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Ikemen GO (Read 1249541 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO Plus
#401  March 12, 2019, 02:14:44 am
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This is an error copied over from vanilla IKEMEN, but in char.ssz/char.go, yvel is assigned the value of an attack's ground hit y velocity instead of the attack's ground guard y velocity when a character is blocking. For the most part, characters don't actually suffer vertical knockback on ground block and thus wouldn't care about this, but certain custom cornerpush systems rely on yvel to be 0 for the cornerpush to be applied, so moves that knock down or launch won't apply cornerpush as intended.

The problem is that while you have hd.airguard_velocity[0] (x) and hd.airguard_velocity[1] (y) for air blocking, you only have hd.guard_velocity (x) for ground blocking, which means there's nothing to check for vertical ground guard velocity. However, were you to implement hd.guard_velocity[0] and hd.guard_velocity[1], they're supposed to default to the hit velocities when omitted from the HitDef, so the actual issue is that xvel and yvel are being written to even when the opponent isn't moving.

Sorry if that's a bit confusing.

I'm not gonna lie I'm confused.
Well reading the docs I see that guard.velocity is only a single axis. (Maybe is Elecbyte error while writing the docs)
http://www.elecbyte.com/mugendocs/sctrls.html#hitdef

I understand most of what you say except "xvel and yvel are being written to even when the opponent isn't moving"
Do you mean that guard.velocity is still applied to the char even when they are 0?

Sorry English is not my first language.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#402  March 12, 2019, 02:40:52 am
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For some reason I thought guard.velocity accepted two values; in that case, simply removing the line would be the correct course of action.

Code:
if guard && int32(getter.ss.stateType)&hd.guardflag != 0 {
ghv.hitshaketime = Max(0, hd.guard_shaketime)
ghv.hittime = Max(0, hd.guard_hittime)
ghv.slidetime = hd.guard_slidetime
ghv.guarded = true
if getter.ss.stateType == ST_A {
ghv.ctrltime = hd.airguard_ctrltime
ghv.xvel = hd.airguard_velocity[0] * c.localscl / getter.localscl
ghv.yvel = hd.airguard_velocity[1] * c.localscl / getter.localscl
} else {
ghv.ctrltime = hd.guard_ctrltime
ghv.xvel = hd.guard_velocity * c.localscl / getter.localscl
ghv.yvel = hd.ground_velocity[1] * c.localscl / getter.localscl <----- Remove this line
}
absdamage = hd.guarddamage
ghv.hitcount = hc

As it is now, the second value of ground.velocity (the vertical velocity) is written to yvel when the character is hit while blocking, even though the knockback isn't actually applied to the character.

Oh, I want a diagram. I fucking love diagrams.
Re: Ikemen GO Plus
#403  March 12, 2019, 03:05:06 am
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Spoiler, click to toggle visibilty

That's intentional.
Code:
ghv.xvel = hd.guard_velocity * c.localscl / getter.localscl
ghv.yvel = hd.ground_velocity[1] * c.localscl / getter.localscl

But I'm not sure if MUGEN also does that.
If MUGEN does not do it I can change it but I need you to test it in MUGEN 1.1 first just to be sure.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#404  March 12, 2019, 03:17:18 am
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MUGEN does not do that, which is why I brought it up; hitting a blocking opponent in MUGEN with a move that applies vertical knockback does not change the value of yvel. Some custom cornerpush systems rely on yvel being 0 (the opponent isn't in the air or falling) to apply cornerpush, so they don't work correctly in IKEMEN because of the above.

Oh, I want a diagram. I fucking love diagrams.
Re: Ikemen GO Plus
#405  March 12, 2019, 03:20:47 am
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OK removed.
Thanks for the feedback.

Now that we finished this:
I discovered that you can make interactive stages using "attachedchar" inside the stage file.

Well time to decipher the reason of the Dan's crash.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 12, 2019, 03:27:52 am by Gacel
Re: Ikemen GO Plus
#406  March 12, 2019, 03:51:46 am
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So this fixes cornerpush?

edit: Just tried it out, crouch block at the end of a stage is pushing back characters who are attacking the defending character in latest ikemen, in mugen 1.1 they aren't being pushed back though. I can upload videos if needed.



Last Edit: March 12, 2019, 04:05:57 am by junkerde
Re: Ikemen GO Plus
#407  March 12, 2019, 04:18:04 am
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That's another bug to the list.

For now I'm trying to fix more critical bugs (Crashes at the star and the fontv2 loading bug)
but once I get these out of the way I will fix the others.

Sorry, but hope that you understand.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#408  March 12, 2019, 04:22:38 am
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It's no problem Gacel! I'm not expecting you to do it this instant, you've gotten Ikemen GO farther than any of us have! Thank you for your work! I just thought I would post it just in case for the future if anyone comes into this thread, or for future development! Thanks for your work!!

Saving this for documentation:

https://streamable.com/s/5t87b/hgyfjo
Last Edit: March 12, 2019, 04:30:51 am by junkerde
Re: Ikemen GO Plus
#409  March 12, 2019, 04:25:43 am
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Thanks for the videos
The issue is in Github so I not forget it.
https://github.com/Windblade-GR01/Ikemen_GO/issues/3

Mind if you send the characters or the place where I can get them?
For testing in the exact same environment when the time to fix the bug comes.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#410  March 12, 2019, 04:30:38 am
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Re: Ikemen GO Plus
#411  March 12, 2019, 04:34:30 am
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Thanks!

Well in another news I discovered the reason why half of the fntv2 fonts crashes in Ikemen.
The palletes of these fonts doesn't load for some reason.


EDIT:
I could not get Truetype Fonts to work with lifebars but at least fntv2 fonts doesn't crashes mugen anymore.
Honestly I still don't understand anything about fonts.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 12, 2019, 06:42:00 am by Gacel
Re: Ikemen GO Plus
#412  March 12, 2019, 12:42:46 pm
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Happy to read this! I test the older versions but I canĀ“t run the screenpack. I test the next version and I told you something. Thank you for all your work!

dan

Re: Ikemen GO Plus
#413  March 12, 2019, 05:38:52 pm
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Hey Gacel, I'm slowly understanding how to debug this...
currently I'm stuck in the file render.go
line 131
Code:
fragObj := compile(gl.FRAGMENT_SHADER, fragShader)

then it goes into the compile function and call on the line 110
Code:
gl.GetObjectParameterivARB(shader, gl.OBJECT_COMPILE_STATUS_ARB, &ok)
before calling this function, ok == 0
After calling, ok == 0.

Then, app panics and throw the error:
Code:
	/Volumes/data/devel/Ikemen_GO/src/main.go:22 +0x7b
main.RenderInit.func2(0xc000008b30, 0x462e502, 0x309, 0x2)
/Volumes/data/devel/Ikemen_GO/src/render.go:112 +0x1f0
main.RenderInit()
/Volumes/data/devel/Ikemen_GO/src/render.go:131 +0x16f
main.(*System).init(0x4990240, 0x1e000000280, 0x0)
/Volumes/data/devel/Ikemen_GO/src/system.go:264 +0x2a3
main.main()
/Volumes/data/devel/Ikemen_GO/src/main.go:234 +0x26b7


Currently using go1.12 darwin/amd64
Re: Ikemen GO Plus
#414  March 12, 2019, 07:01:01 pm
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That's great!

I could not be of much help but I can link the opengl docs to the function on line 110
http://docs.gl/gl2/glGetProgram
For some reason GoGL differs in name for the one in the docs.

It seems that it fails at shader compilation.
I could not help more because I know almost nothing of openGL.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#415  March 12, 2019, 08:52:50 pm
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So is it recommended to use Win-Mugen SPs in this IKEMEN for now because of the font thing?
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO Plus
#416  March 12, 2019, 09:35:08 pm
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Use whatever screenpack you want but take in mind that TTF fonts doesn't work. (All the other fonts work)
It doesn't crashes mugen but these type of fonts don't display. (I fixed the crash at least)
The screenpack itself should display correctly.

You use 1.0/1.1 be prepared to change some fonts. (For now I plan to fix this)

For info about what is a TTF font:
https://en.wikipedia.org/wiki/TrueType
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 12, 2019, 09:48:04 pm by Gacel
Re: Ikemen GO Plus
#417  March 12, 2019, 10:13:01 pm
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  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
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    • sites.google.com/view/ragingrowen/home
Is there any plans for the combo counter at this moment?
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO Plus
#418  March 12, 2019, 10:14:47 pm
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Because the combo counter is a font someone have to fix the font support first.
I will investigate why it does not display. (Is probably a oversight somewhere)

EDIT
Does anyone know a GoLang debugger that works with CGO?
Or a way to set up a debugger in Ikemen? (To debug the go code)
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 13, 2019, 05:55:48 am by Gacel

dan

Re: Ikemen GO Plus
#419  March 13, 2019, 03:32:57 pm
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Does anyone know a GoLang debugger that works with CGO?
Or a way to set up a debugger in Ikemen? (To debug the go code)
I did.
Worked perfectly with visual studio code.
The only issue I had was to configure gopath, which was easy and the relative path to resources.
I end up hard coding them.
It works very well, step by step, step into and so on..
Re: Ikemen GO Plus
#420  March 14, 2019, 02:34:40 am
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Thanks to you tips I set up the debugger!
Now fixing bugs is way easier.
And discovered the reason why the combo bar does not load.

In old dos/win-mugen the combo counter goes like this:
Code:
counter.font = 4,0,0

In Mugen 1.0/1.1 the combo code goes like this:
 
Code:
team1.counter.font = 5,0,1

Ikemen is programmed to load only the old winmugen combo counter.

If you modify the fight file to make it like winmugen it works!
But anyway we have to add the mugen 1.0/1.1 compatibility.

Also Dan you found the cause of the crash on your end?
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 14, 2019, 03:26:17 am by Gacel