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Re: Online: What it Would Take to Have an Online Competitive Ikemen Community

 July 31, 2021, 11:31:19 PM View in topic context
 Posted by EVILED  in Online: What it Would Take to Have an Online Competitive Ikemen Community (Started by EVILED July 31, 2021, 07:51:56 AM
 Board: IKEMEN Releases

    

Online: What it Would Take to Have an Online Competitive Ikemen Community

 July 31, 2021, 07:51:56 AM View in topic context
 Posted by EVILED  in Online: What it Would Take to Have an Online Competitive Ikemen Community (Started by EVILED July 31, 2021, 07:51:56 AM
 Board: IKEMEN Releases

So, this has been on my mind for a long time lately. I’ve been thinking about a lot of things regarding this.

One of the key things I do miss in Ikemen GO (which I will simply call Ikemen from this point onward) compared with other fighters such as street fighter 5 is a thriving community. Playing against other people, to me at least, is far more interesting than playing against computers most of the time.

That said, Ikemen is uniquely positioned to have a lot of problems with this. It’s of absolutely no fault of the program’s developers. It derives from the very nature of the project itself.

I will no go forth to innumerate the problems facing us. I think there should be a place where these problems are named, numbered, and possible solutions are discussed if we are ever going to get a thriving online community for Ikemen.

1: Master Server List

The first and biggest problem is that nobody can find anyone to play with. A Master Server List would solve this problem.

Right now, you have to either personally introduce Ikemen to a friend or find some random person online. This task is slow, sluggish, and will never develop a thriving online community.

I defer to the Doomseeker launcher as the type of idea that would need to be implemented. The reasons for this are clear to me.

One might ask, at first, why not simply add the ability to search a Master Server List into Ikemen itself instead of creating a multi-platform Free Software Launcher for the game as a separate program? I know I asked myself this.

Well, the reason is simple; really. Ikemen needs to have mirror versions on everyone’s computer to work online (just the nature of any online game engine) and everyone’s Ikemen is different. Everyone adds different characters, stages, and changes different pertinent settings to the game.

Even something as simple as enabling zoom may change syncing issues (I would assume that it would) because it would change where the screen barrier is for the different players as the person with zoom will have a dynamically growing and shrinking screen while the person without zoom will have a static screen in this regard.

Because of this, the only real way for a Master Server List to work is to go into point two.

2: Downloading the Game Instance From the Server

Similar to how ID Tech Engine games (like classic Doom and Quake Games) have to download all the needed mods from the server to allow access to joining players in a sane way (instead of giving them ‘file not there’ errors and telling them to go find the downloads on the Internet somewhere themselves) the Sever is going to need an option so that when someone joins who has never played before; they simply download the entire Game Instance of Ikemen from the server hosting on the Master Server List. That way they get a perfect mirror, the characters, stages, pertinent games settings; everything.

This is the only sane way I can think of doing this. Otherwise, you’re telling people to go out to the Internet and try to find all this content themselves.

3: Competitive Games

Someone is going to have to create a community agreed upon game for Ikemen that is competitive; meaning fairly balanced. This is going to be difficult to do because everyone is going to want their favorite characters in the game and deciding as a community on which characters are fair for competition and which ones are not is going to be difficult.

This is solved, to some extent, with games that have a single theme. But, a lot of people are going to want that ‘random’ flavor that Ikemen can provide of Squidward fighting Big Bird.

There would need to be established a testing and ranking community for this collection project.

4: Character Tier Ranking

To go along with point three, you’d really need a tier ranking system so that every type of character can be included. Maybe have like six or so instances of the engine hosted that offer fair play at different ranking. That way super boss characters are only included with each other and normal characters are only included in their own instance.

5: Leader Board and Match Making

Each game instance should really keep track of high scores and each person’s performance on the server’s end. That way people can show their high scores off and have proper Match Making. That way noobs are not thrown up against pros. Few things kill an online competitive community more quickly than throwing noobs up against pros.

6: Legal

Point two, sadly, leads into point six. I think, honestly, that point six is the hardest difficulty we have. Sense the only sane way to do this is to allow game instance downloads from the server for new players; that puts the sever host at risk for enabling copyright infringement every time they host a server with Homer Simpson or Ronald McDonald on it and someone downloads this. Each and every single download could easily be about a hundred acts of copyright infringement.

I have now idea how to prevent this; as the law really sucks for situations like this. I am honestly surprised as many mugen content hosting platforms exist as they do now for characters and stages. I think companies let it go because it’s seen as fan projects. But, if Ikemen being played online became popular; I could see this potentially being a big problem in the future.

These are the six points I see as being problems that would need to be solved if a real, competitive, online Ikemen community were ever to truly become a thing. Otherwise, the online mode is nice, but is very difficult to find anyone to play with.
    

Re: Ikemen GO

 July 27, 2021, 06:14:03 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

A list of stages would be very useful to test the bugfix.

De-construction

Cathedral of Witches

Both stages used to start fine, but on the latest stable build both now start with the camera up to high. All my other stages work fine. So, not sure why it's just these two. Anyway, hope this helps in solving the issue.
    

Re: Ikemen GO

 July 23, 2021, 04:13:43 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Wanted to say I'm loving this progress of Ikemen GO will say pretty soon Mugen on the GO will be possible with the Steam Deck.

I thought about this myself. But, I have two concerns with it. One is a personal concern, the other is a practical one.

My personal concern is that I use Parabola. I like to use a fully Free Software OS. It's arch based, but AMD is weird sometimes. I heard their 'open source' driver is better now; but that it might require non-free firmware code to load it. Which, in effect, destroys the ability to run in a completely Free Software environment and rather much defeats the purpose. I have a modern AMD desktop and while the graphics will load, they run like crap compared to a Intel Integrated from like 8 years ago. I can only assume that firmware is to blame. But, I don't want to surrender and load the non-free firmware. Looking to sell that paperweight soon. This is why I would like more devices to use Intel. Intel has better Free Software support, usually.

My other concern is the steam deck controls don't really look that good for a fighting game. They bunched the directional pad and the actions buttons off to horrific ends of the controller to make room for their two track pads. I know they did this to try to allow for as much mouse simulation as possible to support as many PC games on the go as possible; but it's going to make playing games like 2D fighting games and 2D platformers a real pain in the butt.

I'd really almost have to have one in my hand to try to live-boot into a Free OS to see if it works well and to see if the controls work for 2D games without me having to contort my hands into horrible positions before I'd risk spending any of my money on it. I just don't trust the AMD chip and the controls well enough to part with about $400.00 to give it a test run. Can I return it and get my money back if it doesn't fit my needs?
    

Re: Ikemen GO

 July 23, 2021, 04:04:01 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Spoiler, click to toggle visibilty

Ok, taken note of the bug. We will look into it.

We had been looking how Mugen does take into account stage fit and we are still searching how is exactly done.
So we had been messing with boundLow, I hope we did not break the stage with that.

I think this may be the case. I have a few stages that are broken. One I'm almost positive used to work in older Ikemen versions. But, the others are new so I don't know.

Would if help if I sent screen shots / stage names?

It's not every stage. I think I have about 2 or 3 that are busted. The problem, for me, is it keeps wanting to center the camera too high up for the stage.
    

Re: Ikemen GO

 March 11, 2021, 05:31:54 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I have the fix for the OpenGL GLSL Shader bug.

https://github.com/Windblade-GR01/Ikemen-GO/issues/153

I have the fix! At least a workaround.

So, the problem is that Ikemen Go is a "context-unaware application." Which, from my understanding, means that it's not programmed to actually check which version of OpenGL you're running.

As a result, either the program (or maybe the OS?) defaults to running a version below what the Ikemen Go engine actually needs.

This means that even though you have a graphic card that can run the program, the program doesn't check to see if that's true and just assumes you don't and then reports a false error message instead because it's trying to run the program as OpenGL 3.0 for "maximum compatibility." Which is ironic, because that breaks the program.

So, here is what you actually need to do. You need to open the program through a Terminal and add this string in front of the program to force the program to realize that your card can actually run it.

So, first, navigate your Terminal to the folder your Ikemen Go binary is stored in.

cd /home/username/Downloads/Ikemen_Go_Linux

Or, you know, wherever you have your program stored.

Then, run the fallowing command in Terminal.

MESA_GL_VERSION_OVERRIDE=4.3 ./Ikemen_GO_linux

For mac people, you'll have to edit this line to tell it to open the mac binary.

This will force the engine to open with OpenGL 4.3 instead of 3.0 and the engine will open without crashing and run perfectly fine. At least, that's what fixed it for me.

I was able to just use 4.3 like in the example to get it working. You might have to poke around with versions until you find something your card supports and Ikemen Go can run on.

I don't know programming, but what needs to be done now on the programming side of things is to tell the engine to actually check which version of OpenGL you have so that it can run. I don't know if there is a way to have it probe the OS and get that information or what. But, something about Ikemen Go doesn't bother to check, apparently.

This is where I sourced the solution from.

https://askubuntu.com/questions/850900/why-is-my-opengl-version-stuck-at-3-0-despite-new-hardware-software

UPDATE

I have found a solution to this problem that works for me. Maybe it will work for you too.

"export MESA_GL_VERSION_OVERRIDE=4.5

If the problem is solved, store this
for the user in ~/.bashrc or system wide in /etc/profile
If saving changes is not sufficient, use rootcopy.
Check if being set with printenv"

I found it from here.

https://forum.porteus.org/viewtopic.php?t=9109

So, here is what I did. I did not do user, instead I did system.

I did sudo nano /etc/profile

Then, at the very bottom, I added the line "export MESA_GL_VERSION_OVERRIDE=4.3"

I did 4.3 instead of 4.5 because 4.3 is what was working for me in Konsole.

I then restarted my computer.

IKEMEN GO now launches when double clicked within its folder without having to open it from Terminal with "MESA_GL_VERSION_OVERRIDE=4.3" in front of it every time because the whole system is now told to open programs in 4.3 as default instead of 3.0. Minetest also runs under 4.3 instead of 3.0 now. This is how I know it's for the whole system. IKEMEN GO now launches, where before it didn't. Minetest did launch, and still does. But, once in Minetest, the top of the window shows what version of Open GL it's running and now it says 4.3 instead of 3.0.

I don't know if this will work for mac computers. I don't know if this is caused by IKEMEN GO or the Operating System or the Driver.

I will say that this is an important issue to fix as it lets people run the program on GNYU + Linux Operating Systems and older hardware that is completely capable of running it.

My best guess, at this point, is that for whatever reason the modern OS or graphic driver doesn't really understand by default what these older Intel Chips are capable of graphically and so chooses to run under 3.0 for "maximum compatibility" even thought the chip is actually capable of far more.

So, again, the solution for me was simple. Simply add that line to /etc/profile at the bottom and reboot and the entire system now forces programs to open in Open GL 4.3 instead of the 3.0 default.

I don't know if anything can be done IKEMEN GO side to probe the system and correct this. But, considering it's an OS default that is getting in the way I don't have high hopes that there is anything that can be done. If I remember correctly, I think the Konsole itself would report 3.0 as the version by default because of the badly chosen default. So, even if IKEMEN GO did or does probe the OS, the OS is lying to it and telling it 3.0 when higher versions work just fine. So, maybe the only solution to this is to manually set a system level override like I did. Or, a user level one like I didn't try yet.
    

Re: Ikemen GO bug reports and know bugs

 March 11, 2021, 05:30:59 AM View in topic context
 Posted by EVILED  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

I have the fix for the OpenGL GLSL Shader bug.

https://github.com/Windblade-GR01/Ikemen-GO/issues/153

I have the fix! At least a workaround.

So, the problem is that Ikemen Go is a "context-unaware application." Which, from my understanding, means that it's not programmed to actually check which version of OpenGL you're running.

As a result, either the program (or maybe the OS?) defaults to running a version below what the Ikemen Go engine actually needs.

This means that even though you have a graphic card that can run the program, the program doesn't check to see if that's true and just assumes you don't and then reports a false error message instead because it's trying to run the program as OpenGL 3.0 for "maximum compatibility." Which is ironic, because that breaks the program.

So, here is what you actually need to do. You need to open the program through a Terminal and add this string in front of the program to force the program to realize that your card can actually run it.

So, first, navigate your Terminal to the folder your Ikemen Go binary is stored in.

cd /home/username/Downloads/Ikemen_Go_Linux

Or, you know, wherever you have your program stored.

Then, run the fallowing command in Terminal.

MESA_GL_VERSION_OVERRIDE=4.3 ./Ikemen_GO_linux

For mac people, you'll have to edit this line to tell it to open the mac binary.

This will force the engine to open with OpenGL 4.3 instead of 3.0 and the engine will open without crashing and run perfectly fine. At least, that's what fixed it for me.

I was able to just use 4.3 like in the example to get it working. You might have to poke around with versions until you find something your card supports and Ikemen Go can run on.

I don't know programming, but what needs to be done now on the programming side of things is to tell the engine to actually check which version of OpenGL you have so that it can run. I don't know if there is a way to have it probe the OS and get that information or what. But, something about Ikemen Go doesn't bother to check, apparently.

This is where I sourced the solution from.

https://askubuntu.com/questions/850900/why-is-my-opengl-version-stuck-at-3-0-despite-new-hardware-software

UPDATE

I have found a solution to this problem that works for me. Maybe it will work for you too.

"export MESA_GL_VERSION_OVERRIDE=4.5

If the problem is solved, store this
for the user in ~/.bashrc or system wide in /etc/profile
If saving changes is not sufficient, use rootcopy.
Check if being set with printenv"

I found it from here.

https://forum.porteus.org/viewtopic.php?t=9109

So, here is what I did. I did not do user, instead I did system.

I did sudo nano /etc/profile

Then, at the very bottom, I added the line "export MESA_GL_VERSION_OVERRIDE=4.3"

I did 4.3 instead of 4.5 because 4.3 is what was working for me in Konsole.

I then restarted my computer.

IKEMEN GO now launches when double clicked within its folder without having to open it from Terminal with "MESA_GL_VERSION_OVERRIDE=4.3" in front of it every time because the whole system is now told to open programs in 4.3 as default instead of 3.0. Minetest also runs under 4.3 instead of 3.0 now. This is how I know it's for the whole system. IKEMEN GO now launches, where before it didn't. Minetest did launch, and still does. But, once in Minetest, the top of the window shows what version of Open GL it's running and now it says 4.3 instead of 3.0.

I don't know if this will work for mac computers. I don't know if this is caused by IKEMEN GO or the Operating System or the Driver.

I will say that this is an important issue to fix as it lets people run the program on GNYU + Linux Operating Systems and older hardware that is completely capable of running it.

My best guess, at this point, is that for whatever reason the modern OS or graphic driver doesn't really understand by default what these older Intel Chips are capable of graphically and so chooses to run under 3.0 for "maximum compatibility" even thought the chip is actually capable of far more.

So, again, the solution for me was simple. Simply add that line to /etc/profile at the bottom and reboot and the entire system now forces programs to open in Open GL 4.3 instead of the 3.0 default.

I don't know if anything can be done IKEMEN GO side to probe the system and correct this. But, considering it's an OS default that is getting in the way I don't have high hopes that there is anything that can be done. If I remember correctly, I think the Konsole itself would report 3.0 as the version by default because of the badly chosen default. So, even if IKEMEN GO did or does probe the OS, the OS is lying to it and telling it 3.0 when higher versions work just fine. So, maybe the only solution to this is to manually set a system level override like I did. Or, a user level one like I didn't try yet.
    

Re: Ikemen GO bug reports and know bugs

 March 06, 2021, 08:00:25 AM View in topic context
 Posted by EVILED  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Gacel, can you add a way to toggle off GLFont?

https://github.com/Windblade-GR01/Ikemen-GO/issues/153

I saw that on 09/23/2020 that you said "I think I can add a way to toggle off GLFont."

That would seem to be the easiest way to solve this issue as the Intel Chips and Drivers are capable of the minimum requirements of Ikemen Go; yet the bug persists anyway. Also, I have found what others have noted; switching to 130 doesn't do anything to stop the engine crash.

The crash seems to center around some but not all Intel Chips; but also does not seem restricted to a specific operating system. This is clear because GNU + Linux, windows, and mac are all producing the crash for different people in the bug report.

Because the bug has existed for almost seven months; I think being able to simply toggle off the GLFont would be the quickest solution to at least get the engine to not crash until a more comprehensive fix can be figured out.
    

Re: Ikemen GO

 December 05, 2020, 09:30:56 PM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I have a feature idea if it's not already something that exists. A lot of my stages do not come with background music. Is there / it would be cool if there was a way to add a list of music that will play from the sound folder if the stage I'm playing doesn't have background music. Sort of a 'generic no background music music list.'

So, if there is background music assigned, play that music. If not, play random audio track from list of generic no background music track. Maybe add that list to select.def under stages.

Thank you.

Also, been playing around with the tests releases. That link should be on the main page somewhere; I can't find it and didn't even know that existed until you posted it orochi_kyo. Also, I too think forum should be used instead of Discord.

The new test releases are amazing! They are far better than what is in stable and I've been waiting months for an update and had no idea there was a testing page.
    

Re: Ikemen GO

 August 29, 2020, 06:27:19 PM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

The GLSL requirement did not increase.
It has always been version 1.5.
I fell like something is wrong with your drivers.

Still, I made so you can select the GLSL version 1.3 adding this:
Code:
"FontShaderVer": "130 core",
To the config file.

Thank you for helping.

Sorry that I got pissy in my last post. This has just been very frustrating for me. I like this engine and I want to keep using it.

Ok. So, I think you are right about the driver. This is really weird.

I tried IKEMEN GO on my Laptop which is a newer Intel Chip and it works just fine now. But, it is still giving the error message on my Desktop even when I switch to the GLSL 1.3 like you told me to. It's odd that the old version from May 18Th 2020 works on my Desktop and the new version doesn't. The engine broke on my Desktop on July 13Th of 2020; right around when the Pause Menu was implemented.

I will close the bug report as this does seem centered around my Desktop's chip and or driver and changes made between May 18Th 2020 and July 13Th 2020.
    

Re: Ikemen GO

 August 27, 2020, 06:09:26 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

It breaks the general rhythm of the experience to be playing comfortable in my seat only to have to hoist myself upwards and lurch forward to my table and hit Esc every time I want to go to a different mode. I'm also still pricing and looking for an arcade cabinet frame to put all my pieces in to make my arcade cabinet. But, it would also be difficult doing this when I would have to open the cabinet door and hit the Esc key every time I wanted to go back in the menu.


If you can't find out how to remap the keyboard escape key to a joystick button using simple external tools, i think you're gonna have a lot of trouble building and setting up an arcade cab (which I have done). Programs like JoyToKey/QJoyPad exist for these reasons, I suggest you really read throughly before building a cab head on. These are one of the first programs you should know about.

Also, I think its time for you to really upgrade, or alteast buy cheap used parts (as long as theyre not hard drives) and have it dedicated to an arcade cab. Bought an old i5 2500k, motherboard,ram, and 750ti gpu for only $200 all together for my dedicated arcade cab. TBH I think its time you upgrade, I mean these parts I'm listing are still pretty old anyway but cheap and support basic opengl and glsl versions used in ikemen go. At some points the devs need to move forwards.


First off, I have already built a fight stick. I have also already tested the fight stick out on the mini computer, with IKEMEN Go, and the TV for it. This is going to be a home-made "arcade" not really an official one. So, something cheap like a $400 - $500 MDF Wood box (similar to an Arcade 1-Up) to slap my mini computer, fight sticks, and monitor into.

I shouldn't have to use joystick to keyboard mapping with an engine that has a native pause menu and back button. That would be pretty bad, for the sake of the engine, if I have to map around the engine because of the engine's own dysfunction. I have used similar programs in the past as a work around. But, the point is, a well programmed engine shouldn't need a work around. If a work around is needed, then the engine has failed.

The reason for the graphics chip is because I prefer to run completely Free Software, as defined by the Free Software Foundation (FSF) Operating Systems. This means no non-free, proprietary graphics drivers. This means everything AMD and NVidia makes are completely useless to me because they refuse to liberate the code of their drivers and thus I am stuck with Intel Integrated Graphics because they are the only company that does. I would most likely loose hardware acceleration entirely with a graphic card from either of the other two companies. I actually did have an old graphic card that could run star wars battlefront 2 before I decided to purge windows and took that card and put it in recycling because I don't need it anymore.

So, it's not a cost issue so much as it is a Software Freedom issue. Which is important to me because I'm the one who actually asked Super Suehiro about what license he wanted to release the engine under and suggested some Free Software ones because I have been looking for a Free Software replacement for mugen for more than a decade. So, I was the one that actually pushed the issue. Otherwise, the code was previously just floating out there without a license. Which, code like that is technically 'source available' proprietary software at that point; according to US Copyright Law. All copy-writable works are presumed propitiatory under modern US copyright law unless the author specifically places them under a Free Software License, completely regardless as to whether the source is 'available' to see or not; it makes no difference at all. The law used to be different on this. Things without copyright used to instantly fall into public domain. But, it doesn't work that way anymore.

So, it's disappointing to have championed the licensing issue for the engine only then to have the engine no longer function as intended in a Free Software environment. Especially considering it did just a few months ago back in March.

I hear that Intel might be coming out with a discrete graphic card in a year or so. So, maybe that will be more powerful? But, unless or until that happens, I am stuck with integrated graphics.

Space Station 14 runs just fine. Hedgewars runs just fine. Minetest runs just fine, and that's a 3D Voxel Engine. So, I'm not sure why this has to be an issue. IKEMEN GO is another 2D engine that uses some light hardware acceleration. I don't see why it would ever require the newest versions of dependencies to process what are essentially very, very, basic things. That just seems like updating dependencies 'just because' without having any real reason for doing so; making a lot of lower level hardware systems incompatible for absolutely no real reason in any way, shape, or form at all once so ever.
    

Re: Ikemen GO

 August 25, 2020, 10:49:39 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Bejeeta that was a test build.
That code should not have been compiled.
Download the newest version again.

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

So EVILED about the problem you are having with the GPU.
The problem is that the max version of GLSL that it supports is 1.3
And Ikemen GO needs 1.5.

I'll look into switching to GLSL 1.3 without introducing bugs.

Thank you. It just seemed odd that the older version worked fine. When / why did the requirement increase?

V0.94 from sometime in March launches perfectly. My main reason for wanting to update is to get the new pause menu. That way I can go back with my Fight Sticks and Game Pads without having to hit escape on the keyboard.

I feel bad to keep commenting on the issue. At this point I feel like I'm nagging and I know that this is volunteer work. It was just disheartening to finally see a much anticipated quality of life update come out and then the engine crashes for me. It's like being very close to what I've wanted for months now and yet still so far away. I really do check about once daily for updates on the situation. I like playing the engine and I'm still stuck without a pause menu.

It breaks the general rhythm of the experience to be playing comfortable in my seat only to have to hoist myself upwards and lurch forward to my table and hit Esc every time I want to go to a different mode. I'm also still pricing and looking for an arcade cabinet frame to put all my pieces in to make my arcade cabinet. But, it would also be difficult doing this when I would have to open the cabinet door and hit the Esc key every time I wanted to go back in the menu.

So, I've kind of just held off on both the arcade cabinet project (trying to find a good price for one is also an issue) as well as playing around with the engine in general until this is resolved. It seems like such a minor thing, but I do have my computer hooked up to my TV as more of a "game console" experience than a "desk experience" so it does become problematic. I suppose if I was sitting at a desk or not wanting to make an arcade cabinet then this wouldn't be an issue. But, currently, it's become prohibitive on both accounts; rendering the engine difficult to work with in both use cases.

I guess I wouldn't have imagined a pause menu, of all things, to increase the GLSL needed to run the engine. But, I know little of programming so maybe I'm just naive on that front. Was there other major changes to the engine sense March that necessitated the increase of version?
    

Re: Ikemen GO

 August 20, 2020, 06:12:48 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Does anything pop-up in Ikemen.txt?

Some of the errors regard "GL2" which implies something to do with OpenGL.

My computer is a bit old, so I don't think OpenGL stuff works all that well on it. Is there a way to turn off those capabilities on this version of IKEMEN like there was in other versions? (Because I dunno if there's a "config.ssz" file in this version)

UPDATE: These are the starting lines of my Ikemen.log:

Quote
failed to compile #version 150 core

//vertex position
in vec2 vert;

//pass through to fragTexCoord
in vec2 vertTexCoord;

//window res
uniform vec2 resolution;

//pass to frag
out 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);
} : Vertex shader failed to compile with the following errors:
ERROR: 0:1: '' :  Version number not supported by GL2
ERROR: 0:1: '' : syntax error #version
ERROR:  compilation errors.  No code generated.

The PC I have is a hand-me-down I got from my dad a few years ago, and it's for the most part based in Vista. Am I f**ked if I want the most updated version of IKEMEN GO?


You have the same bug I do. It's because the new pause menu doesn't work with Intel Graphics very well. I am running on Parabola GNU + Linux and I get the same error. I was also running Trisquel GNU + Linux and got the exact same error also. I did try it in windows 10 (though I try to avoid windows because it's non-free, proprietary software and currently have windows purged from all of my computers ) and the problem expressed itself differently. It would open in windows 10, but not reliably. I would have to try to launch it about 10 times in a row to get it to not crash.

I have filed a bug report and Gacel says he is going to fix it soon.

Here is the bug report.

https://github.com/Windblade-GR01/Ikemen_GO/issues/153

I will close it as soon as I test and see that the bug is fixed. So, you can keep watch on it there. I check for the fix at least once daily.
    

Re: Ikemen GO

 August 01, 2020, 06:01:10 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Been working on a local 4 player mode in Ikemen go. So far everything has been working out OK except for the 4 player comp stomp (4player coop mode). (Screenpack is a basic one I edited to work with this feature)

Main menu


Sub menu (Ikemen feature)


2v2 versus (Player 1 & 3 are team 1 and Player 2 & 4 are team 2)
Needed to add cursors for player 3 and 4 since most screenpacks only supply for 1 and 2


Ofcourse seeing that this is mainly focussed on local, the options screen also needed modification so player 3 and 4 can edit their buttons.
So the options screen is modified to accomodate that:

Input Options screen


Player 3 & 4 settings:


At first this feature was made with the comment K4thos made earlier to not modify the base lua files. so I tried extending the lua files (to keep the base lua files in tact) and overriding functions needed to get player 3 and 4 and also assigning them to the right teams. But coming from a Java background myself felt that the lua files needed some tune up themselves, making it more object orientated and having less global variables (to get a clearer view on where variables are being modified from). So if interested the extending version is available that keeps the base lua files in tact (a small modification is needed in main.lua to require an extend.lua file)

Workaround for online play:
So far this feature doesn't work with Ikemen's online functionality. But a workaround would be to use parsec (not sure if I am breaking TOS) your basicly streaming your PC to your friends and they can all play on Ikemen with their controller and such. Only problemen is finding which player is who :D.

Local 4 Player is a great idea. I was hoping someone would make that happen. Is this something that will be integrated into Ikemen Go in the Future, or a personal project? I would like to see Local 4 Player added to the main repo when you get everything working.
    

Re: Ikemen GO

 July 31, 2020, 08:40:12 AM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Found the problem. I'm gonna fix it soon.
Thanks for reporting it.

Go-lang logs look bloated, but man they are helpfull.

Thank you for responding so quickly. You're welcome. I love to test new features and am happy to help report issues when they arise.

I will be on the look out for the fix. I will close my bug report if all turns out well.
    

Re: Ikemen GO

 July 30, 2020, 11:37:53 PM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases


GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30

What 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

Yes it does. That's exactly where I am getting it from. I can't compile from source so I have to download the per-compiled binaries. (Me not being able to compile from source is a topic for a whole other day. I think the GO Version of my system is just far too outdated. Something about not being able to handle 'mods' or something. I'm not adding mods; so, who knows.)

I download "bin\release\Ikemen_GO_Linux.zip." I perform "extract here." I run the binary file. Engine crashes. Part of the error message shows up in a pop up window and when I hit "ok" it crashes. The rest of the error message I retrieved from the Ikemen Log.

I think X3nostar is correct; because this did not happen back in May before the Pause Menu was added. The version of Ikemen Go I archived on DVD back from May opens and runs perfectly. I was really looking forward to the Pause Menu and asking for it because I use a Fight Stick and the encoder registers with the Computer as a "Game Pad" and I had to keep using the keyboard's escape key to go back in the menus and it was a massive pain.

But, ever sense the Pause Menu update was made the entire engine crashes on my computer.

I don't know how to fix this. What other information can I provide to help solve this problem?
    

Re: Ikemen GO

 July 29, 2020, 06:20:16 PM View in topic context
 Posted by EVILED  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

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 position
in vec2 vert;

//pass through to fragTexCoord
in vec2 vertTexCoord;

//window res
uniform vec2 resolution;

//pass to frag
out 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\00
goroutine 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 +0x633
panic(0xcb1a40, 0xc000aac670)
   /usr/lib/go-1.13/src/runtime/panic.go:679 +0x1b2
github.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 +0x330
main.loadFntTtf(0xc0004b0080, 0xc0008d2160, 0x12, 0xc0008bc202, 0x1e, 0xffffffff)
   /code/src/font.go:345 +0xcb
main.loadDefInfo(0xc0004b0080, 0xc0008d2160, 0x12, 0xc0006fcf30, 0xc0ffffffff)
   /code/src/font.go:320 +0x3fb
main.loadFntV2(0xc0008d2160, 0x12, 0xffffffff, 0x0, 0xc46360, 0x599d01)
   /code/src/font.go:278 +0x301
main.loadFnt(0xc000773140, 0xd, 0xc0ffffffff, 0xd, 0x10, 0xc45f60)
   /code/src/font.go:49 +0xa7
main.systemScriptInit.func46(0xc0000b8630, 0x16ddbe0)
   /code/src/script.go:743 +0x87
github.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 +0x40
github.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 +0x3ae
github.com/yuin/gopher-lua.mainLoop(0xc0000b8630, 0xc0001e50a0)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:31 +0xf0
github.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 +0x248
github.com/yuin/gopher-lua.(*LState).Call(...)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1954
github.com/yuin/gopher-lua.loRequire(0xc0000b8630, 0xc0002bcec8)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/baselib.go:559 +0x567
github.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 +0x40
github.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 +0x3ae
github.com/yuin/gopher-lua.mainLoop(0xc0000b8630, 0xc0001e5000)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:31 +0xf0
github.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 +0x248
github.com/yuin/gopher-lua.(*LState).Call(...)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1954
github.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 +0x136
github.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 +0xb8
main.main()
   /code/src/main.go:487 +0x1b12

stack 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]: ?
    

Re: Crashes, Mugen Dependencies Files , and Questions about Common1 and the License

 June 10, 2019, 01:13:26 AM View in topic context

Though I have some reservations on the open source “culture” as it were, I’m in agreement that MUGEN being open source would be in precedent, considering how devoted and longstanding our community is. One idea that crossed my mind as I read this post is Eoecbyte is scared of possible legal retribution from an open source, monetizable engine that until then had long been protected under fan art laws when it comes to companies like Capcom and SNK. Considering the dearth of existing assets from copyrighted games that are already coded for the engine, it’s not inconceivable they fear possible liability when some asshole tries to sell a game with ryu scorpion and Batman in it

True, that is another thought. In theory, the law should protect them. An engine is separate from the content other people put into it. But, maybe being small and knowing how most people use the engine does cause legal fears. Just because they would be protected, doesn't mean they wouldn't get sued. People can sue for anything, whether it would actually win or nor. And, maybe, Elecbyte is fearful of that. Still, other game engines have come before and opened up without issue.
    

Re: Crashes, Mugen Dependencies Files , and Questions about Common1 and the License

 June 10, 2019, 12:22:23 AM View in topic context

Oh my God.

This is for anyone who has the same doubt and still can not understand what is being done here and do not look for problems where they do not exist, that's what the laws are for, to find out the obvious.

I hope that this will stop making so much scandal and see all points of view, not just the most convenient parts to a selfish way of seeing things.

All that has to do with mugen, the source code and the way it works is completely owned by elecbyte and belongs to elecbyte; the only permits that were granted were to be able to create tools that help the edition of the materials necessary for the development process on our games that works in the engine.

The advantage of the doom engine is that it was given by the same creators, ikemen on the other hand does not enjoy that blessing and from my point of view, I would prefer to have the approval and permission of elecbyte, instead of using legal gaps that can allow this; that although it is good, it is still a bit strange.

Until we obtain a legitimate permit from the owners, the only thing that can be created is a legalized alternative, although doubtful as this software is.

Why ikemen is barely legal?, it is because it enters in the reverse engineering agreement in which it is possible to investigate and create an alternative that is compatible and interoperable for the files managed by mugen, without the nuclear form of the code being exactly the same.

With this given protection, ikemen is totally free to be licensed under another scheme like MIT so that this alternative can be manipulated and improved as an open source program.

Finally although it has been conceived in unorthodox ways Ikemen is perfectly legal to be used for recreational and commercial purposes.

Its similar are the mentioned emulators and their interaction with the games programmed for their respective platforms.

I recommend that if there are still doubts to investigate more, much more about laws, about international agreements, about common law, about patents, about copyrights, about the legality or not of doing reverse engineering, about respect, about morality and ethics and not only what works for you, which is the free software scheme.

When asked for simple yes or no answers to three questions and not a wall of text, I get a wall of text. You don't fallow instructions well. Plus, I thought you were not replying to me anymore. So much for that, I guess.

this as you said will be my last reply to you and as I said to you already

At least, I think that's what you meant to say. I can't tell. Can someone translate this for me, please?

'This' is a pro-noun that assumes a noun. I am assuming 'this' refers to 'this last reply from me' because I said don't bother replying to me anymore. But, 'this' coming after "I hope that at last you have understood this legal, mental, emotional and moral barrier that we have" in the same paragraph could also be referring to that giant line of text as that giant line of text is contextually the closest thing in the paragraph by text proximity. (Paragraph being used to separate ideas.) But, sense 'this' would make the most logical sense referring to 'this post of yours' I'm going to assume that's what you mean.

There, I think I translated the first word.

Moving on, 'as you said will be my last reply to you.' Well, that makes me feel I translated the first 'this' that you failed to separate with a "," correctly. Proper punctuation is key, and lacking here.

Next, "and as I said to you already." When? You did not say this is your last reply until just then. You can't say you said already, something you didn't already say. That makes no logical sense. I said it might as well be your last reply because you are hard to fallow. But, you didn't say it was your last reply until just then. So, are you referring to what I said as if you said it?

This is the most direct translation of what you said to me in your giant run on sentence.

"This (Meaning either this post of yours or, "I hope that at last you have understood this legal, mental, emotional and moral barrier that we have.") as you said (The best I can guess this means is 'as I suggested this be your last reply to me.) will be my last reply to you (Thank you. But, you lied about that; if that means what I think it means. Because you replied to me again afterwards. Also, you replied in a format that I didn't ask for.)  and as I said to you already."  (Um, no, you did not say this would be your last reply, before just then. At least not in this post. Also, "and" joins concepts together. What are you attempting to join together here?)

A more clear way to say what I think you are trying to say would be, 'As you already said, this will be my last reply to you.' The way you said it, and the way you say everything, doubles back to the subject of the sentence at least twice.

You write in giant run on sentences that you don't separate with proper punctuation. You use a large amount of pro-nouns; but, you never first take the time to establish clearly what the nouns are that these pro-nouns are referring to. You assume that I know what nouns these pro-nouns are referring to. But, I don't. The reason I don't know what nouns your pro-nouns refer to is because you don't break your run on sentences up into proper sentences.  Because of this, your pro-nouns lacking established nouns force the logical flow of your sentence to double back at least twice on the subject of the sentence. This makes your sentence lack a clear subject. The reason for this is your sentence is actually about two to three different sentences, each with two to three different subjects, all thrown together in a giant, garbled, incomprehensible mess of a run on sentence. This makes your sentences very difficult to untangle; which makes fallowing your English a nightmare.
    

Re: Crashes, Mugen Dependencies Files , and Questions about Common1 and the License

 June 10, 2019, 12:19:19 AM View in topic context

Well, from what I've heard, MUGEN wasnt started as something they were hoping people would buy commercial licenses for but rather a project by a team of university students hoping to create their own engine. They never showed any interest in serious monetization, though there was one time Jeremy Patterson claimed to have obtained a license for Aiduzzi's Rotten Core kickstarter, and someone who was part of Elecbyte got on twitter to confirm they had their blessing. However that kickstarter fell apart from shady mismanagement. Theres no doubt that Elecbyte shelved it, perhaps BECAUSE they weren't going to conceivably recoup the costs of development on the freeware. Like you said, their code their choice. Open source code WOULD be nice, but they ultimately haven't show any interest in that.

I don't think they're just sitting on it in the hopes of one day achieving some breakthrough that will make them a million dollars. I think its a moot point to point out MUGEN has failed as a commercial engine, because a) i don't think thats the goal anymore if it ever was, and b) MUGEN's place in the cultural canon of the internet has been solidified- its an important piece of viral history because of the wave of early 2000s content that was coming from development in the engine. As a piece of freeware, its something impressive the devs can put on their resumes and be done with, the ship has sailed in regards to making money from it or at least in their view it seems. The techs very outdated, the code is sloppy, and the functionalitys limited.

Helpful and true. I heard somewhere a long time ago that someone tried a failed kickstarter but couldn't remember who and what happened to them.

It's just that for most projects (or at least a lot of them) it's usually proper form that if the devs plan to shelf it and do nothing else with it, and a community is still interested and making content for it, it's typically just a given that the code goes under GNU GPL, MIT, BSD or something like that out of a courtesy and thank you to that community. It's generally seen as just the right thing to do.

When Netscape Navigator died, it eventually released and became Firefox. When Sun's Star Office died, it become openoffice.org and eventually Libre Office. When Doom was replaced by ID Tech 2, and 3, and so forth; it was released.

It's just kind of shocking to me that mugen didn't fallow suit.