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Messages by Emiliux81

    

Re: Complete Real Bout Fatal Fury 2 Ikemen Go Stages Release by OldGamer

 April 12, 2025, 06:48:48 pm View in topic context
 Posted by Emiliux81  in Complete Real Bout Fatal Fury 2 Ikemen Go Stages Release by OldGamer (Started by OldGamer April 11, 2025, 07:55:23 am
 Board: IKEMEN Releases

Are they interactive by chance? It would be very cool if they were
    

Re: Active Tag system

 April 09, 2025, 07:40:56 pm View in topic context
 Posted by Emiliux81  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases



I'm not sure why I keep getting these Survival Report sprites from the bonus games showing up, I had thought it was my version so I got 0.98.2, redownloaded all my characters to ensure all the previous coding in them was gone, even redownloaded the screenpack/lifebars but I still keep getting these boxes popping up, didn't see anyone else mention it on here.

Edit:
Assumed they were files from the screenpack/lifebar but can't find these in either of the sff files, so I'm not sure where they're coming from.

Edit:
I believe it was due to some files from the screenpack I was using, despite downloading it and Ikemen, as well as all the characters again, it had issues, I tested it using a updated version and it seems fine now.

How did you shrink the font "%tag", under the Lifebars?
    

Re: Active Tag system

 April 09, 2025, 07:35:46 pm View in topic context
 Posted by Emiliux81  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

I have the font "%tag" enormous, how does it become smaller?
    

Re: Chang (sprites by Rabano) released

 March 31, 2025, 06:07:18 pm View in topic context
 Posted by Emiliux81  in Chang (sprites by Rabano, CS by MT7) released (Started by KarmaCharmeleon March 31, 2025, 11:26:08 am
 Board: Your Releases, 1.0+

    

Re: Requiem Of The Damned -IKEMEN GO Conversion-

 February 20, 2025, 05:54:51 pm View in topic context
 Posted by Emiliux81  in Requiem Of The Damned -IKEMEN GO Conversion- (Started by Gamers4142 February 20, 2025, 01:56:10 am
 Board: IKEMEN Releases

The Attachedchar parameter no longer works in the latest version of Ikemen Nightly Build
    

Re: Ikemen GO bug reports

 February 07, 2025, 12:19:27 pm View in topic context
 Posted by Emiliux81  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

The turns mode does not work me anymore,What can be?

runtime error: index out of range [223] with length 223
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({0x7ff68e958e00, 0xc0293f09d8})
   C:/hostedtoolcache/windows/go/1.20.14/x64/src/runtime/panic.go:884 +0x213
main.BytecodeExp.run_ex({0xc020b3b720?, 0x1d, 0x7ff68e68046f?}, 0xc04c3c0000, 0xc04fb67008, 0xc04c3c0000)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:2947 +0xc456
main.BytecodeExp.run({0xc020b3b720?, 0x1d, 0x20}, 0xc04c3c0000)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:1886 +0x7e09
main.BytecodeExp.evalB({0xc020b3b720?, 0xfffffffe?, 0x0?}, 0x0?)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:3643 +0x1e
main.StateBlock.Run({0x1, 0xffffffff, 0xfffffffe, 0x0, {0xc020b3b720, 0x1d, 0x20}, 0x0, {0xc03bc9ca40, 0x3, ...}, ...}, ...)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:3841 +0x37a
main.StateBlock.Run({0x1, 0xffffffff, 0xfffffffe, 0x0, {0x0, 0x0, 0x0}, 0x0, {0xc0aa2bdc00, 0x1f, ...}, ...}, ...)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:3855 +0x4c6
main.(*StateBytecode).run(0xc04c3c0158, 0xc02c77c6c0?)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:12367 +0x225
main.(*Char).actionRun(0xc04c3c0000)
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:7831 +0x6ff
main.(*CharList).action(0x7ff68e8c48e8)
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:8966 +0x99
main.(*System).action(0x7ff68e8c3720)
   D:/a/Ikemen-GO/Ikemen-GO/src/system.go:1599 +0x54a
main.(*System).fight(0x7ff68e8c3720)
   D:/a/Ikemen-GO/Ikemen-GO/src/system.go:2394 +0x18e6
main.systemScriptInit.func54.2()
   D:/a/Ikemen-GO/Ikemen-GO/src/script.go:1272 +0x52a
main.systemScriptInit.func54(0xc0000ba000)
   D:/a/Ikemen-GO/Ikemen-GO/src/script.go:1320 +0x3d3
github.com/yuin/gopher-lua.callGFunction(0xc0000ba000, 0x0)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua202 +0x37
github.com/yuin/gopher-lua.init.3.func26(0xc0000ba000, 0xc0c0001?, 0xc0000bc000?)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua821 +0x379
github.com/yuin/gopher-lua.mainLoop(0xc0000ba000, 0xc000a33840?)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua31 +0xfa
github.com/yuin/gopher-lua.(*LState).callR(0xc0000ba000, 0x0, 0xffffffffffffffff, 0xc000600138?)
   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(0xc0000ba000, 0x0, 0xc000a33840?, 0x0)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua2030 +0x145
github.com/yuin/gopher-lua.(*LState).DoFile(0xc0000ba000, {0xc00024e321?, 0x0?})
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua396 +0x6b
main.main()
   D:/a/Ikemen-GO/Ikemen-GO/src/main.go:113 +0x2f2

stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1441: in function 'f_game'
   .\external\script\start.lua:1887: in function 'launchFight'
   external/script/default.lua:20: in function <external/script/default.lua:0>
   .\external\script\start.lua:1504: in function 'f'
   external/script/main.lua:3181: in function 'loop'
   external/script/main.lua:3266: in function 'loop'
   external/script/main.lua:4227: in main chunk
   [G]: ?
    

Re: Universal Clashing System

 January 25, 2025, 07:11:32 pm View in topic context
 Posted by Emiliux81  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases


I thought, if a module can be made to randomize the characters of the teams in the Arcade and Watch Team mode in the Select Screen player
    

Re: MUGEN1 Lifebar Double Remix

 January 21, 2025, 06:50:26 pm View in topic context
 Posted by Emiliux81  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

hi, I downloaded 8v8 ikemen go patch, but I don't understand why when I enter the options and make changes, it deletes the following strings in the config.ini
Air = data/common.air

cmd = data/common.cmd

Const = data/common.const

States = data/functions.zss, data/action.zss, data/dizzy.zss, data/guardbreak.zss, data/score.zss, data/system.zss, data/tag.zss, data/training.zss
    

Re: Ikemen GO bug reports

 January 11, 2025, 05:47:59 pm View in topic context
 Posted by Emiliux81  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

help, what could it be?

"external/script/main.lua:2275: attempt to compare string with number stack traceback: external/script/main.lua:2275: in main chunk [G]: ? "
    

Re: score tally module

 January 10, 2025, 12:49:09 pm View in topic context
 Posted by Emiliux81  in score tally module (Started by jay_ts January 06, 2025, 06:47:55 am
 Board: IKEMEN Releases

is there a way to activate the score in watch mode or playing in watch mode?
    

Re: score tally module

 January 09, 2025, 05:49:28 pm View in topic context
 Posted by Emiliux81  in score tally module (Started by jay_ts January 06, 2025, 06:47:55 am
 Board: IKEMEN Releases

should I add scoretally.zss in config.json?
    

Re: MUGEN1 Lifebar Double Remix

 January 09, 2025, 05:31:35 pm View in topic context
 Posted by Emiliux81  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

Oh. You'd have to boost the volume in each sound clip. But I'm not sure they can even go much higher without clipping. You probably have the BGM too loud.

the sound effects are too loud

    

Re: MUGEN1 Lifebar Double Remix

 January 09, 2025, 10:55:35 am View in topic context
 Posted by Emiliux81  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

the speaker is there, but the volume is too low
    

Re: MUGEN1 Lifebar Double Remix

 January 08, 2025, 07:29:20 pm View in topic context
 Posted by Emiliux81  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

Can I turn up the volume of the combo speaker? I don't hear it
    

Re: Rakíel's 3D Ikemen Stages

 December 18, 2024, 12:02:34 pm View in topic context
 Posted by Emiliux81  in Rakíel's 3D Ikemen Stages (Started by Rakíel December 11, 2024, 11:54:58 pm
 Board: IKEMEN Releases

the doom's stage is interactive? works with the leatest ikemen nightly builds?
    

Re: Ikemen GO bug reports

 December 10, 2024, 07:18:33 pm View in topic context
 Posted by Emiliux81  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

It occurred while I was playing, what could it be?

"chars/zelda/LinoLiteSM/LinoLiteSM.def
Secret
chars/zelda/LinoLiteSM/LinoLiteSM.def
{stateType:1 prevStateType:1 moveType:65536 prevMoveType:65536 storeMoveType:false physics:1 ps:[] hitPauseExecutionToggleFlags:[[] [] [] [] [] [] [] [] []] no:15000 prevno:5000 time:0 sb:{stateType:1 moveType:65536 physics:1 playerNo:0 stateDef:[0 1 2 0 0 0 5 0 1 1 2 0 0 0 5 0 2 1 2 0 0 0 5 0 6 2 5 0 0 0 8 0 0 0 0 5 0 0 0 8 0 0 0 0 7 2 0 0 0 0 5 0 0 0 6 152 58 0 0] block:{persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[] elseBlock:<nil> ctrls:[{persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[65 5 251 25] elseBlock:<nil> ctrls:[[0 1 5 0 0 0 6 182 58 0 0]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} {persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[55 5 0 21] elseBlock:<nil> ctrls:[[1 2 0 0 0 0 16 0 0 0 154 38 5 1 21 6 152 58 0 0 6 162 58 0 0 54]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} {persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[55 5 0 21] elseBlock:<nil> ctrls:[[0 1 4 0 0 0 154 0 5 0 1 1 4 0 0 0 154 0 5 0]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} {persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[55 154 44 26] elseBlock:<nil> ctrls:[[0 1 5 0 0 0 8 154 153 25 63]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} {persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[132] elseBlock:<nil> ctrls:[[0 1 5 0 0 0 8 0 0 0 0]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} {persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[132] elseBlock:<nil> ctrls:[[0 1 5 0 0 0 8 0 0 128 63]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} {persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[72 6 152 58 0 0 21 16 5 9 56 5 0 21] elseBlock:<nil> ctrls:[[1 2 0 0 0 0 5 0 0 0 6 157 58 0 0]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} {persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[72 6 162 58 0 0 21 16 5 9 56 5 0 21] elseBlock:<nil> ctrls:[[1 2 0 0 0 0 5 0 0 0 6 167 58 0 0]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} {persistent:1 persistentIndex:-1 ignorehitpause:-2 ctrlsIgnorehitpause:false trigger:[56 5 0 21 16 0 9 72 6 157 58 0 0 21 17 0 9 72 6 167 58 0 0 21] elseBlock:<nil> ctrls:[[0 1 5 0 0 0 6 109 7 0 0]] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0}] loopBlock:false nestedInLoop:false forLoop:false forAssign:false forCtrlVar:{vari:0 be:[]} forExpression:[[] [] []] forBegin:0 forEnd:0 forIncrement:0} ctrlsps:[] numVars:0}}

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({0x7ff654de8b40, 0xc0399ff6a0})
   C:/hostedtoolcache/windows/go/1.20.14/x64/src/runtime/panic.go:884 +0x213
log.(*Logger).Panicf(0x7ff654e4fd00?, {0x7ff654e73b15?, 0x7ff654f4ca60?}, {0xc004327650?, 0x7ff654a14c80?, 0xc0000f2050?})
   C:/hostedtoolcache/windows/go/1.20.14/x64/src/log/log.go:254 +0x74
main.(*Char).panic(0xc021ef2000)
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:2344 +0x24f
main.(*StateBytecode).run(0xc021ef2158, 0xc000003a98?)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:12001 +0x39b
main.(*Char).changeStateEx(0xc021ef2000, 0x13?, 0x20?, 0x1?, 0x0, {0x0?, 0xc03dde5b00?})
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:4527 +0x1d9
main.(*Char).changeState(...)
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:4535
main.changeState.Run({0xc020952720?, 0xc0043279e0?, 0x7ff654b7023e?}, 0xc034bc51a0?, {0x15?, 0x18?, 0xc021ef2000?})
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:4059 +0xf8
main.StateBlock.Run({0x1, 0xffffffff, 0xfffffffe, 0x0, {0xc034bc51a0, 0x15, 0x18}, 0x0, {0xc0285467d0, 0x1, ...}, ...}, ...)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:3580 +0x4c6
main.StateBlock.Run({0x1, 0xffffffff, 0xfffffffe, 0x0, {0x0, 0x0, 0x0}, 0x0, {0xc03d83d700, 0xb, ...}, ...}, ...)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:3580 +0x4c6
main.(*StateBytecode).run(0xc021ef2158, 0xc023d19c20?)
   D:/a/Ikemen-GO/Ikemen-GO/src/bytecode.go:11995 +0x225
main.(*Char).actionRun(0xc021ef2000)
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:7343 +0x6ff
main.(*CharList).action(0x7ff654dae840)
   D:/a/Ikemen-GO/Ikemen-GO/src/char.go:8421 +0x99
main.(*System).action(0x7ff654dad980)
   D:/a/Ikemen-GO/Ikemen-GO/src/system.go:1652 +0x54a
main.(*System).fight(0x7ff654dad980)
   D:/a/Ikemen-GO/Ikemen-GO/src/system.go:2434 +0x1892
main.systemScriptInit.func61.2()
   D:/a/Ikemen-GO/Ikemen-GO/src/script.go:1317 +0x52a
main.systemScriptInit.func61(0xc000328000)
   D:/a/Ikemen-GO/Ikemen-GO/src/script.go:1365 +0x3d3
github.com/yuin/gopher-lua.callGFunction(0xc000328000, 0x0)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua202 +0x37
github.com/yuin/gopher-lua.init.3.func26(0xc000328000, 0xc0c0001?, 0xc00032a000?)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua821 +0x379
github.com/yuin/gopher-lua.mainLoop(0xc000328000, 0xc00082c7c0?)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua31 +0xfa
github.com/yuin/gopher-lua.(*LState).callR(0xc000328000, 0x0, 0xffffffffffffffff, 0xc000306010?)
   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(0xc000328000, 0x0, 0xc00082c7c0?, 0x0)
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua2030 +0x145
github.com/yuin/gopher-lua.(*LState).DoFile(0xc000328000, {0xc000145668?, 0x0?})
   C:/Users/runneradmin/go/pkg/mod/github.com/yuin/gopher-lua396 +0x6b
main.main()
   D:/a/Ikemen-GO/Ikemen-GO/src/main.go:106 +0x278

stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1422: in function 'f_game'
   .\external\script\start.lua:1859: in function 'launchFight'
   external/script/default.lua:20: in function <external/script/default.lua:0>
   .\external\script\start.lua:1476: in function 'f'
   external/script/main.lua:3168: in function 'loop'
   external/script/main.lua:3253: in function 'loop'
   external/script/main.lua:4220: in main chunk
   [G]: ?"
    

Re: Ikemen GO bug reports

 December 01, 2024, 06:12:43 pm View in topic context
 Posted by Emiliux81  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

and how would this lines look?

"[State 666, P1isOnGround]
trigger1 = playerid(getplayerid(1)),pos y = 0
Type = VarSet
v = 51
value = 0
"
    

Re: Ikemen GO bug reports

 November 30, 2024, 07:54:17 pm View in topic context
 Posted by Emiliux81  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

how to fix them?
    

Re: Ikemen GO bug reports

 November 29, 2024, 07:14:12 pm View in topic context
 Posted by Emiliux81  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

but the old interactive stages don't work anymore
    

Re: Ikemen GO bug reports

 November 28, 2024, 07:11:39 pm View in topic context
 Posted by Emiliux81  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

in the latest nightly builds the interactive stages no longer work invalid data ;getplayerID etc.... it's a big problem