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Re: Ikemen GO bug reports and know bugs

 March 08, 2020, 11:52:58 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

It's been a while. I ran a quick  test with Gacel's 0.9 fork:
- P2 can't skip intros.
- If P1 browses menu, P2 can't browse it anymore.
- P2 has no acess to arcade mode.
- Scale for stage preview isn't working.
- Color change for health gauge doesn't work (don't know if it was implemented in this fork though)

fixed all of those. Scale for stage preview needs testing. Lifebar colouring for some reason was not implemented but should work now. Also implemented colouring for powerbar.  Check out wiki for information how to use this feature: https://github.com/K4thos/Ikemen_GO/wiki#lifebar-all-variants
    

Re: Ikemen GO

 February 24, 2020, 04:12:38 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), !IsClient
to check if an character isn't being played locally.

That, yes or yes would cause a desync online.
What would you use it for?
not sure what it's for but I've implemented it anyway (the way I understood the request):
Quote
NetworkPlayer

Returns 1 if the player is host in online match, 2 if the player is client, otherwise it returns 0.
from source code perspective it looks like this:
Code:
func (c *Char) networkPlayer() int32 {
if sys.netInput == nil || sys.com[c.playerNo] > 0 {
return 0
}
if sys.home == 0 { //Versus style modes
if c.teamside == 0 {
return 1
} else if c.teamside == 1 {
return 2
}
} else if c.teamside == 0 { //Co-op, players side
if c.playerNo == 0 {
return 1 //host
}
return 2 //client
}
return 0
}
    

Re: Ikemen GO NETBATTLE Ver12 Complete Full Game

 February 22, 2020, 02:10:17 AM View in topic context
 Posted by K4thos  in Ikemen GO NETBATTLE Ver12 Complete Full Game  (Started by OldGamer February 03, 2020, 12:16:57 AM
 Board: IKEMEN Releases

Here we go!
[youtube]https://youtu.be/4ClIqq5X2eY[/youtube]

Such great work my fella! :)
open up "script/start.lua" and delete this line:
Quote
main.f_printTable(start.t_drawFace, 'debug/t_drawFace.txt')
this should fix performance issues visible in your video on select screen.
    

Re: Ikemen GO

 February 21, 2020, 11:00:01 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

- If we can't have 1v1v1v1's, or online group 2v2's, would it be possible to add?
Support for 4 players fighting simultaneously locally (in 2vs2 versus co-op mode) was implemented at some point but due to problems with gamepads I've reverted this change for now (although probably will be back in future). Not sure about netplay though. Maybe Gacel will be able to say something more about it.

- Also, a variable to check which character id each player controls
I've just implemented this trigger:
Quote
Returns ID of the player with specified number. Returns 0 if the player doesn't exist.

Format:
GetPlayerID(player_number)

Arguments:
player_number
Expression evaluating to player number (P1 team members use odd values starting from 1, P2 team members use even values)

Return type:
int
Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), MoveType=A

Is this good enough or you meant something else here? btw. if you're requesting new triggers or sctrls please consider writing it using the above template. It took me more time to think about the trigger name that would fit here and writing the documentation than actually implementing it in engine.
    

Re: Ikemen GO bug reports and know bugs

 February 17, 2020, 12:06:42 AM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Single in any team mode cant be only disabled by editing the line

teammenu.itemname.single = ;Ikemen feature

in the system.def or motif.lua. Can not be disabled from the options anymore...
this option will be removed in the near future (there is no point to have it when each option can be disabled by assigning empty itemname in screenpack DEF file)

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

Another bug report related to 16:9 aspect ratio.

In mugen if you use 16:9 resolution (e.g. 1280x720) and stage with 4:3 localcoord (e.g. 320x240) then by default stage is rendered in 4:3 aspect ratio:


Ikemen Go renders such stage using 16:9 aspect ratio, zooming it in:


There is no such problem when the stage uses the same aspect ratio as game resolution. Current Ikemen GO behaviour actually also exists in mugen after disabling stagefit option in mugen.cfg, but since it's not disabled by default, I consider current behaviour as compatibility issue with mugen resources.
    

Re: Ikemen GO bug reports and know bugs

 February 08, 2020, 10:30:43 AM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Quote
Now you can go from any "Arcade Mode" to versus mode if p2 start button is pressed but if you press Escape after entering on Versus from arcade, it just crashed to desktop with this error
fixed locally (not uploaded yet)
    

Re: Ikemen GO Plus

 February 08, 2020, 10:27:58 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 February 07, 2020, 12:59:36 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

RagingRowen, thanks for taking your time to externalize the score and rank code. Together with Gacel we've reached a consensus (I think) that it's better to leave default score calculation to cns/zss file instead of hardcoding it in the engine, so that it could work alongside already implemented HitDef and sctrl features (mentioned here)

I think to make this CNS score code ready to be distributed by default with the engine, I think it could use some changes to make it more readable/easier for edits:
- no workarounds used whatsoever (if something could be implemented in a more intuitive way just let us know what new triggers or sctrls would be needed to do so)
- probably it should work as a global code using ikemen global statedefs (for example -20), not something running on invisible helpers
- var and fvar usage doesn't seem like a best idea when Ikemen go offers unlimited amount of named variables via Map feature
- score itself should be updated using ScoreAdd/TargetScoreAdd sctrls (so that it can be rendered via lifebar and saved after match)
- any code that refers to add004 explode lifebars should not be present

For example this:
Code:
trigger1=1||fvar(25):=((var(9)&68)=68)*5 +((var(9)&128)=128)*30 +((var(9)&256)=256)*20 +(var(41)>=30)*25 +fvar(3)+fvar(5)+fvar(6)

reads like black magic to me. "bk/jd" mentioned in the file doesn't ring a bell. My current understanding of end match rank calculation is not good enough to write native lifebar DEF paramters support for this feature.

Score stuff is a bit easier to comprehend since it's mostly a value added each tick when animpause is active (explained to me courtesy of Gacel). Still after trying to use the score code as it is, without the rest of add004, I wasn't able to make it work.

Help from experienced CNS coder is needed to adopt code posted by RagingRowen and make it work outside add004 environment. Explanation of some of the more confusing formulas would be appropriated as well.

edit: just to be clear - code adaptation proposed above are only from my point of view (a person with little CNS experience, so it's not necessarily the best/viable approach). And code changes like these could be implemented down the road, not necessarily now. The current  goal, and a thing that stops the next release with working scores and leaderboards, is making default score calculations to work outside rest of the add004 common1 code. (and receiving Shiyo's permission to use it under MIT license)
    

Re: Ikemen GO Plus

 January 31, 2020, 11:19:50 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Latest versions of my characters (2015)

 January 25, 2020, 01:14:47 AM View in topic context
 Posted by K4thos  in Latest versions of my characters (2015) (Started by Víctorys January 24, 2020, 11:58:54 PM
 Board: Your Releases, 1.0+

    

Re: Ikemen GO bug reports and know bugs

 January 24, 2020, 09:53:01 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Maybe you could tag Gacel for the Screenbound issue on the previous page aswell. I haven't seen him respond here honestly.
he is aware about this issue

newest version with ratio system has a bug at tag-simul mode, when you dont have a second character with the same order and you have onlyme=1 option for a character ikemen skips the fight.You must have the same character twice for ikemen to not skip the fight.

example:(ikemen doesnt skip the fight)
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1

(ikemen skips the fight)
akuma, vsscreen=0, stages/YDA_CVS_Gouki/YDA_CVS_Gouki.def, stages\XX'BLUE'XX\XX'BLUE'XX.def, includestage=0, order=11, onlyme=1
fixed

--------

@Rurouni, please read edits to this post - most stuff you've reported has been fixed in recent commits. Still waiting for repo steps regarding intros problem you've mentioned, screenshot presenting blending problem, as well as debug dir + select.def needed to investigate your arcade issues.

edit:
Quote
- If you press "ESC" in Arcade Mode, you go to the continue screen. In MUGEN 1.0 you go back to menu, in MUGEN 1.1 you go back to select in Arcade Mode, imo, this is better).
I've changed it to mugen 1.1 behavior in the latest commit.
    

Re: Ikemen GO Plus

 January 23, 2020, 05:25:51 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Also in older versions of Ikemen go plus, the computer player used to randomize their character order (in team mode)  if you lost a fight and continued, also stages used to be randomized when continuing. I noticed that this doesn't happen anymore for some reason.

For example in old versions if you faced robin and joker on a team, the first time you fight them they would have for example Robin as the first player, if you lost and Continued, then they could randomize and put Joker as the first player and robin as the second one.
These were bugs, not features (or better say - something that worked like this because I forgot to implement proper stage and order data persistence at the time).
I can't think about any commercial game that would randomize stage after continue screen. Mugen didn't do it either. Also correct me if I'm wrong but randomizing enemy order after continuing also wasn't the case in any King of Fighter games (from where I took the feature for character order adjustments in versus screen from). This could be something adjustable in options screen but I really don't see a point.
    

Re: Ikemen GO Plus

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

    

Re: Ikemen GO bug reports and know bugs

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

The sudden crash at the start happens when ikemen has to load many characters.The crashes started when it had  to load over 60-70 characters.
indeed, I've found where the problem lays, will be fixed.
    

Re: Ikemen GO bug reports and know bugs

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

Quote
- Sometimes Ikemen closes when starting, not showing a log message. Usually the first time you open it. Or after a long time when you get back to it.
Please use this file to start ikemen: https://www.dropbox.com/s/1rzwz9i0jrgnv9h/Ikemen_GO.bat?dl=1
It will display command line along the game and won't close it when crashed. Post here if something will be printed there once it happens again.

edit: I've found the problem, will be fixed.

Quote
- Training mode is incomplete?
You cannot select the opponent. Both player 1 and player 2 can be killed. The match does not start with full power bar and
energy does not regenerate. Besides, there is no menu.
fixed (it's part of the screenpack repository, so you don't have to wait for appveyor to get it) You can also download it from here.

Quote
- Some musics do not play, and others have a hushed and hissing sound (samples).
Tagging @Gacel: because he added mp3 support and I don't know anything about it.

Quote
- Specific intros do not work properly, generally P1 plays a random animation while P2 plays the correct animation.
Some characters do not play specific intros when they are the player 1, but they play normally when they are player 2 (Kenshin from RKSaS for example).
this is not enough to reproduce it efficiently. Please check my previous post for example repo steps. Direct link to 2 characters that caused a problem (I assume intro that should trigger against some character didn't, so both characters are needed to test it), information which intro was problematic and (if you know how to do it) portion of the CNS code that failed to trigger (or at least some video or screenshot, so that we know what to look for). In other words please, when reporting stuff like this, always provide as much information as possible, otherwise testing is very time consuming (sometimes even impossible to reproduce).

Quote
- Maximum of 7 fights in arcade mode. With specific order of opponents or not.
Can't reproduce it. Please create "debug" directory in your main ikemen go folder. Now start the arcade mode, exit the game and upload whole "debug" folder as well as "data/select.def". With this I should be able to figure out what's up.

Quote
- The standard winquote appears on the victory screen after the 4th or 5th fight. It's not 100% of the time, so I have no way to indicate the trigger, but there are times that all winquotes appear normally.
This has never happened to me, so once again proper repo steps are needed. At least a link to character that displayed the wrong quote and his defeated opponent, so that we can try to reproduce it locally. You could also help with testing it by limiting amount of winquotes that characters have to the point that the problem is no longer random.
edit: I've menaged to reproduce it locally. Fixed.

Quote
- Draw Game anim / text appears after D.KO.
this one is easy to fix (I've tested it in mugen and indeed it should not happen)

Quote
- "Round.default.anim" doesn't play.
edit: fixed. Please read the commit description to ensure that the results of my tests are accurate to how it works in mugen.

Quote
So, I tested the lifebar again and this time it worked, except what I mentioned above. It seems that there is also a problem with semitransparency of sprites in png, the edges appear to be a little black. Here's the lifebar (OpenGl version of course).
a screenshot from both mugen and ikemen go showcasing the issue (same lifebar, same element) would be appreciated.

Quote
The stages do not appear on the select screen, even if they are assigned for a character and includestage is not used. HOWEVER, I think that this way is better because you can choose the order in which the stages appear on the selection screen.
fixed locally (not uploaded yet). As for the second part - stages assigned as character parameters are added after [ExtraStages] section (if not already present there), so, unlike mugen, you still have control over the stages order.

oh wow k4thos finally responded once I dissapeared from this thread for a long time lol. Does this implment more than 3 lifebars or not yet?
this is a bug report topic, please use it only for this purpose.
    

Re: Ikemen GO bug reports and know bugs

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

Ikemen GO screenbound engine bug reported by @JustNoPoint from HDBZ team. The problem can be reliably reproduced for example with Piccolo's lvl3 finisher.
As presented in the below video, the finisher works correctly on KFM temple stage. From my tests there is also no problem with other stages that don't allow super jump. But any larger stage will cause this bug (as showcased at 1:45s)
https://www.dropbox.com/s/r1pwctfjd2g49m6/Ikemen%20GO%202020-01-18%2021-46-19.mp4

Repo steps:
- Download character: http://network.mugenguild.com/balthazar/char_piccolo.html
- Download stage: https://www.dropbox.com/s/9l5fbavz2axuwd9/sf3-3-shinakuma.zip?dl=1
- Go to training and activate Piccolo's power mode with Down Down MP+MK (you’ll get a new meter). Spam HP to fill it all the way to max. Then QCBx2P for his lvl3 hyper. Then wait a bit or do the Down Down MP+MK to activate it.
    

Re: Ikemen GO Plus

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

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

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

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

Re: Ikemen GO bug reports and know bugs

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

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

Quote
- "Round.default.anim" doesn't play.
- If you press F1, K.O sound doesn't play.
- Draw Game anim/text appears after D.KO.
should be fixed by this commit but needs testing

Quote
I suppose OpenGL has not been implemented yet, since 1.1 lifebars make IKEMEN don't load.
OpenGL is the only render used by Ikemen GO. If lifebar doesn't work than you can post link to it, maybe some active fork dev (not necessarily me) will be interested in investigating where the problem lays

Quote
Persistent issues from last feedback:
- Problem when P1 taunts enemy leading to team versus mode selection still persists.
fixed

Quote
Quote
; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.
    ; You can also edit mugen.cfg to select the "big" motif.
- This message needs to be edited, because by default the system.def that is used is in the path "data" and not "data / mugen1".
And there is no more MUGEN.cfg.
The engine is not yet documented so don't mind what is stated in mugen DEF files (other than select.def, which is always up to date). They are copied straight from mugen and are not part of the engine (screenpack files are uploaded as different repository from which appveyor downloads them on the fly)

Quote
- Not so often, but the default winquote (Winner) happens to appear, even if char has winqotes. I had seen it in previous builds, but after fixing my typo while testing arcade mode, it appeared once.
can't help with this one unless you can reproduce the issue and post repo steps, so that I can test it myself.

Quote
- Fps drops even on stage0 with chars just standing still.
- "Hiccups" in stage musics/chars audio.
try the latest version and x64 build. Also try Gacel's fork and see if the problem occurs there. Maybe open up debug mode (ctrl+d) and check if there is debug flood? Is it consistent with all characters, even KFM?

Quote
- The font cursor  in the menu does not work properly at any resolution other than 320,240.

- The text in the blue bar in the menu seems to be misaligned ("cropped") by default, apparently a little lower than it should be, at different resolutions it can get messy (320x180), at higher resolutions like 640x360, it doesn't appear on the screen.

- The intros/endings resolution is fixed at 320x240. So you will have problems using 640x480 intros even though the screenpack is at 640x480.

- The black background on the options screen does not cover the text  properly in 1280x720.

Most of these should be also fixed in the latest commit (needs testing), so HD screenpack support is almost ready.

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

There are still some known issues (help with fixing them would be appreciated)
1. TTF fonts start at wrong coordinates on 16:9 aspect ratio. Example with 25, 30 axis:
- f-4x6.def (FNTv2): https://i.imgur.com/82tjPWf.png
- infofont.def (TTF Arial): https://i.imgur.com/8GtX1XS.png

edit: fixed: https://github.com/K4thos/Ikemen-GO-Plus/commit/53db159f69d0cffeb82bc8c8317d163371674e0c

2. bgdef.go doesn't support localcoord screen cropping (in mugen if screenpack has 4:3 aspect ratio and you set resolution to 16:9, area outside 4:3 aspect ratio is not rendered)
- mugen 1.1: https://i.imgur.com/mVVsj4L.png
- ikemen go: https://i.imgur.com/OmrId0f.png

3. bgdef.go also doesn't set 'window' background parameter values correctly when 4:3 aspect ratio screenpack is displayed on 16:9 resolution:
https://i.imgur.com/vxNKyIT.png
https://i.imgur.com/hEYZ1vk.png
    

Re: Ikemen GO bug reports and know bugs

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

Quote
Oh man, that's it! Sorry, that was on me. It's working!!
don't worry about it, this report helped improve the code - I will add a check to ensure that rival character reference is valid, maybe also print a warning if not.

Regarding reported lifebars problems - I've found which code introduced issues in lifebars rendering and got rid of it in the latest commit. Please let me know if some of the reported lifebar problems are still there after this change (once new appveyor build is up)
    

Re: Ikemen GO bug reports and know bugs

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

thanks for new reports.
Quote
- 'Specific order' problem, now before the 4th match. Log:
are you referring to this assignment?
Code:
Kenshin, stages/A.def, order =3, 1={Jinei, stages/C.def}, 2={Aoshi, stages/G.def}, 3={Okita, stages/VILLAGE.def}, 4={Saitou, stages/BBBGarden.def}, 5={Soujiro, stages/H.def}, 6={Shishio, stages/I.def}, 7={Enishi, stages/J.def}
In the above code I've noticed that the character has similar name to Saito added below (who has the same stage assigned). Is this coincidence or maybe you've mistyped his name? This would explain the problem.

Quote
Some more feedback - Ikemen_GO_Win_x86, build 0.7, Kathos' fork:
unrelated but if you use 64 bit system Ikemen_GO_Win_x64 is the correct build