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Re: Ikemen GO Plus

 January 23, 2020, 04:35:48 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Ikemen GO bug reports and know bugs

 January 21, 2020, 11:03:32 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

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.
    

Re: Ikemen GO bug reports and know bugs

 January 20, 2020, 11:46:06 AM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

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.

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 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 to ensure that the results of my tests are accurate to how it works in mugen.

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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.
    

Re: Ikemen GO bug reports and know bugs

 January 18, 2020, 10:18:05 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Ikemen GO screenbound 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.
    

Re: Ikemen GO Plus

 January 17, 2020, 11:00:32 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

K4thos, I read that you were going to add a tournament mode once you're done updating your fork. Will it be similar to the tournament mode in Dragon ball z Budokai tenkaichi 3. https://youtu.be/o7qArL1pnqQ
yes, but more customizable

If I may ask, does anyone know how to convert this screenpack to work in Ikemen GO Plus? https://www.infinitymugenteam.com/
It's the IMT screenpack in the Screenpacks section.
I've just tested IMT01 (8400 slots) and IMT03 (336 slots) - both works just fine. The only thing you need to do is opening screenpack system.def files that come with these screenpacks and change this line:
Code:
localcoord = 640,360
to this:
Code:
localcoord = 640,480
I have no idea what's up with that 360p localcoord setting when the game clearly opens at 480p resolution when started with included mugen executable and config file that comes with this screenpack. After this change both tested screenpacks looks fine to me:
https://imgur.com/a/tBJ27Dn

edit: in Ikemen go you choose which screnpack is loaded NOT in 'data/mugen.cfg' but in 'save/config.json' (motif row).
Also keep in mind that my daily builds are not considered stable yet.
    

Re: Ikemen GO bug reports and know bugs

 January 17, 2020, 03:20:50 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Quote
- "px.cursor.startcell" isn't working properly, for both players. The cursor starts at the wrong row and column.
fixed

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 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

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
    

Re: Ikemen GO bug reports and know bugs

 January 16, 2020, 12:22:17 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

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)
    

Re: Ikemen GO bug reports and know bugs

 January 16, 2020, 04:00:22 AM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

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
    

Re: Ikemen GO bug reports and know bugs

 January 15, 2020, 09:11:38 AM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

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
    

Re: Ikemen GO bug reports and know bugs

 January 15, 2020, 02:43:05 AM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

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
    

Re: Ikemen GO Plus

 January 15, 2020, 01:55:48 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 January 14, 2020, 11:16:29 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 January 14, 2020, 09:04:09 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Any chance to make it so we don't face the same character in team mode?
Like you play against Guile,Charlie and 3 matches later you play agains Guile,x(someone else)
also mugen's random is quite trash,if you got 100 characters you will only get like barely 20 of them appear in arcade,same with stages any fix for that
if you're talking strictly about enemy teams then this should not be the case in ikemen go. We're not following mugen implementations if something doesn't make sense. If you have enough characters all battles should be unique (while still randomized of course). Let me know if this issue happened using latest scripts from my fork.

I assume onlyme in select.def forces the Opponent into Single mode?
Is there an option to disable the versus screen like how winscreen disables winscreens?
I can add it but why? Disabling winscreen for a bonus character like Duck Hunt seems logicial but I can't think about any character that doesn't have versus portrait.
    

Re: Sakura (Pots Style) By Varo Hades

 January 13, 2020, 11:58:10 PM View in topic context
 Posted by K4thos  in Sakura (Pots Style) By Varo Hades (Started by BahamianKing242 January 13, 2020, 11:38:11 PM
 Board: Edits & Addons 1.0+

Quote
[31.12.16] - Varo_Hades
 [1.13.20] - BahamianKing
(...)
=====<Version History>=====

<1/5/20>
 - Updated Everything
The topic name is a bit misleading but the above sounds promising :) Thanks for the release.
    

Re: Ikemen GO Plus

 January 13, 2020, 12:14:31 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Kathos, I downloaded Ikemen from your fork a few days ago and it was running normally. I tried the newest update and now I'm getting this error:

if you're referring to the latest build from my github (which you manually compiled from source code and then got the missing screenpack files) then deleting your "save/config.json" and starting the game should do the job.
    

Re: Ikemen GO Plus

 January 12, 2020, 11:21:27 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 January 12, 2020, 10:34:22 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 January 12, 2020, 09:54:43 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

That was quick
it needed just few lines of code: https://github.com/K4thos/Ikemen-GO-Plus/commit/88d96176ce0320a1f72b96856e6f06001e916d9f

I assume these changes aren't in the Pre-Built version yet, unless I add them myself right?
for some reason appveyor for my fork hasn't been updated in 3 days, so you will have to manually compile the executable to test it (or wait for other forks to incorporate these changes, once my build is stable)
    

Re: Ikemen GO Plus

 January 12, 2020, 09:42:11 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Just a rapid suggestion:
Seperate displayname for Lifebars and such, like on the Select Screen it's "Ken Masters" but in matches on the Lifebar display it's "Ken".
sounds like a nice idea. I've implemented it locally. If lifebarName is present under [Info] section it will replace displayName (only in lifebars).
    

Re: Ikemen Go and Add004 Problem

 January 11, 2020, 10:01:51 AM View in topic context
 Posted by K4thos  in Ikemen Go and Add004 Problem (Started by 100_Sad_Pandas December 31, 2019, 08:34:51 PM
 Board: Ikemen General Discussion and Help

but when I patch the characters
you are not supposed to patch your characters in ikemen go. add004 works globally there without patching (if you install it correctly, so refer to Suprizle post, if that is what the current version of add004 instructs to do)