That error is not generated by the main engine.It comes from openGL GLfont.It seems that the problem come with a font, more specifically a TTF.Maybe something is wrong with the font encoding but I'm not sure.Sorry for not giving a more helpfull description of the error, I can not test anything without PC.
Seeing the Appveyor build is outdated by 2 months, how safe would it be to use updated files from the Githubs?
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
Im not getting the RemapSprite to work.....I even tried my trigger=1 just to see if it works, am I doing something wrong? I tried putting it in a seperate cns as well:[State Test]type = RemapSpritetrigger1 = 1preset = "Super"[RemapPreset Super]5000,0 = 15000,05000,10 = 15000,10 5000,20 = 15000,20
airforce111 said, July 18, 2020, 02:52:54 amIm not getting the RemapSprite to work.....I even tried my trigger=1 just to see if it works, am I doing something wrong? I tried putting it in a seperate cns as wellWorks for me. [RemapPreset Super] in your example is meant to be separate CNS section (group) not state declaration. So you're not supposed to use it under [Statedef X] declaration, but alongside rest of groups like [Quotes], [Movement] etc. It also has to be in file that in char DEF is referenced as cns (Constants), not st (States).
K4thos said, July 18, 2020, 10:36:18 amairforce111 said, July 18, 2020, 02:52:54 amIm not getting the RemapSprite to work.....I even tried my trigger=1 just to see if it works, am I doing something wrong? I tried putting it in a seperate cns as wellWorks for me. [RemapPreset Super] in your example is meant to be separate CNS section (group) not state declaration. So you're not supposed to use it under [Statedef X] declaration, but alongside rest of groups like [Quotes], [Movement] etc. It also has to be in file that in char DEF is referenced as cns (Constants), not st (States).Thanks for the clarification! I got it to work! This is an awesome feature, I previously had 800 lines of changeanims and changestates for a character that transforms in case he gets in a custom state, but this fixes it simply.
I found another bug. Your character treats partner projectiles as enemy projectiles and will go into blocking state if back button is held (tag mode and simul/co-op)
airforce111, thanks, fixed. In future please use this topic to report bugs: http://mugenguild.com/forum/topics/ikemen-go-bug-reports-and-know-bugs-187803.0.html
RagingRowen said, July 12, 2020, 07:50:44 pmSeeing the Appveyor build is outdated by 2 months, how safe would it be to use updated files from the Githubs?Well, my answer came kinda late since the new version is out, but I don't think to update from the Github is a good idea. Pretty much of the code is WIP and if you run into a bug, how can you report a bug on a feature that is not "officially" out.I only compile from Github when devs ask for testing features in the discord channel. Appveyor releases are safer. When devs feel the code is ready for use it got pushed into the appveyor, which we maybe can consider as the main branch.Now if you are talking about taking files from the github and using it with the appveyor "official" release, not a good idea, I dont think you cant even launch the engine without crashing to desktop.
I sadly cannot be in their Discord for personal reasons.So if I wanted to test their build, there likely isn't much I can do about it.
Is anyone working on the Story Mode feature, are there plans for it?If you could do something similar to how the MUGEN STORY MODE application worked for the Ikemen it would be great.
K4thos is working on a expanded arcade mode that allows branching routes (Based on win coditions), custom battles (Like having a 2vs1 boss single round battle), char unlock and display storyboards between battles (Cutscenes)
Gacel said, July 28, 2020, 06:10:21 amK4thos is working on a expanded arcade mode that allows branching routes (Based on win coditions), custom battles (Like having a 2vs1 boss single round battle), char unlock and display storyboards between battles (Cutscenes)Delicious! I've been imagining and hoping for these additions for a good while now. The Storyboards thing especially.
Gacel said, July 28, 2020, 06:10:21 am(Like having a 2vs1 boss single round battle)can't you already do that with the onlyme and rounds codes in the select?everything else sounds super exciting
Gacel said, July 28, 2020, 06:10:21 amK4thos is working on a expanded arcade mode that allows branching routes (Based on win coditions), custom battles (Like having a 2vs1 boss single round battle), char unlock and display storyboards between battles (Cutscenes)Damn nice! I was working with previous builds that were able to run the GO Ultimate add-on, so this means that I could finally update my game
Hello. I am having a new error message when I launch IKEMEN GO.I run a GNU + Linux OS. Specifically: It's Trisquel 9.0 Test Release. It's based on Ubuntu 18.04 LTS.The version of IKEMEN GO from about two months back ran just fine. So, I think it's something you all have done sense May.Did something change with the new version? I was hoping to try out the new Game-Pad Back Button. But, is there an update to the dependencies like Open GL or something that my OS doesn't meet sense May? I just don't understand why it used to launch just fine in May but crashes now. So, something changed.Trying to look into it myself; it looks like my best guess is that something was changed with OpenGL shaders that doesn't like Intel Integrated Graphics. (At least the one I use or the driver I use for it?)This is the error I now get and the engine just crashes when I hit OK.failed to compile #version 150 core//vertex positionin vec2 vert;//pass through to fragTexCoordin vec2 vertTexCoord;//window resuniform vec2 resolution;//pass to fragout vec2 fragTexCoord;void main() { // convert the rectangle from pixels to 0.0 to 1.0 vec2 zeroToOne = vert / resolution; // convert from 0->1 to 0->2 vec2 zeroToTwo = zeroToOne * 2.0; // convert from 0->2 to -1->+1 (clipspace) vec2 clipSpace = zeroToTwo - 1.0; fragTexCoord = vertTexCoord; gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);}\00: 0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, and 3.10 ES\00\00goroutine 1 [running, locked to thread]:github.com/yuin/gopher-lua.(*LState).PCall.func1(0xdddce8, 0xc0000b8630, 0xc0006fd8d8, 0x0, 0x0, 0x0) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1975 +0x633panic(0xcb1a40, 0xc000aac670) /usr/lib/go-1.13/src/runtime/panic.go:679 +0x1b2github.com/K4thos/glfont.LoadFont(0xc0004ae5d0, 0x23, 0xc000000024, 0x140, 0xf0, 0x0, 0x0, 0x0) /code/go/pkg/mod/github.com/!k4thos/glfont@v0.0.0-20200628105132-91535547d8eb/font.go:48 +0x330main.loadFntTtf(0xc0004b0080, 0xc0008d2160, 0x12, 0xc0008bc202, 0x1e, 0xffffffff) /code/src/font.go:345 +0xcbmain.loadDefInfo(0xc0004b0080, 0xc0008d2160, 0x12, 0xc0006fcf30, 0xc0ffffffff) /code/src/font.go:320 +0x3fbmain.loadFntV2(0xc0008d2160, 0x12, 0xffffffff, 0x0, 0xc46360, 0x599d01) /code/src/font.go:278 +0x301main.loadFnt(0xc000773140, 0xd, 0xc0ffffffff, 0xd, 0x10, 0xc45f60) /code/src/font.go:49 +0xa7main.systemScriptInit.func46(0xc0000b8630, 0x16ddbe0) /code/src/script.go:743 +0x87github.com/yuin/gopher-lua.callGFunction(0xc0000b8630, 0x0, 0xc0002aa300) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:202 +0x40github.com/yuin/gopher-lua.init.3.func26(0xc0000b8630, 0xc07c140403, 0xc0001e50a0, 0x0) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:817 +0x3aegithub.com/yuin/gopher-lua.mainLoop(0xc0000b8630, 0xc0001e50a0) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:31 +0xf0github.com/yuin/gopher-lua.(*LState).callR(0xc0000b8630, 0x1, 0x1, 0x15) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1202 +0x248github.com/yuin/gopher-lua.(*LState).Call(...) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1954github.com/yuin/gopher-lua.loRequire(0xc0000b8630, 0xc0002bcec8) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/baselib.go:559 +0x567github.com/yuin/gopher-lua.callGFunction(0xc0000b8630, 0x0, 0xc00027e4c0) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:202 +0x40github.com/yuin/gopher-lua.init.3.func26(0xc0000b8630, 0xc07c480402, 0xc0001e5000, 0x0) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:817 +0x3aegithub.com/yuin/gopher-lua.mainLoop(0xc0000b8630, 0xc0001e5000) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:31 +0xf0github.com/yuin/gopher-lua.(*LState).callR(0xc0000b8630, 0x0, 0xffffffffffffffff, 0x0) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1202 +0x248github.com/yuin/gopher-lua.(*LState).Call(...) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1954github.com/yuin/gopher-lua.(*LState).PCall(0xc0000b8630, 0x0, 0xffffffffffffffff, 0x0, 0xe998e0, 0xc000e22c80) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:2017 +0x136github.com/yuin/gopher-lua.(*LState).DoFile(0xc0000b8630, 0xc000114800, 0x18, 0x0, 0x0) /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/auxlib.go:396 +0xb8main.main() /code/src/main.go:487 +0x1b12stack traceback: [G]: in function 'fontNew' external/script/main.lua:326: in function 'create' ./external/script/menu.lua:366: in function <./external/script/menu.lua:0> [G]: in function 'require' external/script/main.lua:1827: in main chunk [G]: ?
Hey EVILED,Think you need to submit this report in http://mugenguild.com/forum/topics/ikemen-go-bug-reports-and-know-bugs-187803.0.htmlBut it seems your having issues with the new pausemenu feature that has been added. (Been meaning to ask K4thos to rename it to pausemenu.lua)Could be that your custom screenpack (if your using it) has fonts defined which are not working properly with that feature.
Tay said, July 28, 2020, 02:34:55 pmGacel said, July 28, 2020, 06:10:21 am(Like having a 2vs1 boss single round battle)can't you already do that with the onlyme and rounds codes in the select?everything else sounds super excitingI mean in a solo mode run having team up with a partner. So you can switch between single, simul turns and tag between matches.QuoteGLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30What the...How you can have GLSL 1.5 and not have 1.1?That should not happen.Do the same happens with already compiled binaries?https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts