
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.
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.
- 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?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.
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).Tagging @Gacel: because he added mp3 support and I don't know anything about it.
- Specific intros do not work properly, generally P1 plays a random animation while P2 plays the correct animation.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).
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.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.
- 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.
- 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)
- "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.
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.
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.
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/o7qArL1pnqQyes, 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/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:
It's the IMT screenpack in the Screenpacks section.
localcoord = 640,360to this:
localcoord = 640,480I 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:
- "px.cursor.startcell" isn't working properly, for both players. The cursor starts at the wrong row and column.fixed
- "Round.default.anim" doesn't play.should be fixed by this commit but needs testing
- If you press F1, K.O sound doesn't play.
- Draw Game anim/text appears after D.KO.
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
Persistent issues from last feedback:fixed
- Problem when P1 taunts enemy leading to team versus mode selection still persists.
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; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.- This message needs to be edited, because by default the system.def that is used is in the path "data" and not "data / mugen1".
; You can also edit mugen.cfg to select the "big" motif.
And there is no more MUGEN.cfg.
- 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.
- Fps drops even on stage0 with chars just standing still.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?
- "Hiccups" in stage musics/chars audio.
- 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.
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.
- 'Specific order' problem, now before the 4th match. Log:are you referring to this assignment?
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.
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
- 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.
- 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.thanks, will investigate it.
- 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:
- The victory screen is enabled for Arcade and Team Arcade modes only.
- 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).
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
By the way, if your startcell is not properly coded (wrong/empty cell) IKEMEN closes. I used Kathos' fork version (0.5).thanks, fixed
I can't seem to change the SFX volume on the new Plus Appveyor build.thanks, fixed
Well classics like SF2 didn't have VS screens for Bonus Stages.fair enough, implemented.
Any chance to make it so we don't face the same character in team mode?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.
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
I assume onlyme in select.def forces the Opponent into Single mode?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.
Is there an option to disable the versus screen like how winscreen disables winscreens?
[31.12.16] - Varo_HadesThe topic name is a bit misleading but the above sounds promising
[1.13.20] - BahamianKing
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=====<Version History>=====
<1/5/20>
- Updated Everything
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.
Kathos any news on the animated portaits?@Gacel works on this feature, no idea.
I wonder if it is possible to have the powerbar parameters divided by modes. Something like [Powebar], [Simul Powerbar], [Tag Powerbar] and [Turns Powerbar]. Would be great.It's already implemented: https://github.com/K4thos/Ikemen-GO-Plus/commit/68f80903ec3f0b3e2364c551904f3e83e67fb06d
That was quickit 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)
Just a rapid suggestion:sounds like a nice idea. I've implemented it locally. If lifebarName is present under [Info] section it will replace displayName (only in lifebars).
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".
but when I patch the charactersyou 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)
Yeah I mean't includestage = 0 but that mean't you couldn't Stage Select it in vanilla Mugen.
So basically a way to exclude stages from random while still allowing them to be selected in versus.
; - includestage
; Set the paramvalue to 0 to avoid including this stage in the stage select
; list (in VS, training modes, etc). The stage is also blocked from being
; randomly selected for a match.
; IKEMEN feature: Setting paramvalue to -1 prevents stage from being randomly
; selected for a match, while still allowing you to choose it from the stage
; select list.