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VirtuallTek

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Messages by VirtuallTek

    

Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 22, 2010, 12:01:12 am View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

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É problema no programa sim

Se fosse, daria no meu, no das pessoas que trabalham aqui, nos meus amigos. Não é no programa não :)
A questão não é se dá com todo mundo, ou em todas as ocasiões. Um programa pode ter uma falha que se apresenta em um momento específico, sendo que este mometo pode não acontecer com todo mundo, são muitas variáveis possíveis.
Se fosse assim, por exemplo: a falha de segurança nos PDF Readers que permite executar código malicioso em casos específicos. Você não pode dizer que o programa não tem problema porque a falha nunca aconteceu com você.
E esse erro específico, como podes ver no descritivo da Microsoft, é um erro do programa. Esse erro em hipótese alguma acontece por questões de hardware.
Mas, como é um lançamento, como todos os outros terá correção posterior. Fora esse problema, o PS CS5 realmente é fantástico. O desempenho é infinitamente superior ao CS4, apesar dos requisitos serem maiores. Espero que isso aconteça no 3ds Max 2011 porque o 2010 é pesado bagarai.
Oh, agora me veio um update da Adobe. Vamu vê se resolve  ;D

EDIT: Problema resolvido com o último update. Thanks Adobe! :)

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Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 21, 2010, 09:16:04 pm View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

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Mas isso é velho, nao é do CS5.
No CS4 ele não fazia isso, pelo menos por padrão.
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É problema da máquina da pessoa, e nao do programa. Quem usa PC, sabe que tá juntando peças de varios fornecedores xing ling e torcer pra dar certo. Nisso, o Mac leva uma vantagem imensa.
Mas você não leu isso:
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VC++ Runtime Error: Call to pure virtual function. Ai vai uma explicação do probleminha: http://support.microsoft.com/kb/125749
É problema no programa sim  ;D

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Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 21, 2010, 06:25:30 pm View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

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Sobre o CS5, Ilu, ta usando ele a quanto tempo?
Instalei o trial pra dar uma olhada mas o PS x64 no Win7 x64 trava toda hora. Mesmo depois do update para a versão 12.0.1.

Uso ele no Seven 64 e no OSX. ambos rodam numa boa.
Vi que tem neguinho com 4 Xeon, 24 Gb de memória, nVidia Quadro com crash no PS CS5 no Win7 x64. Com exatamente o mesmo problema que eu. Pelo erro, fizeram caca na programação: VC++ Runtime Error: Call to pure virtual function. Ai vai uma explicação do probleminha: http://support.microsoft.com/kb/125749
Engraçado é que não é fácil conseguir chamar uma função abstrata porque o compilador sempre trava a compilação quando isso acontece.
As vezes dá, as vezes não, só tenho que mandar um Ctrl+S toda hora antes de dar caca pra poder usar :)
Normalmente acontece qndo arrasto uma imagem pra ele, ai ele insere a imagem como um SmartObject no arquivo atual (que por sinal foi uma das coisas que mais gostei).
E o Content-Aware Fill não é tão pesado como falavam :)

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Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 20, 2010, 10:11:36 pm View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

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boa, da próxima tb quero ir ;P se for fico até sem fala. :(
Acho que isso vai ser difícil  :P

Sobre o CS5, Ilu, ta usando ele a quanto tempo?
Instalei o trial pra dar uma olhada mas o PS x64 no Win7 x64 trava toda hora. Mesmo depois do update para a versão 12.0.1.

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Re: Fighter Factory Development Thread

 September 20, 2010, 10:06:03 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

I don't want to suggest TOO much to go into the program or it becomes bloated like FFU and somewhat loses track of what it's meant to do.

Some of these features are time saving and awesome, but i wouldn't want them in the main interface. More like tools that are bolted on like pcxclean or pal2act. You can choose to load them and run through a little wizard to say "this file, do this to it" That way they can be added in at a later date with proper development that doesn't interfere with FF3 and making it work perfectly for creating for the newer version of mugen.
Yeah, this is a good possibility. I feel that I just "hiding" functions such as PCX Clean to merge with another operation.

FFU runs with admin privilegies because the update function is in the same executable. This function needs full access to Program Files folder.
I plan on doing it as a separate program. However, the issue of UAC is that any change in the program folder (as saving the configuration file) can not occur successfully.
The alternatives are create a portable version that runs on any folder, or request admin privilegies as FFU does.

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Many programs do the trick? why don't you try this?
http://www.ghacks.net/2010/07/23/uac-trust-shortcut-launch-programs-without-uac-prompts/
it may hlp you
I'll try to see if I can get more info
If the problem is UAC prompts, you can solve with this tool. But isn't my responsibility to do it, because is a system operation. But, I will investigate it.

News:
After some days off, I started the development of the new syntax highlighter. With Cybaster's suggestion, the new and advanced highlighter parses the source in accordance with the Mugen syntax. It highlight the keywords, blocks, parameters, string, numbers, among others while validades the syntax. When an error is encountered, it underlines the error like spell checking.
Preview:


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Re: Fighter Factory Development Thread

 September 15, 2010, 05:51:26 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

One thing I've missed from FFC is the ability to save the exported sprite with the displayed palette, and not just with the default one.

I second this, Fighter Factory Ultimate lacks this feature --;
Yes, FF3 will save images with the current view palette.

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- NO use of the User appdata folder, in some cases, that is anoying (like for example, multiboot configs or when you use another partition for mugen and its tools), instead, a config folder in the FF3 directory could be nice.
This is a rule of Windows Vista/7. I can put it in the application directory but I have to handle some stuff about UAC.

FFU Still deals with UAC (even if using the users appdata folder), every time you execute the program, UAC prompts you with it stuff... maybe you can deal with that "virtualizing" the UAC stuff in FFU... i read about that some time ago... maybe this links may help you:
http://securityxploded.com/vistauacmaker.php
http://www.novell.com/coolsolutions/tools/18708.html

Anyway, FF3 doesn't need admin priviledges to run or modify chars... you can always change that in code so FF3 always run with limited ones.

See ya!! :D
FFU runs with admin privilegies because the update function is in the same executable. This function needs full access to Program Files folder.
I plan on doing it as a separate program. However, the issue of UAC is that any change in the program folder (as saving the configuration file) can not occur successfully.
The alternatives are create a portable version that runs on any folder, or request admin privilegies as FFU does.

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Re: titiln contest voting

 September 12, 2010, 09:35:41 pm View in topic context
 Posted by VirtuallTek  in titiln contest voting (Started by Titiln September 12, 2010, 06:26:40 am
 Board: Graphics

Warner
    

Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 12, 2010, 09:26:50 pm View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

    

Re: Fighter Factory Development Thread

 September 12, 2010, 09:23:52 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

Yes, FFU can extract the sprites. And it can even transfer the sprites from one char to another char, on the fly.

VT, the import feature (transfer) has a bug: it just works if you choose to change the numbers of the sprites. If you don't choose it, it gets buged.
(falando em portugues, quando vc manda importar, vc tem que escolher pra ele renumerar. Se nao fizer isso, ele importa zuado, fica sprite 0, 1, e dai tudo fica como 1)
Fixed. I will release a new FFU version soon.

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Re: Fighter Factory Development Thread

 September 12, 2010, 05:17:43 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

Another thing that could be added to CLSN tool:

Increase/decrease by x/y amount of pixels for all CLSN. Though this might be tricky... Might need some way to specify if it should increase to the left and right for x; up and down for y.

Illustration can best show the options I have in mind for direction of extension. Blue is the original, green is the extension:


Part of the reason for this suggestion is due to the older versions of Fighter Factory not drawing CLSNs correctly (which was eventually fixed in FFU, thankfully). Though a simple "fix CLSNs made by old FF" button could work just as well. Hah.
Another good idea.  :sugoi:

A "transfert files from SFF to SFF" would be nice too.
Let's say I have a character which I want to take a full set of hitsparks and other effects from, and transfert them to the SFF of my current WIP.
As it is now, the only solution I found was to do it manually.
Having these options would be nice :
- Extract all sprites of group [] as pcx
- Extract all sprites of animation [] as pcx
- Transfert all sprites of group [] to SFF []. (with options to change the number of the groups).
Didn't FFU have that feature?
Yes, FFU can do this with "Export / Import sprites" and "Import sprites from another character".  :sugoi:
Only the "Extract all sprites of animation" isn't included in FFU.
I did notice that the import function has minor bugs and I'm currently correcting these bugs to update FFU while FF3 is not functional.

Thank you guys!
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Re: Fighter Factory Development Thread

 September 12, 2010, 04:32:04 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

Idea:

"Apply CLSN to all instances of a particular frame." If I made a CLSN for a particular frame before (such as 10,0) I will use that same CLSN in all other instances of that frame anyway, so if it can go through and find that frame and apply the CLSN for me.... :)
Another useful tool:

Offset all CLSNs
x = [amount to offset by X pixels]
y = [amount to offset by Y pixels]
[checkbox for anims you want to offset]



In case someone misaligns an entire set by say, 2 pixels, they could use this so they don't have to remake all CLSNs.


Basically, works the same way as the "Alignment options" you already have for SFF.



PLEASE add this!
Great ideas. Will be added.  :sugoi:

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Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 10, 2010, 03:12:13 am View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

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Ou ignoro, ou soco. simples  :)
Haha, essa foi a melhor!  ;D

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Re: Fighter Factory Development Thread

 September 09, 2010, 06:06:28 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

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- No registry usage... I don't know if FFU used this feature, but causes problems when trying to use more than one version at the same time (FFU and FFCUP3) better using an INI file or a XML as you mentioned some posts earlier.
FF3 don't uses the registry.

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- NO use of the User appdata folder, in some cases, that is anoying (like for example, multiboot configs or when you use another partition for mugen and its tools), instead, a config folder in the FF3 directory could be nice.
This is a rule of Windows Vista/7. I can put it in the application directory but I have to handle some stuff about UAC.

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- Give back FF its ability of adding syntax words (like in older FFC, in which you could modify the syntax.ffh file... i guess it was that one) sometimes some words are missing, but eing able to fix that by yourself gives you some comtrol.
In FF3, I'll put it in the options window so the user can customize the syntax by the FF.

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- I guess that a tab per char is better that a window per char, just because you can "group" windows with different chars open on each... but you can always add a "allow multiple instances" option for this...
Yes, FF3 will maintain the multiple tabs of FFU, and allow multiple instances as well.

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- Better scrolling options when adding clns to very large sprites, and keeping the clnss remember its position when scrolling.
The scroll has been removed from FF3. It uses a new approach, that only depends of drag and drop and the mouse wheel.

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Just that.... I Use FFU for the record, and I'm pretty happy... OHHH!!! one more... is FF3 able to use aero peek functions when multitabbing? (A la Internet Explorer?)
Initially not. I'll see it later.

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Don't do the confirmation when you save. Do it when the sff is created. Or require a physical box to be checked to make it sffv1 if you're going to stick with compatibility with winmugen.
Good solution.

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It simple: make the confirmation and warn the user that he can turn that off on the settings.
A confirmation on each save would be boring.

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PLEASE, make the ENTER button works for everything, as it sould be. ITs boring change the sprite number or to export an sprite....and doesn't beeing able to hit ENTER, I NEED to click OK.
OK, I don't remember if I made it in FFU, but the ESC to exit I remember :)

Regarding handling of SFFv1 and SFFv2:

Yeah, I can see how this would be a tough thing to implement, and tough decisions to make regarding the saving.

My solution would be to set it in Options dialog:
  • Always save as SFFv1
  • Always save as SFFv2
  • Source-defined (default).
  • Ask upon save.
Another good solution , if not the best. :)

Maybe put it in the main window as an option per window. This would allow for creating a Win char in one window and 1.0 in another. In the Options window would be a global option, applied to all windows.

Thank you guys!
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Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 09, 2010, 02:34:36 am View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

Estará a Bia preparando mais um build?  ;D

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Re: Fighter Factory Development Thread

 September 09, 2010, 02:13:22 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

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that was my idea years ago, heheeh. This is something you REALLY need to do
;D

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Cool. But dunno if it will bring you trouble, by putting everything togheter.
I'm planning, not included it yet.

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I do prefer the FFU way. But have you decided if it will work for winmugen or juist for 1.0? Becau

se if you remain with winmugen, you need to make the AUTO function to organize then shared pallete spritews, then the non-shared sprites (I'm not sure who this works for  1.0). Not like the way it is now: you hit AUTO and it mixed both cases and screw the SFF
Yes, but FF3 uses the SFFv2 structure. The palette is totally independent of the sprite order, because the palette is defined by an index related to the list of palettes contained in SFF, and there is no longer the option "shared palette" or "palette of the previous image". The difference is, to save a SFF v1, FF3 need to do some automatic adjustments on the order of the sprites. But this method is already implemented and works fine.
I still do not know how to define when saving SFF v1 or v2. A confirmation in each "save" would be boring.

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If possible, allow right clicking options like copy/cut/delete/paste/etc. for everything plz
In the plans, but isn't simple to do it with sprite or sounds.

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Re: Fighter Factory Development Thread

 September 09, 2010, 12:40:42 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

Have a magic button to appear on the right, red big one that says just MAGIC BUTTON TO MAKE CHARS, when pressed it opens the docs and a pop up says "THERE IS NO MAGIC BUTTON", with the button being hidden from then on.
:twisted:


;D :kugoi:

Another question:
FFC have the sprite/sound organizer in a separate panel. FFU have it on each editor.
What is the better aproach?

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Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 09, 2010, 12:15:39 am View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International

    

Re: Fighter Factory Development Thread

 September 08, 2010, 05:19:40 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

OK, Presets applied per Window.

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The language file could be done using .po files, its the stardard used by many frameworks.
I used .xml  :)

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Will stages be supported again?
Yes, Stages are supported, and new features can be added.

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- For fonts, we have Font Factory, and it covers almost everything. Or will you include it on the new FF?
- For SP, take a look at Muge Windows Configurator, its a good start. *and hey, you could do something like that, since Bytezero seams to be vanished.
About fonts, is only for Mugen 1.x, that uses an .def and .sff.
About screen packs, I will see it.

For stages, I don't know if this is feasible in FF, or if we would rather have to wait for a real Stage Factory, but some things would be nice :
- When you code an animation, be able to display it in a preview window on the fly.
- Same goes for each BGDef independently (be it a normal or an anim), so we can see how the vels, addalpha, sinadd, etc. look like.
- Best would even be to be able to choose an ID an display the animation, sprites and BGCtrls (this is the most important) corresponding to the ID on the fly.
- You could take a look at my "automatic stage creation tool" for little ideas which would make creation easier for people : placing a sprite on the floor to get zoffset, filling the [info] part automatically with a few sample questions, etc.


I think the last beta of Stage Factory that I saw do all of this (minus the automatic stage stuff). The layers are like in photoshop, you can drag them and put where you want.
I'm planing to include the BGs editor of Stage Factory in FF3 and quit the Stage Factory development.
But, is only a possibility.  ;D

Thansk you guys!
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Re: Fighter Factory Development Thread

 September 07, 2010, 10:12:58 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Development Thread (Started by VirtuallTek September 04, 2010, 04:06:44 am
 Board: Projects

Hello,

Some important news:
- Can open/edit/save chars, stages, fonts among others.
- In the future you can use Skins.
- The whole program configuration is done by XML.
- Customization of the interface (icons, buttons, keyboard shortcuts, ...) can be done manually by XML or in the program itself in a separate window.
- Ability to create Presets to adjust the interface. By default, it will come with the Presets:
  * Classic - for an interface similar to the FCC.
  * Ultimate - for an interface similar to the FFU.
  * Character - a mix of both, but focused on usability and exclusively for chars, leaving aside the compatibility with previous versions (new interface).
  * Font - remains visible and accessible only the features related to creating fonts for Mugen 1.x (def and sff editors).
  * Stage - remains  visible and accessible only the features related to creating stages for Mugen 1.x and winmugen (def, air and sff editor).
- If you don't like any of the available Presets, create your own and be happy!  :sugoi:

Thus, probably there not will be a Stage Factory in the future. The addition of more editors (BGs, etc.) can extend the tools of the program without adding complexity. All in One.

More quetions:
- Apply the Presets per tab or per window?
- About new editors and features related to fonts, stages and screenpacks. What do you suggest?

Thank you guys!
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Re: [PORTUGUESE ONLY] Português. Ena pá.

 September 07, 2010, 09:37:49 pm View in topic context
 Posted by VirtuallTek  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 pm
 Board: International