YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Gacel is Offline
Contact Gacel:

Gacel

User

Messages by Gacel

    

Re: Ikemen GO

 February 24, 2020, 04:04:45 PM View in topic context
 Posted by Gacel  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?
    

Re: Ikemen GO bug reports and know bugs

 February 24, 2020, 02:48:45 AM View in topic context
 Posted by Gacel  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

My fault. :oops:
That was a unstable build that was online for 80 minutes. (It should not have)

It should be fixed now.
    

Re: Ikemen GO

 February 19, 2020, 02:11:11 AM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

And any storyboard sequence in general.
Maybe we could use libVCL for playing them.
https://github.com/adrg/libvlc-go (It will remove the need to make a media player from scratch)
    

Re: Why Go and Lua?

 February 16, 2020, 10:04:47 PM View in topic context
 Posted by Gacel  in Why Go and Lua? (Started by Where_Is_The_Man! February 11, 2020, 07:01:21 PM
 Board: Ikemen General Discussion and Help

About the language choice, I'll be honest we have no idea.
¯\_(ツ)_/¯

In the original Ikemen. Suehiro (The creator of the engine) made a custom programing language to program Ikemen on it.
Then he did rewrite it in GO (Ikemen GO), a more normal language.

So there is not really a reason for the language choice.

In Ikemen GO most of the code is Object Oriented.
We can no know about Mugen code structure because is closed source most of what replicate is via reverse engineering.
(Analysis type reverse engineering, because we can not decompile Mugen)

MUGEN was originally created in Allegro in C, then migrated to SDL.
The reason why it looks like the backbone is C++ is because it was compiled using the Microsoft Visual C++ comipler. (Also compiles C)
    

Re: Ikemen GO

 February 14, 2020, 05:37:49 AM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Hello, I Just Joined MFG.
Apparently, Dolmexica Infinite has an Exclusive Mode that's Called "Credits" Mode.
You can View Dolmexica Infinite Here: https://captaindreamcast.itch.io/dolmexica-infinite
Anyways, It's a mode that Shows the Character on the Cursor's Name (Not Display Name), Author, and Date.
Would you be Able to implement That Mode? Gacel or K4thos?
Thanks for informing.
Maybe the implementation would not be the same but is a good idea.

Another similar suggestion. I think it would be great if [WinIcon] were separated by modes, mainly because of a 3x3 or 4x4 simul/tag. It can be complicated to adapt the lifebar design to these modes, otherwise it is not possible to have a good design for them.
I'll will implement it soon.

Also new update (Again!)
This time fixes how portaits handles on widescreen lifebars!

Also new folder structure.
Now scripts, icons, and shaders folders are subfolders of a new folder called "external".

Also while I was offline these days I made a new training stage: (Not included yet)

And lifebar, the lifebar will include support to all the new Ikemen features.
Like Score and 4vs4.

Still I will center on bugfixes.
    

Re: Ikemen GO bug reports and know bugs

 February 10, 2020, 01:42:00 AM View in topic context
 Posted by Gacel  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Using Gacel build 0.84
The Linux build doesn't include an executable. I had to compile it myself.

The reason why it does not include is because the Docker image is missing "libglib2.0-dev"
"sqweek/dialog" uses "gio-2.0", "glib-2.0" and "gobject-2.0" included in the package.

I'm building a new Docker image with it fixed right now but it will take a while.
    

Re: Ikemen GO

 February 10, 2020, 01:15:48 AM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

So I have not configured the AppVeyor bash script to include the shaders folder.
My fault.
I will fix it as fast as posible.

EDIT:
Done!
Also updated to include screenpack changes by MangeX to add K4thos stuff to it.
Now to fix macOS builds.

EDIT 2:
Gacel just released a new build with both K4thos and his code merged.

https://ci.appveyor.com/project/Windblade-GR01/ikemen-go

Expect some bugs but also new features.

BTW, no mac release yet(because of some troubles with dependencies), and the Linux build is missing the executable. I had to compile it myself from Github.
I have to add more dependencies (libglib2.0-dev) to the containers make it compile on linux
so it will be not ready until tomorrow. (Containers take a truckload of time to build)

So for now windows only.
Sorry for that.
    

Re: Ikemen GO Plus

 January 23, 2020, 03:58:39 PM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

- Portraits and names of teammates on the versus screen (and maybe on the win screen too).

Already posible.
Using:
Code:
p1.spacing = 20, 0
p1.num = 4

In the [VS Screen] section of system.def
I'll also see if when I can add it to the win screen.
    

Re: Ikemen GO bug reports and know bugs

 January 14, 2020, 08:50:14 PM View in topic context
 Posted by Gacel  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 January 14, 2020, 08:20:42 PM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Kathos any news on the animated portaits?
Gacel works on this feature, no idea.

Using with moving to another City so I had no much time to work on it.

K4thos said:
I assume these changes aren't in the Pre-Built version yet, unless I add them myself right?
for some reason appveyor for my fork hasn't been updated in 3 days, so you will have to manually compile the executable to test it (or wait for other forks to incorporate these changes, once my build is stable)


I have to update the docker image to accommodate to the new MacOS dependencies. (GNUstep)
    

Re: Ikemen GO bug reports and know bugs

 January 10, 2020, 12:10:07 AM View in topic context
 Posted by Gacel  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

MSSA is not a shader is a filtering technique for textures.
It's very subtle.

(Notice the changes in the Type bar.)
It's more noticeable when you downscale sprites.

Hqx2 and Hqx4 is for "smoothing" sprites so it only works at higher resolutions. (It's literally a emulator shader)
    

Re: Ikemen GO Plus

 January 06, 2020, 10:44:34 PM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

And it's in the 2 fork mine and K4htos.
It seems something broke on macOS compilation.

That's weird the last change on the build system was 4 months ago.
So it broke without our intervention.

I'll check it.

EDIT:
Maybe it's the screenshot dependencies.

EDIT 2:
It's the screenshot dependencies...
K4thos we need a way to fix it.
    

Re: Ikemen GO Plus

 January 01, 2020, 07:25:44 AM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

It does automatically.
It uses the stage sprite 9000, 0 by default.

EDIT:
To use it add this to [Select Info]:
Code:
stage.portrait.spr = 9000, 0
stage.portrait.offset = 0, 0
stage.portrait.scale = 1.0, 1.0
stage.portrait.random.spr =
stage.portrait.random.offset = 0, 0
stage.portrait.random.scale = 1.0, 1.0
PS: It only works on the K4thos fork for now.
    

Re: Ikemen GO Plus

 January 01, 2020, 06:58:07 AM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Yes.
I'm panning to incorporate some of the changes once I have time.
On the lua side it's currently incompatible but the GO side could be incorporated rigth now.
When it's fully updated I will merge it.

But recently I had no free time because I'm moving city and so I have done nothing.
    

Re: Ikemen GO bug reports and know bugs

 December 31, 2019, 10:34:09 PM View in topic context
 Posted by Gacel  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

That's a GLFW bug.
So not a bug with Ikemen GO but with OpenGL's GLFW.
https://github.com/glfw/glfw

So the problem is more specifically with in the mappings.h file in the GLFW C source but I need the full error log to make sure.
Maybe I can bug fix it and make a pull request.

But I'll need you to help to test the changes because I do not have the controller. (I see from the screenshot it's not the same as a PS4 one)

Rowen's Ryu edit doesn't roll on Ikemen.

Go it, I'll check it.

I didn't know there were "credits" on the game for the arcade mode.
The thing is I can't see the "credits" anywhere on the Continue screen. Tested with a fresh install(0.77)

Anyone else or it is just me?

I also can not see it, I'll check if it's even implemented.
    

Re: Ikemen GO Plus

 December 31, 2019, 10:28:38 PM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Yes I checked it.
Also some people that posted it also posted on discord.
So I did not answer then trough the post.

I'll post there more from now on. (I fixed some bugs but did not answer them :blank:)

EDIT
I haven't not read anything in page 2 trough, sorry. I'll do it ASP.

EDIT 2
So I'm making so K4thos fork would also have automated builds like mine.
I'll post the link to it once I finish it.

EDIT 3
Done:
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go-plus
Remember that these are still a WIP and screenpacks does not work as are supposed to.

PS: The link of K4thos builds and my builds are different.
    

Re: Ikemen GO Plus

 December 31, 2019, 10:12:17 PM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

That's a GLFW bug.
So not a bug with Ikemen GO but with OpenGL's GLFW.
https://github.com/glfw/glfw

For what I see the problem happens in glfwInit() call.
I'll report to the GLFW dev team, could you provide the full error log?

EDIT
So the problem is more specifically with in the mappings.h file in the GLFW C source but I need the full error log to make sure.
Maybe I can bug fix it and make a pull request.

But I'll need you to help to test the changes because I do not have the controller.
I see from the screenshot it's not the same as a PS4 one.
    

Re: Ikemen GO Plus

 December 28, 2019, 08:54:40 AM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Drag and drop for the most part.
There is a feature called "localcoord.origin"

The valid values are:
Code:
localcoord.origin = "Default"
localcoord.origin = "Left"
localcoord.origin = "Center"
localcoord.origin = "Right"

These have to be done because "X = 0" is different depending on the screenpack.
"Center" and "Default" are the most common (Center is sometimes seen in 1.0 4:3 screenpacks but not always) but I have seen some widescreen screenpacks that use "Left".
Elecbyte code is weird...

These go in your screenpack system.def, if it can not find it it defaults to "Default"

Via ikemen discord. I'm on MFG as well. For now no new developments from me, I'm currently working on updating old Lua files to work with latest engine iteration (using them as it is would be a downgrade compared to what's currently available in Gacel's and Neat Unsou's forks since they are missing localcoord and some other features and bugfixes). Once done I'd like to finish implementing Tournament mode and maybe some other minor stuff in Lua side of things.

Screenshot is one feature you added K4thos, and it's not dependent on lua files.

EDIT:
The IKEMEN discord link was posted in the Discord Links Ahoy! thread.
http://mugenguild.com/forum/topics/discord-links-ahoy--178605.0.html
    

Re: Ikemen GO Plus

 December 27, 2019, 11:36:18 PM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I know there is a bidding.
The problem is I do not know how to do it... I do not know how to use DX9.
I need help to do it.

Also some other news.
K4thos is back, I will include the GO side of code of his updates (His lua files are not yet fully usable)
    

Re: Ikemen GO Plus

 December 27, 2019, 08:56:07 PM View in topic context
 Posted by Gacel  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

BNOC I just noticed that you say 32-bit computer.
Considering that OpenGL 2.1 is older than Windows Vista, maybe you PC has no graphic card at all (Or has a old integrated VIA gpu, these does not even fully support DX9)

If it's a desktop PC that did come with Windows XP you can trow 30 USD for a old GeForce 210. (It even supports DX11 and GL 3.1)
Also even more old GPU works.

EDIT
Even a Nvidia Geforce GT 120 also works, but that's is even older and hard to get.

If someone wants to port Ikemen GO to DX9 you are welcome, I'll be honest I barely know OpenGL :( , and have no idea how Direct X works so I can not do it myself. So if someone know how to use Direct X and is interested in creating a second renderer inform me. (Or you can start now Ikemen GO is open source)

EDIT 2
So um if you port it to DX9 it will also need to port the input parser to DirectInput because that also uses GLFW.
Positive point: You can use SDL if you want to port it.

What it need to port is:
- Input.
- Texture Parser (Char SFF)
- Renderer.
- SFX player.
- Audio file parser (Char Audio)

It's really a big undertaking to port to DX9 or SDL.