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Messages by Gacel

    

Re: Ikemen GO Plus

 March 10, 2019, 08:19:28 pm View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Gacel,looks like you fixed left-right input bug on keyboard.But this bug still exist on gamepad controllers.I cant do ryu shin hadoken-shoryuken on left side with my controller.I even tried 2 controllers to be sure.

That's weird nobody has touched the input code.
https://github.com/Windblade-GR01/Ikemen_GO/commits/master/src/input.go
As you can see the last change was on Jan 7.

Maybe were changes to GLFW but I'm not sure.
EDIT The last update to GLFW was on August 18 so it was not that. EDIT END

Gacel, it failed to run on Windows 10 64, golang 1.12 too.
Code compiles correctly and crashes in the same way.

golang 1.12!? Thats a new release. (That probably broke stuff :() OK, when I am home I'll update golang to 1.12 (I use 1.11) and check if the same error happens and fix it.
I was the whole weekend outside my home sorry for not responding sooner. (I will be back home later the PC I'm writing now it's not mine)

EDIT 2
Dan I have very bad news, it seems that it compiles correctly on GoLang 1.12 and checking the code with the error that you posted it seems that you PC couldn't handle the shader compilation.

I could ask what GPU you PC uses?
    

Re: Does Ikemen support ogg files for sound as stages

 March 08, 2019, 04:49:13 pm View in topic context
 Posted by Gacel  in Does Ikemen support ogg files for sound as stages (Started by BurningSoul February 07, 2019, 08:40:32 pm
 Board: Ikemen General Discussion and Help

    

Re: Ikemen GO Plus

 March 08, 2019, 06:40:25 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

https://github.com/hajimehoshi/oto

Quote
Linux
libasound2-dev is required. On Ubuntu or Debian, run this command:

Code:
apt install libasound2-dev

In most cases this command must be run by root user or through sudo command.

So try to install libasound2-dev.
(This is the first time I see someone trying to compile my repo on Linux so this is blind guiding the blind)
Sorry if I could not be of more help.
    

Re: Ikemen GO Plus

 March 07, 2019, 06:51:52 pm View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I cant compile it in Linux... :(

Quote
src/main.go:46:21: undefined: syscall.NewLazyDLL
src/main.go:48:21: too many arguments in call to syscall.Syscall
src/main.go:49:20: undefined: syscall.GetStdHandle
src/main.go:49:41: undefined: syscall.STD_OUTPUT_HANDLE
src/main.go:50:19: undefined: syscall.GetStdHandle
src/main.go:50:40: undefined: syscall.STD_INPUT_HANDLE


That's a very big problem. It's caused because it call windows only functions on a Linux environment.
I will try to make time tomorrow to fix it.

It seems that you are trying to compile k4thos build. That one is very outdated and that build does not compile on Linux, in the other repos the windows only calls are removed so it should compile. Try to compile my repo and see if tit trows any errors.
https://github.com/Windblade-GR01/Ikemen_GO

I will try to build it but it seems that GO does not have cross compilation if the program uses CGO

EDIT

So I was like 1hour trying to cross-compile Ikemen on windows to linux.
I couldn't do it. When I'm back from college (About 10pm) I will install a Ubuntu VM.

EDIT 2

So I noticed that my build instuctions for linux mention K4thos repo instead of mine.
Well now it's updated with the rigth command.

Code:
git clone https://github.com/Windblade-GR01/Ikemen_GO.git
    

Re: Ikemen GO Plus

 March 07, 2019, 03:56:51 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

If I was updating the engine I would fuse all of your branches into 1 its way more user friendly, gonna keep an eye on this.

A question as well, I have used ikemen and I dunno, how does it handle the little intricacies when it comes to mugen chars ? It felt a bit off when using some of the chars I've been using for years at this point.

I know mugen is closed source and you guys are doing your best to emulate it and its a teething period but I believe its still worth asking about.

Because we are not a team we work on our own branches but we always merge our work so our branches are almost the same.
So any changes that we made is going to be on the 2 branches. (Counting on the fact the we update it)



A question as well, I have used ikemen and I dunno, how does it handle the little intricacies when it comes to mugen chars ? It felt a bit off when using some of the chars I've been using for years at this point

They've made some huge progress, but yes I do have the same feelings about just the little intracracies as well. Example, this code behaves differently in Ikemen GO, vs Mugen 1.0, 1.1 (this is during an attack in which the character's position can be moved if holding forward):

[State 1900, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 1.2

[State 1900,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0
x = 0

In Ikemen the velocity is atleast 2x greater than it should be, but I think if we post examples it will give them a good idea of what some issues are at present. But I have full faith in their ability to fix things like this.

Also there is no "SPEED" option in the menu, for example Normal, Fast 1, Fast 2, etc. Ctrl + S toggles speed but its either to ofast or too slow, and you have to click keys every round.

Knockback is higher in IKEMEN, which also extends to cornerpush.

That is bad. Maybe there is a problem with the implementation.
Make the code behave exactly like mugen is a problem because is closed source and the docs (our only specification) well... they say almost nothing about the internal workings.
I will check when I'm free. (I'm drowning with college homework and exams)

Also I don't plan (I don't know about the others) to implement a "SPEED" option, it would require an insane amount of code and I don't see if its worth the effort for what it provides. (Considering that changing the framerate have almost the exact same effect)

I cant compile it in Linux... :(

Quote
src/main.go:46:21: undefined: syscall.NewLazyDLL
src/main.go:48:21: too many arguments in call to syscall.Syscall
src/main.go:49:20: undefined: syscall.GetStdHandle
src/main.go:49:41: undefined: syscall.STD_OUTPUT_HANDLE
src/main.go:50:19: undefined: syscall.GetStdHandle
src/main.go:50:40: undefined: syscall.STD_INPUT_HANDLE


That's a very big problem. It's caused because it call windows only functions on a Linux environment.
I will try to make time tomorrow to fix it.

EDIT

Also has anyone noticed that shinlucho deleted his Ikemen GO repo?
    

Re: Ikemen GO Plus

 March 06, 2019, 06:13:55 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I'd implement that as somekind of "invisible" tag, as doing it "on the fly" would pause the game when the transofrmation happens; at least the first time it does.

yep, this is exactly how I imagine it. Like it'll select the 2nd form as an invisible character, no lifebar or displayname, but it wont count as a team member. Then there would have to be some kind of statedef to trigger this. So probably in simple terms, ability to invisible select and invisible tag a character to "transform" into them.

The way that Ikemen load characters could make that posible.
But these characters must be loaded before the match starts.
(I'm not sure if would be posible to program character transform to any character in the roster)

To explain the internal way it could work (This is just speculation of the way someone could make it work)
It would not be a character transformation it would be 2 characters (Or more) connected by code.
And it needs a (Configurable) limit so it does not waste too much resources.
Imagine have loaded 50 Blazblue characters inside a match the use of resources would be through the roof.

But before we add these features to Ikemen we have to think about fix the font loading. (The reason why half of the screenpacks/lifebars does not work)

So basically more things to be automated? Hmm. Have any of you messed with screen-bound? Does it work as intended? Sometimes it feels as though it doesn't, might be stages though. Also which is the most updated version.

I think screenbound works in a different way that works in mugen when is widesceen.
Maybe later I will check what suehiro changed and what is the best way to screenbound to work.

EDIT

And now. It's time for a new release. (It's really the old code from Sunday compiled)
https://github.com/Windblade-GR01/Ikemen_GO/releases

And as always the required mugen files.
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip

And I added the build instructions (For windows and linux) to the readme in the repo.
https://github.com/Windblade-GR01/Ikemen_GO
    

Re: Ikemen GO Plus

 March 05, 2019, 07:14:39 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

@K4thos Do you still plan to implement tournament mode and universal tag system to the engine?

I'm not k4thos but i think it would be too hard add universal tag (Remember there are a common.cmd) so it's the matter of adding a extra [Dedicated] tag button and some minor adjustments.
I will see about universal tag after k4thos send the lua files.

amazing! Thank you for the fixes!

And on the topic of 8 vs 8 etc, I remember in Ikemen Plus 0.3 we were able to add in additional lifebars for the rest of the characters if you did more than 2v2. So if you had 3v3, a 3rd lifebar could appear for the 3rd team member, and this was done simply by adding "p5" and "p6" in the lifebar def file in Ikemen Plus. Here's an example I did in it, Ikemen plus 0.3:



And you had all the permiters as you did the rest of the lifebars, like the size, positioning, etc, simply by adding "p5." or "p6." So in this pic I made the 3rd partner's lifebars smaller simply by editing it in the def file. Thoughts if this will get implemented in the future?

Obviously take your time, because you guys have gotten so far in Ikemen and its amazing to see the progress!


I remember that K4thos implemented that in Ikemen go some time ago...
There are 2 posibilites or suehiro didn't implemented it or is in the unreleased K4thos code.

Edit Here is the post:
Spoiler, click to toggle visibilty
    

Re: Ikemen GO Plus

 March 04, 2019, 02:47:45 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

So only my build has the bug, Interesting.
If it's true I'll ditch my code and back port my changes to the Neat Unsou build.

Hey K4thos you could upload the whole updated code? (Not only the lua files but also the go files)
It would be useful to compare functions between the 2 code bases.

EDIT

Neat Unsou repo doesn't have these bugs, so that means...
It's time to port code!

EDIT 2

The only differences between our forks are lifebar localcoord code and the cause of the bug (A merge conflict that I handled wrong)
 :oops:
I'm very dumb.
https://github.com/Windblade-GR01/Ikemen_GO/commit/3c86033581655cdef0c1c19cc62e45de097a4ab9

As you can see it works even on 8vs8 after fixing my mistake!
Also remind me the reason why Ikemen has 8vs8 (That's more players than Dota 2 or Call of Duty)
    

Re: Ikemen GO Plus

 March 03, 2019, 12:29:20 pm View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

And that's a know bug, that is the next on my list of thing to do with the engine.
It will be fixed later.
For now the only way that a match could end is turns mode. (Or the esc key)
    

Re: Ikemen GO Plus

 March 03, 2019, 12:11:18 pm View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

It remains open until Ikemen closes...
It's not really a cmd so it's useless, if Ikemen surfers a error it closes instantly.
If you suffer a error it's inisde the debug folder, a log.txt file.

I know. It's really useless and annoying.
I need a way to remove it and add a real output to console.
    

Re: Ikemen GO Plus

 March 03, 2019, 12:04:16 pm View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

    

Vulturon the Condoroid (Megaman ZX)

 March 03, 2019, 11:03:42 am View in topic context
 Posted by Gacel  in Vulturon the Condoroid (Megaman ZX) (Started by Gacel March 03, 2019, 11:03:42 am
 Board: Your Releases, 1.0+

So I decided to release this character, is a very old character that I made when I was 15 years.
The project started in December 2 of 2013.
And the last update was a minor one in October 2016

Features

- The ability to summon 3 different units (Up to 2 of each one)
- The ability to Teleportâ„¢
- Megaman style blink for 30 frames after a combo ends.
- The ability to glide like the source game.

Download:
http://www.mediafire.com/file/1jrsyi5cny35nd7

Screenshots:
Some of these are very old (Winmugen old) some are mostly new.



    

Re: Ikemen GO Plus

 March 03, 2019, 03:04:59 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Sorry for the double post but the other with the build instructions is too cluttered.
So I will repost this for easier quote/linking.
I will edit this post if necessary later.

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

OK, I will post the way that I compile the engine. (On windows)
At this point TDM-GCC is very outdated and unsupported, so I use MSYS2.

Part 1: Setting up the compiler (This is only required to do one time)
Spoiler, click to toggle visibilty

Part 2: Buildidng the code (This is the easy part)
Spoiler, click to toggle visibilty

Sorry if the instructions are not that clear but I'm bad explaining things.
    

Re: Ikemen GO Plus

 March 03, 2019, 02:56:56 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I have been having problem with characters running that I needed to rename stateno 100,and also nowalk works different than mugen,preventing me from running as well

I will check this. I will revert the change to work like mugen.

Confused to what the new download process is for y'all's builds.
I assume it's different from the one listed on Kathos' first post and GitHub.
I agree with the suggestion of starting a new topic for this.

It's the same honestly, I've been grabbing the builds from neatunsou's repo on osdn since he tends to merge gacel's fixes as well. There's an updated way to build these I think 1 or 2 pages before that Gacel explains. But it's pretty much the same, just make sure you update sources from get.sh, I think recent ones have kind of flip flop Ed around

I posted the instructions before.
EDIT Now I posted the build instructions bellow EDIT END
You also need some files from my repo. (The data and script folder)
You can use the get.cmd from my repo it's updated with the dependencies.

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

Also I started the work on lifebar localcoord. (I have no idea what I'm doing or how the lifebar code works)



EDIT
I finally understand how the lifebar code works, it took 1.5 hours...
Well, lifebar stuff is almost complete.
EDIT END

EDIT2



I finished screenpack localcoord support
also I added the Neat Unsou's fixes to the select scroll
made easier to manage the localcoord (Now inside locacoord.lua)
and fixed the controller config menu.

Here is the download
https://github.com/Windblade-GR01/Ikemen_GO/releases

And as always the required mugen files
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip

Also you need to modify ikemen fight.def to point to the font directory.
So you nee to change this:
font1 = enter48.def
To this:
font1 = font/enter48.def

Every screenpack should load but......
I discovered that Ikemen font support (The one that shinlucho made) is still incomplete.
So the reason some screenpacks won't load is not incomplete screenpack support, is incomplete font support.
So some screenpack won't load if it needs a unsupported [By Ikemen] font.
And even if it loads it will sometime look wrong. (Like the image above check the color of the names)

And the bad news: Ikemen font code is closely tied to the render and I don't know anything about fonts or render code so this is the most I can do.
    

Re: Ikemen GO Plus

 March 01, 2019, 05:19:08 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Thanks for the link it will  be useful in the future.

Also I did find this post by k4thos

Spoiler, click to toggle visibilty

These features are not implemented in his repo (The last update of the script files was 01-2018) does anyone have these build?
Even a compiled one works I just need the lua script folder.

EDIT:

The duplicate negative states doesn't work because of the source code differences....
Honestly i think it's better that way. (Think of the implication of duplicate stateno working at the same time)

Reading more...
There is a more updated go plus versión that kathos did but forget to upload on the Github with MP3 ,fnt2 and some other things dated from September 2018
And Even there is a discord chat for the fork

Hey MangeX if you have a link to the build it will be great!

Edit 2
Progress report

Remember that the screenpack into scaling is bugged. No? well, now it's fixed.
Now time to search a way to fix the infinite rounds.
Or add lifebar localcoord.
    

Re: Ikemen GO Plus

 February 26, 2019, 04:48:03 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Hey @Gacel: https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/72a56b9d103b64c74e5232544867925793d88a1b

looks like neatunsou fixed the pause and superpause with projectiles bug, is he reading our issues on the forums? Or you guys stay in contact with eachother? Anyway, this is great news!

No, neatunsou only info is his profile in OSDN. We are not in contact.
Considering that neatunsou merged my work maybe they read this thread. (Or that superpause bug was a know bug)
Anyway it would be great if it posted on this tread.

EDIT:
And fixed the screenpack rendering bug. That's curious,
Maybe it really reads this tread.
EDIT END

Gacel
Was going to ask,think you can check the zoomout option? It seems too zoom out extreme even if I decrease it no matter what,wasnt having this issue in Ikemen Plus.

It woks as expected on my end (The one in the options menu) I'm not sure if it the one in the stages file is implemented.
    

Re: Ikemen GO Plus

 February 24, 2019, 08:38:50 pm View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Ducking sound effect?
In my end there is no sound when ducking.

He means audio ducking, where sounds and music become quieter as other sounds play. This has been a thing since base IKEMEN.

yes, you got me right. pls lemme know if its pos not to lower the bgm volume while other sounds are on the go !!

Aaaaa that thing. (Sorry English is not my native language) As I said a audio system rewrite is in progress. (NeatUnsou already made a lot of progress)
The audio ducking is caused by the dumb openAL audio audio normalizer (At least I thinks is the openAL "Enhancements") we have no way to disable it so rewrite the current audio system is our better option.

The engine needs a lot of refactoring. The last updated modified the whole render to improve compatibility with integrated Intel GPUs and other stuff. (Again NeatUnsou's work)

Also the BGM ducking also happens when using MP3s? (I'm asking this beacuse the MP3 player uses a whole different audio system)

Can you show me example of how to add interactive stuff?Cus i copied and pasted interactive codes on common1 but it doesnt work.

Well instead of [statedef -2] you need to use [statedef -20]
Also there also common.air (Animation) file.

Sorry, I never used interactive mugen before.
I will try to install it later in Ikemen.
    

Re: Ikemen GO Plus

 February 24, 2019, 07:23:59 pm View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

hi, I need two helps:
1. how to disable ducking sound effect while fighting?
2. how to hide players in game? in mugen, we can do such by pressing:
- ctrl+alt+1 = hides player 1
- ctrl+alt+2 = hides player 2
- ctrl+alt+3 = hides player 3
- ctrl+alt+4 = hides player 4
can we do the same in Ikemen too?
pls help...thanks in advance

Ducking sound effect?
In my end there is no sound when ducking.

How to hide players in game?
For now Ikemen has not this feature.

Gacel our saviour!!! Thank you for the hard work!!!! Very grateful to have someone pick up what was abandoned by K4thos! I was wondering Gacel, are you aware of superpauses not pausing projectiles? I was testing out and when a character does a sper pause and the enemy shoots a projectile before it, the projectile does not pause. Only helpers pause. Bug?

OK I will check fixing it wouldn't be too hard.

Also I'm not the the only active developer there are also.

Suehiro: (The main developer and creator of ikemen)
https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage

NeatUnsou: (He/She is the responsible of the MP3 support and loads of MUGEN compatibility)
https://osdn.net/users/neatunsou/pf/ikemen_go/

Theres something wrong in ikemen go.When you try to do special moves of your chars.It is easier to execute on right side than left side.However this doesnt exist on mugen 1.0/1.1 as you can execute moves easier on both sides.Also can you add interactive stuff on your next update?

Maybe Is your keyboard, I will search a way to test frame perfect stuff to see if is a problem with the engine.

Characters as stages (Interactive Stages), maybe will be a new feature but first SuperSuehiro, NeatUnsou and I have to finish the core parts of Ikemen (On my end is full lifebar support) after that I will consider adding features beyond the one already in MUGEN.

For now you can use Statedef -20 and -30 (In common1.cns) to make global coding on all characters.


Well i tried again on mugen 1.1 i can do special moves on all sides easily.But in ikemen go,i cant do.For example i cant do kaiser wave on left side but i can do it easily on right side.Also thanks i will try to add those.

That's worrying, I will test later but I have to find something to test frame perfect inputs. (Maybe autohotkey will work?)
    

Re: Ikemen GO Plus

 February 24, 2019, 05:57:26 pm View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Theres something wrong in ikemen go.When you try to do special moves of your chars.It is easier to execute on right side than left side.However this doesnt exist on mugen 1.0/1.1 as you can execute moves easier on both sides.Also can you add interactive stuff on your next update?

Maybe Is your keyboard, I will search a way to test frame perfect stuff to see if is a problem with the engine.

Characters as stages (Interactive Stages), maybe will be a new feature but first SuperSuehiro, NeatUnsou and I have to finish the core parts of Ikemen (On my end is full lifebar support) after that I will consider adding features beyond the one already in MUGEN.

For now you can use Statedef -20 and -30 (In common1.cns) to make global coding on all characters.
    

Re: Ikemen GO Plus

 February 24, 2019, 07:22:18 am View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases