QOF2011 Characters not showing up.

Questions about configurations, etc

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Hellfighter
Posts: 10
Joined: Sun Jul 17, 2022 8:59 pm

QOF2011 Characters not showing up.

Post by Hellfighter »

When selecting your Victim or Attacker in selection screen some characters are not show up, and or crashing the game.
Also i download GoblinParty and Squigly and some other Characters and they are crashing game when picking from selection screen gives me some error, but also their Icons and In game Models in selection screen do not show up either.

Screenshot below.

Image

Image
KotBehemot
Posts: 46
Joined: Wed Jun 15, 2022 8:28 pm

Re: QOF2011 Characters not showing up.

Post by KotBehemot »

Are you adding the characters to select.def using their folder names or .def file names?

In addition, I recommend using 2019 version, or even tracking down the 4GB RAM Mugen exe instead, as some characters (for example, Taokaka) are so large, that they cause the regular game to crash.
Hellfighter
Posts: 10
Joined: Sun Jul 17, 2022 8:59 pm

Re: QOF2011 Characters not showing up.

Post by Hellfighter »

KotBehemot wrote: Thu Jul 21, 2022 8:45 pm Are you adding the characters to select.def using their folder names or .def file names?

In addition, I recommend using 2019 version, or even tracking down the 4GB RAM Mugen exe instead, as some characters (for example, Taokaka) are so large, that they cause the regular game to crash.
I dont speak spanish so i cant use 2019, English here, Also yes im adding names exact copy paste from folder into the select.def

What do you mean 4GB Mugen.exe? Im new to this site, this fun game.
KotBehemot
Posts: 46
Joined: Wed Jun 15, 2022 8:28 pm

Re: QOF2011 Characters not showing up.

Post by KotBehemot »

Hellfighter wrote: Thu Jul 21, 2022 9:29 pm
KotBehemot wrote: Thu Jul 21, 2022 8:45 pm Are you adding the characters to select.def using their folder names or .def file names?

In addition, I recommend using 2019 version, or even tracking down the 4GB RAM Mugen exe instead, as some characters (for example, Taokaka) are so large, that they cause the regular game to crash.
I dont speak spanish so i cant use 2019, English here, Also yes im adding names exact copy paste from folder into the select.def

What do you mean 4GB Mugen.exe? Im new to this site, this fun game.
You might want to try to rename the actual character folder to match the .def file - that helps sometimes. And you're just copying the name, right - not the ".def" part?

While I agree that the Spanish makes it difficult to deal with, it really only applies to the menu items so once you understand what each menu item means, you're golden. Alternative is to create/find an English theme pack, which we are certainly in need of.

A version of the 4GB patch can be found here: https://ntcore.com/?page_id=371
Basically, it allows for the program to use more RAM, and thus to load characters that have very large sprite libraries - previously mentioned Taokaka is 200MB in size, primarily because the sprites are ripped out from a modern fighting game that is run on far better hardware than MUGEN was aimed at.
Tetchi
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Location: México
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Re: QOF2011 Characters not showing up.

Post by Tetchi »

I don't understand how having English as the language (of birth) can make balls, but hey....

Maybe they've already reviewed options and still can't find a solution, but if not, please allow me to leave a few lines of information (maybe useful, maybe not from your point of view).

Visit the page of the creators and owners of MUGEN (the program) what you find on the site and forum are the works in pornographic version to be used in MUGEN, on the page you will find all the information in English with which you can solve the problem "I dont speak spanish so i cant use 2019" if you saw that they are only the words in the game mode menu and possibly in the victory phrases of the characters, which you can put in any language itself inside of that file the structure of use is in English language and you can edit it and put anything, from words, letters without coherence, numbers and that is what you will see in the game mode selection menu and in other sections, everything is configurable to the language you want, you just have to write the word, please read this example and apply it so you will solve your problem:

1. Locate this:
...\data\system.def
(Keep in mind that the folder that stores the DATA folder can be with another name)
2. Open the SYSTEM.DEF file (with any word processor).
3. Locate the following code and edit what is in Spanish for the language of your choice, it:

Code: Select all

;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 159,158
menu.item.font = 3,0,0
menu.item.active.font = 3,5,0
menu.item.spacing = 0, 13
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos).
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"

menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"

Only change if it is in Spanish to your language the text that is between the ""

4. Save the changes.
5. Run the mugen.exe file
6. Enjoy.

If there are problems or my explanation is not understandable, please visit:
http://web.archive.org/web/201504020914 ... cbyte.com/

also:

http://www.elecbyte.com/mugendocs-11b1/mugen.html

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

And as for size files (a lot of MB) I don't think that the same program would have difficulties in executing them without having to resort to using other implements, I say it with the files in hand, because in my time and using the MS-DOS version of the MUGEN, I managed to use chars with a size of 120 MB and the program was never "closed" and having a Pentium 1 PC at 200 MHZ and then a Pentium 4 (I don't remember the MHZ, sorry) with 4 in ram.

Use the mugen that is on the page that I mentioned from Elecbyte, you can transfer the content that you indicate that it fails when using the chars, that I am sure that those chars have some problem in the encoding which results in the program being closed , in another situation it can also be the SFF file, but that is a very rare case.

Please keep us updated on your situation.
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Zeb2345 wrote: Sun Aug 28, 2022 5:33 pmthe fucking master
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KotBehemot
Posts: 46
Joined: Wed Jun 15, 2022 8:28 pm

Re: QOF2011 Characters not showing up.

Post by KotBehemot »

Not to come off as rude Tetchi, I am unsure where you noticed any discussion of "needing/having balls"?

Anyway, the issue with 2019 version is actually that it doesn't appear to be using string-based menu options, but possibly using graphics for entries?

The following is what is in "data\MMMHD\system.def"

Code: Select all

menu.itemname.arcade = "0"
menu.itemname.versus = ""
menu.itemname.teamarcade = "1"
menu.itemname.teamversus = "2"
menu.itemname.teamcoop = ""
menu.itemname.survival = "0"
menu.itemname.survivalcoop = ""
menu.itemname.training = "4"
menu.itemname.watch = "3"
menu.itemname.options = "5"
menu.itemname.exit = "6"
Changing those to strings completely destroys the menu, so I am afraid changes might be a bit more difficult to make.

Edit: Yeah, ...Font/menu.sff contains all the Menu graphics. Those will have to be edited or overall the entire pack might need some tweaking first, at least.
Tetchi
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Location: México
Contact:

Re: QOF2011 Characters not showing up.

Post by Tetchi »

KotBehemot wrote: Fri Jul 22, 2022 12:49 am Not to come off as rude Tetchi, I am unsure where you noticed any discussion of "needing/having balls"?
In advance, an apology; I'm rude but not a jerk, but the good GOOGLE TRANSLATE, I see that it doesn't help me much my phrase was: "They make balls" and I see that he translated it as "cojones" :P and that although aka in México sounds like nothing relevant, I think that in Spain and other places in Latin America if it's stupid, AN APOLOGY ON MY PART FOR NOT KNOWING HOW TO USE THE RIGHT WORDS SO THAT THE TRANSLATOR DOESN'T MAKE HIS NONSENSE.


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

And checking what you report, those numbers are linked to a font (font) which in turn within its encoding is declared an image and that image has the relationship of a number, as indicated by that statement, something nice, it speaks of what took the time to do something creative; In my opinion, this type of use of a font for the menu is nice. I use it in particular for my screenpacks.

But going back to the problem, the solution is again easy.

You just have to do the following:

1. Read the following:

;

Code: Select all

----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;two. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
; is in ~/mugen/data/mymotif/, then Mugen will first look
; for ~/mugen/data/mymotif/system.sff. If it does not find
; it there, it looks for ~/mugen/data/system.sff (the default).
; Finally, if that is not found, it will look for
; ~/mugen/system.sff.

Code: Select all

[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ; Fight definition filename
font1 = f-4x6.def ;System fonts
font2 = f-6x9.def ;System fonts
font3 = jg.fnt ;System fonts
2. Modify or add another line to the [Files] section of the system.def of the screenpack that we are talking about in this topic, in this case it would be an extra line for the source, it would look like this:

Code: Select all

[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ; Fight definition filename
font1 = f-4x6.def ;System fonts
font2 = f-6x9.def ;System fonts
font3 = jg.fnt ;System fonts
font4 = name_of_you_font.fnt
Or do nothing and analyze which fonts interact, usually font1 or font2 should be ideal, but analyze according to the case.

3. Analyze this section

Code: Select all

[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 159,158
menu.item.font = 3,0,0
menu.item.active.font = 3,5,0
menu.item.spacing = 0, 13
And declare your source to use, in this case it reads like this:

Code: Select all

menu.item.font = 3,0,0
Indicates that you are using font number 3 (font3 = jg.fnt ) which is declared in:

Code: Select all

[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ; Fight definition filename
font1 = f-4x6.def ;System fonts
font2 = f-6x9.def ;System fonts
font3 = jg.fnt ;System fonts
Other information:

Code: Select all

File or directory	Purpose
mugen.exe	The main M.U.G.E.N executable
chars/	Directory containing character files
data/mugen.cfg	Preferences and settings (text file)
data/select.def	Character and stage config (text file)
data/ other files	Motif files
docs/	Documentation
font/	Directory containing font files
old_tools/	Tools from older versions of M.U.G.E.N
sound/	Directory containing music files
stages/	Directory containing stage files

Code: Select all

File	Type
common1.cns	Behavior information common to all characters (text)
common1.snd	Sound effects that all characters can access
fight.def	Defines the look and feel of the fight screen, i.e. lifebars, etc (text)
fight.sff	Sprites used in the fight screen
fight.snd	Sounds used in the fight screen
fightfx.air	Animation data for in-fight effects, such as hit sparks
fightfx.sff	Sprite data for in-fight effects
select.def	Defines what characters and stages are included in the game
system.def	Defines the look of the system screens, such as title and character select screen
system.sff	Sprites used for the system screens
system.snd	Sounds used for the system screens
Now knowing the above, check the sections that activate the sources of when the option selection is used and not used in the menu and edit to your liking. Too easy.

If you don't understand my writing, just copy and paste the contents of the system.def file into a message using the CODE tag and I'll fix it for you and place it for you to copy and paste into your system.def file
Image
http://tetchi2015.blog.2nt.com
Zeb2345 wrote: Sun Aug 28, 2022 5:33 pmthe fucking master
UmbreonLover wrote: Sun Aug 28, 2022 1:57 amneeds to be rewards with...
Hellfighter
Posts: 10
Joined: Sun Jul 17, 2022 8:59 pm

Re: QOF2011 Characters not showing up.

Post by Hellfighter »

Tetchi wrote: Fri Jul 22, 2022 3:23 am
KotBehemot wrote: Fri Jul 22, 2022 12:49 am Not to come off as rude Tetchi, I am unsure where you noticed any discussion of "needing/having balls"?
In advance, an apology; I'm rude but not a jerk, but the good GOOGLE TRANSLATE, I see that it doesn't help me much my phrase was: "They make balls" and I see that he translated it as "cojones" :P and that although aka in México sounds like nothing relevant, I think that in Spain and other places in Latin America if it's stupid, AN APOLOGY ON MY PART FOR NOT KNOWING HOW TO USE THE RIGHT WORDS SO THAT THE TRANSLATOR DOESN'T MAKE HIS NONSENSE.


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

And checking what you report, those numbers are linked to a font (font) which in turn within its encoding is declared an image and that image has the relationship of a number, as indicated by that statement, something nice, it speaks of what took the time to do something creative; In my opinion, this type of use of a font for the menu is nice. I use it in particular for my screenpacks.

But going back to the problem, the solution is again easy.

You just have to do the following:

1. Read the following:

;

Code: Select all

----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;two. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
; is in ~/mugen/data/mymotif/, then Mugen will first look
; for ~/mugen/data/mymotif/system.sff. If it does not find
; it there, it looks for ~/mugen/data/system.sff (the default).
; Finally, if that is not found, it will look for
; ~/mugen/system.sff.

Code: Select all

[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ; Fight definition filename
font1 = f-4x6.def ;System fonts
font2 = f-6x9.def ;System fonts
font3 = jg.fnt ;System fonts
2. Modify or add another line to the [Files] section of the system.def of the screenpack that we are talking about in this topic, in this case it would be an extra line for the source, it would look like this:

Code: Select all

[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ; Fight definition filename
font1 = f-4x6.def ;System fonts
font2 = f-6x9.def ;System fonts
font3 = jg.fnt ;System fonts
font4 = name_of_you_font.fnt
Or do nothing and analyze which fonts interact, usually font1 or font2 should be ideal, but analyze according to the case.

3. Analyze this section

Code: Select all

[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 159,158
menu.item.font = 3,0,0
menu.item.active.font = 3,5,0
menu.item.spacing = 0, 13
And declare your source to use, in this case it reads like this:

Code: Select all

menu.item.font = 3,0,0
Indicates that you are using font number 3 (font3 = jg.fnt ) which is declared in:

Code: Select all

[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ; Fight definition filename
font1 = f-4x6.def ;System fonts
font2 = f-6x9.def ;System fonts
font3 = jg.fnt ;System fonts
Other information:

Code: Select all

File or directory	Purpose
mugen.exe	The main M.U.G.E.N executable
chars/	Directory containing character files
data/mugen.cfg	Preferences and settings (text file)
data/select.def	Character and stage config (text file)
data/ other files	Motif files
docs/	Documentation
font/	Directory containing font files
old_tools/	Tools from older versions of M.U.G.E.N
sound/	Directory containing music files
stages/	Directory containing stage files

Code: Select all

File	Type
common1.cns	Behavior information common to all characters (text)
common1.snd	Sound effects that all characters can access
fight.def	Defines the look and feel of the fight screen, i.e. lifebars, etc (text)
fight.sff	Sprites used in the fight screen
fight.snd	Sounds used in the fight screen
fightfx.air	Animation data for in-fight effects, such as hit sparks
fightfx.sff	Sprite data for in-fight effects
select.def	Defines what characters and stages are included in the game
system.def	Defines the look of the system screens, such as title and character select screen
system.sff	Sprites used for the system screens
system.snd	Sounds used for the system screens
Now knowing the above, check the sections that activate the sources of when the option selection is used and not used in the menu and edit to your liking. Too easy.

If you don't understand my writing, just copy and paste the contents of the system.def file into a message using the CODE tag and I'll fix it for you and place it for you to copy and paste into your system.def file



Im not a Coder so i have no idea what any of this you wrote above lol... I just deleted the whole Redux folder.. it was a hassle to figuring anything out because there were multiple folders with system.def and char, and bunch of FX folders etc, so i found and downloaded QOF Mugen 1.1 200 slots from somewhere and now it is a fresh slate but i have to import all characters of my choice again which im slowly doing, But i ran into an issue in game, where some characters like "GoblinParty" or some futa when they do SEX scene, the victim sprite goes invicible and they are having sex with "Air" is this a Mugen issue ? how do i fix it.

Also since on topic with Code the main menu of the game says M.U.G.E.N is there a way for me to import graphics like the Queen of Fighters menu or something i see some people have different menus and is cool, i was able to add MP3 BGM to it and into victory, , select screen but that is about it.

Below is what my current game looks like.

https://mega.nz/folder/Jpo3HSoa#EBe3cilhAIWxGwtDouLSKA Link to the data files again.

Image
Image
Image
Image

Below they are having Sex scene with air, is this fixable?? Multiple characters do this.

Image
Image
Tetchi
Posts: 345
Joined: Mon Sep 13, 2021 11:17 pm
Location: México
Contact:

Re: QOF2011 Characters not showing up.

Post by Tetchi »

Hellfighter wrote: Sat Jul 23, 2022 6:22 pm Im not a Coder so i have no idea what any of this you wrote above lol...
I don't understand if it's sarcasm or you're indicating that you don't know, if it's sarcasm OK... but if you indicate that you don't know and even leaving the information and I guess you're not interested or I haven't verified it, I feel like I'm wasting my time explaining , if you indicate that you do not understand.

I can help you if you are willing to read the documents of the creators of MUGEN there are the answers to the questions you are asking in your last message.
where some characters like "GoblinParty" or some futa when they do SEX scene, the victim sprite goes invicible and they are having sex with "Air" is this a Mugen issue ? how do i fix it.
Check in the AIR extension file that it calls the attack, which means that there is a number(s) of sprite(s) requested for the opponent (victim); because what is happening is that the victim char does not have those sprites in its SFF file to be compatible with the attack.

Also since on topic with Code the main menu of the game says M.U.G.E.N is there a way for me to import graphics like the Queen of Fighters menu or something i see some people have different menus and is cool
Check the page of the creators of MUGEN, it is in English language there is the answer to your question (I have already left the link in a previous message) check here:

http://web.archive.org/web/201203091659 ... ecbyte.com

explained in detail, if you do not understand it I can gladly help you understand but it is It is necessary that you READ and know what I am talking about so that you can know what to do without any setback.
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http://tetchi2015.blog.2nt.com
Zeb2345 wrote: Sun Aug 28, 2022 5:33 pmthe fucking master
UmbreonLover wrote: Sun Aug 28, 2022 1:57 amneeds to be rewards with...
Hellfighter
Posts: 10
Joined: Sun Jul 17, 2022 8:59 pm

Re: QOF2011 Characters not showing up.

Post by Hellfighter »

I don't understand if it's sarcasm or you're indicating that you don't know, if it's sarcasm OK... but if you indicate that you don't know and even leaving the information and I guess you're not interested or I haven't verified it, I feel like I'm wasting my time explaining , if you indicate that you do not understand.
No Sarcasm, I legit am interested in editing MUGEN engine to my way , my liking, with menu style, music, characters etc, but ive ran 3 different versions now that im a bit lost to why i said i just installed a fresh / empty Mugen engine with 200 slots.
where some characters like "GoblinParty" or some futa when they do SEX scene, the victim sprite goes invicible and they are having sex with "Air" is this a Mugen issue ? how do i fix it.
Check in the AIR extension file that it calls the attack, which means that there is a number(s) of sprite(s) requested for the opponent (victim); because what is happening is that the victim char does not have those sprites in its SFF file to be compatible with the attack.
So i cannot fix this unless the file has the coding / and files previously there for the character? Basically the person who made it would have to add more animations is what you say?
Also since on topic with Code the main menu of the game says M.U.G.E.N is there a way for me to import graphics like the Queen of Fighters menu or something i see some people have different menus and is cool
Check the page of the creators of MUGEN, it is in English language there is the answer to your question (I have already left the link in a previous message) check here:

http://web.archive.org/web/201203091659 ... ecbyte.com

explained in detail, if you do not understand it I can gladly help you understand but it is It is necessary that you READ and know what I am talking about so that you can know what to do without any setback.
Thanks ill check the page out, some things were a bit confusing when i was searching so i will circle back to this section when i finish looking at your link. I have the link open but it is on main page and has a forum, is there something specific or / section you want me read / look on?
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