The Mugen Fighters Guild

I.K.E.M.E.N. Central => IKEMEN Releases => Topic started by: Gacel on September 09, 2019, 11:26:09 pm

Title: Ikemen GO bug reports
Post by: Gacel on September 09, 2019, 11:26:09 pm
Hello everyone!
This tread is for reporting bugs with any active Ikemen GO branch.

What versions we could report?
The versions of Ikemen GO that we accept bug reports are:
Gacel's fork: https://github.com/Windblade-GR01/Ikemen_GO
K4thos fork: https://github.com/K4thos/Ikemen-GO-Plus

Ikemen Plus (http://mugenguild.com/forum/topics/ikemen-plus-181972.0.html) is a whole different application written in a different programming language and their bugs should not be reported there.

Were I can get updated executables?
You can get the latest build from:
https://github.com/Windblade-GR01/Ikemen-GO/releases

How to report bugs
- You should include the crash log if Ikemen GO fails to open or abruptly closes. (Found inside the Ikemen.log file)
- Include the version of Ikemen GO that you are using. (Visible at the footer on the main screen)
- If it's a crash caused by a char also include what char were you using.
- Inform of  the Current OS used. (Windows, MacOS, Linux, etc)
- If is related to a feature not working properly please inform on what char does it happens.
- If a stage does not display properly please give the info on the stage used.

Missing features from Mugen 1.1 / S-SiZe Ikemen
- There are some "cheapie" exploits with ReversalDef, AssertToClipboard and DisplayToClipboard that does not work on Ikemen GO. This is not posible to add because they depend on memory mapping unique to the Mugen exe.

For a list of know bugs and feature request please check the GitHub repo:
https://github.com/Windblade-GR01/Ikemen-GO/issues
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on September 09, 2019, 11:33:19 pm
>Animated portraits only work on windows.
I don't seem to be getting them on Windows 10.

Also I mentioned in the normal thread that Infinite's SVK Characters (Available here in Infinite-edits: onedrive.live.com/?id=B2DC6A83E2E5BC77%21112&cid=B2DC6A83E2E5BC77) have their super afterimages remain active after supers, and they only go away if they jump, for example.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on September 09, 2019, 11:39:11 pm
You need Mugen's command line files.
It creates folder where all sprites from a char are extracted and it uses a lot of HDD space.

I really do not recommend using it. It was made for the original S-SIZE Ikemen in mind and really needs a rewrite.

Also I added the Infinite's SVK Characters bug it to the list.

EDIT:
Okay update on the bug.
It seems that it uses AfterImageTime to set the timer to 1 once it finish the special but for some reason it does not work.
I'll try to replicate it on a KFM edit.
Title: Re: Ikemen GO bug reports and know bugs
Post by: PlasmoidThunder on September 10, 2019, 12:25:52 am
As I mentioned here: http://mugenguild.com/forum/msg.2445846

There's an issue with the modified command buffer that I noticed after successfully backporting it to SSZ, wherein a character that has a double-tap input (dash, hop, etc.) will inconsistently perform them with a single tap. At first I thought I'd messed something up, but I encountered the issue in GO as well, so the issue lies with those modifications.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on September 12, 2019, 08:29:54 am
Oh you forgot to list the FightFX not scaling.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Amidweiz on September 16, 2019, 10:32:39 pm
I posted this in the dev section of the Ikemen discord (not sure if that's the appropriate place or not) but I figured out that for the combo counter issue with it not counting up a longer follow up hit, is mugen seems to be completely reliant upon either hittime of the attacker or crtl = 0 of the opponent. With the example below I changed kung fu man's ground.hittime = 200 to showcase this off in mugen.

https://streamable.com/wl940

I've also noticed that Ikemen GO plus doesn't seem to pan it's audio like how mugen does. Also I think this thread should be stickyed on this board whomever controls that.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on September 17, 2019, 01:49:15 am
OK, I added the sound pan to the missing features list.
The combo bug is fixed, thanks for you cooperation on discord.

Also I wish to know how to make thread stickyed.
Maybe with that we could replace the old GO plus tread.

It really does not provide info on how to download it or new features of the engine.
Title: Re: Ikemen GO bug reports and know bugs
Post by: LebKeller on September 22, 2019, 10:05:41 am
Gacel, the Mac version's sound is working correctly now! I am not sure if the new version might of fixed it! I also added the windows exe, OpenAL32.dll and windows scripts into the mac ikemen folder and it works completely fine, the only mac file I added was the Go command and the ikemen terminal file all the others were windows files.
Title: Re: Ikemen GO bug reports and know bugs
Post by: mugenload on October 05, 2019, 06:24:50 am
Running on Windows 7, Nvidia GTX 1050Ti, I5, 16GB ram, Arcade mode, turns (8) characters VS cpu Single, 1280x720 windows mode, no shaders.

not sure what it is but got an error log, game suddenly crash.
Spoiler, click to toggle visibilty
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on October 09, 2019, 12:15:22 am
All the bugs Im been reporting here and Github are based on a full game Im been working, I cant share with Gacel the chars that are subject of the bugs reported because these only works inside the game and not in normal Ikemen/Mugen. I decided to upload the game, so Gacel could download it and check the bugs, please do, I would like to release the game soon.

https://mega.nz/#!ld1gXKZZ!q-OoCXZip7SJk-XZoNefUcXXVO6QkbvG4hp9T9h5S14

All these things works on Mugen but not Ikemen
1- Any missile/projectile reflecting movement(Athena 624A/C, Eiji 623 A/C, Yamazaki 236A/C) is not working, these movements has hitflag = P on the hitdef, which could be possibly the reason. Maybe.
2- It seems projectile priority is not working, Ryo´s haoshokoken can be canceled with any normal projectile with much less projpriority.
3- Some projectiles seems to be more transparent than on mugen, for example  Nameless 236 AC(ex Fireball).
4- Some hard knockdown movements causes the character to disappear for a moment, it seems the character goes below the floor, disappear then reappear lying on the ground. I have to set a lower values on ground.velocity Y value to avoid this behavior. 

Other bugs not related to characters.

1- Everything works fine except Arcade and 100vsKumite, both modes causes Ikemen to crash to desktop. Deleting some functions on main.lua solves this, but no music on stages, more details on Github.



Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on November 04, 2019, 08:32:44 pm
Since the new version of Ikemen Go takes the localcoord from the system.def file I wanted to test the original screenpack files to see if everything worked as intended or If I had to change the "start" x and y pos as I did some time ago to put everything in the right place. I didnt need to change anything, everything is working fine.

Still the following line still causes Ikemen Go to crash to desktop.

"window = 640,200"

With this error on the ikemen log:

.\script\motif.lua:1630: cannot perform sub operation between nil and number
stack traceback:
   .\script\motif.lua:1630: in function <.\script\motif.lua:0>
   [G]: in function 'require'
   script/main.lua:980: in main chunk
   [G]: ?

I dont know what does that command, I can delete or comment all the lines with this command and the screenpack works fine.

Mask is still not working.

Projectile priority, numhit detection and reflecting are working fine now, Thanks for the fix!!

Title: Re: Ikemen GO bug reports and know bugs
Post by: MaligeX on November 12, 2019, 01:05:55 am
Hello, i dont know if this is a bug or a fail but i was installing Ikemen Go on different physical machines configured with WIndows XP and Windows 7 enviroments to test how it works and these are my findings.

In the windows 7 machine i didnt had any flaws during compilation because updated goland core and all works as espected.
In the Windows Xp machine i had problems due hajimehoshi/oto code plus other lost dependencies due a deprecated goland core supporting the operative system is installed.

Aside those problems both compilations can be achieved but the windows xp machine show me these logs with problems during open gl execution and closes imediately, using the winxp and the win7 compilated exes:

using the WinXP exe
Spoiler, click to toggle visibilty

Using the Win7 exe
Spoiler, click to toggle visibilty

Can you help me to identify the possible causes or definitely XP is a lost cause within this code?
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on December 11, 2019, 07:05:47 pm
Dunno if this thread still has juice, but I can't do strict commands like D, DB, B, DB, F by doing a HCF for the DB,F.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on December 15, 2019, 06:05:08 pm
Ok, I'm receiving a 0xc000007b error when launching Ikemen Go on my Windows 10 installation. It would be nice to know if Ikemen GO has any dependencies on Windows(work flawlessly on Linux even Lubuntu 18.10 which wasn't working before), so far I reinstalled DX9 and Visual C++ libraries with no luck. I will test on W7 later.

Also, I was playing Kumite and suddenly the training char just appeared(I changed the training char to my own custom training char), the problem is that this char is configured to recover health, give the player full bars, and it is practically immortal. I think this is a "bug" because it breaks the whole thing Kumite is about. Wonder if that could happen on arcade too.

Edit: The 32-bit version works with the same W10 installation, (I tested the 64-bit version before) but the performance is awful, I guess it must be something related to my drivers.

Edit2: It seems the problem with the 64-bit version is this executable is not using the openal dll file inside the root folder, so I have to install openal anyways, https://www.openal.org/downloads/
Now is working but unstable, I have to start the game several times to get it working.
Title: Re: Ikemen GO bug reports and know bugs
Post by: LebKeller on December 15, 2019, 06:14:34 pm
The training character does occasionaly appear on arcade mode.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on December 15, 2019, 06:19:54 pm
The training character does occasionaly appear on arcade mode.

What about with order=0? I suppose that doesn't apply to survival or Kumite though right?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Bejeeta on December 15, 2019, 06:27:49 pm
If you start from order=2 to arcade mode it doesnt appear i guess ikemen use him as order=1.
Title: Re: Ikemen GO bug reports and know bugs
Post by: LebKeller on December 15, 2019, 06:50:40 pm
Ah okay! I didn't add any order to any of my roster, I just assumed the training character wouldn't show up.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on December 15, 2019, 08:44:24 pm
I can confirm that Training appears in Survival and Kumite, even with order=0 on.
Title: Re: Ikemen GO bug reports and know bugs
Post by: PlasmoidThunder on December 16, 2019, 01:09:18 am
I kinda figured GO would have the same parameters, but IKEMEN Plus at least has the exclude=1 select.def parameter you can add to characters you don't want to show up randomly.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on December 16, 2019, 05:14:14 am
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?
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on December 29, 2019, 10:27:00 pm
Rowen's Ryu edit doesn't roll on Ikemen.
Title: Re: Ikemen GO bug reports and know bugs
Post by: BNOC on December 30, 2019, 07:23:32 pm
PS4 controller support is still borked in Gacel's latest fork:
(https://cdn.discordapp.com/attachments/430352654481358858/661271182804385819/unknown.png)
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on December 31, 2019, 10:34:09 pm
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.
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on January 02, 2020, 11:14:48 am
Maybe its a well known bug, but the only shader working is scanlines. Hqx2/4 and MSAA doesn't display any noticeable effect.
Title: Re: Ikemen GO bug reports and know bugs
Post by: LebKeller on January 02, 2020, 01:45:23 pm
Are you sure? Because they all work for me! Although I didn't check MSAA (because my graphics card doesn't support it). All the others ones work for me.
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on January 02, 2020, 03:32:04 pm
Yup, only scanlines works so far.

EDIT: Ok, I did some more testing and found out that it works, but its only noticeable in high resolutions, and only on fonts, sprites looks almost the same.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on January 10, 2020, 12:10:07 am
MSSA is not a shader is a filtering technique for textures.
It's very subtle.
(https://i.imgur.com/p2zFMRu.png)
(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)
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on January 10, 2020, 05:34:12 am
Is there plans for more filters in the future?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on January 14, 2020, 08:50:14 pm
Is there plans for more filters in the future?
A option for the user to load his own filters.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on January 15, 2020, 01:54:22 am
RuroKen Sas (http://mugenguild.com/forum/msg.2289825) characters have some input problems: Hyper inputs seem don't be so precise. And lvl3 attacks are really hard to perform or can't be performed at all.
By the way, if your startcell is not properly coded (wrong/empty cell) IKEMEN closes. I used Kathos' fork version (0.5).
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 15, 2020, 02:43:05 am
Quote
By the way, if your startcell is not properly coded (wrong/empty cell) IKEMEN closes. I used Kathos' fork version (0.5).
thanks, fixed
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on January 15, 2020, 04:59:43 am
I took the time to test IKEMEN (Kathos' fork - 0.5) a bit more and here is some feedback:

Quote
; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.
; You can also edit mugen.cfg to select the "big" motif.
- This message needs to be edited, because by default the system.def that is used is in the path "data" and not "data / mugen1".
And there is no more MUGEN.CFG.

- The font cursor  in the menu does not work properly at any resolution other than 320,240.

- The text in the blue bar in the menu seems to be misaligned ("cropped") by default, apparently a little lower than it should be, at different resolutions it can get messy (320x180), at higher resolutions like 640x360, it doesn't appear on the screen.

The intros/endings resolution is fixed at 320x240. So you will have problems using 640x480 intros even though the screenpack is at 640x480.

- If you press "ESC" in Arcade Mode, you go to the continue screen. In MUGEN 1.0 you go back to menu, in MUGEN 1.1 you go back to select in Arcade Mode, imo, this is better).

- In Arcade Mode, if player 1 taunts the enemy, the message "Here comes a new challenger" appears and we go to the Team Versus selection screen which can suffer a kind of palfx on the screen if the interruption is in the middle of an attack that uses some FX/palfx.
If you press ESC, we return to Arcade selection mode to face the enemy we were facing before the interruption, maybe this part is intentional though.

- If you do the following steps:
Arcade mode, "Here comes a new challenger", press esc to skip the challenge and return to the menu, then return to arcade mode and select a character, the following error appears:
(https://i.imgur.com/vVuv3U6.png)


- The victory screen is enabled for Arcade and Team Arcade modes only.

- The black background on the options screen does not cover the text  properly in 1280x720.

In the 3rd fight in Arcade mode, on the Versus screen, following a specific order of enemies, I am having the following error:
(https://i.imgur.com/YmhVezF.png)

I just set it up for a character as a test, and I don't know if there's something wrong, but here it is, my select config:
Spoiler, click to toggle visibilty



Well, I don't know if it was already mentioned, but would it be possible to add "CPU" to lifebar when fighting AI?
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 15, 2020, 09:11:38 am
Quote
- The font cursor  in the menu does not work properly at any resolution other than 320,240.

- The text in the blue bar in the menu seems to be misaligned ("cropped") by default, apparently a little lower than it should be, at different resolutions it can get messy (320x180), at higher resolutions like 640x360, it doesn't appear on the screen.

The intros/endings resolution is fixed at 320x240. So you will have problems using 640x480 intros even though the screenpack is at 640x480.

- The font cursor  in the menu does not work properly at any resolution other than 320,240.

- The text in the blue bar in the menu seems to be misaligned ("cropped") by default, apparently a little lower than it should be, at different resolutions it can get messy (320x180), at higher resolutions like 640x360, it doesn't appear on the screen.

- The black background on the options screen does not cover the text  properly in 1280x720.

the build currently on appveyor doesn't support localcoord, so only screenpacks in 320x240 resolution works on it. Yesterday Neat Unsou added localcoord support to backgrounds, but that change is not yet on appveyor. I'm currently fixing stuff that showed up after testing new build in HD resolution. I will let you know once all known graphical glitches are sorted out.

Quote
- In Arcade Mode, if player 1 taunts the enemy, the message "Here comes a new challenger" appears and we go to the Team Versus selection screen which can suffer a kind of palfx on the screen if the interruption is in the middle of an attack that uses some FX/palfx.

- If you do the following steps:
Arcade mode, "Here comes a new challenger", press esc to skip the challenge and return to the menu, then return to arcade mode and select a character, the following error appears:
thanks, will investigate it.
Quote
- The victory screen is enabled for Arcade and Team Arcade modes only.
Please list all currently available modes that you think should also display victory screen by default.

Quote
- If you press "ESC" in Arcade Mode, you go to the continue screen. In MUGEN 1.0 you go back to menu, in MUGEN 1.1 you go back to select in Arcade Mode, imo, this is better).
In future I'd like ESC button to open a menu with options (exit, give up match, maybe movelists support). I'm not planning to implement mugen 1.0 / 1.1 behaviour (and I think "giving up a match" is better than outright exiting the game).

edit: on the other hand I could add an option to options screen but not sure if it's worth the effort when in the end the button is meant to work differently anyway.

Quote
In the 3rd fight in Arcade mode, on the Versus screen, following a specific order of enemies, I am having the following error:
This error looks familiar, I'm pretty sure this bug has been fixed earlier today in this commit: https://github.com/K4thos/Ikemen-GO-Plus/commit/51821e6fa5b742cfa2b1ba55aec0e266565a5013
You will have to wait though since this change is not yet available on appveyor.

Thanks for all the reports, keep them coming if you encounter some other issues.

------------

edit: Neat Unsou, in case you're reading this topic - thanks for updating bgdef.go!

edit2: Fixes commit for everything mentioned in this post, not related to resolution, is up on github: https://github.com/K4thos/Ikemen-GO-Plus/commit/5c98dbd0e5e5d6fe8dcc21f9e8b99252af65f9b2

edit3: palfx problem when the match is interrupted still persists, it will take more time to fix. btw. new build is available on appveyor: https://ci.appveyor.com/project/Windblade-GR01/ikemen-go-plus
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on January 16, 2020, 01:01:01 am
Some more feedback - Ikemen_GO_Win_x86, build 0.7, Kathos' fork:

- "px.cursor.startcell" isn't working properly, for both players. The cursor starts at the wrong row and column.
- "Round.default.anim" doesn't play.
- If you press F1, K.O sound doesn't play.
- Draw Game anim/text appears after D.KO.

- 'Specific order' problem, now before the 4th match. Log:
Code:
.\script\select.lua:573: __len undefined
stack traceback:
.\script\select.lua:573: in function 'f_selectPal'
.\script\select.lua:1407: in function 'f_selectArcade'
script/main.lua:1757: in function 'f_mainMenu'
script/main.lua:2447: in main chunk
[G]: ?


RK SaS (http://mugenguild.com/forum/rurouni-kenshin-soul-and-sword.408) chars:
- Hypers are better to perform, not 100% yet. Lvl 3 attacks are still hard to perform or impossible to.
- As a mechanic, if you win the last round without damage and / or win using a hyper, a victory clip is played. However, if you press F1 or win by normal attack, the clip will play too.

I suppose OpenGL has not been implemented yet, since 1.1 lifebars make IKEMEN don't load.

Persistent issues from last feedback:
- Problem when P1 taunts enemy leading to team versus mode selection still persists.
Quote
; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.
    ; You can also edit mugen.cfg to select the "big" motif.
- This message needs to be edited, because by default the system.def that is used is in the path "data" and not "data / mugen1".
And there is no more MUGEN.cfg.
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 16, 2020, 04:00:22 am
thanks for new reports.
Quote
- 'Specific order' problem, now before the 4th match. Log:
are you referring to this assignment?
Code:
Kenshin, stages/A.def, order =3, 1={Jinei, stages/C.def}, 2={Aoshi, stages/G.def}, 3={Okita, stages/VILLAGE.def}, 4={Saitou, stages/BBBGarden.def}, 5={Soujiro, stages/H.def}, 6={Shishio, stages/I.def}, 7={Enishi, stages/J.def}
In the above code I've noticed that the character has similar name to Saito added below (who has the same stage assigned). Is this coincidence or maybe you've mistyped his name? This would explain the problem.

Quote
Some more feedback - Ikemen_GO_Win_x86, build 0.7, Kathos' fork:
unrelated but if you use 64 bit system Ikemen_GO_Win_x64 is the correct build
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on January 16, 2020, 05:01:35 am
Spoiler, click to toggle visibilty

Oh man, that's it! Sorry, that was on me. It's working!!
Spoiler, click to toggle visibilty

Since I'm posting, some more feedback:

- Not so often, but the default winquote (Winner) happens to appear, even if char has winqotes. I had seen it in previous builds, but after fixing my typo while testing arcade mode, it appeared once.
- Fps drops even on stage0 with chars just standing still.
- "Hiccups" in stage musics/chars audio.

Quote
unrelated but if you use 64 bit system Ikemen_GO_Win_x64 is the correct build
Yes, my system is 64 bit. First time using x86. I thought that in the future it would be better to use x86 for screenpack distribution, so I started using it. Heh, too soon. I'll be back to 64 bit for the tests.
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 16, 2020, 12:22:17 pm
Quote
Oh man, that's it! Sorry, that was on me. It's working!!
don't worry about it, this report helped improve the code - I will add a check to ensure that rival character reference is valid, maybe also print a warning if not.

Regarding reported lifebars problems - I've found which code introduced issues in lifebars rendering and got rid of it in the latest commit. Please let me know if some of the reported lifebar problems are still there after this change (once new appveyor build is up)
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 17, 2020, 03:20:50 pm
Quote
- "px.cursor.startcell" isn't working properly, for both players. The cursor starts at the wrong row and column.
fixed (https://github.com/K4thos/Ikemen-GO-Plus/commit/da6e052ef8691b959a31e5d3697cdb37b64b23f5)

Quote
- "Round.default.anim" doesn't play.
- If you press F1, K.O sound doesn't play.
- Draw Game anim/text appears after D.KO.
should be fixed by this commit (https://github.com/K4thos/Ikemen-GO-Plus/commit/214c29dc85d3cb68de9edb83470fd344ed6109b0) but needs testing

Quote
I suppose OpenGL has not been implemented yet, since 1.1 lifebars make IKEMEN don't load.
OpenGL is the only render used by Ikemen GO. If lifebar doesn't work than you can post link to it, maybe some active fork dev (not necessarily me) will be interested in investigating where the problem lays

Quote
Persistent issues from last feedback:
- Problem when P1 taunts enemy leading to team versus mode selection still persists.
fixed (https://github.com/K4thos/Ikemen-GO-Plus/commit/6da12c670c96c26a91bd2a9b25c05b29994f06d8)

Quote
Quote
; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.
    ; You can also edit mugen.cfg to select the "big" motif.
- This message needs to be edited, because by default the system.def that is used is in the path "data" and not "data / mugen1".
And there is no more MUGEN.cfg.
The engine is not yet documented so don't mind what is stated in mugen DEF files (other than select.def, which is always up to date). They are copied straight from mugen and are not part of the engine (screenpack files are uploaded as different repository from which appveyor downloads them on the fly)

Quote
- Not so often, but the default winquote (Winner) happens to appear, even if char has winqotes. I had seen it in previous builds, but after fixing my typo while testing arcade mode, it appeared once.
can't help with this one unless you can reproduce the issue and post repo steps, so that I can test it myself.

Quote
- Fps drops even on stage0 with chars just standing still.
- "Hiccups" in stage musics/chars audio.
try the latest version and x64 build. Also try Gacel's fork and see if the problem occurs there. Maybe open up debug mode (ctrl+d) and check if there is debug flood? Is it consistent with all characters, even KFM?

Quote
- The font cursor  in the menu does not work properly at any resolution other than 320,240.

- The text in the blue bar in the menu seems to be misaligned ("cropped") by default, apparently a little lower than it should be, at different resolutions it can get messy (320x180), at higher resolutions like 640x360, it doesn't appear on the screen.

- The intros/endings resolution is fixed at 320x240. So you will have problems using 640x480 intros even though the screenpack is at 640x480.

- The black background on the options screen does not cover the text  properly in 1280x720.

Most of these should be also fixed in the latest commit (needs testing), so HD screenpack support is almost ready.

-------------------------------

There are still some known issues (help with fixing them would be appreciated)
1. TTF fonts start at wrong coordinates on 16:9 aspect ratio. Example with 25, 30 axis:
- f-4x6.def (FNTv2): https://i.imgur.com/82tjPWf.png
- infofont.def (TTF Arial): https://i.imgur.com/8GtX1XS.png

edit: fixed: https://github.com/K4thos/Ikemen-GO-Plus/commit/53db159f69d0cffeb82bc8c8317d163371674e0c

2. bgdef.go doesn't support localcoord screen cropping (in mugen if screenpack has 4:3 aspect ratio and you set resolution to 16:9, area outside 4:3 aspect ratio is not rendered)
- mugen 1.1: https://i.imgur.com/mVVsj4L.png
- ikemen go: https://i.imgur.com/OmrId0f.png

3. bgdef.go also doesn't set 'window' background parameter values correctly when 4:3 aspect ratio screenpack is displayed on 16:9 resolution:
https://i.imgur.com/vxNKyIT.png
https://i.imgur.com/hEYZ1vk.png
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 18, 2020, 10:18:05 pm
Ikemen GO screenbound (http://mugenguild.com/forum/topics/screenbound-sctrl-169605.0.html) engine bug reported by @JustNoPoint from HDBZ team. The problem can be reliably reproduced for example with Piccolo's lvl3 finisher.
As presented in the below video, the finisher works correctly on KFM temple stage. From my tests there is also no problem with other stages that don't allow super jump. But any larger stage will cause this bug (as showcased at 1:45s)
https://www.dropbox.com/s/r1pwctfjd2g49m6/Ikemen%20GO%202020-01-18%2021-46-19.mp4

Repo steps:
- Download character: http://network.mugenguild.com/balthazar/char_piccolo.html
- Download stage: https://www.dropbox.com/s/9l5fbavz2axuwd9/sf3-3-shinakuma.zip?dl=1
- Go to training and activate Piccolo's power mode with Down Down MP+MK (you’ll get a new meter). Spam HP to fill it all the way to max. Then QCBx2P for his lvl3 hyper. Then wait a bit or do the Down Down MP+MK to activate it.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on January 18, 2020, 10:30:16 pm
Ikemen_GO_Win_x64 - 0.9, Kathos' fork:

- Sometimes Ikemen closes when starting, not showing a log message. Usually the first time you open it. Or after a long time when you get back to it.
- Training mode is incomplete?
You cannot select the opponent. Both player 1 and player 2 can be killed. The match does not start with full power bar and
energy does not regenerate. Besides, there is no menu.
- Some musics do not play, and others have a hushed and hissing sound (samples (https://www.mediafire.com/file/5170bwlaqgfqf6m/mp3_samples.rar/file)).

Persistent issues:
- Specific intros do not work properly, generally P1 plays a random animation while P2 plays the correct animation.
Some characters do not play specific intros when they are the player 1, but they play normally when they are player 2 (Kenshin from RKSaS for example).
- Maximum of 7 fights in arcade mode. With specific order of opponents or not.
- The standard winquote appears on the victory screen after the 4th or 5th fight. It's not 100% of the time, so I have no way to indicate the trigger, but there are times that all winquotes appear normally.
- "Round.default.anim" doesn't play.
- Draw Game anim / text appears after D.KO.

So, I tested the lifebar again and this time it worked, except what I mentioned above. It seems that there is also a problem with semitransparency of sprites in png, the edges appear to be a little black. Here's the lifebar (https://rurouniroad.blogspot.com/2019/12/tqh0-lifebar.html) (OpenGl version of course).
The stages do not appear on the select screen, even if they are assigned for a character and includestage is not used. HOWEVER, I think that this way is better because you can choose the order in which the stages appear on the selection screen.

Title: Re: Ikemen GO bug reports and know bugs
Post by: junkerde on January 20, 2020, 02:53:31 am
oh wow k4thos finally responded once I dissapeared from this thread for a long time lol. Does this implment more than 3 lifebars or not yet?

edit: aaaand youre still a fucken cunt
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 20, 2020, 11:46:06 am
Quote
- Sometimes Ikemen closes when starting, not showing a log message. Usually the first time you open it. Or after a long time when you get back to it.
Please use this file to start ikemen: https://www.dropbox.com/s/1rzwz9i0jrgnv9h/Ikemen_GO.bat?dl=1
It will display command line along the game and won't close it when crashed. Post here if something will be printed there once it happens again.

edit: I've found the problem, will be fixed.

Quote
- Training mode is incomplete?
You cannot select the opponent. Both player 1 and player 2 can be killed. The match does not start with full power bar and
energy does not regenerate. Besides, there is no menu.
fixed (it's part of the screenpack repository, so you don't have to wait for appveyor to get it) You can also download it from here (https://mugen.fandom.com/wiki/Training).

Quote
- Some musics do not play, and others have a hushed and hissing sound (samples).
Tagging @Gacel: because he added mp3 support and I don't know anything about it.

Quote
- Specific intros do not work properly, generally P1 plays a random animation while P2 plays the correct animation.
Some characters do not play specific intros when they are the player 1, but they play normally when they are player 2 (Kenshin from RKSaS for example).
this is not enough to reproduce it efficiently. Please check my previous post (http://mugenguild.com/forum/msg.2466180) for example repo steps. Direct link to 2 characters that caused a problem (I assume intro that should trigger against some character didn't, so both characters are needed to test it), information which intro was problematic and (if you know how to do it) portion of the CNS code that failed to trigger (or at least some video or screenshot, so that we know what to look for). In other words please, when reporting stuff like this, always provide as much information as possible, otherwise testing is very time consuming (sometimes even impossible to reproduce).

Quote
- Maximum of 7 fights in arcade mode. With specific order of opponents or not.
Can't reproduce it. Please create "debug" directory in your main ikemen go folder. Now start the arcade mode, exit the game and upload whole "debug" folder as well as "data/select.def". With this I should be able to figure out what's up.

Quote
- The standard winquote appears on the victory screen after the 4th or 5th fight. It's not 100% of the time, so I have no way to indicate the trigger, but there are times that all winquotes appear normally.
This has never happened to me, so once again proper repo steps are needed. At least a link to character that displayed the wrong quote and his defeated opponent, so that we can try to reproduce it locally. You could also help with testing it by limiting amount of winquotes that characters have to the point that the problem is no longer random.
edit: I've menaged to reproduce it locally. Fixed.

Quote
- Draw Game anim / text appears after D.KO.
this one is easy to fix (I've tested it in mugen and indeed it should not happen)

Quote
- "Round.default.anim" doesn't play.
edit: fixed. Please read the commit description (https://github.com/K4thos/Ikemen-GO-Plus/commit/bb5d5fc91446336c198088e8e0f8442aea94d7de) to ensure that the results of my tests are accurate to how it works in mugen.

Quote
So, I tested the lifebar again and this time it worked, except what I mentioned above. It seems that there is also a problem with semitransparency of sprites in png, the edges appear to be a little black. Here's the lifebar (OpenGl version of course).
a screenshot from both mugen and ikemen go showcasing the issue (same lifebar, same element) would be appreciated.

Quote
The stages do not appear on the select screen, even if they are assigned for a character and includestage is not used. HOWEVER, I think that this way is better because you can choose the order in which the stages appear on the selection screen.
fixed locally (not uploaded yet). As for the second part - stages assigned as character parameters are added after [ExtraStages] section (if not already present there), so, unlike mugen, you still have control over the stages order.

oh wow k4thos finally responded once I dissapeared from this thread for a long time lol. Does this implment more than 3 lifebars or not yet?
this is a bug report topic, please use it only for this purpose.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on January 20, 2020, 09:51:44 pm
Maybe you could tag Gacel for the Screenbound issue on the previous page aswell. I haven't seen him respond here honestly.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Bejeeta on January 20, 2020, 10:27:12 pm
The sudden crash at the start happens when ikemen has to load many characters.The crashes started when it had  to load over 60-70 characters.
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 21, 2020, 11:03:32 pm
The sudden crash at the start happens when ikemen has to load many characters.The crashes started when it had  to load over 60-70 characters.
indeed, I've found where the problem lays, will be fixed.
Title: Re: Ikemen GO bug reports and know bugs
Post by: OldGamer on January 21, 2020, 11:39:02 pm
force close bug video


select screen roster Huge Lag problem
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on January 23, 2020, 10:06:42 pm
Rowen's Ryu edit doesn't roll on Ikemen.

Go it, I'll check it.

Sooo... have you checked it?

Title: Re: Ikemen GO bug reports and know bugs
Post by: Bejeeta on January 24, 2020, 05:40:41 pm
newest version with ratio system has a bug at tag-simul mode, when you dont have a second character with the same order and you have onlyme=1 option for a character ikemen skips the fight.You must have the same character twice for ikemen to not skip the fight.

example:(ikemen doesnt skip the fight)
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1

(ikemen skips the fight)
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on January 24, 2020, 09:53:01 pm
Maybe you could tag Gacel for the Screenbound issue on the previous page aswell. I haven't seen him respond here honestly.
he is aware about this issue

newest version with ratio system has a bug at tag-simul mode, when you dont have a second character with the same order and you have onlyme=1 option for a character ikemen skips the fight.You must have the same character twice for ikemen to not skip the fight.

example:(ikemen doesnt skip the fight)
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1

(ikemen skips the fight)
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1
fixed (https://github.com/K4thos/Ikemen-GO-Plus/commit/230d9a81d3929233af93cb31cc408aaa4fe6b357)

--------

@Rurouni, please read edits to this post (http://mugenguild.com/forum/msg.2466328) - most stuff you've reported has been fixed in recent commits. Still waiting for repo steps regarding intros problem you've mentioned, screenshot presenting blending problem, as well as debug dir + select.def needed to investigate your arcade issues.

edit:
Quote
- If you press "ESC" in Arcade Mode, you go to the continue screen. In MUGEN 1.0 you go back to menu, in MUGEN 1.1 you go back to select in Arcade Mode, imo, this is better).
I've changed it to mugen 1.1 behavior in the latest commit.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on January 25, 2020, 03:56:29 pm
You may want to cut sounds off like the KO sound for lifebars when leaving the match, unless this was fixed and I've missed it.
Also Order doesn't seem to apply to Boss Rush.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on January 26, 2020, 04:35:47 am
@Rurouni, please read edits to this post (http://mugenguild.com/forum/msg.2466328) - most stuff you've reported has been fixed in recent commits. Still waiting for repo steps regarding intros problem you've mentioned, screenshot presenting blending problem, as well as debug dir + select.def needed to investigate your arcade issues.

edit:
Quote
- If you press "ESC" in Arcade Mode, you go to the continue screen. In MUGEN 1.0 you go back to menu, in MUGEN 1.1 you go back to select in Arcade Mode, imo, this is better).
I've changed it to mugen 1.1 behavior in the latest commit.
Oh, that's great. I'm taking a short break, but I'll be back soon. Keep up the good work.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on February 08, 2020, 06:53:58 am
I think is better to report bugs here since the thread can get crowded on Discord.

Using Gacel build 0.84
The Linux build doesn't include an executable. I had to compile it myself.

So far I have to mess with some new stuff related to the menu, but for anyone else who was using motif.lua to set Ikemen exclusive items on the menu, you have to use now system.def to show those items.
Code:
menu.itemname.online = "Online"
menu.itemname.training = "Training"
menu.itemname.extras = "Extras"

; MAIN MENU -> ONLINE SUBMENU
menu.itemname.online.serverhost = "HOST GAME"               ;Ikemen feature
menu.itemname.online.serverjoin = "JOIN GAME"               ;Ikemen feature
menu.itemname.online.back = "BACK"                          ;Ikemen feature

; MAIN MENU -> ONLINE -> SERVERJOIN SUBMENU
; known IP addresses show up before serverjoin.back item
menu.itemname.online.serverjoin.joinadd = "NEW ADDRESS"     ;Ikemen feature
menu.itemname.online.serverjoin.back = "BACK"               ;Ikemen feature

; MAIN MENU -> EXTRAS SUBMENU
menu.itemname.extras.freebattle = "FREE BATTLE"             ;Ikemen feature
menu.itemname.extras.100kumite = "100 KUMITE"            ;Ikemen feature
;menu.itemname.extras.bossrush = "BOSS RUSH"                 ;Ikemen feature
;menu.itemname.extras.bonusgames = "BONUS GAMES"             ;Ikemen feature
;menu.itemname.extras.replay = "REPLAY"                      ;Ikemen feature
;menu.itemname.extras.randomtest = "DEMO"                    ;Ikemen feature
menu.itemname.extras.back = "BACK"                          ;Ikemen fe

I want to share this before someone reports bugs related to Menus.

Now you can go from any "Arcade Mode" to versus mode if p2 start button is pressed but if you press Escape after entering on Versus from arcade, it just crashed to desktop with this error

Code:
./script/start.lua:2013: 2番目の引数が数ではありません。
stack traceback:
[G]: in function 'setTeamMode'
./script/start.lua:2013: in function 'f_p1TeamMenu'
./script/start.lua:1858: in function 'f_selectScreen'
./script/start.lua:1296: in function 'f_selectArcade'
script/main.lua:1480: in function 'f_itemname'
script/main.lua:1874: in function 'loop'
script/main.lua:2289: in main chunk
[G]: ?

No more crashing to desktop after finishing arcade mode. thanks!!
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on February 08, 2020, 10:30:43 am
Quote
Now you can go from any "Arcade Mode" to versus mode if p2 start button is pressed but if you press Escape after entering on Versus from arcade, it just crashed to desktop with this error
fixed locally (not uploaded yet)
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on February 10, 2020, 01:42:00 am
Using Gacel build 0.84
The Linux build doesn't include an executable. I had to compile it myself.

The reason why it does not include is because the Docker image is missing "libglib2.0-dev"
"sqweek/dialog" uses "gio-2.0", "glib-2.0" and "gobject-2.0" included in the package.

I'm building a new Docker image with it fixed right now but it will take a while.
Title: Re: Ikemen GO bug reports and know bugs
Post by: PlasmoidThunder on February 11, 2020, 11:05:43 pm
So when attempting to identify a bug with the old S-SIZE IKEMEN Plus, I discovered one (and then a second, unrelated bug) with GO.

Basically, red health takes an extra frame to clear, which means if an attack makes contact with the opponent on the same frame they regain control, the red health will imply it was a true combo, when it wasn't.

The other bug is to do with drawing positions. When I was trying to replicate the bug in GO, I noticed my version of Training's display was off.
(https://i.imgur.com/j4yt4zE.png)
Every time I redrew the display, the positions of each Explod would be randomly offset.
(https://i.imgur.com/0MCtL3l.png)
(https://i.imgur.com/JDjf2jp.png)

I can post a link to this version of Training if you'd like. It's a little outdated compared to the one I'm using for an IKEMEN game, but the display code is the same.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on February 13, 2020, 07:44:26 am
Single in any team mode cant be only disabled by editing the line

teammenu.itemname.single = ;Ikemen feature

in the system.def or motif.lua. Can not be disabled from the options anymore...
Title: Re: Ikemen GO bug reports and know bugs
Post by: Lasombra Demon on February 16, 2020, 09:00:44 pm
First post in a year. First time I've opened some stuff in about 7 years.

These two chars just crash Ikemen.

Mileena by Kazmer13: https://BLACKLISTED WEBSITE.com/forums/downloads.php?do=file&id=97469-mk2-mileena-kazmer13

Cyborg Mai by Kain the Supreme: https://www.kaints.com/down.php?idd=CH-ED-cyborg&typ=chars&sez=mugen&ut=1

Holy sh1t I can't believe I still was in highschool when I downloaded those.
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on February 17, 2020, 12:06:42 am
Single in any team mode cant be only disabled by editing the line

teammenu.itemname.single = ;Ikemen feature

in the system.def or motif.lua. Can not be disabled from the options anymore...
this option will be removed in the near future (there is no point to have it when each option can be disabled by assigning empty itemname in screenpack DEF file)

-----------------------------

Another bug report related to 16:9 aspect ratio.

In mugen if you use 16:9 resolution (e.g. 1280x720) and stage with 4:3 localcoord (e.g. 320x240) then by default stage is rendered in 4:3 aspect ratio:
(https://i.imgur.com/To7NKTd.png)

Ikemen Go renders such stage using 16:9 aspect ratio, zooming it in:
(https://i.imgur.com/1AWuQQY.png)

There is no such problem when the stage uses the same aspect ratio as game resolution. Current Ikemen GO behaviour actually also exists in mugen after disabling stagefit option in mugen.cfg, but since it's not disabled by default, I consider current behaviour as compatibility issue with mugen resources.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on February 17, 2020, 01:37:01 am
I just reported on Github a weird behavior with Sticks on Linux. I hope I made myself clear good enough. Pads work fine, just sticks give me troubles.

https://streamable.com/gwm0i

https://github.com/Windblade-GR01/Ikemen_GO/issues/90
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on February 17, 2020, 06:57:29 am
Rowen's Ryu edit doesn't roll on Ikemen.

So huh... after revising this bug I realized that the problem might actually be that Ikemen doesn't compute well 2 buttons at same time, cuz not only rolling is difficult, but also performing ex moves and lvl 2 supers takes a few tries to come out.

I really hope you have a look at this man.
Title: Re: Ikemen GO bug reports and know bugs
Post by: TTTTTsd on February 17, 2020, 05:01:10 pm
Haven't posted in literal years but I can explain why two button press feels the way it does here. IKEMEN actually processes 2 button inputs properly, its regular MUGEN that doesn't. When experimenting with alternative buffer methods, I learned that MUGEN actually detects button hold before button press, and it takes even longer if you press two buttons, meaning that two button presses have more input lag, but this also increases the leniency in which a two button press can be detected.

IKEMEN GO actually properly processes button press, it checks for press first and then hold, instead of doing what MUGEN does (check for hold and then go back to check for press, wasting time). This makes two button presses more "strict", but also means the command interpreter is doing its job properly. An implementable solution might be applicable, but it would require rewriting how commands are checked, and would be kind of a pain.
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on February 18, 2020, 03:47:56 am
Shit... If that stays a thing then it will suck big time because there's plenty characters with 2 buttons moves.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on February 19, 2020, 07:58:51 pm
Stage music is not playing on Arcade and Kumite mode.

Details Here
https://github.com/Windblade-GR01/Ikemen_GO/issues/92


Fixed, just remove  the "random" parameter when calling characters on select.def
Title: Re: Ikemen GO bug reports and know bugs
Post by: Farengeit on February 22, 2020, 10:29:57 am
when you try to start the arcade, the game crashes with an error (a copy from the Ikemen.log):

.\external\script\start.lua:1874: attempt to call a non-function object
stack traceback:
   .\external\script\start.lua:1874: in function 'f_selectScreen'
   .\external\script\start.lua:1296: in function 'f_selectArcade'
   external/script/main.lua:1552: in function 'f_itemname'
   external/script/main.lua:1946: in function 'loop'
   external/script/main.lua:2361: in main chunk
   [G]: ?

If you try to run vs-mode:

.\external\script\start.lua:1874: attempt to call a non-function object
stack traceback:
   .\external\script\start.lua:1874: in function 'f_selectScreen'
   .\external\script\start.lua:1069: in function 'f_selectSimple'
   external/script/main.lua:1570: in function 'f_itemname'
   external/script/main.lua:1946: in function 'loop'
   external/script/main.lua:2361: in main chunk
   [G]: ?

Ikemen version: 0.89.2-yursyled Win x86
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on February 24, 2020, 02:48:45 am
My fault. :oops:
That was a unstable build that was online for 80 minutes. (It should not have)

It should be fixed now.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on February 25, 2020, 12:52:07 pm
https://mugenguild.com/forum/topics/kuando-189151.0.html
People are saying this character doesn't play any sounds when he does perfectly in normal Mugen.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on February 27, 2020, 08:49:01 pm
@Gacel: @K4thos: Ikemen refuses to load for me, I click on it and nothing, but my version(s) worked perfectly before. Windows 10 btw.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on February 28, 2020, 03:32:47 am
https://mugenguild.com/forum/topics/kuando-189151.0.html
People are saying this character doesn't play any sounds when he does perfectly in normal Mugen.

I'll check the char when I have free time.

@Gacel: @K4thos: Ikemen refuses to load for me, I click on it and nothing, but my version(s) worked perfectly before. Windows 10 btw.

When you open it via cmd it does display any error message?
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on February 29, 2020, 03:43:17 pm
(https://i.imgur.com/WIOdPDZ.png)
Seems to be a gamepad/joystick Issue.
I'm using the Hori PS4 Mini controller which seemingly works with PCs (At least with Mugen) even with a few issues.
Title: Re: Ikemen GO bug reports and know bugs
Post by: PandoraSMA on March 06, 2020, 07:20:32 pm
https://streamable.com/7x7nk
the issue when installing the lifebar then the battles finishes there's a slowtime which doesn't happen in neither Mugen 1.0 or 1.1, followed by "time over" that shouldn't happen

also, control of the character's still after finishing the battle, which doesn't happen in mugen

https://www.mediafire.com/file/vb9zgs9fxzq4jhl/ikemen_go.rar/file
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on March 07, 2020, 04:58:21 am
It's been a while. I ran a quick  test with Gacel's 0.9 fork:
- P2 can't skip intros.
- If P1 browses menu, P2 can't browse it anymore.
- P2 has no acess to arcade mode.
- Scale for stage preview isn't working.
- Color change for health gauge doesn't work (don't know if it was implemented in this fork though)

I was going to do some more tests but tried use chars from Rurouni Kenshin Soul and Sword and IKEMEN kept crashing with them.

About Kathos' fork: "Project not found or access denied."
Title: Re: Ikemen GO bug reports and know bugs
Post by: ArtistofLegacy on March 07, 2020, 05:38:31 am
Some character stuff.

Kyosuke by Kamekaze: Throw hitbox doesn't appear.

Mr. Karate by Kamekaze: Unable to combo into anything.

Akuma by Niitris: Projectiles don't disappear on hit so they continuously do damage until they leave the screen.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on March 08, 2020, 12:34:20 am
About the Hori controller
So another GLFW bug again. I'll report it, to the GLFW team.

Rowen can you send the error log as text?

It's been a while. I ran a quick  test with Gacel's 0.9 fork:
- P2 can't skip intros.
- If P1 browses menu, P2 can't browse it anymore.
- P2 has no acess to arcade mode.
- Scale for stage preview isn't working.
- Color change for health gauge doesn't work (don't know if it was implemented in this fork though)

I was going to do some more tests but tried use chars from Rurouni Kenshin Soul and Sword and IKEMEN kept crashing with them.

About Kathos' fork: "Project not found or access denied."

I'll check the lifebar ones.
The K4thos fork is located here: https://github.com/K4thos/Ikemen_GO

The health gauge can change color?

Some character stuff.

Kyosuke by Kamekaze: Throw hitbox doesn't appear.

Mr. Karate by Kamekaze: Unable to combo into anything.

Akuma by Niitris: Projectiles don't disappear on hit so they continuously do damage until they leave the screen.

I'll check everithing.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on March 08, 2020, 01:02:28 am
Wish granted.

Spoiler, click to toggle visibilty

I inserted the ... because the original log was too long (I think that's the issue), but you should understand.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on March 08, 2020, 01:06:42 am
The K4thos fork is located here: https://github.com/K4thos/Ikemen_GO

The health gauge can change color?

- I see. Specifying, the Appveyor link is offline. I download from there since I don't know how to compile. :x

- It's supposed to (here (https://github.com/K4thos/Ikemen_GO/commit/68f80903ec3f0b3e2364c551904f3e83e67fb06d)):
Quote
- lifebar changing color depending on health (pX.front.spr / pX.front.anim now can store additional value in the name e.g. pX.front90.spr, which is used to swap the current front spr / animation to this one if player's life matches the percentage value. There can be multiple frontX spr/anim assignments (no hard limits)

I just tried it... it didn't work though.
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on March 08, 2020, 11:52:58 pm
It's been a while. I ran a quick  test with Gacel's 0.9 fork:
- P2 can't skip intros.
- If P1 browses menu, P2 can't browse it anymore.
- P2 has no acess to arcade mode.
- Scale for stage preview isn't working.
- Color change for health gauge doesn't work (don't know if it was implemented in this fork though)

fixed all of those (https://github.com/K4thos/Ikemen_GO/commit/57b17edb310178be4c94076d4ec165bc98b46c70). Scale for stage preview needs testing. Lifebar colouring for some reason was not implemented but should work now. Also implemented colouring for powerbar.  Check out wiki for information how to use this feature: https://github.com/K4thos/Ikemen_GO/wiki#lifebar-all-variants
Title: Re: Ikemen GO bug reports and know bugs
Post by: Farengeit on March 09, 2020, 05:34:44 pm
Some problems with Morrigan by BeterHans. Ikemen crash log:

.\external\script\start.lua:1250: chars\Morrigan/States/System.st:873:
“Shining Wings”
name: "で囲まれていません
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1250: in function 'f_selectArranged'
   external/script/main.lua:1616: in function 'f_itemname'
   external/script/main.lua:1958: in function 'loop'
   external/script/main.lua:2373: in main chunk
   [G]: ?


http://www.mediafire.com/file/84ftx2l7ydpqjie/Morrigan.7z/file (http://www.mediafire.com/file/84ftx2l7ydpqjie/Morrigan.7z/file)
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on March 09, 2020, 06:09:12 pm
For some reason I have fps drops at the options menu. Also ADD004 doesn't seems to work in the newest build.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Bejeeta on March 09, 2020, 07:17:17 pm
Options menu doesnt appear at the newer version for me.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on March 09, 2020, 07:54:40 pm
Options menu doesnt appear at the newer version for me.

Test with a clean installation, don't try to copy 0.90 over your old installation.
Options are now being called from the system.def, check default 0.9 Ikemen Go system.def and try to take the new menu options to your custom build.

For some reason I have fps drops at the options menu. Also ADD004 doesn't seems to work in the newest build.
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on March 09, 2020, 09:38:36 pm
Then how do I use it? Because the lifebars aren't displaying on my end.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on March 09, 2020, 09:46:31 pm
Then how do I use it? Because the life bars aren't displaying on my end.

DO you have bars declared in your fight.def? You can declare bars for every mode available, simul, ratio, tag, etc.

Check the default Ikemen Go screenpack fight.def, you can see how to declare bars for every mode.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on March 09, 2020, 09:48:30 pm
Well Shiyo said he would update his Ikemen add004 to the new standards as mentioned in his Latest vid's comment section.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on March 09, 2020, 09:57:42 pm
Well Shiyo said he would update his Ikemen add004 to the new standards as mentioned in his Latest vid's comment section.

Technically Gacel and K4th0s didn't make anything to ADD004, just the fact that any tag code would be called from config.json, so the tag code doesn't need to be in common1.cns or common1.cns.zss, actually I'm modifying myself to make some KOF XI tag system.

So if any changes come in the future you just need to put the code in a file and calling from config.json.

Even if Uno tag get updated someday, this could be useful.

Let's not get offtopic and take this conversation to Main Ikemen Go thread.
Title: Re: Ikemen GO bug reports and know bugs
Post by: -Ash- on March 09, 2020, 10:15:36 pm

DO you have bars declared in your fight.def? You can declare bars for every mode available, simul, ratio, tag, etc.

Check the default Ikemen Go screenpack fight.def, you can see how to declare bars for every mode.
Wait what!?... I thought you're supposed to set lifebars in system.def and not in the lifebar's fight.def itself.

I'm modifying myself to make some KOF XI tag system.
I'm VERY interested on this.



Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on March 12, 2020, 12:41:33 am
Spoiler, click to toggle visibilty

fixed all of those (https://github.com/K4thos/Ikemen_GO/commit/57b17edb310178be4c94076d4ec165bc98b46c70). Scale for stage preview needs testing. Lifebar colouring for some reason was not implemented but should work now. Also implemented colouring for powerbar.  Check out wiki for information how to use this feature: https://github.com/K4thos/Ikemen_GO/wiki#lifebar-all-variants
Hey, Kathos. Could you fix the Appveyor link or you don't plan on releasing automated builds anymore?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on March 13, 2020, 10:22:02 pm
That link was maintained by me.
I removed it because the 2 branches are the same now that are merged. (And caused confusion)
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on March 13, 2020, 10:24:20 pm
So there's only 1 AppVeyor version now I assume?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on March 13, 2020, 10:37:19 pm
That link was maintained by me.
I removed it because the 2 branches are the same now that are merged. (And caused confusion)
I see. I already downloaded the latest version earlier. Thank you.


So there's only 1 AppVeyor version now I assume?
Yes: https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts



Some test with the latest version.

- It's not really a bug, but it's missing in [Option Info]:

title.offset = 320,32
title.font = 4,0,0

Maybe it just hasn't been implemented yet... ?

- Ratio mode: Using only KFM, if P2 ratio is different from P1, then it tags out automatically at the start of the and doesn't come back.
I closed IKEMEN and started working properly. I couldn't trigger it again, but reporting just in case.

- If you go to "team arcade" with p2, p1 will be assigned.
Even though P2 defeats P1 as a challenger, p1 will remain in arcade mode as the winner.

- If you close Ikemen in mission mode:
In Time Attack: Continue screen appears.
In Survival & Survival Co-op: Rounds survived appears.

It is quick and appears right before IKEMEN is closed, but the other submodes do not have this problem.



Previously reported issues that still persist:

- The training mode is not as in MUGEN:
It is not possible to choose p2.
No access to mode options.
Char Training being controlled by AI.

- The problem with bgm remains. And some are not even played.

- Specific intros do not work properly, generally P1 plays a random animation while P2 plays the correct animation.
Some characters do not play specific intros when they are the player 1, but they play normally when they are player 2 (Kenshin from RKSaS (https://mugenguild.com/forum/rurouni-kenshin-soul-and-sword.408) for example).

I was going to make a video showing some of the last mentioned problems compared to MUGEN, but for some reason the build started to crashing while loading using characters from RKSaS (https://mugenguild.com/forum/rurouni-kenshin-soul-and-sword.408), and even downloading again and installing everything from scratch, the problem persists.




Title: Re: Ikemen GO bug reports and know bugs
Post by: Lasombra Demon on March 15, 2020, 05:25:53 am
Most of Mouser's characters give me this. They didn't use to.

.\external\script\start.lua:1253: open chars/World_Heroes/HANZO1/HANZO1.DEFhanzo.snd: The system cannot find the file specified.
stack traceback:
    [G]: in function 'getWaveData'
    .\external\script\start.lua:1253: in function 'f_playWave'
    .\external\script\start.lua:2857: in function 'f_p1SelectMenu'
    .\external\script\start.lua:2105: in function 'f_selectScreen'
    .\external\script\start.lua:1358: in function 'f_selectSimple'
    external/script/main.lua:1845: in function <external/script/main.lua:1828>
    external/script/main.lua:2261: in function 'loop'
    external/script/main.lua:2185: in function 'f_checkSubmenu'
    external/script/main.lua:2244: in function 'loop'
    external/script/main.lua:2706: in main chunk
    [G]: ?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on March 15, 2020, 11:56:41 pm
Lifebar bugs:
- Lifebar does not count victory in survival mode. When the round ends, the win counter returns to zero.
- If the enemy "commits suicide", the winner player's score backs to zero.
- If you press the space bar, score will reset. Intentional?
- If you pause the game, the animation of the powerbar and health continues to be played.
- P2 combo counter doesn't slide back to the right, it simply disappears.
- Color overlay for fonts does not work.
- I've reported this before, but finally with screenshots it's easier to show. Alpha channel problem with PNG sprites:

In MUGEN 1.1
Spoiler, click to toggle visibilty

IKEMEN 0.9.1
Spoiler, click to toggle visibilty

LIFEBAR (http://www.mediafire.com/file/cbwa75eaj8s5gua/%255BLIFEBAR%255DTQH0.rar/file).

Screenpack bugs:
- If you use a glyph (hyphen for example) to create an empty slot, ikemen crashes before loading.
- It is possible to select a char with the "q" and "w" keys, but it is not possible to use them to select
a mode. Is it intentional?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on March 17, 2020, 08:47:36 pm
If you use debug commands, it should reset. That's intentional.
Quote
- It is possible to select a char with the "q" and "w" keys, but it is not possible to use them to select
a mode. Is it intentional?
That's a bug.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on March 20, 2020, 05:10:43 pm
The FightFx scale still isn't fixed I assume fellas? Not for me at least.
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on March 21, 2020, 07:43:04 pm
The FightFx scale still isn't fixed I assume fellas? Not for me at least.

I recall Gacel saying fightfx wasnt implemented yet some days ago in the discord. 
Title: Re: Ikemen GO bug reports and know bugs
Post by: OldGamer on March 21, 2020, 09:55:37 pm
this happen on 3/21/2020 time 4:46 pm
I was working on my full game that me and mulambo has created and we having this issue
(https://i.imgur.com/UEYjCNq.png)

Code:
.\external\script\screenpack.lua:58: cannot perform concat operation between string and nil
stack traceback:
.\external\script\screenpack.lua:58: in function 'CalculateLocalcoordValues'
external/script/main.lua:821: in main chunk
[G]: ?


here the screen pack so you can see for your self
its work fine on version0.12 but version 0.91.1 is keep giving me this error
here the link I hope you guys can tell how to fix this error
https://drive.google.com/file/d/16i-i7sOiSbRBqWZ0XVSnJdi8Cy39aKou/view?usp=sharing

also why the heck did you guys removed the Zoom setting >.> please bring that back........  :shame:
Title: Re: Ikemen GO bug reports and know bugs
Post by: LebKeller on March 22, 2020, 05:24:45 am
You can still adjust zoom manually in your config file.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on March 23, 2020, 12:34:18 am
I was making a video to use as an example to make some more suggestions, but then I noticed that the powerbar counter is only working for P1 and P2 (0.91.1). Hell, I shouldn't have deleted the previous version.
Spoiler, click to toggle visibilty

Quote
- Lifebar does not count victory in survival mode. When the round ends, the win counter returns to zero.
I only realized after I posted. You guys added the [Match] parameter, so the win counter is redundant since it now has "stage%". I don't know if it's possible, but it would be nice if win counter were completly removed in survival mode.
And on the [Match] parameter, it's only for the P1 side so far. Maybe it's because P2 doesn't have access to solo play modes. If P2 chooses arcade, for example, P1 is assigned, but neither of them has access so all that remains is to press the ESC key.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on March 28, 2020, 09:16:02 pm
this happen on 3/21/2020 time 4:46 pm
I was working on my full game that me and mulambo has created and we having this issue
https://i.imgur.com/UEYjCNq.png

Code:
.\external\script\screenpack.lua:58: cannot perform concat operation between string and nil
stack traceback:
.\external\script\screenpack.lua:58: in function 'CalculateLocalcoordValues'
external/script/main.lua:821: in main chunk
[G]: ?


here the screen pack so you can see for your self
its work fine on version0.12 but version 0.91.1 is keep giving me this error
here the link I hope you guys can tell how to fix this error
https://drive.google.com/file/d/16i-i7sOiSbRBqWZ0XVSnJdi8Cy39aKou/view?usp=sharing

also why the heck did you guys removed the Zoom setting >.> please bring that back........  :shame:


The problem is that Localcoord needs 2 values and you used one.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Bejeeta on March 30, 2020, 10:44:56 pm
There is an Ikemen go screen corner bug with Juri's han(prime's version) super move Statedef 3550(lvl 2 version has it also)  when you execute super with the player 2 at the stage's corner juri han doesn't go behind the enemy(At mugen goes behind the enemy).Wesker by infinite has the same problem with his gun super move with enemy at stage corner when you use him at Ikemen go.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Farengeit on April 14, 2020, 06:50:46 pm
The program crashes when I try to run with the command line parameters "ikemen_go -p1 ken -p2 ken" (I tried with different characters). Moreover, running with the "-h" and "-r" parameters works without problems. In older versions, this is not observed (for example, in version 0.89).

Ikemen log:

Spoiler, click to toggle visibilty
Title: Re: Ikemen GO bug reports and know bugs
Post by: Bejeeta on April 17, 2020, 02:08:34 am
Gacel there are huge memory leaks in the newest version. My pc slows down when i start a round and i have to wait over 5 mins so that ikemen can close.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on April 18, 2020, 04:38:06 am
I'm working on fixing it.
It does happen because a dependency broke.

I removed that broken version from appveyor.
Download the 0.92  version from the time begin.
Title: Re: Ikemen GO bug reports and know bugs
Post by: ArtistofLegacy on April 22, 2020, 12:23:16 am
Combo counter doesn't appear for P2.
Title: Re: Ikemen GO bug reports and know bugs
Post by: TTTTTsd on April 24, 2020, 01:44:44 pm
Currently I am running into issues where the engine detects two controllers, but can only remap one of them. I have no idea if its strictly because of XInput support, but not supporting two controllers (without Joy2Key) is very, very odd. Hopefully this can be fixed?

To be specific, both controllers are detected, but only the first controller can be rebound, and the 2nd one cant be rebound at all in the options menu. In addition, the controller used for button bindings is not displayed in the input binding menu which is a little confusing (MUGEN did this via A B C D controller displays for the inputs)
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on April 26, 2020, 09:23:49 pm
Using 0.93 version:

- After the system.def is updated, Ikemen opens and closes the first time. It only works the second time. It's not something that serious, but I'm reporting it just in case.
- If you switch the character in the slot to P1, it also will happen to P2 if their cursor is in the same slot. And vice versa.
- Theres is this peculiar situation, I wonder why IKEMEN doesn't just start centered on the screen, but it starts on different axes of the screen when started.
- If you access single modes with P2, P2 will use P1's side. Doing this in Arcade mode, if P1 challenges, P1 will use P2's side, as if the lifebar and the starting position in the fight were reversed.
- title.font = -1,0,0 does not work. In MUGEN 1.0 / 1.1, if you use 0 the font is disabled. In IKEMEN if you use 0 or -1 has no effect, the only way to get rid of the font is to remove it from the screen through its axis.
Example: 0, -13

For now, I'm just going to do this quick test because there are still many persistent bugs that have already been reported, such as the overlapping colors not working for the fonts and the palfx problem as in the video below:
https://imgur.com/lYm0wpK

On the other hand, it is great to know that in addition to the portrait of chars 1.1 being able to share the palette in the lifebar, the chars selection cursor also works in the same way as in MUGEN 1.0 allowing "diagonal browsing":
https://imgur.com/S2NId6t
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on April 27, 2020, 07:57:24 am
Quote
- If you switch the character in the slot to P1, it also will happen to P2 if their cursor is in the same slot. And vice versa.
this is not a bug (or at least the report is not precise enough to categorize it as such). From my test both P1 and P2 can select different characters from the same slot (once you select the character, your selection is remembered even if P2 changes the slot to different character). I don't understand how you expect it to work without creating situation when character highlighted (not selected yet) by one of the players is different than face currently displayed in the slot. Current implementation is logical to me and what you're proposing (the way I understand it) would create confusion for players, especially if there would be many characters in the single slot.

Quote
- If you access single modes with P2, P2 will use P1's side. Doing this in Arcade mode, if P1 challenges, P1 will use P2's side, as if the lifebar and the starting position in the fight were reversed.
based on your description I don't consider it a bug. The first controller that is detected to start the mode takes P1 side (which is the only sane way if we want to support more than 2 controllers/players in future). Player that interrupts the game to challenge you always takes P2 side. Once the match is over the mode is continued with winner on the P1 side. If this is what you're experiencing than it works the way it has been designed.

edit:
Quote
- title.font = -1,0,0 does not work. In MUGEN 1.0 / 1.1, if you use 0 the font is disabled. In IKEMEN if you use 0 or -1 has no effect, the only way to get rid of the font is to remove it from the screen through its axis.
fixed locally

Quote
Combo counter doesn't appear for P2.
Quote
- P2 combo counter doesn't slide back to the right, it simply disappears.
this should be fixed in 0.93

Quote
The program crashes when I try to run with the command line parameters "ikemen_go -p1 ken -p2 ken" (I tried with different characters). Moreover, running with the "-h" and "-r" parameters works without problems. In older versions, this is not observed (for example, in version 0.89).
also should be already fixed in 0.93

Quote
- If the enemy "commits suicide", the winner player's score backs to zero.
if it's done via debug keys than it works as expected

Quote
- If you press the space bar, score will reset. Intentional?
yes

Quote
- If you pause the game, the animation of the powerbar and health continues to be played.
fixed locally

Quote
- Color overlay for fonts does not work.
proper repo steps are needed to test it. r,g,b definatetly works for fonts since that's how font colors in default options screen are implemented.

this feature was not implemented at all for lifebars. I've added it in this commit: https://github.com/K4thos/Ikemen_GO/commit/69708ef3a92f158b87428bb4a089f8ec051439da
Title: Re: Ikemen GO bug reports and know bugs
Post by: extravagant on April 27, 2020, 08:29:56 am
https://cdn.discordapp.com/attachments/282927929548210177/704083985805869086/cs.mp4

Ikemen does not function properly with State -2, WinKO, and warusaki3's custom CvS2 KO screen.... please help....
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on April 27, 2020, 01:16:52 pm
https://cdn.discordapp.com/attachments/282927929548210177/704083985805869086/cs.mp4

Ikemen does not function properly with State -2, WinKO, and warusaki3's custom CvS2 KO screen.... please help....

fixed: https://github.com/K4thos/Ikemen_GO/commit/c1b4a260d126e792d47858e617a3251e4f2c27d4
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on April 27, 2020, 01:54:03 pm
Quote
this is not a bug (or at least the report is not precise enough to categorize it as such). From my test both P1 and P2 can select different characters from the same slot (once you select the character, your selection is remembered even if P2 changes the slot to different character). I don't understand how you expect it to work without creating situation when character highlighted (not selected yet) by one of the players is different than face currently displayed in the slot. Current implementation is logical to me and what you're proposing (the way I understand it) would create confusion for players, especially if there would be many characters in the single slot.
Ok. It's just that I thought of it as a way to access a secret character / alternative version, so to access such character, both players should have to press the necessary button. But in this case it was opted for what is shown visually, it makes sense too.

Quote
based on your description I don't consider it a bug. The first controller that is detected to start the mode takes P1 side (which is the only sane way if we want to support more than 2 controllers/players in future). Player that interrupts the game to challenge you always takes P2 side. Once the match is over the mode is continued with winner on the P1 side. If this is what you're experiencing than it works the way it has been designed.
I see. It is just a matter of convention. Commonly if you start in a single mode using P2, your side is the right, it is common in commercial games and in MUGEN the "players with even numbers" are on the right and those "with odd numbers" on the left. I know that IKEMEN is something else, but it's kind weird at first anyway.

Quote
proper repo steps are needed to test it. r,g,b definatetly works for fonts since that's how font colors in default options screen are implemented.
Indeed, I just tested it on screenpacks, it works but not on lifebars.
Title: Re: Ikemen GO bug reports and know bugs
Post by: krudelu on April 27, 2020, 01:54:25 pm
There's an issue about replay not working properly. Tried playing network mode with 2 ikemen go screens just to test it and this happens. This was done in v0.93


Feel free to speed up the video
Title: Re: Ikemen GO bug reports and know bugs
Post by: krudelu on April 28, 2020, 02:17:50 am
also, I heard that the two button press issue has been mentioned before and someone said that how ikemen handles two button press compared to mugen handles it differently. I think it'll be better to just go do mugen's way if it'll make doing 2 button moves much more consistent. A lot of characters tend to have moves that uses 2 buttons (like characters that have ex specials) and being able to use them consistently is important.

Also, I heard about how having mugen's way of handling 2 button input to have a slight input lag. I don't feel the input lag at all for me but instead it feels more responsive.

But yea, I think the 2 button issue needs to be addressed|

Also, for some reason, inputs that are lenient in mugen end up being way too strict in ikemen. Would anyone mind addressing this as well.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Farengeit on May 03, 2020, 01:56:21 pm
Some problems with Karochi Taiki by Duracelleur. In ikemen go, one of Its hypers (down, forward, two punches, 3100 statedef) takes up more energy than in mugen by two to three times.

https://duracelleurxmugen.blogspot.com/2013/11/karochi-taiki-1stcharfromscratch-for.html (https://duracelleurxmugen.blogspot.com/2013/11/karochi-taiki-1stcharfromscratch-for.html)

P.S.This character has a very loud sound in the intro, so turn down the volume)))))

Title: Re: Ikemen GO bug reports and know bugs
Post by: Feddi09 on May 07, 2020, 07:07:45 pm
ReversalDef p2stateno does not work
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on May 11, 2020, 09:20:50 pm
I've started porting SHADEs 3 to the Ikemen GO engine using the original common1.cns.

The only notable issue is that the State P2 goes into when a move like Sabotage's Seismic Hammer is performed goes down instead of up.

Mugen: https://streamable.com/lff6t6
Ikemen: https://streamable.com/lycrs5

Images for now since Streamable is slow as... see the shadows.
EDIT: Nevermind, videos up.

Ignore the dodgy lifebars. I was checking what was what when converting them.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on May 14, 2020, 09:55:46 pm
Quick test with 0.94 build.

- If there is an active tab in the browser (Firefox) using Youtube, IKEMEN cannot start.
- The problem with palfx persists.
- Rendering problem with "round.default.text":

Ikemen
(https://i.imgur.com/EQmV9bY.png)

MUGEN
(https://i.imgur.com/x3Xxjso.png)

Most noticeable in the white outlines. Lifebar download (http://www.mediafire.com/file/5wrpqwmegyutvks/%255BLIFEBAR%255DHR.rar/file).

Title: Re: Ikemen GO bug reports and know bugs
Post by: Kamekaze on May 21, 2020, 03:14:55 pm
If you switch audio sources while ikemen is launched  the character sounds will still play on the first source.
EG.
1. Turn on ikemen
2. change audio source on computer from speakers to head phones or vice versa
3. when you play a match the music will play in the correct source but character sounds still play on the original source


Edit:
Spawning a lot of explods back to back with time%x=0 as the trigger only has it trigger once.

EG.
Code:
[State 0, Explod]
type = Explod
trigger1= time%5=0
If you say time%5=1 then it works so that's the stranger part. This only affects explods so far as my hitdef still works as usual.

one more:
remappal does not work on a helper unless the helper is spawned after roundstate 0. This includes the remappal as a parameter and as a sctrl. I'm about to release a character that you can use to test all this.

ONE MORE ONCE:
snap parameter on hitdefs trigger on block. they are supposed to trigger on hit only. Not on hit of a target, but on hit period. the rest of the behavior is on the user to handle.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on May 23, 2020, 01:36:44 am
- After any change, it keeps crashing over and over again.
After changing only the keyboard inputs, I had to try 8 times until IKEMEN loads. Some simple changes like changing a character's sff took even more attempts.
- Lifebar/Screenpack: Using font 2.0 with png sprites, lowercase letters are not rendered in some fonts. Sample (https://www.mediafire.com/file/pit55egk1q6nn0k/Font.rar/file).
- Lifebar/Screenpack: Color overlay does not work on 2.0 fonts with png sprites.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on May 23, 2020, 01:40:43 am
Well you're lucky. It normally takes 2 or 3 attempts when I do edits, unless it's to do with the amount of chars you have or the screenpack size.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Slayer. on May 23, 2020, 02:08:31 am
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.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Amidweiz on May 23, 2020, 02:22:51 am
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.
Title: Re: Ikemen GO bug reports and know bugs
Post by: The E Master on May 28, 2020, 03:19:11 pm
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?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on May 29, 2020, 09:25:35 pm
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.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Sir FanFaron on June 06, 2020, 02:22:47 pm
Not working in fight.def
[FightFx]
scale = 4 ;1
Title: Re: Ikemen GO bug reports and know bugs
Post by: jenngra505 on June 11, 2020, 06:49:13 pm
When using RemapPal on helpers, the palette will be remapped to the root character instead of the helper. I made a testing edit of my Numbuh 3 to show this off.
https://1drv.ms/u/s!AqN1Ini5-I2Ig-gnn264Q1IJjF4wFw?e=Q0hPbO
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on June 24, 2020, 12:47:58 pm
https://streamable.com/7x7nk
the issue when installing the lifebar then the battles finishes there's a slowtime which doesn't happen in neither Mugen 1.0 or 1.1, followed by "time over" that shouldn't happen

also, control of the character's still after finishing the battle, which doesn't happen in mugen

https://www.mediafire.com/file/vb9zgs9fxzq4jhl/ikemen_go.rar/file
@PandoraSMA: please upload this problematic lifebar again
Title: Re: Ikemen GO bug reports and know bugs
Post by: PandoraSMA on June 24, 2020, 10:36:42 pm
@PandoraSMA: please upload this problematic lifebar again
https://www.mediafire.com/file/3tnvf3g1hbme5i7/lifebar.rar/file
Title: Re: Ikemen GO bug reports and know bugs
Post by: orochi_kyo on July 03, 2020, 12:15:59 am
Not working in fight.def
[FightFx]
scale = 4 ;1

Scale for fightfx in fight.def is not supported. Support was already announced for the next update.
Title: Re: Ikemen GO bug reports and know bugs
Post by: junkerde on July 03, 2020, 03:07:43 am
edit: fixed
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on July 13, 2020, 09:16:15 am
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
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on July 13, 2020, 09:28:47 pm
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.
Title: Re: Ikemen GO bug reports and know bugs
Post by: SLZero on July 21, 2020, 04:19:17 am
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.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Ky_Kiske on July 23, 2020, 11:39:15 pm
Rouga (By R@ce Akir@) air command grab freeze the other characters
https://streamable.com/0wamuy

In mugen works https://streamable.com/kpi9sc
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on July 26, 2020, 08:50:42 pm
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)
Title: Re: Ikemen GO bug reports and know bugs
Post by: SLZero on August 03, 2020, 08:26:50 pm
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.
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on August 03, 2020, 08:31:09 pm
edit: afterimage in simul modes was not an ikemen issue
Title: Re: Ikemen GO bug reports and know bugs
Post by: fxfreitas on August 06, 2020, 12:33:44 am
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:
(https://cdn.discordapp.com/attachments/652163624147877937/740691987333775370/mugen000.png)
(https://cdn.discordapp.com/attachments/652163624147877937/740691991259644024/mugen001.png)
Ikemen GO:
(https://cdn.discordapp.com/attachments/652163624147877937/740692043910873262/ikemen008.png)
(https://cdn.discordapp.com/attachments/652163624147877937/740692046624587931/ikemen009.png)
If you want to test the character and see the code, you can find him Here on our Demo (https://mega.nz/file/2A01UYAI#TVQeff1A38nweYROJISIOezb-pcS7kKvOWlrac2JArA)
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 (https://www.dropbox.com/s/0wtfw4iu14nrbsw/FA2019EX-Zero.rar?dl=0)
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on August 06, 2020, 10:43:14 pm
edit: issue wasnt related with above after all
Title: Re: Ikemen GO bug reports and know bugs
Post by: fxfreitas on August 08, 2020, 09:06:21 pm
https://cdn.discordapp.com/attachments/652163624147877937/741721239240048650/Ikemen_Twin_Dream_test.mp4 (https://cdn.discordapp.com/attachments/652163624147877937/741721239240048650/Ikemen_Twin_Dream_test.mp4)
Alex changed the code logic and it worked, but not exactly as we wanted.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Rukasu18 on 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.
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on August 09, 2020, 02:12:08 am
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.

do you mean on startup?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Rukasu18 on August 09, 2020, 01:49:59 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.

do you mean on startup?

yep, on startup, in loading screen, i'm using add004ikemen20200523a58.


idk if the problem is with the chars i'm using with add004 ver. or is it a problem with ikemen ver.
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on August 09, 2020, 07:29:32 pm

yep, on startup, in loading screen, i'm using add004ikemen20200523a58.


idk if the problem is with the chars i'm using with add004 ver. or is it a problem with ikemen ver.

i have the same issue, i mean its not too annoying for me, but yes it does happen, sometimes a few times in a row and ill have to start ikemen up a few times. It might be add004, i dont know. It usually happens when I edit a character or a some file related to ikemen
Title: Re: Ikemen GO bug reports and know bugs
Post by: X3nostar on August 09, 2020, 07:53:14 pm

yep, on startup, in loading screen, i'm using add004ikemen20200523a58.


idk if the problem is with the chars i'm using with add004 ver. or is it a problem with ikemen ver.

Might be that your also having random Segfault issues during startup, I am having these too when I have lot of characters in the roster. Haven't been able to pinpoint which character or what setting is causing it thou. I do know that it happens when trying to load a TTF font or something but seeing as it happens randomly it hard to figure out.

To see if your also having this issue, run Ikemen go from a terminal window (cmd or powershell in windows) it should give you some output. I don't have the issue when disabling all characters but one, so it might be character related.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Rukasu18 on August 09, 2020, 09:35:36 pm

yep, on startup, in loading screen, i'm using add004ikemen20200523a58.


idk if the problem is with the chars i'm using with add004 ver. or is it a problem with ikemen ver.

Might be that your also having random Segfault issues during startup, I am having these too when I have lot of characters in the roster. Haven't been able to pinpoint which character or what setting is causing it thou. I do know that it happens when trying to load a TTF font or something but seeing as it happens randomly it hard to figure out.

To see if your also having this issue, run Ikemen go from a terminal window (cmd or powershell in windows) it should give you some output. I don't have the issue when disabling all characters but one, so it might be character related.


I'm using a TTF font too and i've already remade the game by replacing the 50 characters, but from another game, editing some files of them, the problem persists, only less often


I already opened ikemen through cmd and when it closes abruptly, cmd returns me with a command line with "> pause" as soon as the game closes, I don't understand programming at this level, so I don't know how to solve it lol

Title: Re: Ikemen GO bug reports and know bugs
Post by: fxfreitas on August 10, 2020, 05:18:32 pm
https://cdn.discordapp.com/attachments/652163624147877937/741721239240048650/Ikemen_Twin_Dream_test.mp4 (https://cdn.discordapp.com/attachments/652163624147877937/741721239240048650/Ikemen_Twin_Dream_test.mp4)
Alex changed the code logic and it worked, but not exactly as we wanted.

Just want to point the issue we had there:
Afterimage was not working on helpers in Ikemen GO, so we changed it to work with animations and a palfx
Title: Re: Ikemen GO bug reports and know bugs
Post by: SLZero on August 11, 2020, 02:00:03 am
When I first played around with the engine, I hardly had any audio and visual lag at random instances.
Now I am frequently getting this, is there a way to fix this or is it because of the current audio system?

Also what is the purpose of the mod folder? I don't know what its for.
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on August 12, 2020, 07:32:03 pm
Reposted bug from the git: AffectTeam/Teamside does not affect Projectiles properly

An issue in team modes only. If you launch a projectile with affectteam = b or new teamside parameter, the effects wont affect your team members projectiles depending on order of character selection. They won't hit. This works fine in Mugen 1.1, but seems to be a bug and work incorrectly in current Ikemen GO.

It's quite extensive so please download these test files for yourself and watch the included demonstration video that goes IN DEPTH on what happens, how, and ways to re-produce the bug. You will notice in regular MUGEN everything works fine.

for test files and video please visit: https://github.com/Windblade-GR01/Ikemen_GO/issues/164
Title: Re: Ikemen GO bug reports and know bugs
Post by: BurningSoul on August 29, 2020, 12:24:29 am
(https://cdn.discordapp.com/attachments/444327782831357973/749030671699148880/ww.png)
got this error from a char I got

    .\external\script\start.lua:1402: chars\Dudley/States/System.st:210:
    ifelse(AIlevel, ifelse((p2statetype = A), 750, ifelse((p2statetype = C), 751, ifelse(random < 500, 750, 751))), ifelse(command = "Counter_P", 750, 751))
    anim: コマンド"counter_p"は存在しません
    stack traceback:
       [G]: in function 'game'
       .\external\script\start.lua:1402: in function 'f_selectSimple'
       external/script/main.lua:2230: in function <external/script/main.lua:2208>
       external/script/main.lua:2723: in function 'loop'
       external/script/main.lua:3352: in main chunk
       [G]: ?

and this from  https://mugenguild.com/forum/topics/dudley-mr-ansatsuken-187210.60.html

also I noticed some characters transparency having issues in ikemen like th


(https://cdn.discordapp.com/attachments/444327782831357973/749031528796782714/ikemen002.png)
(https://cdn.discordapp.com/attachments/444327782831357973/749031528956297316/ikemen001.png)
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on August 29, 2020, 01:08:09 am
(https://cdn.discordapp.com/attachments/444327782831357973/749030671699148880/ww.png)
got this error from a char I got

    .\external\script\start.lua:1402: chars\Dudley/States/System.st:210:
    ifelse(AIlevel, ifelse((p2statetype = A), 750, ifelse((p2statetype = C), 751, ifelse(random < 500, 750, 751))), ifelse(command = "Counter_P", 750, 751))
    anim: コマンド"counter_p"は存在しません
    stack traceback:
       [G]: in function 'game'
       .\external\script\start.lua:1402: in function 'f_selectSimple'
       external/script/main.lua:2230: in function <external/script/main.lua:2208>
       external/script/main.lua:2723: in function 'loop'
       external/script/main.lua:3352: in main chunk
       [G]: ?

and this from  https://mugenguild.com/forum/topics/dudley-mr-ansatsuken-187210.60.html

this is known and fixed already. Won't be the case in the next build.
Title: Re: Ikemen GO bug reports and know bugs
Post by: RagingRowen on August 31, 2020, 07:04:58 pm
Are you guys still on to the Default FightFX? It still doesn't scale for me.
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on September 01, 2020, 02:16:56 am
Are you guys still on to the Default FightFX? It still doesn't scale for me.
fx scaling added in v0.95 has been removed in one of the hotfix commits since the formula turned out to be wrong: https://github.com/K4thos/Ikemen_GO/commit/a44f1dd0ba7da21ee62c9d92235e9f93f124742b
This functionality won't come back unless someone will figure out how mugen calculates fightfx scale (exact formula is needed).
Title: Re: Ikemen GO bug reports and know bugs
Post by: SLZero on September 10, 2020, 01:02:22 am
The formula must be complicated, ouch.
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on September 10, 2020, 01:06:41 am
Quote
The formula must be complicated, ouch.
I really doubt it, I'm just really bad at math.
Title: Re: Ikemen GO bug reports and know bugs
Post by: STANLEY69 on September 23, 2020, 02:34:44 am
So I installed add004 to my Ikemen but there's a problem. The names doesn't show up, the P2 Portrait looks a bit off and the lifebars are looked like they are cut up. Can someone help me to fix this? Thanks!
(https://i.imgur.com/9EZw2FI.png)
Title: Re: Ikemen GO bug reports and know bugs
Post by: shammahomega1 on November 05, 2020, 06:45:49 pm

This is a message for ikemen go developers,
Since winmugen, asta mugen 1.1, and I see that even in their ikemen, they have not solved the problem of 'turn' in the kung fu man character, it is one of the oldest failures of mugen, the 'turn' when falling behind the player 2, it's not done right away, causing command crashes.
Several authors of mugen, put together a complex command buffer system to be able to fix that, but wouldn't it be better if you fix it in your ikemen?
Excuse me, my English is bad, I hope you understand me.

Este es un mensaje para los desarrolladores de ikemen go,
Desde winmugen,asta mugen 1.1,y veo que aun en sus ikemen,no han resuelto el problema de turno en el personaje de kung fu man,es uno de los màs viejos fallos de mugen,el turno al caer de espaldas al p2,no se hace de inmediato,provocando fallas en los commandos,varios autores de mugen ,armaron un complejo sistema de buffer de commandos para poder en algo arreglar eso,¿pero no serìa mejor que ustedes lo arreglaran en su ikemen?.
Dis culpen mi ingles,es malo,espero me de a entender.

(https://i.imgur.com/xaNfJ0M.png)
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on November 05, 2020, 07:18:23 pm
i think they were talking about this and someone was already starting to implement a system in ikemen and people were beta testing it, but i dont think its coming too soon, they discussed it in the discord channel.
Title: Re: Ikemen GO bug reports and know bugs
Post by: shammahomega1 on November 05, 2020, 07:25:02 pm
i think they were talking about this and someone was already starting to implement a system in ikemen and people were beta testing it, but i dont think its coming too soon, they discussed it in the discord channel.

ok thaks
Title: Re: Ikemen GO bug reports and know bugs
Post by: krudelu on December 25, 2020, 04:32:36 am
In IKEMEN v0.96, turns recovery works offline but it doesn't work online. here's a vid of it:

Title: Re: Ikemen GO bug reports and know bugs
Post by: MALYSZ on December 30, 2020, 04:43:58 pm
I have invisible char problem:

(https://i.ibb.co/XkdXFw0/ikemen000.png)
Title: Re: Ikemen GO bug reports and know bugs
Post by: Bane84 on December 30, 2020, 11:10:08 pm
There's a pretty nasty bug in IKEMEN v0.96.  If any character uses a Projectile state control that has a negative (upward) starting Y velocity, the projectile never appears.  Y velocities of 0 and positive (downward) velocities work just fine.  I've tested this pretty consistently across multiple characters of mine.
Title: Re: Ikemen GO bug reports and know bugs
Post by: AlesRos on January 01, 2021, 10:26:39 pm
The cursor.startcell option is not working
I'm not sure about P1, but P2 always starts at 0,0

EDIT:
Another thing... when I put custom resolution 850 x 480 and enter fullscreen mode the image stays incorrect.
Is it possible to fix that?
This resolution (850 x 480) works fine in Mugen when set to fullscreen mode (because i think it works just like 1280 x 720)

This is window mode:

(https://i.imgur.com/9BVbO4X.png)

And fullscreen mode (it cuts right part of screen)

(https://i.imgur.com/KEapGrJ.png)

I'm not sure exactly whats the problem here... but I hope you can fix that :(

EDIT 2:

I read this post here https://mugenguild.com/forum/topics/ikemen-go-184152.msg2439037.html#msg2439037
It looks like we talk about an old problem
I fixed now using native monitor resolution
Title: Re: Ikemen GO bug reports and know bugs
Post by: Sir FanFaron on February 13, 2021, 08:06:26 pm
The Drawgame have bug in turns mode.
for exemple:
if 3vs3 team turns and p1 first fighter drawgame with p2 last fighter the match over and p1 no win.
Title: Re: Ikemen GO bug reports and know bugs
Post by: airforce111 on February 13, 2021, 10:03:47 pm
The Drawgame have bug in turns mode.
for exemple:
if 3vs3 team turns and p1 first fighter drawgame with p2 last fighter the match over and p1 no win.

yes its a known problem from devs. for me i customized it, go to start lua, look for "--rounds to win", and there is this section, i edited to be like this:

Code:
	for side = 1, 2 do
if t_rounds[side] ~= nil then
setMatchWins(side, t_rounds[side])
setMatchMaxDrawGames(side, t_rounds[side])
else
if side == 2 and main.charparam.rounds and start.f_getCharData(start.p[2].t_selected[1].ref).rounds ~= nil then --round num assigned as character param
setMatchWins(side, start.f_getCharData(start.p[2].t_selected[1].ref).rounds)
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 3 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[2].teamMode == 3 and start.p[1].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[2].teamMode == 3 and start.p[1].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 1 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 0 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[2].teamMode == 0 and start.p[1].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[1].teamMode == 0 and start.p[2].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
--elseif start.p[side].teamMode == 1 then --default rounds num (Simul)
--setMatchWins(side, main.matchWins.simul[side])
--elseif start.p[side].teamMode == 3 then --default rounds num (Tag)
--setMatchWins(side, main.matchWins.tag[side])
else --default rounds num (Single)
setMatchWins(side, main.matchWins.single[side])
end
setMatchMaxDrawGames(side, main.matchWins.draw[side])
end
end

Feel free to customize how you like. for me this fixs the issue
Title: Re: Ikemen GO bug reports and know bugs
Post by: Sir FanFaron on February 16, 2021, 01:44:21 am
The Drawgame have bug in turns mode.
for exemple:
if 3vs3 team turns and p1 first fighter drawgame with p2 last fighter the match over and p1 no win.

yes its a known problem from devs. for me i customized it, go to start lua, look for "--rounds to win", and there is this section, i edited to be like this:

Code:
	for side = 1, 2 do
if t_rounds[side] ~= nil then
setMatchWins(side, t_rounds[side])
setMatchMaxDrawGames(side, t_rounds[side])
else
if side == 2 and main.charparam.rounds and start.f_getCharData(start.p[2].t_selected[1].ref).rounds ~= nil then --round num assigned as character param
setMatchWins(side, start.f_getCharData(start.p[2].t_selected[1].ref).rounds)
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 3 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[2].teamMode == 3 and start.p[1].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[2].teamMode == 3 and start.p[1].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 1 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 0 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[2].teamMode == 0 and start.p[1].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[1].teamMode == 0 and start.p[2].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
--elseif start.p[side].teamMode == 1 then --default rounds num (Simul)
--setMatchWins(side, main.matchWins.simul[side])
--elseif start.p[side].teamMode == 3 then --default rounds num (Tag)
--setMatchWins(side, main.matchWins.tag[side])
else --default rounds num (Single)
setMatchWins(side, main.matchWins.single[side])
end
setMatchMaxDrawGames(side, main.matchWins.draw[side])
end
end

Feel free to customize how you like. for me this fixs the issue
Nice know with the devs are in work the problem.
Thank you airforce111, I go try test the code and report here later.

Title: Re: Ikemen GO bug reports and know bugs
Post by: EVILED on March 06, 2021, 08:00:25 am
Gacel, can you add a way to toggle off GLFont?

https://github.com/Windblade-GR01/Ikemen-GO/issues/153

I saw that on 09/23/2020 that you said "I think I can add a way to toggle off GLFont."

That would seem to be the easiest way to solve this issue as the Intel Chips and Drivers are capable of the minimum requirements of Ikemen Go; yet the bug persists anyway. Also, I have found what others have noted; switching to 130 doesn't do anything to stop the engine crash.

The crash seems to center around some but not all Intel Chips; but also does not seem restricted to a specific operating system. This is clear because GNU + Linux, windows, and mac are all producing the crash for different people in the bug report.

Because the bug has existed for almost seven months; I think being able to simply toggle off the GLFont would be the quickest solution to at least get the engine to not crash until a more comprehensive fix can be figured out.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Violin Ken on March 06, 2021, 06:50:25 pm
I seem to be getting an issue in Ikemen Go with Rose's heavy soul spiral (qcf + HK).

In ikemen, it only hits once when it should hit 3x.
https://streamable.com/kfe6mt (https://streamable.com/kfe6mt)

In mugen, it hits 3x.
https://streamable.com/9p9sdg (https://streamable.com/9p9sdg)

Character download is here:  https://mugenguild.com/forum/topics/rose-sfa-edit-soul-illusion-vism-186166.0.html (https://mugenguild.com/forum/topics/rose-sfa-edit-soul-illusion-vism-186166.0.html)
Title: Re: Ikemen GO bug reports and know bugs
Post by: EVILED on March 11, 2021, 05:30:59 am
I have the fix for the OpenGL GLSL Shader bug.

https://github.com/Windblade-GR01/Ikemen-GO/issues/153

I have the fix! At least a workaround.

So, the problem is that Ikemen Go is a "context-unaware application." Which, from my understanding, means that it's not programmed to actually check which version of OpenGL you're running.

As a result, either the program (or maybe the OS?) defaults to running a version below what the Ikemen Go engine actually needs.

This means that even though you have a graphic card that can run the program, the program doesn't check to see if that's true and just assumes you don't and then reports a false error message instead because it's trying to run the program as OpenGL 3.0 for "maximum compatibility." Which is ironic, because that breaks the program.

So, here is what you actually need to do. You need to open the program through a Terminal and add this string in front of the program to force the program to realize that your card can actually run it.

So, first, navigate your Terminal to the folder your Ikemen Go binary is stored in.

cd /home/username/Downloads/Ikemen_Go_Linux

Or, you know, wherever you have your program stored.

Then, run the fallowing command in Terminal.

MESA_GL_VERSION_OVERRIDE=4.3 ./Ikemen_GO_linux

For mac people, you'll have to edit this line to tell it to open the mac binary.

This will force the engine to open with OpenGL 4.3 instead of 3.0 and the engine will open without crashing and run perfectly fine. At least, that's what fixed it for me.

I was able to just use 4.3 like in the example to get it working. You might have to poke around with versions until you find something your card supports and Ikemen Go can run on.

I don't know programming, but what needs to be done now on the programming side of things is to tell the engine to actually check which version of OpenGL you have so that it can run. I don't know if there is a way to have it probe the OS and get that information or what. But, something about Ikemen Go doesn't bother to check, apparently.

This is where I sourced the solution from.

https://askubuntu.com/questions/850900/why-is-my-opengl-version-stuck-at-3-0-despite-new-hardware-software

UPDATE

I have found a solution to this problem that works for me. Maybe it will work for you too.

"export MESA_GL_VERSION_OVERRIDE=4.5

If the problem is solved, store this
for the user in ~/.bashrc or system wide in /etc/profile
If saving changes is not sufficient, use rootcopy.
Check if being set with printenv"

I found it from here.

https://forum.porteus.org/viewtopic.php?t=9109

So, here is what I did. I did not do user, instead I did system.

I did sudo nano /etc/profile

Then, at the very bottom, I added the line "export MESA_GL_VERSION_OVERRIDE=4.3"

I did 4.3 instead of 4.5 because 4.3 is what was working for me in Konsole.

I then restarted my computer.

IKEMEN GO now launches when double clicked within its folder without having to open it from Terminal with "MESA_GL_VERSION_OVERRIDE=4.3" in front of it every time because the whole system is now told to open programs in 4.3 as default instead of 3.0. Minetest also runs under 4.3 instead of 3.0 now. This is how I know it's for the whole system. IKEMEN GO now launches, where before it didn't. Minetest did launch, and still does. But, once in Minetest, the top of the window shows what version of Open GL it's running and now it says 4.3 instead of 3.0.

I don't know if this will work for mac computers. I don't know if this is caused by IKEMEN GO or the Operating System or the Driver.

I will say that this is an important issue to fix as it lets people run the program on GNYU + Linux Operating Systems and older hardware that is completely capable of running it.

My best guess, at this point, is that for whatever reason the modern OS or graphic driver doesn't really understand by default what these older Intel Chips are capable of graphically and so chooses to run under 3.0 for "maximum compatibility" even thought the chip is actually capable of far more.

So, again, the solution for me was simple. Simply add that line to /etc/profile at the bottom and reboot and the entire system now forces programs to open in Open GL 4.3 instead of the 3.0 default.

I don't know if anything can be done IKEMEN GO side to probe the system and correct this. But, considering it's an OS default that is getting in the way I don't have high hopes that there is anything that can be done. If I remember correctly, I think the Konsole itself would report 3.0 as the version by default because of the badly chosen default. So, even if IKEMEN GO did or does probe the OS, the OS is lying to it and telling it 3.0 when higher versions work just fine. So, maybe the only solution to this is to manually set a system level override like I did. Or, a user level one like I didn't try yet.
Title: Re: Ikemen GO bug reports and know bugs
Post by: Sh1nRa358 on March 16, 2021, 02:05:01 am
system.def no longer reads from a custom directory. This is why alot of screenpacks aren't working from normal mugen.

Code:
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff.

Doesn't seem to work this way anymore. Only seems to read from the data folder only.
Title: Re: Ikemen GO bug reports and know bugs
Post by: avoryx on March 16, 2021, 09:57:50 pm
I'm using the most recent version of Gacel's fork
What causes some tag characters to fall from the ceiling and fail to tag in?
Is it a certain state?
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on April 05, 2021, 12:17:58 am
When they are controlled by AI only? Or also happens when a human controls the char?
Title: Re: Ikemen GO bug reports and know bugs
Post by: xcheatdeath on April 05, 2021, 01:10:35 am
I'm using the most recent version of Gacel's fork
What causes some tag characters to fall from the ceiling and fail to tag in?
Is it a certain state?

its state 5600 that the tag code uses so if the character is already using it, you'll get that issue
Title: Re: Ikemen GO bug reports and know bugs
Post by: waspennator on April 05, 2021, 05:09:38 am
Been helping test out OHMSBY's characters in Ikemen GO and noticed that the animated character portraits like in pic related aren't consistently reading the xscale and yscale coordinates in character CNS files, resulting in cases where characters are way bigger or smaller than they should be.
(https://i.imgur.com/pR3kCQf.png)
Title: Re: Ikemen GO bug reports and know bugs
Post by: GaziraAgain on April 05, 2021, 02:00:08 pm
I have the same problem using portraits with chars that have localcoord, like in mugen, the portraits are smaller than normal ones.
Title: Re: Ikemen GO bug reports and know bugs
Post by: OldGamer on April 05, 2021, 05:51:51 pm
Been helping test out OHMSBY's characters in Ikemen GO and noticed that the animated character portraits like in pic related aren't consistently reading the xscale and yscale coordinates in character CNS files, resulting in cases where characters are way bigger or smaller than they should be.
(https://i.imgur.com/pR3kCQf.png)
what you need to do is go to the char.def and add a "localcoord" and add the X,Y value sometime some character dont have one xD

Title: Re: Ikemen GO bug reports and know bugs
Post by: level.3 on April 15, 2021, 08:59:31 pm
Is  survival.maxmatches working?

I can't get the order=2~ to reflect
Title: Re: Ikemen GO bug reports and know bugs
Post by: akamaru on April 16, 2021, 06:03:06 am
The sound of IKEMEN GO sometimes disappears for a moment.

Another thing, if you guard the enemy's attack with MUGEN's AI guard, Red Life will increase.
It also occurs when the Training character option AUTO GUARD is turned on.

Below is a video of the Red Life bug.

https://www.youtube.com/watch?v=nJhJZenZ2K0
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on May 10, 2021, 05:30:16 pm
Been helping test out OHMSBY's characters in Ikemen GO and noticed that the animated character portraits like in pic related aren't consistently reading the xscale and yscale coordinates in character CNS files, resulting in cases where characters are way bigger or smaller than they should be.
https://i.imgur.com/pR3kCQf.png

There is a feature called portraitScale that could help with cases like this.
You need to add it to the def file of the char in the [info] area.
Title: Re: Ikemen GO bug reports and know bugs
Post by: jaede_ on May 21, 2021, 09:28:12 pm
Hey, I've come to report a few graphical bugs with my characters:

Using Ikemen GO 0.96.3

Tamaki_JM (https://mugenguild.com/forum/index.php?msg=2507756):
-Super Move Spark is being drawn with no transparency in the wrong spot, "Rainbow Spark" does not work properly, Burst mode super background is not at the right spot:
Spoiler: Intended (MUGEN 1.0) (click to see content)
Spoiler: Ikemen GO (click to see content)

Yukari_JM (https://mugenguild.com/forum/index.php?msg=2370293):
-Same issue with the "Rainbow Spark"
Spoiler: Intended (MUGEN 1.0) (click to see content)
Spoiler: Ikemen GO (click to see content)
Title: Re: Ikemen GO bug reports and know bugs
Post by: teddystororyteller on June 04, 2021, 07:51:07 pm
Hi guys, i'm having trouble with some animated portraits, can you help me please?(https://i.imgur.com/hkcny6f.png)
Title: Re: Ikemen GO bug reports and know bugs
Post by: Gacel on June 06, 2021, 03:04:30 am
Hey, I've come to report a few graphical bugs with my characters:

Using Ikemen GO 0.96.3

Spoiler, click to toggle visibilty


It seems more of a of a CNS bug than a graphical bug.
Still a bug is a bug. I'll look into it.

Hi guys, i'm having trouble with some animated portraits, can you help me please?
Spoiler, click to toggle visibilty

Can you give info about the characters that you are using? (To test it here)
Title: Re: Ikemen GO bug reports and know bugs
Post by: teddystororyteller on June 08, 2021, 04:13:39 am
Terry by Quimeravirus and Gabiru, Orochi Yashiro by Act Japan and some other  chars from kofa by duracelleur= Athena, Chae Lim, Luise Meyrink, Andy-xiii and Kula. i can upload in mega if you want
Title: Re: Ikemen GO bug reports and know bugs
Post by: Reginukem on June 10, 2021, 03:19:49 am
I want to put the char portrait/anim between the select grid and the stage preview. In resume: Select grid/portrait/stage preview.
I tested all the "layerno" possible but no results. I'm unsure if this is a bug or is not possible yet. Thanks anyway.

(https://i.imgur.com/ujB9Nam.gif)
My X Men GO
Title: Re: Ikemen GO bug reports and know bugs
Post by: K4thos on June 11, 2021, 07:19:14 pm
Quote
I tested all the "layerno" possible but no results. I'm unsure if this is a bug or is not possible yet.
neither mugen nor ikemen supports layerno parameters in screenpacks.

edit: screenpack backgrounds can be either layerno = 0 and 1, but not spr / anim / text elements. They have fixed order of rendering (adjustable in Lua files, if you can make sense out of confusing mess present there - in this case start.lua)
Title: Re: Ikemen GO bug reports and know bugs
Post by: Reginukem on June 12, 2021, 03:42:50 am
Quote
neither mugen nor ikemen supports layerno parameters in screenpacks.

edit: screenpack backgrounds can be either layerno = 0 and 1, but not spr / anim / text elements. They have fixed order of rendering (adjustable in Lua files, if you can make sense out of confusing mess present there - in this case start.lua)

Understood. Thanks for clarify this and very thanks for your hard work in Ikemen Go.
Title: Re: Ikemen GO bug reports and know bugs
Post by: oscar123 on June 29, 2021, 08:02:03 am
In some fights the stages move upwards (you only see the sky), and there is no way that they go down again, that happens when you jump or new characters come out. Any solution?
Title: Re: Ikemen GO bug reports and know bugs
Post by: P-Chan on June 30, 2021, 03:59:04 am
I have problems to run Ikemen 0.97 in my Windows and my Ubuntu. See the errors.
(https://i.ibb.co/Dw4PR1v/ikemen-2.png)
(https://i.ibb.co/jHRwx9j/Ikemen-1.png)
The main.lua file already exists in the folder.

Edit: I found solution for my bug here
https://github.com/Windblade-GR01/Ikemen-GO/issues/290

GPU problem.
Title: Re: Ikemen GO bug reports
Post by: oscar123 on July 21, 2021, 06:43:29 pm
requests for next update ikemen:
The 1 I would like to know which is the youtube channel of the creators of ikemen or its page here or official.
  1.Interactive stages option (destructible), and it must be very easy to create them since it would simply be to add a 3 player to the fights, but this would act as a bonus player(the 3 player) (such as the destructible car  of  the streed figther, rocks, ectrr , but the sprites corresponding to the stage would be put). That could be easily created I think.
2: option of history and tournament mode (I think this is in place but they still do not work)
3: a magic clash option (dbz type)
4: fix the damn problem of the stages and make the chars look like in the normal mugen
5: compatibility with the future portable pc console, hehe
Title: Re: Ikemen GO bug reports
Post by: Gacel on July 22, 2021, 09:26:51 am
requests for next update ikemen:
The 1 I would like to know which is the youtube channel of the creators of ikemen or its page here or official.
  1.Interactive stages option (destructible), and it must be very easy to create them since it would simply be to add a 3 player to the fights, but this would act as a bonus player(the 3 player) (such as the destructible car  of  the streed figther, rocks, ectrr , but the sprites corresponding to the stage would be put). That could be easily created I think.
2: option of history and tournament mode (I think this is in place but they still do not work)
3: a magic clash option (dbz type)
4: fix the damn problem of the stages and make the chars look like in the normal mugen
5: compatibility with the future portable pc console, hehe

1. Already in the engine. It's called attachedChar.

2. History mode is already in the engine. Tournament not yet.

3. What is magic clash? I need more info about it.

4. Already done a long time ago.

5. Already done if you are taking about Steam Deck. A Linux version is included with every release.
Title: Re: Ikemen GO bug reports
Post by: Fauxcry on August 27, 2021, 06:29:10 am
I'm having trouble with stages by Tahattus on beerus planet I have blinking flowers on dbforest I have blinking tree branches and on west city one of the walls on the building is off in the middle of the grass for no reason. been trying to do quick fixes but they are normally camera related this is beyond me I want to try to tweak it but I fear I may make it worst can I ask for some assistance please?
Title: Re: Ikemen GO bug reports
Post by: PeXXeR on November 05, 2021, 01:51:13 am
Sorry for the bump but I would just like to ask, last time I spoke to Gacel and k4thos my understanding was that they have merged their builds into one.
Please correct me if I am wrong but if that is not the case what is the difference between Gacel's fork and K4thos's one ?

Also im unsure if its my PC or something but the engine kinda runs choppy for me and I recently picked up a brand new PC so I doubt its the specs on it.

I feel its like something with the refresh rate of my monitor.

Thank you in advance.
Title: Re: Ikemen GO bug reports
Post by: Gacel on November 05, 2021, 02:13:37 am
Sorry for the bump but I would just like to ask, last time I spoke to Gacel and k4thos my understanding was that they have merged their builds into one.
Please correct me if I am wrong but if that is not the case what is the difference between Gacel's fork and K4thos's one ?

We periodically merge changes in out branches.
So they are the same most of the time.

Also I'm unsure if its my PC or something but the engine kinda runs choppy for me and I recently picked up a brand new PC so I doubt its the specs on it.
I feel its like something with the refresh rate of my monitor.
Thank you in advance.

Try to disable V-Sync.
Set "VRetrace" to 0 in "config.json".
Title: Re: Ikemen GO bug reports
Post by: extravagant on November 05, 2021, 07:10:06 am
Sorry for the bump but I would just like to ask, last time I spoke to Gacel and k4thos my understanding was that they have merged their builds into one.
Please correct me if I am wrong but if that is not the case what is the difference between Gacel's fork and K4thos's one ?

Also im unsure if its my PC or something but the engine kinda runs choppy for me and I recently picked up a brand new PC so I doubt its the specs on it.

I feel its like something with the refresh rate of my monitor.

Thank you in advance.

What Gacel said is correct. Turn off V-SYNC. (At least for now, in the future it may be more stable)

Also if you can, turn on MSAA and enable HQx4, it'll make your game look BEAUTIFUL! (Only if it works though. IF you get a black screen, means your card dont support it)

Currently, IKEMEN GO .98 has a few small glitches, so please note there will be another build release very soon. The glitches pertain to memorization between rounds for Turns Mode (I think singles as well).

If you need help adapting your current MUGEN game to IKEMEN GO, feel free to hit me up. That means converting your preferred MUGEN screenpack and lifebars and adapting them to IKEMEN GO. It's really easy, it's just like doing it the MUGEN way, but you're just adding more functions like NETWORK MODE and etc.
Title: Re: Ikemen GO bug reports
Post by: oscar123 on November 05, 2021, 08:17:05 am
requests for next update ikemen:
The 1 I would like to know which is the youtube channel of the creators of ikemen or its page here or official.
  1.Interactive stages option (destructible), and it must be very easy to create them since it would simply be to add a 3 player to the fights, but this would act as a bonus player(the 3 player) (such as the destructible car  of  the streed figther, rocks, ectrr , but the sprites corresponding to the stage would be put). That could be easily created I think.
2: option of history and tournament mode (I think this is in place but they still do not work)
3: a magic clash option (dbz type)
4: fix the damn problem of the stages and make the chars look like in the normal mugen
5: compatibility with the future portable pc console, hehe

1. Already in the engine. It's called attachedChar.

2. History mode is already in the engine. Tournament not yet.

3. What is magic clash? I need more info about it.

4. Already done a long time ago.

5. Already done if you are taking about Steam Deck. A Linux version is included with every release.

clash of powers is this:,or at least create a file or executable that would add this option to the chars that one wanted.(the sprites would be predefined ones or later you will change them according to the chars)
https://www.youtube.com/watch?v=Ys_JA7OzmQM
Title: Re: Ikemen GO bug reports
Post by: EgyLynx on November 05, 2021, 09:33:41 am
requests for next update ikemen:
The 1 I would like to know which is the youtube channel of the creators of ikemen or its page here or official.
  1.Interactive stages option (destructible), and it must be very easy to create them since it would simply be to add a 3 player to the fights, but this would act as a bonus player(the 3 player) (such as the destructible car  of  the streed figther, rocks, ectrr , but the sprites corresponding to the stage would be put). That could be easily created I think.
2: option of history and tournament mode (I think this is in place but they still do not work)
3: a magic clash option (dbz type)
4: fix the damn problem of the stages and make the chars look like in the normal mugen
5: compatibility with the future portable pc console, hehe

1. Already in the engine. It's called attachedChar.

2. History mode is already in the engine. Tournament not yet.

3. What is magic clash? I need more info about it.

4. Already done a long time ago.

5. Already done if you are taking about Steam Deck. A Linux version is included with every release.

clash of powers is this:,or at least create a file or executable that would add this option to the chars that one wanted.(the sprites would be predefined ones or later you will change them according to the chars)
https://www.youtube.com/watch?v=Ys_JA7OzmQM


2. History? Tournament It will be at "forever project" ... or if someone get it in at far future... ( If i get right that one who try get T at in... put his hands up ...  )
3. Even i watch different versions Dragonball serie, not know what that really are... Pardon!

Title: Re: Ikemen GO bug reports
Post by: PeXXeR on November 05, 2021, 11:48:10 am
Sorry for the bump but I would just like to ask, last time I spoke to Gacel and k4thos my understanding was that they have merged their builds into one.
Please correct me if I am wrong but if that is not the case what is the difference between Gacel's fork and K4thos's one ?

Also im unsure if its my PC or something but the engine kinda runs choppy for me and I recently picked up a brand new PC so I doubt its the specs on it.

I feel its like something with the refresh rate of my monitor.

Thank you in advance.

What Gacel said is correct. Turn off V-SYNC. (At least for now, in the future it may be more stable)

Also if you can, turn on MSAA and enable HQx4, it'll make your game look BEAUTIFUL! (Only if it works though. IF you get a black screen, means your card dont support it)

Currently, IKEMEN GO .98 has a few small glitches, so please note there will be another build release very soon. The glitches pertain to memorization between rounds for Turns Mode (I think singles as well).

If you need help adapting your current MUGEN game to IKEMEN GO, feel free to hit me up. That means converting your preferred MUGEN screenpack and lifebars and adapting them to IKEMEN GO. It's really easy, it's just like doing it the MUGEN way, but you're just adding more functions like NETWORK MODE and etc.

Thanks man.

I appreciate it.

I will mess about with Vsync and refresh rate on my monitor and report the results.
Title: Re: Ikemen GO bug reports
Post by: EgyLynx on November 05, 2021, 06:07:51 pm
How it begin take off at stages after 1118? Are anyone else try put 1200 stages? :(
Title: Re: Ikemen GO bug reports
Post by: extravagant on November 08, 2021, 09:47:22 am

Thanks man.

I appreciate it.

I will mess about with Vsync and refresh rate on my monitor and report the results.


hey, no problem dude. BTW, IKEMEN GO 98.1 was released earlier today. So, no more glitches!

(https://media.discordapp.net/attachments/752802081995489332/905342076751847434/ikemen003.png?width=959&height=719)

Gacel and K4thos just recently implemented the [WinCount] feature for lifebars. So now it keeps track of your wins in matches. Also, most of your MUGEN stuff should natively transfer over to IKEMEN GO just fine.

(I know, MUGEN doesn't even keep track of your friggin' scores. Imagine running tournaments blindly like that. Score keeping is a bitch to do in our previous tournaments)

There are a few new additions, such as adding new [RATIO MODE] [NETWORK MENU] and also getting the ratio numbers to display on your lifebar and enabling the newer modes on your screenpack. (Literally it's like copy and paste, takes 5 seconds)
Title: Re: Ikemen GO bug reports
Post by: EgyLynx on November 08, 2021, 11:08:41 am
Gacel and K4thos just recently implemented the [WinCount] feature for lifebars. So now it keeps track of your wins in matches. Also, most of your MUGEN stuff should natively transfer over to IKEMEN GO just fine.
(I know, MUGEN doesn't even keep track of your friggin' scores. Imagine running tournaments blindly like that. Score keeping is a bitch to do in our previous tournaments)
There are a few new additions, such as adding new [RATIO MODE] [NETWORK MENU] and also getting the ratio numbers to display on your lifebar and enabling the newer modes on your screenpack. (Literally it's like copy and paste, takes 5 seconds)
Welll... it show it also p vs p thinks... hmm...
Title: Re: Ikemen GO bug reports
Post by: Reginukem on November 21, 2021, 07:03:15 pm
Anyone else got a messed High Score screen after update to 98.1 ?
Title: Re: Ikemen GO bug reports
Post by: EgyLynx on November 21, 2021, 10:12:11 pm
Anyone else got a messed High Score screen after update to 98.1 ?

Seen no one hasnt mentioded that not yet GITHUB...
Title: Re: Ikemen GO bug reports
Post by: K4thos on November 22, 2021, 11:26:45 am
Anyone else got a messed High Score screen after update to 98.1 ?
works as intended but requires renaming parameters. Refer to this commit description:
https://github.com/ikemen-engine/Ikemen_GO-Elecbyte-Screenpack/commit/c49b1be403cea3e663a5528701b0ee76cb7201bb
Title: Re: Ikemen GO bug reports
Post by: Inactive user on November 29, 2021, 02:15:52 am
In the versus screen 3VS3 tag team is not possible choose the orderselect. is there some problem with this new version 98.1?

I have read the Order select topic, but it seems don't work yet for me, Where would I must put the lines to work correctly? Help us please...

orderselect.enabled = 1

p1.teammenu.next.key = "$D"
p1.teammenu.previous.key = "$U"
p1.teammenu.add.key = "$F"
p1.teammenu.subtract.key = "$B"
p1.teammenu.accept.key = "a&b&c&x&y&z"
p1.teammenu.skip.key = "s"

p2.teammenu.next.key = "$D"
p2.teammenu.previous.key = "$U"
p2.teammenu.add.key = "$B"
p2.teammenu.subtract.key = "$F"
p2.teammenu.accept.key = "a&b&c&x&y&z"
p2.teammenu.skip.key = "s"

Title: Re: Ikemen GO bug reports
Post by: Inactive user on November 29, 2021, 03:59:26 am
BUG REPORT : Every time you finish a tag team battle the last character to defeat dies and the stage camera goes up in an abrupt way bringing the other 2 team members of the superior part of the stage in a clumsy change of camera.
Title: Re: Ikemen GO bug reports
Post by: Lasombra Demon on November 29, 2021, 04:08:11 am
BUG REPORT : Every time you finish a tag team battle the last character to defeat dies and the stage camera goes up in an abrupt way bringing the other 2 team members of the superior part of the stage in a clumsy change of camera.
First time I've heard of this.

Please give links to the characters and stages you used so authors can replicate this.
Title: Re: Ikemen GO bug reports
Post by: K4thos on November 29, 2021, 08:58:12 am
In the versus screen 3VS3 tag team is not possible choose the orderselect. is there some problem with this new version 98.1?

I have read the Order select topic, but it seems don't work yet for me, Where would I must put the lines to work correctly? Help us please...

orderselect.enabled = 1

p1.teammenu.next.key = "$D"
p1.teammenu.previous.key = "$U"
p1.teammenu.add.key = "$F"
p1.teammenu.subtract.key = "$B"
p1.teammenu.accept.key = "a&b&c&x&y&z"
p1.teammenu.skip.key = "s"

p2.teammenu.next.key = "$D"
p2.teammenu.previous.key = "$U"
p2.teammenu.add.key = "$B"
p2.teammenu.subtract.key = "$F"
p2.teammenu.accept.key = "a&b&c&x&y&z"
p2.teammenu.skip.key = "s"

working example of order select is implemented in mugen 1.0 screenpack (data/mugen1/system.def). Just copy values.
Title: Re: Ikemen GO bug reports
Post by: Bejeeta on November 29, 2021, 12:42:58 pm
Mazemerald use the default tag system of ikemen go 0.98.1 version. Are your characters with add004?
Title: Re: Ikemen GO bug reports
Post by: Inactive user on December 06, 2021, 06:22:18 am
(https://i41.servimg.com/u/f41/19/90/12/32/ikemen23.png)
Every time we beat a char, it gets pulled to the top of the screen in an abrupt way and even worse when it's tag battle, it causes a camera switch with awkard gravity.
Title: Re: Ikemen GO bug reports
Post by: K4thos on December 06, 2021, 03:01:39 pm
Mazemerald, if you're reporting something always provide a way to reproduce the problem. In this case a link to character that showcases the issue is needed.

As for the tag camera, in next build it will no longer follow defeated team members, if there is still some alive character ready to enter the screen.
Title: Re: Ikemen GO bug reports
Post by: Bane84 on December 08, 2021, 05:02:17 am
I think I ran into a bug in Training Mode.  I've got a bunch of slots that are for secret characters until specific unlock criteria is reached.  Until then, they're supposed to be treated as random slots.  When I move the P2 character select icon over these slots in Training Mode, then still act as a random slot, but instead of saying "Random", the character name displayed is the name of the secret character.  Note that I removed the default training character from the config.json file so I could manually select a character to train against.

Also note that I am using a custom motif.

EDIT: I tried a few other modes and it happens there too:
Title: Re: Ikemen GO bug reports
Post by: K4thos on December 08, 2021, 08:42:48 pm
I think I ran into a bug in Training Mode.  I've got a bunch of slots that are for secret characters until specific unlock criteria is reached.  Until then, they're supposed to be treated as random slots.  When I move the P2 character select icon over these slots in Training Mode, then still act as a random slot, but instead of saying "Random", the character name displayed is the name of the secret character.  Note that I removed the default training character from the config.json file so I could manually select a character to train against.

Also note that I am using a custom motif.

EDIT: I tried a few other modes and it happens there too:
  • Quick Match with P2 cursor.
  • Watch Mode with P1 and P2 cursor.

fixed, thanks
Title: Re: Ikemen GO bug reports
Post by: Reginukem on December 17, 2021, 12:09:11 am
In this stage (and variations) the locomotive doens't show off just the wheels animation.
Tested in 98.1
Worked fine in older Mugen.
(https://i.imgur.com/E00Ia8j.gif)


BTW i couldn't manage to set the priority in this vs screen
(https://i.imgur.com/2dm8EmR.gif)
I did see that's possible in YT. Am i doing something wrong?

Code:
[VS Screen]
fadein.time = 0
fadeout.time = 0
time = 250

p1.num = 1
p1.spacing = 0, 0
p1.padding = 0


p1.pos = 0, 0
p1.spr = 9000, 1
p1.offset = 0, 0
p1.facing = 1
p1.scale = 1.0, 1.0
p1.window =


p1.face2.spr =
p1.face2.anim = 19001 ; my anim for confirm choice
p1.face2.offset = 55, 210
p1.face2.facing = 1
p1.face2.scale = 1.0, 1.0
p1.face2.window =

Thanks for any help.
Title: Re: Ikemen GO bug reports
Post by: Inactive user on December 29, 2021, 05:53:22 pm
I put 1 animated portrait and 1 big portrait on the back, as for the big portrait, I need the platform made for the animated portrait to be on top of the big portrait, how do I get the platform to be on top of the big portrait, but underneath the animated portrait?

if i want to put a bg sprite under the char name how do i make it work?
Title: Re: Ikemen GO bug reports
Post by: K4thos on December 29, 2021, 08:58:44 pm
I put 1 animated portrait and 1 big portrait on the back, as for the big portrait, I need the platform made for the animated portrait to be on top of the big portrait, how do I get the platform to be on top of the big portrait, but underneath the animated portrait?

if i want to put a bg sprite under the char name how do i make it work?

spr/anim/text layering works exactly the same as mugen, which means you can't change rendering order of any of these elements from within screenpack (although in ikemen it's not hardcoded, so technically it's possible to change the order by rewriting code directly in Lua scripts, but it's not something recommended to do outside fullgame environment)

In this stage (and variations) the locomotive doens't show off just the wheels animation.
Tested in 98.1
Worked fine in older Mugen.
(https://i.imgur.com/E00Ia8j.gif)
Stage here: https://www.mediafire.com/file/9q53gg4x9d8rktg/ff3_yamazaki.zip/file
already fixed, so should work correctly in upcoming 0.98.2

Quote
BTW i couldn't manage to set the priority in this vs screen
(https://i.imgur.com/2dm8EmR.gif)
I did see that's possible in YT. Am i doing something wrong?

Code:
p1.face2.anim = 19001 ; my anim for confirm choice

this element has different purpose. Quoting recently updated system.base.def:
Quote
   ; Additional portrait layered under standard ones. Limited to 1 portrait per
   ; team side. Character that will fight first takes priority (portrait may
   ; change depending on order selection)

What you've seen on youtube was likely order selection since that's the only thing that can change portrait from normal to "done" variant in versus screen (there is no change for single team mode). Mugen 1.0 screenpack distributed with engine has order selection implemented, so refer to it.
Title: Re: Ikemen GO bug reports
Post by: Reginukem on January 01, 2022, 02:17:28 am
Quote
already fixed, so should work correctly in upcoming 0.98.2

Quote
What you've seen on youtube was likely order selection since that's the only thing that can change portrait from normal to "done" variant in versus screen (there is no change for single team mode). Mugen 1.0 screenpack distributed with engine has order selection implemented, so refer to it.

Thank you again and a happy new year for everyone.

Title: Re: Ikemen GO bug reports
Post by: smiskfisk on January 10, 2022, 01:56:57 am
Hi guys, i'm having trouble with some animated portraits, can you help me please?(https://i.imgur.com/hkcny6f.png)

I have seen a similar issue with some animated portraits on the select and versus screen being drawn with the wrong color palette. In all cases I noticed the very first sprite of the sff had a palette deviating from the main character sprites and it was being applied to the animation instead. I could solve the problem by deleting or moving the sprite to the end of the sff instead.

I can't provide any of the problem characters for testing, but just now I could recreate the issue by taking any character and inserting a randomly color indexed sprite at the beginning.

Ken before:
(https://i.imgur.com/TyYoek3.png)

Ken after inserting a random sprite:
(https://i.imgur.com/tBAVEAV.png)

Ikemen GO version 0.98.1, same issue on computers running Linux Mint and Windows 7.

Title: Re: Ikemen GO bug reports
Post by: akamaru on February 17, 2022, 10:28:11 pm
The sound of the entire game of IKEMEN GO may be momentarily interrupted. (The sound is also interrupted by character selection).

This is a bug that has been occurring since IKEMEN.
Is there any way to fix it?
Title: Re: Ikemen GO bug reports
Post by: Gacel on February 19, 2022, 05:21:45 am
The sound of the entire game of IKEMEN GO may be momentarily interrupted. (The sound is also interrupted by character selection).

This is a bug that has been occurring since IKEMEN.
Is there any way to fix it?

Sounds like a OpenAL problem.
We are planning in the future to migrate to another audio library-
Title: Re: Ikemen GO bug reports
Post by: ATONAA on March 06, 2022, 06:34:32 am
P1.face.spr = 9000,3
P1.face.offset = 5,343      ;Position to put big portrait
P1.face.scale = 0.3125,0.3125
P1.face.facing = 1
P1.face.done.spr = 9000,3
P1.face.spacing = 0, -50

P1.member1.face.slide.speed = 8,0
P1.member1.face.slide.dist = 70,0

P1.face2.spr = 9000,1
P1.face2.offset = -14,4      ;Position to put big portrait
P1.face2.scale = 0.3125,0.3125
P1.face2.facing = 1
P1.face2.padding = 1

How to make P1.face2 use   slide.speed and slide.dist ? thanks
Title: Re: Ikemen GO bug reports
Post by: EgyLynx on June 25, 2022, 05:33:41 pm
Are stages limiited at 1414? At after that it shows change stage 1?! What?
Title: Re: Ikemen GO bug reports
Post by: PeXXeR on July 03, 2022, 07:09:12 pm
After playing a bit more with the latest version of Ikemen and switching back and forth from Mugen this is what I can report, please excuse me if it was already reported.

The engine itself.
Sound feels I dont know how to put it but lower quality or scratchy compared to mugen also something is going on with Vsync when you have it disabled or enabled, somehow it feels smoother when its ON which is mad to me, as every game I play on PC I remove the Vsync and I can tell the difference asap that it feels snappier, im speaking for FPS and stuff as for inputs I need more time with Ikemen.

Annoying thing is, because of my lack of knowledge, if you were to ask me which is smoother, I would say mugen.

Also not sure if its me, or my setup but Ikemen can be optimized a bit better, it should not be as heavy as it is, and im running a 3060 TI with I forgot what was my CPU but it is a good CPU.

Things I noticed that are not scalling correctly (I guess) when comparing to Mugen.

I know its not fair to expect everything to be 1 to 1, but mugen would scale that hyper BG correctly, this happenes only when using higher resolutions.
Screenshot was taken with 1280x1024 no zoom or localcoords have been used here, just vanilla out of the box Ikemen.



Thank you for putting all this effort into the engine, when I opened the select def all the options I had there to tweak everything how I want was just awesome.
Title: Re: Ikemen GO bug reports
Post by: PotS on July 03, 2022, 07:36:32 pm
1280x1024 isn't a standard resolution, I think. Did you also use that one in Mugen?
Title: Re: Ikemen GO bug reports
Post by: PeXXeR on July 03, 2022, 07:49:42 pm
Fucking hell, you're right, Im stupid, on mugen I was using 1280 x 960, I assumed I was using 1280x1024.

Ofc I tested it, and mugen cuts the image on the bottom on that res.

Let me edit my comment so I don't confuse the devs.
(https://i.imgur.com/Qau4RbL.png)
Title: Re: Ikemen GO bug reports
Post by: Capitán Trueno on September 12, 2022, 01:02:13 am
Not sure if anyone else has experienced this issue, but I tried to describe it as best as I could on Ikemen-GO's GitHub:

https://github.com/ikemen-engine/Ikemen-GO/issues/658

Basically, the issue happens with chars that use the CvS/PoTS system, and seems to be affected by the way the 'Safe Fall' and recovery in general are programmed in those chars. If I mash the punch buttons repeatedly on mid-air after being hit, the engine may crash with an 'index out of range' error.

Curiously, the man himself (I mean PoTS) has recently patched all his chars for compatibility with Ikemen-GO, and by the comments on the .cns files, he was seemingly aware of this issue.

Is this a known bug? If so, is there a documented way to easily patch MUGEN 1.x chars to fix that?

In any case, I have some coding experience myself (C/C++/Lua/JavaScript), and I would love to contribute (though I'd have to learn Go in the process). Is there any documentation on how the engine works internally etc.?
Title: Re: Ikemen GO bug reports
Post by: xerf84 on September 14, 2022, 09:42:36 pm
Is there a way to separate the sprites fightfx.sff from the way how the char is affected by palfx?.

(https://imgur.com/AFr5u1t.png)
Title: Re: Ikemen GO bug reports
Post by: PotS on September 14, 2022, 09:54:40 pm
That's a really nice catch. Problem is this:

Quote
ownpal = ownpal_flag (int)
If ownpal_flag is 0, the explod color will be affected by subsequent execution of the player's PalFX and RemapPal controllers. This is normally the default.

If ownpal_flag is 1, the explod color will not be affected by subsequent execution of the player's PalFX and RemapPal controllers. This is the default if the anim is from fightfx.air.
This isn't replicated in Ikemen.
Title: Re: Ikemen GO bug reports
Post by: xerf84 on September 14, 2022, 11:47:06 pm
Thanks for the explanation, the detail is with the programming of the char.
Title: Re: Ikemen GO bug reports
Post by: jaede_ on September 15, 2022, 11:10:59 pm
I believe I found a bug in IKEMEN GO (v0.98.2)'s tag mode, that's character non-specific, But I use my character Satsukong vs Clippit by The_None as an example, I left the debug text in:

https://streamable.com/ie270w

I believe I know the context of the bug as well:

Some characters abuse a programming quirk in MUGEN relating to characters being in State 5150. For example for the round to transition into winposes, the characters must be in State 5150 OR some abnormal amount of time must have passed, MUGEN does not distinguish whether this State 5150 is the character's own or another char's (a custom state). This trick allows for hiding characters through fatalities and prevents them from doing dead anims or similar tricks. (Basically making them actually seem like they have dissapeared)

IKEMEN GO replicates this quirk fine, except during tag mode, in which if the lead character is KO'd and never goes into their OWN 5150 State, the other character will never tag in.
Title: Re: Ikemen GO bug reports
Post by: xerf84 on September 22, 2022, 05:10:21 am
It is normal that while playing in simul vs simul, tag vs tag, turns vs turns or ratio mode of more than one character, bonuses appear despite being specified as such in the file select.def (bonus=1)?. That is, several bonuses simultaneously or one bonus and one normal char at the same time.

Wouldn't it be better if independently of the mode, they appear randomly or near of the end of the game, but 1 single bonus in one round?
Title: Re: Ikemen GO bug reports
Post by: yurisonic5 on October 13, 2022, 04:51:03 pm
hi i'm having problems lodding a character i can't fox it

it sends this error:
.\external\script\start.lua:1401: chars\Hatsune_Miku_JUS/Hatsune_Miku_JUS.cns:2289:

name: Not enclosed in "
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1401: in function 'f_game'
   .\external\script\start.lua:1834: in function 'launchFight'
   external/script/default.lua:20: in function <external/script/default.lua:0>
   .\external\script\start.lua:1456: in function 'f'
   external/script/main.lua:3037: in function 'loop'
   external/script/main.lua:4093: in main chunk
   [G]: ?

Can anyone help?
Title: Re: Ikemen GO bug reports
Post by: EgyLynx on October 17, 2022, 08:30:26 pm
hi i'm having problems lodding a character i can't fox it

it sends this error:
.\external\script\start.lua:1401: chars\Hatsune_Miku_JUS/Hatsune_Miku_JUS.cns:2289:

name: Not enclosed in "
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1401: in function 'f_game'
   .\external\script\start.lua:1834: in function 'launchFight'
   external/script/default.lua:20: in function <external/script/default.lua:0>
   .\external\script\start.lua:1456: in function 'f'
   external/script/main.lua:3037: in function 'loop'
   external/script/main.lua:4093: in main chunk
   [G]: ?

Can anyone help?
Are it from mugen game? Are it read MUGEN 1.0/1.1 ONLY?
Title: Re: Ikemen GO bug reports
Post by: yurisonic5 on October 17, 2022, 10:21:39 pm
no i'm trying to make a game in ikemen
in mugen it works fine but when i put this character and few others it shows this error
Title: Re: Ikemen GO bug reports
Post by: PlasmoidThunder on October 18, 2022, 04:04:54 pm
The error tells you what the fault is, which file it's in, and roughly what line it's located at.

There's a name parameter or trigger that doesn't have its value encased in quotes.
Title: Re: Ikemen GO bug reports
Post by: yurisonic5 on October 18, 2022, 05:48:17 pm
thanks for the tip but in the line that the error says to put (") is blank
i would send an image but i don't know how to do it in here...
Title: Re: Ikemen GO bug reports
Post by: PlasmoidThunder on October 19, 2022, 12:17:07 am
Hence I said "roughly". It's somewhere around that line.
Title: Re: Ikemen GO bug reports
Post by: EgyLynx on November 17, 2022, 03:22:55 pm
It should begin list these stages at persons list, aren´t?Not at random for somewhere just extra?
EDIT: Not understan, i put select.def at notepad and i not found here at my eys anyt mistakes?? Still no
Title: Re: Ikemen GO bug reports
Post by: Kasasagi on March 28, 2023, 03:15:22 am
I tried to use the RoundXDef (https://github.com/ikemen-engine/Ikemen-GO/wiki/Stage-features#roundxdef) parameters, in the mode that the main stage def file only points to other stages per round.

The stage number 1 (round1def) is always empty / displays only black background. The stage does not fail to load, there are no errors reported or logged.

The stages for other rounds (e.g. round2def) seem to work correctly.

The error does not depend on any particular stage, all the stages load correctly for round 2 and individually.

If the main stage is an actual stage (as opposed to only pointing to a different staged by using round1def) then everything also works correctly.

Ikemen GO version: latest master (c48f2bf082), built from source.
Title: Re: Ikemen GO bug reports
Post by: Kamui_De_Los_Vientos on April 03, 2023, 06:03:14 pm
a ikemen's bug
https://streamable.com/v1t6ry
Title: Re: Ikemen GO bug reports
Post by: Foobs on April 03, 2023, 06:51:22 pm
That may or may not be my fault. Does the second Shiki still spawn if you remove my brutality mod?
Title: Re: Ikemen GO bug reports
Post by: Kamui_De_Los_Vientos on April 03, 2023, 07:17:09 pm
That may or may not be my fault. Does the second Shiki still spawn if you remove my brutality mod?

No, I tested without Brutality mod, and that still there. Also happen with Ichida's Asuna(Is Happen with some OHMSBY chars in 99.0ver of Ikemen Go)
Title: Re: Ikemen GO bug reports
Post by: Kamui_De_Los_Vientos on April 05, 2023, 12:38:31 am
The Image without the mod.
(https://media.discordapp.net/attachments/313031182621081601/1092941168511307826/ikemen002.png?width=659&height=494)
Title: Re: Ikemen GO bug reports
Post by: SaltAddict on May 05, 2023, 03:05:15 pm
A little bit of context: My MK2 Cage uses a bit of trickery to achieve MK-style Fatalities. First, he sends the enemy into a custom state where he makes them create a helper, using some scaling tricks to make said helper invisible for the first few frames. Then he hits that helper and sends it into a custom state to create the various "bodyparts". This works fine in MUGEN but some fatalities are broken in IKEMEN GO as the latter seems to stop registering the enemy itself as a target once the helper is hit.

Here's what it looks like in MUGEN ( the fatalities in question are at 0:00 and 0:34):


And this is what it looks like in IKEMEN:
https://streamable.com/b8df3f
https://streamable.com/sxhqpb

You can see on the debug that MUGEN registers two targets:
(https://i.imgur.com/qfPnxiz.png)

But IKEMEN GO only registers one!
(https://i.imgur.com/s31R4XO.png)

Worth noting that to make it work in MUGEN I had to specify "hitonce = 0" in the hitdefs. Could IKEMEN be having some trouble with that paremeter?
Title: Re: Ikemen GO bug reports
Post by: PotS on May 06, 2023, 06:22:19 pm
That's exactly what the problem is. A lapse in Ikemen's code prevented it from using 0 for throws. Should be fixed soon (in the nightly build).
Title: Re: Ikemen GO bug reports
Post by: UltraFamicom64 on August 09, 2023, 04:21:24 am
Where's the text?
https://ibb.co/D4tTzSV (https://ibb.co/D4tTzSV)
I know because the fonts are on .fnt, but come on
Title: Re: Ikemen GO bug reports
Post by: Ra lord on August 14, 2023, 06:35:52 pm
I found that 'Volumescale' under [data] doesn't work anymore. It works if I apply it to the playsnd directly but thats it.

Edit: Actually it works on 'Some' characters and not others. but no matter what volumescale is, it never seems to effect hitdef hitsounds and guardsounds... which it used to
Title: Re: Ikemen GO bug reports
Post by: UltraFamicom64 on August 22, 2023, 12:51:44 am
The Text issue is no more
but why too many As?
(http://tny.im/v2G)
Title: Re: Ikemen GO bug reports
Post by: oscar123 on September 24, 2023, 07:52:06 pm
Well, I just installed version 0.99 and many of my 3D stages look bad now (especially the bottom part is raised). In the previous one they were all fine. Any solution?
resolution; 1280x720

(https://i.postimg.cc/SRsf52Mb/Ikemen-GO-24-09-2023-19-52-18.png) (https://postimages.org/)
Title: Re: Ikemen GO bug reports
Post by: Kamui_De_Los_Vientos on October 15, 2023, 12:36:43 am
There is an audio bug, the music is set for the congratulations screen, but it ends up overlapping the versus screen, in combat and the main menu.(This happen with the music from OGG format)

https://streamable.com/4fcyzu
Title: Re: Ikemen GO bug reports
Post by: GaziraAgain on December 26, 2023, 08:02:35 pm
I have encountered both of these problems creating portraits for ikemen. First, if I use a different scale value in the .cns, for example x=0.8333333, y=1, then in the character's .def file I modify the portraitscale=1.20,1 but the image still does not display well on the screen.
(https://i.imgur.com/BruMV2R.png)

The other problem is with the lifebar portraits and is that when taking the portraitscale data from the .def file if the value is not 1.1 it does not look good either.
(https://i.imgur.com/UaUeYYP.png)
(https://i.imgur.com/uGK7uOt.png)
Title: Re: Ikemen GO bug reports
Post by: bass30655 on March 06, 2024, 06:17:27 pm
runtime error: index out of range [-1]
goroutine 1 [running, locked to thread]:
github.com/yuin/gopher-lua.(*LState).PCall.func1()
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua1988 +0x212
panic({0x7ff612989600, 0xc012826390})
   C:/hostedtoolcache/windows/go/1.20.14/x64/src/runtime/panic.go:884 +0x213
main.(*Char).actionPrepare(0xc0054ae000)
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:6079 +0xa85
main.(*CharList).action(0x7ff6128ff300, 0x202a2030?, 0x203d3a2029343328?, 0x730a0d2931303038?, 0x3d2059586b726170?, 0x30202b2030312d20?, 0x2872617628202a20?, 0x35203d3a20293533?)
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:6837 +0x7a
main.(*System).action(0x7ff6128fe4a0)
   D:/a/Ikemen-GO/Ikemen-GO/src/system.go:1336 +0x479
main.(*System).fight(0x7ff6128fe4a0)
   D:/a/Ikemen-GO/Ikemen-GO/src/system.go:2081 +0x158a
main.systemScriptInit.func57.2()
   D:/a/Ikemen-GO/Ikemen-GO/src/script.go:998 +0x579
main.systemScriptInit.func57(0xc0001389a0)
   D:/a/Ikemen-GO/Ikemen-GO/src/script.go:1046 +0x3d3
github.com/yuin/gopher-lua.callGFunction(0xc0001389a0, 0x0)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua202 +0x37
github.com/yuin/gopher-lua.init.3.func26(0xc0001389a0, 0xc0c0001?, 0xc00021f000?)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua821 +0x379
github.com/yuin/gopher-lua.mainLoop(0xc0001389a0, 0xc000760a80?)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua31 +0xfa
github.com/yuin/gopher-lua.(*LState).callR(0xc0001389a0, 0x0, 0xffffffffffffffff, 0xc00000a7e0?)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua1211 +0x1b4
github.com/yuin/gopher-lua.(*LState).Call(...)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua1967
github.com/yuin/gopher-lua.(*LState).PCall(0xc0001389a0, 0x0, 0xc000760a80?, 0x0)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua2030 +0x145
github.com/yuin/gopher-lua.(*LState).DoFile(0xc0001389a0, {0xc000024978?, 0x0?})
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua396 +0x6b
main.main()
   D:/a/Ikemen-GO/Ikemen-GO/src/main.go:89 +0x218

stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1403: in function 'f_game'
   .\external\script\start.lua:1840: in function 'launchFight'
   external/script/default.lua:20: in function <external/script/default.lua:0>
   .\external\script\start.lua:1457: in function 'f'
   external/script/main.lua:3106: in function 'loop'
   external/script/main.lua:3190: in function 'loop'
   external/script/main.lua:4157: in main chunk
   [G]: ?

I get this error whenever I use Sagat by M206 more than one match
 https://mugenguild.com/forum/topics/sfv-supreme-sagat-5-3-191236.0.html
Title: Re: Ikemen GO bug reports
Post by: KrohnenXT on March 12, 2024, 06:48:46 am
When I make the Tag the character's lifebar does not appear