last build with his own code Was a huge mistake.You have my curiosity apart from "4 tag vs 3 simul characters separated lifebars" and the "Here comes a new challenger" what else it does have?Also I do not consider the merge and error, if you check the commit on the merge:https://github.com/Windblade-GR01/Ikemen_GO/commit/666325921da86a675dd7c472ddef5e15627ba4b7You can see that the GO part of the code did not change much.Most of the K4thos work is in the lua files (That are what provides screenpack support and the whole menu frontend)But yeah the new features will speed up development a lot.EDIT:What in the name of...Okay I discovered why it does not work, for demo mode to work you need to create a folder name "debug" (It needs to be lowercase) because it saves variables in the debug txt files! Why? it saves data in the debug logs!Emm so I just fell perplexed with this. I'll make so it saves data in a save file inside a save folder (The replays will also go over there and also I'll make so it saves more than one replay) and I will document the file so in the future other people would know what it does.
Gacel said, July 29, 2019, 04:36:54 amYou have my curiosity apart from "4 tag vs 3 simul characters separated lifebars" and the "Here comes a new challenger" what else it does have?Also I do not consider the merge and error, if you check the commit on the merge:https://github.com/Windblade-GR01/Ikemen_GO/commit/666325921da86a675dd7c472ddef5e15627ba4b7You can see that the GO part of the code did not change much.Most of the K4thos work is in the lua files (That are what provides screenpack support and the whole menu frontend)The last public release from him is the basis from the suehiros merge and your work too....so are using an old code.The unrelease has changes on source code and lua code to achieve more and optimized functionalities, so many changes cause that trying to fuse your current with his latest in broken compatibility, almost as two different engines.the challenger and lifebars are only two small bits, he did a little but big change, he deprecated statedef -10 -20 -30 and added a better -1 -2 -3 compatibility.all in page 4 and 5 of this thread.Render changes, sound changes, camera changes, lifebar changes, controller changes, option changes.
Gacel said, July 29, 2019, 01:50:03 amSo this also broke on the GO transition?I'll see if I rewrite it from scratch (K4thos code is sometimes weird)EDIT:WTF!!Demo mode uses a file called "randomtest.lua" that stuff is not used anywhere else and is completely undocumented...Does anyone know what demo mode is supposed to do?I think it was like Mugen demo mode were it shows AI fighting if you stay in the title screen for some time. (Yes I know it can be accessed fro the menu)But now I'm not sure if it was what I was thinking.EDIT ENDDemo Mode used to work in your older builds of ikemen go plus, yes it is an ai vs ai thing picked randomly and they fight against each other.
MangeX said, July 29, 2019, 07:30:05 amThe last public release from him is the basis from the suehiros merge and your work too....so are using an old code.The unrelease has changes on source code and lua code to achieve more and optimized functionalities, so many changes cause that trying to fuse your current with his latest in broken compatibility, almost as two different engines.the challenger and lifebars are only two small bits, he did a little but big change, he deprecated statedef -10 -20 -30 and added a better -1 -2 -3 compatibility.all in page 4 and 5 of this thread.Render changes, sound changes, camera changes, lifebar changes, controller changes, option changes.It's very interesting.I don't know why he didn't release the code, but sending it to ikemen go developers will help with development.
Hey could you check PotS' Shin Gouki, or Selfish's SvK edit?I've been having him as P2 and M.Bison appears dead in the Round 1 Intro even if it's not the Intro with him.Example:
RagingRowen said, July 29, 2019, 01:54:52 amAny plans for the option for the old Mugen Continue screen?It would be more convenient especially with Mugen SPs.It will be helpful, but only as an optionThe good thind about Ikemen is the continue screen, specially for the numeric sequence
The hit character sounds and ui sounds still don't work on the mac version, only background music works. But as a work around, mac users can download playonmac and run the 32 bit windows version with it and everything works 100%! Just remember to put openal as native in the library section of configure wine and it will work fine.
Maybe is the lack of the openAL binaries, have you installed them?http://macappstore.org/openal-soft/If you already have brew you can just run in the terminalCode: brew install openal-soft
openal-soft is keg-only, which means it was not symlinked into /usr/local,because macOS provides OpenAL.framework.If you need to have openal-soft first in your PATH run: echo 'export PATH="/usr/local/opt/openal-soft/bin:$PATH"' >> ~/.bash_profileFor compilers to find openal-soft you may need to set: export LDFLAGS="-L/usr/local/opt/openal-soft/lib" export CPPFLAGS="-I/usr/local/opt/openal-soft/include"For pkg-config to find openal-soft you may need to set: export PKG_CONFIG_PATH="/usr/local/opt/openal-soft/lib/pkgconfig"==> Summary
In turns out that my openal is installed and up to date, the log attached above said that, I don't know if it would help with anything though.
So MacOS provides a native OpenAL.For now playonmac seems to be a workaround.I'll plan to see how to set up a MacOS VM.Also guys remember "Demo Mode" well apparently the GO side of the engine has a function called AutoLevel.AutoLevel ranks characters AI based on his number of loses vs wins and match them based on his rank.So I did set up to save folder and it saves AutoLevel data and Online Replays (Now it can save more than 1) and config.json to it.A replay file name example is "2019-08(Aug)-02 07-20PM-57s.replay"Should config.json go in the save folder or should stay in the data folder?
Save folder sounds better to me since the data folder is already a mess with many stuff related to the motif while config.json has options to manage the engine.Now, can you make the localcords options for the motif somehow to be on the config.json? I love to test your updates but everytime I do unzip your new update over my Ikemen folder I have to go like three or four motif lua files to set the damn localcord numbers. I know It sounds kinda lazy from my part actually.BTW, I dunno how to call those shadows that are like clones of the character when you perform some movements, they dont dissapear at the right time, in Mugen they dissapear but on Ikemen they just persist.