Posted by VirtuallTek
in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
As I said before, is unlikely that Elecbyte comes back and fix the parser (even KFM exploit undocumented behavior), but there's one thing every coder must keep in mind: exploiting parser bugs and/or undocumented things isn't good practice. If bugs get solved or undocumented stuff changes, your code won't work anymore.But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.
Absolutely agreed. I hope they include this option.
It's planned for future versions.But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.
Absolutely agreed. I hope they include this option.
Now back to the subject.I will check this.
There are some syntax problems with the new ff version. The same happened with the 3rd FF version.
XAngle, YAngle, etc.. are not recognized as explod arguments, even tho they were implemented in mugen 1.1
FF3 with fixed syntax:
FF Studio:
Its not a priority, but that just makes my OCD kick in.
Using nulls as a mean to set Vars now looks 10x uglier hence the fact that they have a different kind of color with non bold fonts:
It kind of makes sense and it kind of doesn't. People that arent familiar with Null will just assume that the code won't work, since it looks like it's disabled or something.
Interpolated animations do not animate. FF3 did it in it's quircky way but at least it was something. But FF Studio just don't animate the interpolation between frames. (I've just tested with 8bit Png images).
The rest was already mentioned in this thread. There's a really RARE bug that I found with the interface that I wasn't able to replicate, but the menus on the top of the program ("Project, Edit, View, Definitions...") stoped working for some stupid reason. it happened right after I had tested a char and closed down mugen.
That's about it. Great job so far I really like some aspects of FF Studio, it's a step forward for sure.
Because this way, people doesn't know they're making mistakes and if something went wrong, it's FF fault and start reporting them as bugs.EDIT: I'll' add an option in the error window to let FF fix them by sorting sprites and converting 24/32bit images to 8bits
I swear FF3 did this already...? Seems odd that Studio doesn't.
I downloaded FF with Chrome. Anyway I disabled SmartScreen, but am now getting this error instead:Right-click the executable and uncked the "block:" checkbox (or something similar). Try running on another folder, drive.
And it still crashes when trying to load the Open window.
Can confirm the sound player is better at least on Linux! There's still the odd DPI issue, though. Syntax highlighter no longer picks up "Heavy" as an issue for AnimType, however it still shows in the error list.OK, I will check these errors.
BindToTarget says it expects 3 parameters, but got 2; however it does have a default for the 3rd parameter which is Foot IIRC.
For SuperPause, it says it expects 2 parameters for sound, however this is completely valid:Code:sound = -1
For a StateDef, it says this is invalid:Code:;----------------------------------------------------------------------------------
; DEAD SAND
[Statedef 1106]
type = ScreenBound
movetype = AssertSpecial
physics = Null
ctrl = 0
anim = 1
[State 1106, DestroySelf]
type = DestroySelf
trigger1 = !Time
Yet once again, thanks to MUGEN's busted parser, it is valid (I do this just to mess with people lol).
It also says "Unknown parameter potarget" when I do this:Code:[State 147, BindToTarget]
type = BindToTarget
triggerall = NumTarget
triggerall = Time <= 1
trigger1 = Target, StateNo = 148
pos = 0,(target, Const(Size.head.pos.y)-7)
I might know what that is, and it's not a pretty solution for VirtuallTek: you need to sign your code.But, this happened because he downloaded using Internet Explorer or Edge right? The easiest fix is to download using another browser to bypass SmartScreen filter, no?
I say it's not pretty because the only way to do that is to buy what's called a code-signing certificate. The cheapest I know of is from DigiCert. The reason I know this is because we had to get around that Smartscreen crap for Windows 8 at work and that was how we managed to solve that for our customer, because Smartscreen and Norton go apeshit if your code isn't signed.
If you want, I can donate the cost to you because it's important to have as a Windows dev these days. Yes, it's total bullshit, I agree, but... we have to do it.
EDIT: Could try this, too https://www.globalsign.com/en/code-signing-certificate/code-signing-tool/
Yes, I restarted after each time I changed the DPI scale.Stupid question, but do you unchecked the Automatic checkbox?
also the program keep crashing when you try to mess with the menus and also this happen when you close the program. its keep crashing...I need to know exactly what you do in the "menus" to make it crash.
DPI scaling on Linux seems to have no effect. I tried 0.5 all the way up to 10 and I saw no differences.Do you restarted FF after changing DPI scaling? It only takes effect on fresh launch. It changes the environment variable we talked in private just like export does, so should work. For me it works, but I will double check this.
Sound preview cuts off for some sounds in Linux (sound 2,1 in cvsfelicia I sent you is a good example) and it's slower than last time. If you need me to record a video, let me know.
Just tested the new fixes. I think the crashing is delayed, but I still occasionally get them from time to time. Now it crashes when closing 4 character tabs while in sprites, states, command, or sound and then trying to view the animations of the 5th character. If it doesn't that time, then onwards. I should also mention if you are already on animations instead when closing character tabs and then switch to states, the program will crash that way too. I have so many crash logs on my computer and I don't understand why the program keeps doing this. Right now in my opinion, the program is great for testing finished characters but not so much for making/editing them in it.Fixed all possible cases that can lead to all crashes you're having after closing tabs and switching to another editor. Thanks!
thanks for the new release!!This was made to avoid user mistakes, as two sprites with same group/index are useless as they can't be referenced, and corrupted ones can crash Mugen. To see the error click at the red icon on status bar. In the window that opens, double click the error/warning, FF will go to the affected sprite and you can fix the problem.
i've a question. if i add/modify a sprite and then save SFF, it says it find 50 errors and i've to fix them before save.
in the old FF3 this message's never appeared (in fact i'm still using ff3 right now).
since i have more than 2700 sprites to check, is there a way to know at least which sprites has "errors", so i can try to fix them?
thanks in advance.
Sound navigation seems even slower, as you have to wait for the waveform to load before the correct sound plays, which can take a second or two. Playing a sound before the waveform has loaded plays the previously loaded sound before getting cut off by the currently loaded sound.Hell yeah. I optimized the wave code, so it will be a lot faster in the next version.
Wow, the new tools and improvements look really awesome.
But I got a serious problem while testing a project of mine: sometimes when opening a stage, I eventually closed FFS and opened it up again, and then noticed my original stage files were deleted. For sure this happened a couple of times, as I had been recovering the stage using a backup folder. Not sure if the crashes regarding the sprite editor are also related to that;
Edit: maybe it's related to a engine directory bug? I just noticed there are new copies of the stage .sff file in the folders listed for the "Run the project in engine..." function. Still, the original files were completely gone;
Nonetheless, thank you guys for the updates. This looks promising!
- cannot save an edit project???
- if adding a rgb image without transparency, it cuts to half the image and put a black block instead.Fixed.
- it crash after trying to "save as" the sff fileCan't reproduce. Do you have a sample SFF that crashes?
- in the palette edit screen, if open a rgb image without transparency doesn't generate that image palette anymoreYes. You should click on Optimized if you want one.
- don't have the palette organizerWill be added in future versions.
Another problem I saw here was with adding sprites automatically (through the file name itself)OK, I will check this too.
The option works normally when only 1 sprite is added. So if you load a file with the name "5.1" it will put the sprite in group 5 and in index 1 (as it should be)
But when you add more than one sprite at a time the program simply put all the sprites in the same group. I believe the correct would be to detect file by file. If you add the following files "1.0", "20.1", "50.2" at one time, it would add all I their respective groups and index or I'am wrong?
I can't export/save images from the thumbnails tab on the Animations Screen, independent of extension.OK, thanks for reporting this.
It works fine when i export from the Sprites Screen.
Thanks for the fix regarding the "Run the current project in engine...". Now I can test characters before putting them in my roster. However, I've been encountering a crashing issue with the program. If you have 3 characters open, try to close 2 character tabs while in sprites, states, command, or sound and then view the animation of the 3rd character, the program will stop working and crash. Losing any work or edits if you haven't saved. I did this by accident the first time and I intentionally replicated it using the same method 10 times. I hope version 3.5.1 will fix this bug.Checking this, thanks!
The new fix seems to be working great! ^^Yes, this will require scroll support on the left panel, so window dimensions will not be pushed outside screen boundaries.
From the problems I related here, I think the only one left is the resolution problem.
I'll keep testing it when I get back home (so I can use my 1080p monitor xD)
Great work so far, VirtuallTek o/
OK, I will add this option in the version 3.5.1.QuoteDo you want to import with same group/index number?Yes I do. Thank you!
Also, did I miss the button that toggles the right side window options? The one that changes things so we can sort and scroll through sff, air, and snd files? I couldn't find the button on the Neo default template. I had to go to Classic. But Classic hides a ton of other features.
Also I noticed it highlights errors when I write “Heavy” as the HitDef type; most flags for hitdefs, it not all, only check for the first letter, so “Hamburger” is also, oddly enough, valid to MUGEN.FFS will highlight as error everything that's not listed on Mugen docs. If Elecbyte cames back and fix their parser, all "Hamburguer chars" will not work. We know this never will happen, but you got the idea.
When I open my character in FF3, it shows the green checkmark for No Errors FoundThanks, I will check these.
When I open my character in FFX, it shows a red X and 13 errors.
2 things:
1. Double clicking an error to jump to it only works if the relevant .CNS tab is currently active. IF possible, it would be great if FFX could also jump to the correct .CNS tab I do see that it shows the tab # next to the error, which does help though.
2. Reviewing the reported errors against the MUGEN documentation, some of the errors are valid, and some are not.Spoiler: Not Actually Errors (click to see content)Spoiler: Actual Errors, which were overlooked in FF3 (click to see content)
Oddly, when I fixed the error pertaining to PosFreeze (changing 'y = 0' to 'value = 0'), a number of other errors suddenly appeared which seemed bugged. When I saved and re-opened my project, they disappeared.
I am also experiencing the same error reported by SolidZoneI found a bug with Fighter Factory Studio. The "Run the current project in engine..." function isn't working as it's keeps not detecting the cns file of any character I load up. Example:
Error message: Can't read file: Constants.cns
Error loading chars/ffs_0/ffs_0.def
Error loading p1
Fighter Factory 3 doesn't have this issue and runs it fine. The cns file is spelled correctly and it's in the character's files. This makes it difficult for me to play test a character without having to run the engine itself. Do you know what's causing this?
Minor question, do you guys still have an option to change the colors of CLSN1/2Default ?At this time no, FFS can support multiple engines so a more generic, engine-independent way of doing things is needed.
I can not do itSend me the .mdmp file.
Another thing I noticed that is inconvenient. For importing from another project you get 2 options. Replace sprites and skip sprites. There is no add as duplicate numbers option. So when I went to import some fx from another WIP and they shared some group numbers I had no way to import without changing them in the source sffDo you want to import with same group/index number?
Another thing, and it's something that I had an issue with in FF3 and (I think) forgot to mention in the project thread is that there are three buttons in the sound editor that have no icons associated with them (or at least, they don't when using the Ultimate skin), so I imagine quite a few people don't realise they're there.My bad. The Ultimate and Classic iconsets are designed to be used only with Ultimate and Classic presets, respectively. They don't have all icons needed by the Neo preset. I'll fix this in the next minor release. Thanks!