The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: VirtuallTek on December 16, 2011, 11:37:46 pm

Title: Fighter Factory 3.0.1
Post by: VirtuallTek on December 16, 2011, 11:37:46 pm
Hello,

Today, I'm releasing Fighter Factory 3 to the public. This program is a hard work of more than four years.
It has some great improvements:
- Very fast.
- Smooth.
- Supports Windows 7 features.
- Multi-platform.
- Highly customizable.
- Can create and edit more than just characters.
- Uses a caching system that supports compression + filtering.
- New text editor capabilities like code folding and syntax validation.
- Supports OpenGL for rendering.
- Fully unicode.
- Integrated Lua scripting system.

Briefy description

Fighter Factory 3 is a full featured M.U.G.E.N. editor. Using it, you can create and edit characters, stages, fonts, and everything you want. This new version provides full support for M.U.G.E.N. Beta and 1.x versions.
Now, you can use the interface that you want, like Classic and Ultimate versions of Fighter Factory. In addition, you have the Neo interface, with more options and a better look.
Fighter Factory isn't an automated program. It provide all possible tools and functions to allow the user to use your creativity and make your projects in a fast and easy way. The program will not do all the work for you. ;)

Main features

- Interface similar to Classic and Ultimate versions.
- Support for M.U.G.E.N. Beta and bellow, including the private 1.1 Alpha.
- Improved backup functionality (sub-folder with the current time/date each backup).
- Improved Run in M.U.G.E.N. function (allow more than one M.U.G.E.N. to be defined).
- Supports Undo/Redo in SFF and SND (AIR with the full text mode).
- Quick find mode to easy and fast search in any editor (Backward, Circular, RegExp, Case sensivity).
- DEF in text mode.
- Supports Cut/Copy/Paste in SFF.
- Better image editing capabilities.
- New interesting functions: 'split RGB channels' and 'Save sprites (aligned)' in SFF and 'Use this CLSNs in all other instances of this frame' (AIR).
- Palette editor similar to the Classic version, with more functions.
- Better GIF generation: time accurate and LZW compressed.
- Fast CLSN creation: you just need to draw the CLSN in the place you want.
- Multi-selection of CLSNs.
- Remove all selected CLSNs with Delete and move with the arrow keys.
- Highlights the full M.U.G.E.N. syntax and check errors.
- Syntax error navigation.
- Function to toggle comments in all selected lines (line start).
- Integrated documentation.
- Import/Export SFF, AIR and SND.
- Customization of keyboard shortcuts.
- Text encoding detection to convert from multi-byte to unicode encodings (Japanese, Korean, Chinese, Arabic, ... support).
- Hierarchical list of text groups/blocks (tree).
- Dynamic code snippet system.
- AIR full text mode.
- Sprite/palette implicit sharing

Bug reporting

When reporting a problem, include any error message / screenshot, steps to reproduce the problem, more detailed informations like current editor, last used function and send any useful file (Fighter Factory error report or log) or the file that you are currently working in (I promise, it don't will be leaked).

Optionally, you can include the type of the bug:
- Heisenbug: a bug that disappears or alters its characteristics when an attempt is made to study it. by [jacob]
- Hindenbug: a catastrophic data destroying bug - "Oh the humanity!". by [mike-robinson]
- Counterbug: a bug you present when presented with a bug caused by the person presenting the bug. by [mike-robinson]
- Bloombug: a bug that accidentally generates money. by [mike-robinson]
- Schrödinbug: refers to a function/feature that appears to fluctuate between buggy and correct (like Schrödinger's cat, fluctuating between alive and dead), until somebody looks at the source code (opens the box), at which point it becomes permanently bugged. by [aaronaught]
- Loch Ness Monster Bug: a bug which cannot be reproduced or has only been sighted by one person. by [russau] (Also, Bugfoot is a great alternative).
- UFO bug: a bug presented by customers, who, even when they're shown that it doesn't exist, will repeatedly report it again and again, believing it is real. by [Tuqui]
- Mad girlfriend bug: a bug whose immediate effect remains hidden - the app outwardly seems to function normally and tells you that everything is fine. by [jeduan-cornejo]

Finally, I'm interested on Bloombug bugs. :D

Acknowledgements

{_Carnificina_}, Beatrice, vans, Legendary XM-90 for the great help in all previous versions.
Cyanide, Cybaster, Jesuszilla, Juano16, Liero, O Ilusionista, RajaaBoy, Zero-Sennin for the best possible private beta testing of the current version and the help in previous versions too (these are my idols).
Kain the Supreme, KoopaKoot, Maximilianjenus, PotS, for accepting my invitation but didn'thave time/conditions to test.
(DG), _Josue_, AnArquia B, Angel, Awesome, Binho, Carnavalesco-Man, Chon Wang, Don Drago, Doom, Duende Macabro, Erradicator, Ex Inferis, Ex Shadow, FerchogtX, Fervicante, Godita, Pao, Hero, Hiei SSJ, Iced, InicianteZERO, MabsKMK, MadkaT, MalaDingDong, Mantovao, Misamu, Poemi Watanabe, Raposo, Rednavi, Riptide, Sal-azul, Sam, SpyderBoy, Superleosam, Toninho 3rd, Toshio, Vans, xande, xursinix, Yin Yang, to be part of the Fighter Factory's history, with feedback and suggestions.
Comunity of the forums Mugen Fighters Guild, MugenBR, Pão de Mugen (all others included indirectly).
Elecbyte to make this buggy engine and give me problems (you don't know why) :P

Important! You need to download the first link before installing any update! Many people are downloading only the last update/patch.
To update, just extract the new file in the FF3 folder replacing the old ones.

Current version: 3.0.1.2010

Windows x86 (32 bits)
Download - https://www.sendspace.com/file/02z8st
Download (mirror) - http://minhateca.com.br/Ramon.Saldanha/ff301x86,498678300.zip(archive)
Download (mirror) - http://network.mugenguild.com/justnopoint/ff301x86.zip
Pre-requisite - http://www.microsoft.com/download/en/details.aspx?id=8328

Windows x86-64 (64 bits)
Download - https://www.sendspace.com/file/j3vh3z
Download (mirror) - http://minhateca.com.br/Ramon.Saldanha/ff301x64,498677368.rar(archive)
Download (mirror) - http://network.mugenguild.com/justnopoint/ff301x64.rar
Pre-requisite - http://www.microsoft.com/download/en/details.aspx?id=13523

Linux x86 (3.0.1.2010)
Download - https://www.sendspace.com/file/dfd37k
Download (mirror) - http://network.mugenguild.com/justnopoint/ff301linux.zip
Pre-requisites - libQtCore4, libQtGui4, libQtXml4, libQtOpenGL4, libQtMultimedia4 (version 4.8.x), wine, Network Audio System (ftp://ftp.x.org/contrib/audio/nas/)
On Debian-based systems - sudo apt-get install libQtCore4 libQtGui4 libQtMultimedia4 libqt4-opengl libqt4-xml wine
To make it executable if needed - chmod -x ff3
Attention: Unix file names are case sensitive. All project files will open in FF3 only if the file name match exactly the defined in the .def.

Windows Vista/7 PCX Thumbnail Handler V3

Now you can view thumbnails of PCX images in any application that uses native system dialogs, as Windows Explorer and FF3.
Installation instructions included. Includes both x86 and x86-64 versions.  ;)

Link - http://www.mediafire.com/?g1nkqyrwmhb9k9d



No more, El Psy Congroo!
Title: Re: Fighter Factory 3 Beta
Post by: Jesuszilla on December 16, 2011, 11:46:36 pm
Awesome, open to the public finally!
Title: Re: Fighter Factory 3 Beta
Post by: ExShadow on December 16, 2011, 11:56:29 pm
Thanks for this, going to try it out now  ;D
Title: Re: Fighter Factory 3 Beta
Post by: Kreuzer on December 16, 2011, 11:57:46 pm
So far...

I think Im in love with new FF, its much easier to edit & view images, what was my nightmare.
Title: Re: Fighter Factory 3 Beta
Post by: rednavi -RETIRED on December 17, 2011, 12:24:21 am
It takes like 3 times longer to load a char than in FFU, why's that?



Special Thanks:  Rednavy

If that's actually me... it's with an "y" instead of an "i" >_>
Title: Re: Fighter Factory 3 Beta
Post by: Froz on December 17, 2011, 12:34:02 am
(http://i954.photobucket.com/albums/ae21/ZigZack843/GillGM.png)

I'm not sure if it's the character's fault or the program's, but this the only char that is affected by with the sffv2 format

Rajaa's Characters, that also uses the same format, works fine and i found no problems with the old sffv1 format

BTW it's Gill by GM
Title: Re: Fighter Factory 3 Beta
Post by: VirtuallTek on December 17, 2011, 12:51:08 am
It takes like 3 times longer to load a char than in FFU, why's that?
Yes, and it do 10 times more things, isn't good?  ;D

Special Thanks:  Rednavy

If that's actually me... it's with an "y" instead of an "i" >_>
Yeah, edited. In the next update will be the right name. Sorry, I typed it incorrectly.

I'm not sure if it's the character's fault or the program's, but this the only char that is affected by with the sffv2 format

Rajaa's Characters, that also uses the same format, works fine and i found no problems with the old sffv1 format

BTW it's Gill by GM
I will check it later, thanks!


Title: Re: Fighter Factory 3 Beta
Post by: MGMURROW on December 17, 2011, 01:20:32 am
THANK YOU FOR THE RELEASE AND TO EVERYONE THAT CONTRIBUTED TO THIS PROGRAM
Title: Re: Fighter Factory 3 Beta
Post by: interloko on December 17, 2011, 03:00:04 am
very impressive so far!

i haven't see all the new options. i've seen you added the air new parameters (1.1) and i have a doubt: have you added any of the new changes in 1.1 state ctrls? like explod's new pos type etc.

i don't know if it's too dificult to do something like according of the mugen version defined load or not the new options.

thank you very much, now is VERY easy work with sffv2 and HD chars :)
without a doubt it's a GREAT release!
Title: Re: Fighter Factory 3 Beta
Post by: Bleed on December 17, 2011, 04:07:55 am
YES, thanks a lot for this great tool!


Some problems I have found,  FF3 freezes when you launch mugen via the tool bar.

If I launch mugen like normal, I can still work in FF3 and update the scene with Shift+F4.  Why doesn't this work like a regular shortcut through FF's interface?  I have to close mugen, edit my code and re launch mugen to view changes, It's faster with Shift+F4.


Bug = After opening a character in the .cns editor.   Clicking  States > New > close the new state with the X on the page =  crash every time.

I found this while looking for where to add sctrl's to the list in the .cns editor.  There were buttons there to add or edit your own and now it's missing, I use that a lot.
Title: Re: Fighter Factory 3 Beta
Post by: Jesuszilla on December 17, 2011, 06:50:41 am
I had a problem when replacing the 9000,1 portrait. I'd scroll back to 9000,0 and then back to 9000,1 and it would be 9000,0. Then I'd go to 0,0 and back to 9000,1 and it'd be improperly indexed... But when I saved, there were no problems.

Also the problem with the search I mentioned to you is still present.

EDIT: WOW. Search is totally broken. It won't find stuff that's there!
Title: Re: Fighter Factory 3 Beta
Post by: Zero-Sennin on December 17, 2011, 07:12:04 am
One major thing: I can't seem to add new elements to an animation by using the thumbnail viewer. Whenever I try to nothing happens. I can make new animations, just not add elements.

Also, if you right-click while one of the CLSN tools is active, FF crashes.
Title: Re: Fighter Factory 3 Beta
Post by: LNZX on December 17, 2011, 11:09:37 am
Quote
- Multi-platform.
Wrong typed in 1st post also.) Can you make customization for blue background with lines?
I just don't like how it looks and want to replace/remove.. Thanks for release anyways. Better late, than never.)
Title: Re: Fighter Factory 3 Beta
Post by: VirtuallTek on December 17, 2011, 12:22:05 pm
Some problems I have found,  FF3 freezes when you launch mugen via the tool bar.

If I launch mugen like normal, I can still work in FF3 and update the scene with Shift+F4.  Why doesn't this work like a regular shortcut through FF's interface.  I have to close mugen, edit my code and re launch mugen to view changes, It's faster with Shift+F4.
It's intentional. I will change later.

Bug = After opening a character in the .cns editor.   Clicking  States > New > close the new state with the X on the page =  crash every time.

I found this while looking for where to add sctrl's to the list in the .cns editor.  There were buttons there to add or edit your own and now it's missing, I use that a lot.
OK.

I had a problem when replacing the 9000,1 portrait. I'd scroll back to 9000,0 and then back to 9000,1 and it would be 9000,0. Then I'd go to 0,0 and back to 9000,1 and it'd be improperly indexed... But when I saved, there were no problems.

Also the problem with the search I mentioned to you is still present.

EDIT: WOW. Search is totally broken. It won't find stuff that's there!
About the portrait, I will test.
Send me an example. I have no problems with the search, then I can't fix this.

One major thing: I can't seem to add new elements to an animation by using the thumbnail viewer. Whenever I try to nothing happens. I can make new animations, just not add elements.

Also, if you right-click while one of the CLSN tools is active, FF crashes.
OK.
About the right-click, doesn't occurs with me. Any procedure to reproduce this?

Quote
- Multi-platform.
Wrong typed in 1st post also.) Can you make customization for blue background with lines?
I just don't like how it looks and want to replace/remove.. Thanks for release anyways. Better late, than never.)
Go to the options window.
Title: Re: Fighter Factory 3 Beta
Post by: Toshio Tenma on December 17, 2011, 01:32:36 pm
Although is possible to get high quality images in the sff editer, is pretty difficult to identify the index color. That would be great having a method to select the index color.
I'm still unfamiliar with the sff editer, but other than that is a great release.
Title: Re: Fighter Factory 3 Beta (UPDATE 1)
Post by: VirtuallTek on December 17, 2011, 05:19:27 pm
First post updated.

very impressive so far!

i haven't see all the new options. i've seen you added the air new parameters (1.1) and i have a doubt: have you added any of the new changes in 1.1 state ctrls? like explod's new pos type etc.

i don't know if it's too dificult to do something like according of the mugen version defined load or not the new options.

thank you very much, now is VERY easy work with sffv2 and HD chars :)
without a doubt it's a GREAT release!
I forgot to reply your question, sorry. FF3 already detects the MUGEN version. I just stopped to work on 1.1 to make other things. Then no news about CNS stuff.

Although is possible to get high quality images in the sff editer, is pretty difficult to identify the index color. That would be great having a method to select the index color.
I'm still unfamiliar with the sff editer, but other than that is a great release.
Yes, you have in the two palette editors, take a look.
Title: Re: Fighter Factory 3 Beta (UPDATE 1)
Post by: xiondash on December 17, 2011, 06:14:03 pm
nice work virtualtek  ;D  , dowloading...  :sugoi:
Title: Re: Fighter Factory 3 Beta (UPDATE 1)
Post by: Jesuszilla on December 17, 2011, 06:37:32 pm
The search function for me broke when I had other characters open. When I just had one open, it worked fine, but when I had Warusaki's DIO and Muteki's Johnny open, that's when it started to act up. I'd search for something and then I'd get like 20 "Not found" windows pop up.

I'll send the character I used and the strings to search for.
Title: Re: Fighter Factory 3 Beta (UPDATE 1)
Post by: ♦Godai♫Yusuke♦ on December 17, 2011, 07:40:53 pm
Oh wow, The beta is released, downloading now  :sugoi:

"I was gone for 2 weeks  ::), what a nice way to start mugen again"
Title: Re: Fighter Factory 3 Beta (UPDATE 1)
Post by: elocomon on December 17, 2011, 08:15:10 pm
Hello!

A good release, it works a lot better than the last ultimate version. i been working with it a little longer this morning and i been notice a couple of things:

- the find tool does't work fine with sprites and animations, but it works perfectly in .cmd and .cns.
- the palette tool its a little bit tricky, its still simply to work with the ffclassic one.
- plus, the add sprites tool work a little strange to me, it directly index but don't allow to add a indexed image directly with some pallete, without changing the order of them... or maybe i don't know how.

That's all, good job elsewhere.  :sugoi:
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: VirtuallTek on December 17, 2011, 08:33:39 pm
Update 2 on the first post.

Quote
- the find tool does't work fine with sprites and animations, but it works perfectly in .cmd and .cns.
To search for sprites, sounds, .. you need to use the syntax "group,index", without commas and spaces.

Quote
- the palette tool its a little bit tricky, its still simply to work with the ffclassic one.
Good luck.

Quote
- plus, the add sprites tool work a little strange to me, it directly index but don't allow to add a indexed image directly with some pallete, without changing the order of them... or maybe i don't know how.
Show an example, "doesn't work" isn't an appropriate bug report.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: xiondash on December 17, 2011, 08:46:04 pm
the use of the pallete editor is something confusing  :S :S , we miss the easy use in the FF clasic
in general , good job virtualtek thanks for share this tools  :sugoi:
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: VirtuallTek on December 17, 2011, 08:52:33 pm
What is confusing? I want your opinion.

Only one thing changed: you must define the current palette to work in checking the circle next to the column name at the top. All other funcions and layout still the same, I don't know, really.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Jesuszilla on December 17, 2011, 09:06:27 pm
Advanced palette editor seemed fairly straightforward to me.
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Dfalcon on December 17, 2011, 09:54:42 pm
i personally think this one should give platform to jump on instead of going threw a character to make them it would be new and there would be new exciting levels for example so many people have tried to bring super smash into mugen but alot of people cant get the platforms to make the stage feel more like the game
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Jesuszilla on December 17, 2011, 10:16:37 pm
Shut. The fuck. Up.
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Dfalcon on December 17, 2011, 10:18:10 pm
how rude <.<
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: JudaiZX on December 17, 2011, 10:19:34 pm
Shut. The fuck. Up.

what he said
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Dfalcon on December 17, 2011, 10:21:15 pm
hey freedom of speech people it a personal opinion people should respect that
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Titiln on December 17, 2011, 10:29:25 pm
it's also a completely absurd request and not what fighter factory is about
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: LNZX on December 17, 2011, 10:32:48 pm
Quote
Go to the options window.
Much better, thank you.) I like ability to rotate sprites, finally FF has it.
Thanks for release again. Good that many years passed, but you're still making your tool better.
I noticed that FF already support MUGEN 1.1, sadly it isn't public..
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Dfalcon on December 17, 2011, 10:34:47 pm
it's also a completely absurd request and not what fighter factory is about

hey you never know it might actually be good you don't have to agree with me on that but still it something new that has never been seen in mugen other then if your in a megamnan  level or the classic Mario levels it the same shit so why cant it be a part of making stages?
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Zero-Sennin on December 17, 2011, 10:38:39 pm
Dfalcon.

Fighter Factory is not for making stages. Fighter Factory is for making characters.

What you want is, like Titiln said, not what Fighter Factory is used for. And so it will not be added into Fighter Factory now or ever.

Please stop asking about this.

THANK YOU.
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Jesuszilla on December 17, 2011, 10:40:51 pm
Fighter Factory is not for making stages.
Well actually...
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: LNZX on December 17, 2011, 10:45:05 pm
Quote
Fighter Factory is not for making stages. Fighter Factory is for making characters.
Funny reply in this thread, try to find alternative before posting. xD
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Cyanide on December 17, 2011, 10:48:43 pm
Fighter factory is not for editing mugens source code allowing stages to have functionality that they don't have.
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: xiondash on December 17, 2011, 10:50:46 pm
What is confusing? I want your opinion.

Only one thing changed: you must define the current palette to work in checking the circle next to the column name at the top. All other funcions and layout still the same, I don't know, really.

Thanks!

Now , I understand  what happened in the new pallete editor, i was confusing becouse i think the tranparency color  was  in the last box in the pallete using in FF classic  ;P, i didn't see that  in FFU 3  the trasnparency color is in the first box   --; in the pallete

finally deal with my new friend  Advance  pallete editor  ;)  , sorry
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Dfalcon on December 17, 2011, 10:52:10 pm
okay then why not release coding to get platform into stages instead putting it into the program?
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Jesuszilla on December 17, 2011, 11:00:58 pm
OH GOD, YOU'RE FUCKING DENSE.

Just STOP POSTING, WHAT YOU REQUEST CANNOT BE DONE BY VIRTUALLTEK BECAUSE THAT'S MUGEN, NOT FIGHTER FACTORY!

GOD.

If you want the CODING, GO FUCKING SEARCH FOR BANE84'S CREATIONS. LOOK WHAT THEY DO. NOT. THAT. HARD.
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Cybaster on December 17, 2011, 11:16:21 pm
What JZ said.

Anyway, great job VirtualTek. Sorry I didn't reply to the latest betas, ff3 wasn't working for me for an obscure reason, and I just found out today it was my pen tablet driver that was fucking up several of my programs (ff3 included). Bleh ...
Gonna test the latest version ASAP. Thanks for all the hard work.
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: O Ilusionista on December 17, 2011, 11:44:21 pm
I've using this tool for almost one year, to make chars, stages, addons. Everything you've downloaded from me on this year was made on Fighter Factory 3.
So...please, try the tool before to judge.

I will point some new cool stuff:

- SFFv2 support for mugen 1.0 and for the Mugen 1.1 (PNG 24bits - and with alpha transparency - will only work on Mugen 1.1)
(http://i.imgur.com/1huct.jpg)

- Layered image editor, like photoshop
(http://i.imgur.com/Yqp5E.jpg)

- Split 24bit color images into 8 bits RGB channels, to create stages using the RGB method
(http://i.imgur.com/cgQ8m.jpg)(http://i.imgur.com/Fy10x.jpg)(http://i.imgur.com/qyO6j.jpg)

- Code syntax check

- You can say to FF3 use the same CLSN everytime it encounters a specific frame, for example. So you draw CLSN for the frame 0,3 and everytime you use this frame, FF3 will copy its clsn if you want

And many more. You should try it :)

I hope this will increase the number of Mugen 1.0 stuff.
Title: Re: Fighter Factory 3 Beta (UPDATE 2)
Post by: Jesuszilla on December 18, 2011, 12:23:39 am
Holy shit I had no idea about the image editor being THAT advanced.


You might as well be making us pay to use this ;P
Title: Re: Fighter Factory 3 Beta (UPDATE 3)
Post by: VirtuallTek on December 18, 2011, 12:45:12 am
Yeah, you can edit stages too, but:
Fighter factory is not for editing mugens source code allowing stages to have functionality that they don't have.

Holy shit I had no idea about the image editor being THAT advanced.

You might as well be making us pay to use this ;P
I'll post the pay pal donate link soon  :P
It lacks some functions but seems to nice. I'm planning to make a function that generates/update a group of sprites, one for each layer. I think it will be useful for pixel art animation, all frames as layers.

New update in the first post. Now everyone can test that Gill inside FF3.  ;D

Also, That Gill is filled with duplicate palettes for an incomprehensive reason.
Title: Re: Fighter Factory 3 Beta (UPDATE 3)
Post by: Santa Marx on December 18, 2011, 12:57:44 am
Spoiler, click to toggle visibilty

Oh god, fuck yeah, that's amazing, so I don't need to use PS for the goddamn RGB method! ^^
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: O Ilusionista on December 18, 2011, 03:34:57 am
Linux version? yeah.
And do you still think to release a Mac version?
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: Cyanide on December 18, 2011, 05:13:35 am
Can you still edit the things in the sctrl list on the fly? It's not a quick button but i might be missing something. Pulled over my stuff from FFC.

Also, i have recreated the oldschool MCM like crosshair that has been dropped if anyone is interested.
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: Vans on December 18, 2011, 05:20:53 am
- You can say to FF3 use the same CLSN everytime it encounters a specific frame, for example. So you draw CLSN for the frame 0,3 and everytime you use this frame, FF3 will copy its clsn if you want

Okay this is fucking amazing!

I will test the tool now that I'm coding a couple of things.

Question. In FFC I was able to quickly switch palettes using the tool bar on the right, changing the palette also allowed me to work using that palette in the air editor.

I can't seem to find such a function here, and I use it a lot to double check proper coloring on effects. Will this be added in the future?
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: O Ilusionista on December 18, 2011, 06:01:21 am
Can you still edit the things in the sctrl list on the fly? It's not a quick button but i might be missing something. Pulled over my stuff from FFC.

Also, i have recreated the oldschool MCM like crosshair that has been dropped if anyone is interested.

Yes, you can.

And you can do even more: you can use the script editor to do your on block of codes:

on VIEW menu, click on TEXT TOOLBAR (it will be avaliable just if you open a char, not a stage).
You can use a premade code:
(http://i.imgur.com/mf5OV.jpg)

or make/edit your own
(http://i.imgur.com/UPpGA.jpg)

Quote
Question. In FFC I was able to quickly switch palettes using the tool bar on the right, changing the palette also allowed me to work using that palette in the air editor.

er...isn't at the right?
(http://i.imgur.com/aljAO.jpg)

to see all the sprite with this palette, you need to uncheck the "switch to the sprite palette" option
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: O Ilusionista on December 18, 2011, 06:06:35 am
and we have a full script editor tool, under tools, which uses Lua:
(http://i.imgur.com/iJYi9.jpg)
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: Cazaki on December 18, 2011, 06:22:45 am
I'm a fucking moron.  :'(
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: Vans on December 18, 2011, 06:24:13 am
to see all the sprite with this palette, you need to uncheck the "switch to the sprite palette" option

? Maybe I am not doing it properly?

Whenever I change to the air editor the palette always changes back to palette 1. SFF editor shows whatever palette I selected, but the air editor does not change.

The only option I see here is hard palette remapping on the sprites, which is out of the question for me.
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: Bleed on December 18, 2011, 07:15:23 am
Oh... I had to make a custom Sctrl before the Create new, edit and delete buttons show'd up in the Sctrl list.

I don't know why they weren't there by default but ok.
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: VirtuallTek on December 18, 2011, 02:23:44 pm
I forgot to unlock the sctrl edit buttons, I accidentally linked it to the Text toolbar. Will be available in the next update.

About the palette in AIR, use the palette remap function in the Palettes menu (or SFF palette editor). This function is for preview purposes only, it not will redirect any palette.
Eg.: Add an item in the remap list, edit src to 1,1 and dst to 1,2. Then, all sprites that uses the 1,1 palette will be viewed in the SFF and AIR with the 1,2 palette. And all save functions will use the remapped palette too, like GIF.
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: Joulz on December 18, 2011, 02:49:49 pm
wow this is just amazing: i'm just gonna not sleep anymore with this genius program!

thank you
Title: Re: Fighter Factory 3 Beta (UPDATE 3 + Linux)
Post by: Juano16 on December 19, 2011, 12:11:18 am
The search function in the AIR editor is not working for me, it just changes to the next anim each time

Also, I haven't found the way to reproduce it, but sometimes ff3 has removed the default param for the clsn boxes (the thing to make the clsn to be repeated in the whole anim)
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 01:20:34 am
New update in the first post.

Fixed some things including the AIR search. About the CLSN def I can't reproduce too.
Unlocked a thing that will make Rajaa happy  ;D

Thanks Juano  :sugoi:
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: Jesuszilla on December 19, 2011, 03:09:58 am
Also, how about instead, when you hit the - on the left for Statedef, it instead collapses the entire state? I think that'd be more useful than just collapsing the statedef in itself...
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 03:17:51 am
Yeah, was supposed to be so, but I probably changed something  ;D

I'll take a look.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: _Josue_ on December 19, 2011, 05:40:13 am
Well, just finished this semester and came back here to check what was going on, and...

Oh, this is great, finally we can have the open beta!!!

Yeah, was supposed to be so, but I probably changed something  ;D

I'll take a look.

Thanks!

No... thank you!!!

Now let's see... my very first impression of this:
Just unzipped it and patched it... it works out of the box, great! I bet this is also very portable as I'm using Windows XP. I'll give the linux version a try once I have time.  Quite an awesome work!
Hey, help is in HTML format, so... FF 3.0 reads HTML like a web browser?  :S wow.
Just noticed it when closing the help menu: Since I didn't open anything yet, every time I click it, the tab that says "Project 1" increases it's number. I've been clicking it for fun, now it says "Project 45" I wonder if I can overflow the value if I get beyond 100... wait no, it still goes up.
OK now some serious test:

Yes! it can load my chars... but... what's this strange error message? it looks like this:

Quote
uzero.def (1140): Unexpected token "- code ends before line.

in both cases the last line of the animation looks like this:

Quote
-1,0, 0,0, -1

Besides of that, well, the animations section doesn't load the char's .air file, it only loads the intro animation in their .def files, and for some chars it doesn't show the correct sprites for those (when the intro takes sprites from another SFF file that isn't the char SFF), it shows the char's SFF sprites instead. Also, in those cases, the states and all CNS code is nowhere to be found.

The palette quick switching is awesome, but has a small bad flaw: it doesn't stay in the current selected palette like FF classic would, so you have to change it for each sprite or animation. I guess that's it for today. probably I still need to get used to the new FF.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: LNZX on December 19, 2011, 12:08:01 pm
Also thing which I don't understand. For example Y-coordinate, in MUGEN positive values move the sprite below.
But in Fighter Factory it's reversed, not very comfortable to work. May be you can add option to reverse X,Y axes like in MUGEN?
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 12:16:39 pm
@_Josue_:

About the animation, the error is the end of the specified line, not the end of the animation.
About the Intro, is very uncommon to have it inside the DEF of the char. FF3 detects if the def is a stage, intro, char, ... and the detection of intro is before char. Then you know what happened here. I will try to detect both char and intro at the same time and load them as separate projects.
Do you can send me one of your chars?

Thanks!

@Le@N:
And you still posting irrelevant things  ;D
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: LNZX on December 19, 2011, 12:31:55 pm
Quote
And you still posting irrelevant things
May be, but read question about axes, please, that's important (for many creators I know).
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 12:36:48 pm
Axes?
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: LNZX on December 19, 2011, 01:00:09 pm
Yeah, I'm about difference in X,Y axes.

MUGEN X,Y Axes:
(http://s017.radikal.ru/i444/1112/44/842f36c7b2b9.png)

Fighter Factory X,Y Axes:
(http://s011.radikal.ru/i316/1112/2f/0c933b1c1a72.png)

When I work with graphic, I counting positions for each sprite, this difference often make my work harder.(
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 01:11:18 pm
Huh? Do you can explain more about it?
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: Rajaa Retired on December 19, 2011, 01:34:33 pm
People are probably going to continue to think that Fighter Factory Ultimate is the best version, simply because of the word "Ultimate."
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: LNZX on December 19, 2011, 02:05:48 pm
Quote
People are probably going to continue to think that Fighter Factory Ultimate is the best version
Poor guys, I prefer Fighter Factory Classic. Now will start with Fighter Factory 3..

Quote
Do you can explain more about it?
Yes, check previous post, updated already.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: BC on December 19, 2011, 02:05:57 pm
I'm having a problem (not sure if it's been listed already)

when testing in FF3 (update 3): during certain "Rage" moves (ultras) some sounds aren't playing. I don't know if this is due to playsnd channels or if the sounds are screenpack side but they are muted for some reason.

Works fine in FFU.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 02:28:54 pm
People are probably going to continue to think that Fighter Factory Ultimate is the best version, simply because of the word "Ultimate."
I will change the name to Fighter Factory 3 Ultimate Extreme

Quote
Yes, check previous post, updated already.
Ok, but isn't Fighter Factory axis, is SFF axis. The SFF file works this way.

I'm having a problem (not sure if it's been listed already)

when testing in FF3 (update 3): during certain "Rage" moves (ultras) some sounds aren't playing. I don't know if this is due to playsnd channels or if the sounds are screenpack side but they are muted for some reason.

Works fine in FFU.
Do you can send me the original SND, the saved by FFU and FF3 one for comparisions?

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: xiondash on December 19, 2011, 02:36:37 pm
hi virtualtek

I have windows 7 home premium 64bits ,  find some crashes in my FFU 3 with beta 4  happen when i check the states in some chars  appear this message:

ff3.exe dont work
find tue solution an and close the program
close the program

captures
(http://i.imgur.com/82U3b.png)
(http://i.imgur.com/FSv7L.png)
(http://i.imgur.com/UhVJ1.png)
(http://i.imgur.com/VYuXw.png)

another question not much important  ;)
do you think adding the html option for exporting the char info and commads  using in the old versions,  in this version i didn't find it  ;P

Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 02:44:21 pm
hi virtualtek

I have windows 7 home premium 64bits ,  find some crashes in my FFU 3 with beta 4  happen when i check the states in some chars  appear this message:
Send me the log.txt file right after a crash occurs and describe exactly what do you made right before the crash. It occurs with all chars?
More information you provide, less time I fix it.  ;)

another question not much important  ;)
do you think adding the html option for exporting the char info and commads  using in the old versions,  in this version i didn't find it  ;P
Yes, I will add it in future updates.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: PlasmoidThunder on December 19, 2011, 02:46:45 pm
I prefer FFU because it was the first one I had, and it's all nice and spaced out.

FF3 has this problem where when you replace an image, it makes it black and gives it a strange blue palette.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: Rajaa Retired on December 19, 2011, 02:53:18 pm
Changing a sprite doesn't change the newly inserted sprite's palette to its own, it keeps the same indexes and the palette of the image you swapped it for becomes its new palette. If you want to insert a new sprite with its own palette, you need to insert it as a new sprite and then make the necessary specifications.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: PlasmoidThunder on December 19, 2011, 02:56:08 pm
That's why I prefer FFU  ;D
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: LNZX on December 19, 2011, 03:00:03 pm
Quote
Ok, but isn't Fighter Factory axis, is SFF axis. The SFF file works this way.
I just hope you will update code someday.)
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: xiondash on December 19, 2011, 03:08:59 pm
this is the info virtual and the log

windows message

Firma con problemas:
  Nombre del evento de problema:   APPCRASH
  Nombre de la aplicación:   ff3.exe
  Versión de la aplicación:   0.0.0.0
  Marca de tiempo de la aplicación:   4eee8073
  Nombre del módulo con errores:   QtGui4.dll
  Versión del módulo con errores:   4.7.3.0
  Marca de tiempo del módulo con errores:   4da6c510
  Código de excepción:   c0000005
  Desplazamiento de excepción:   00222e81
  Versión del sistema operativo:   6.1.7601.2.1.0.768.3
  Id. de configuración regional:   9226
  Información adicional 1:   0a9e
  Información adicional 2:   0a9e372d3b4ad19135b953a78882e789
  Información adicional 3:   0a9e
  Información adicional 4:   0a9e372d3b4ad19135b953a78882e789

Lea nuestra declaración de privacidad en línea:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0c0a

Si la declaración de privacidad en línea no está disponible, lea la declaración de privacidad sin conexión:
  C:\Windows\system32\es-ES\erofflps.txt


1-the crash happen when i check the states and close the first tab always in all chars

log.txt
http://www.webng.com/mugenrevolution/log.txt (http://www.webng.com/mugenrevolution/log.txt)
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 03:28:42 pm
Changing a sprite doesn't change the newly inserted sprite's palette to its own, it keeps the same indexes and the palette of the image you swapped it for becomes its new palette. If you want to insert a new sprite with its own palette, you need to insert it as a new sprite and then make the necessary specifications.
And, isn't very useful  ;D
I will change to make it add the image's palette if it is different of the current sprite's palette.

1-the crash happen when i check the states and close the first tab always in all chars

log.txt
http://www.webng.com/mugenrevolution/log.txt (http://www.webng.com/mugenrevolution/log.txt)
Thanks, is all info I need about it. problem identified.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: LNZX on December 19, 2011, 05:13:49 pm
(http://s011.radikal.ru/i316/1112/27/f2e06c36ab93.png)
Can you make option for enable/disable this window? Not very interesting to receive it anytime, especially during stage creation.
(http://s44.radikal.ru/i105/1112/00/3f309fe7a71f.png)
And also for this, unnecessary display it when working with SFF#1.

+ Not able to check "shared palette" for SFF#1, because that option deleted now.(
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: O Ilusionista on December 19, 2011, 06:32:18 pm
Leon, keep in mind that FF3 was targeted, mainly, for Mugen 1.0. This is one discussion I had with Virtualltek long time ago.
Winmugen is old, bugged and we need to focus on the newer versions. Its compatible with Winmugen, but its not the main target of the program. VT even added some Mugen 1.1 features.

So there are things you reported which doesn't makes any sense, for example:

(http://s011.radikal.ru/i316/1112/27/f2e06c36ab93.png)

This isn't something from FF, it comes from Mugen itself. If you wanna use shared palette sprites, everyone knows (or should know) that we need to group then toghter and if you add a non shared palette sprite, EVERY sprite after it won't share the first palette. This was changed back on Winmugen release. 

So, that is just a warning/remember to the lazy creator :) If you wanna fix it, just use the sprite organizer, which were rebuild and now it organize the sprites based on its palette too, which is an amazing thing.

Quote
Can you make option for enable/disable this window? Not very interesting to receive it anytime, especially during stage creation.

You are doing something wrong. I've using FF3 for almost everything I've released since the start of the developement and I NEVER received this message doing stages. You will receive it just if you open old chars or if you doing something wrong.

(http://s44.radikal.ru/i105/1112/00/3f309fe7a71f.png)
Quote
And also for this, unnecessary display it when working with SFF#1.

I think you don't got it. Its asking if you wanna save the palettes too, by extracting from the SFF. Mugen 1.0 doesn't uses palettes like winmugen (you can use if you want) but the palettes are build inside of the SFF.

Quote
+ Not able to check "shared palette" for SFF#1, because that option deleted now.(

Geez, because you don't need it anymore  --;

Again, as I said before, this was changed back at winmugen release. Open FF3 and insert a image, you will see it showing the palette on the right. If you add another image wich shares the same palette, it will automatically use that palette and group the image. When you add a image wich doens't use that palette, it won't used the shared palette. Simple like that.

And, like I said, everyone should know that if you add a image with the shared palette then you add an image which doesn't share the previous palette, it won't allow you to insert a image wich uses the first palette after the last image.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: LNZX on December 19, 2011, 06:43:03 pm
Man, you just don't understand that not everyone use SFF#2 even with MUGEN 1.0.
I think utilite should be backward compatible.

Quote
So, that is just a warning/remember to the lazy creator
I don't care about this message anyways, because I'm creating stages.

Quote
If you wanna fix it, just use the sprite organizer
And I have my own concepts about sprite organization, thanks.

Quote
Mugen 1.0 doesn't uses palettes like winmugen
You probably didn't know that MUGEN 1.0 has compatibility with SFF#1.'(

Quote
Geez, because you don't need it anymore
Not agree, because I still don't want to use SFF#2.

Quote
we need to focus on the newer versions
And they even more bugged in my opinion.)
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: O Ilusionista on December 19, 2011, 06:53:17 pm
Leon, I think you aren't getting the whole thing....
Maybe my english sucks so I will ask to a native english speaker to explain it to you.

Quote
Man, you just don't understand that not everuyone use SFF#2 even with MUGEN 1.0.
I think utilite should be backward compatible.

Indeed. But WHERE you see that FF3 isn't backward compatible?  --;

Quote
I don't care about this message anyways, because I'm creating stages.
If you don't care about, why bother with that feedback? I don't get it.
Plus, as I said, I've released many stages using FF3 and I never get that message. If you get it, you are doing something wrong.

Quote
You probably didn't know that MUGEN 1.0 has compatibility with SFF#1.'(
Are you serious?  ;P

Quote
Not agree, because I still don't want to use SFF#2.

But you don't needed too. And, AGAIN, you aren't getting it right.
The need for grouping sprites based on its palettes ISN'T SOMETHING FROM SFFv2, its from SFFv1
It were added on Winmugen. For God sake.

Quote
Quote
we need to focus on the newer versions
And they even more bugged in my opinion.

This is your opinion.

Sorry to be rude, but please, at least try to inform yourself about the tool (and the mugen) before report something which you don't know about it.

Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 07:04:06 pm
The primary format used by Fighter Factory 3 is SFF v2, but you can save a SFF v1 with some automatic adjustments, except the sprite order (in previous Betas this was done automatically by FF3, but  changed to give more control to the user as requested).

In SFF v2, all palettes are inside the SFF, and you don't need to follow a certain order to make sure that all sprites will receive the right palette.
1) What occurs when you want to save a SFF v1 and this order doesn't match?
Answer: the first window you posted. In SFF v1 if an image uses the same palette as the previous, the "shared" options is enabled.

2) If all palettes are inside the SFF, we have no reference to external .act files, then how I can save the character .act palettes?
Answer: One by one, manually or automatically by choosing Yes in the second window you posted.
And, you're wrong, this windows is only necessary on SFF v1, that depends on external palettes. The only thing I need to do is to enable it only for chars.

3) If all palettes are inside the SFF, and the sprite palette is defined by an index to one of the internal palettes, we need an "shared" option to use the same palette in more than one sprite?
Answer: No, you just need to use one of the "Apply palette to" functions in the Sprite's palette editor on the right.

I hope this answer any question about it  ;)

EDIT: But you are right in one thing, these windows doesn't need to be shown when making stages.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: Zero-Sennin on December 19, 2011, 07:11:00 pm
Something else I noticed:

Attempting to use the HitDefAttr trigger in the CMD or CNS and typing in value = SCA will cause the program to freeze up. I'm fairly certain that using more than two letters for the first parameter of the trigger is incorrect syntax but it shouldn't make the entire program malfunction this way.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: _Josue_ on December 19, 2011, 07:18:09 pm
@_Josue_:

About the animation, the error is the end of the specified line, not the end of the animation.
About the Intro, is very uncommon to have it inside the DEF of the char. FF3 detects if the def is a stage, intro, char, ... and the detection of intro is before char. Then you know what happened here. I will try to detect both char and intro at the same time and load them as separate projects.
Do you can send me one of your chars?

Thanks!

You're welcome!
Well let's see, I just copied that line, I don't see what's wrong with it.
Neither MUGEN 1.0 nor FF classic seem to complain about it , only FF 3.0
About the chars, they're are available at my site (link in my signature) so you can download them and try them.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 07:35:04 pm
@Zero-Sennin: Do you can send me a case that it occurs? I tried to reproduce without success.

@_Josue_: OK, I will test one of your chars, thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: Mugen_Overlord on December 19, 2011, 07:47:45 pm
Very nice!  This will make my life 10 times easier, I thank you.

Quick question:  The OP says something about a compression/filtering option - does this actually filter the sprites to simulate "HD", like the 2QX and such?  Does this only appear in Fighter Factory, or does it actually save it to the SFF for MUGEN as well?  And finally, how do I go about doing this?

oh also, not really a bug, but:

In the "Options" window (namely the Interface tab), hitting the apply button closes the window; kind of defeats the purpose of having an "OK" button, huh?  :P  Make it so that the Apply button will, well, apply the effects without closing the window.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: _Josue_ on December 19, 2011, 09:35:39 pm
@Zero-Sennin: Do you can send me a case that it occurs? I tried to reproduce without success.

@_Josue_: OK, I will test one of your chars, thanks!

You're welcome... oh, by the way, just tried to open KFM720 and got not one but five similar errors!!!

they say...

Quote
kfm720.air(963): Unexpected token 'Clns2'
kfm720.air(1567): Unexpected token 'Clns2'
kfm720.air(1568): Unexpected token 'Clns2'
kfm720.air(1574): Unexpected token 'Clns2'
kfm720.air(1575): Unexpected token 'Clns2'

Whaaat?  :???:

of course, everything seems to work normally afterwards...
hmm, strange sprite ordering... did Elecbyte made it that way?
Sprites 9000,0 and 9000,1 at first as usual, then sprites from group 0 to 122, everything seems fine till here...
from here it seems Elecbyte began with the get hit sprites since all I get is the 5000 group series, and only afterwards we have the rest of the moves... strange.

The "text mode" option at the animations menu doesn't seem to do anything...
the "Edit current animation as text" is a nice option to have there, but I can't check the mentioned lines because I can't seem to find the whole file in text mode.

And another question... considering my works are still SFFv1... just saving them with FF3.0 will make them SFFv2?
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: O Ilusionista on December 19, 2011, 09:42:05 pm
Quote
Quick question:  The OP says something about a compression/filtering option - does this actually filter the sprites to simulate "HD", like the 2QX and such?  Does this only appear in Fighter Factory, or does it actually save it to the SFF for MUGEN as well?  And finally, how do I go about doing this?

no. Its the compression of the SFF (for SFFv2)

Quote
And another question... considering my works are still SFFv1... just saving them with FF3.0 will make them SFFv2?
Only if you save it that way. I can't remember it right, but I am almost sure about it. And you need to set the palettes.
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: VirtuallTek on December 19, 2011, 10:27:41 pm
Very nice!  This will make my life 10 times easier, I thank you.

Quick question:  The OP says something about a compression/filtering option - does this actually filter the sprites to simulate "HD", like the 2QX and such?  Does this only appear in Fighter Factory, or does it actually save it to the SFF for MUGEN as well?  And finally, how do I go about doing this?

oh also, not really a bug, but:

In the "Options" window (namely the Interface tab), hitting the apply button closes the window; kind of defeats the purpose of having an "OK" button, huh?  :P  Make it so that the Apply button will, well, apply the effects without closing the window.
No, the filtering means cache stream filtering. Is a technique to improve performance and reduce the memory usage by filtering the source data before compression/store in the cache.
But if you look at the image editor you will note that FF3 supports HQ and EPX scaling filters. In the future you will be able apply it to all sprites using Lua.

About the Apply, yes, it closes the window.

You're welcome... oh, by the way, just tried to open KFM720 and got not one but five similar errors!!!
Look at the specified lines and you will see that Elecbyte defined the Clsn in a wrong form. Mugen ignores, but is a syntax error anyway.

The "text mode" option at the animations menu doesn't seem to do anything...
the "Edit current animation as text" is a nice option to have there, but I can't check the mentioned lines because I can't seem to find the whole file in text mode.
I said tons of times that the full text editor is disabled for now, read the Dev topic in the projects section.  ;)

And another question... considering my works are still SFFv1... just saving them with FF3.0 will make them SFFv2?
No, you may specify the version to be saved clicking in the version on the statusbar or with save as.

Thanks!

EDIT: New update on the first post.
Title: Re: Fighter Factory 3 Beta (UPDATE 5 + Linux)
Post by: DNZRX768 on December 20, 2011, 01:13:20 am
This is a nice piece of work!

But, do I need ALL of the updates, or just the latest one?
Title: Re: Fighter Factory 3 Beta (UPDATE 5 + Linux)
Post by: VirtuallTek on December 20, 2011, 01:30:12 am
No, you need the first version (full version) and the last update. Previous updates are optional but some contains additional files. You decides.
Title: Re: Fighter Factory 3 Beta (UPDATE 5 + Linux)
Post by: Txpot on December 20, 2011, 08:52:42 pm
Feedback on Fighter Factory 3:

1. When clicking the "X" near the "Project #" while there is only one tab, it instantly goes to the next project number instead of closing that tab. It gives the illusion of a project not closing properly. It should close entirely with a blank screen, including the removal of the tab, like in Ultimate.

Pic: (http://img266.imageshack.us/img266/6201/fighterfactory3bug1.gif)

2. In the .cns of a character, the "Edit Selected" on the right does not have an icon if the Preset is set to "Classic" or "Ultimate" (in the "Interface" tab of the options window).

Pic: (http://img853.imageshack.us/img853/2196/fighterfactory3bug2.png)

3. Also, out of all the states, "Trans" is missing from the right pane.

Pic: (http://img835.imageshack.us/img835/3958/fighterfactory3bug3.png)

4. On the left pane while viewing language victory quotes, some of the quotes are displayed as an actual statedef, complete with the icon which tells you whether you're standing, crouching, or in the air. This also happens in the command file on left pane.

Pic:
Spoiler, click to toggle visibilty

5. When looping a sound from the .snd file, it pauses for a few miliseconds and then loops again. It gives the illusion that the sound has a gap within it, when it doesn't. Also, it doesn't stop looping if you press the stop button during the sound until it reaches the end of the sound. It should stop the sound entirely.

6. A crash can be achieved with the following actions:

i. Open any character.
ii. Go to the character's states or .cns
iii. Click on States > View Variable Usage List.
Spoiler, click to toggle visibilty
iiii. Click on any variable on the left pane (even the Integer/Float text itself).

Spoiler, click to toggle visibilty

iiiii. Click on States > View Variable Usage List again.

Spoiler, click to toggle visibilty

This is all from a quick-and-eager test from update pack 5.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: VirtuallTek on December 20, 2011, 11:25:14 pm
New full version in the first post, with more bug fixes and all updates included.



Then, answers to the illusion-man  :P

1. When clicking the "X" near the "Project #" while there is only one tab, it instantly goes to the next project number instead of closing that tab. It gives the illusion of a project not closing properly. It should close entirely with a blank screen, including the removal of the tab, like in Ultimate.
Do you can have no tab on Firefox? No document on Word? This is totally useless.

5. When looping a sound from the .snd file, it pauses for a few miliseconds and then loops again. It gives the illusion that the sound has a gap within it, when it doesn't. Also, it doesn't stop looping if you press the stop button during the sound until it reaches the end of the sound. It should stop the sound entirely.
I can't fix third party code. The sound reproduction is done by the Qt library. In some future version I will change to add more things.

All other things are fixed now.

Thanks for the nice and detailed feedback!
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: beterhans on December 21, 2011, 02:07:51 am
There is even a Linux Version?  :o :o :o
I love U!
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Bleed on December 21, 2011, 03:16:15 am
Hey, looks like I found another problem.  I'm testing my character with mugen, launched from FF3 version 3.0.740

I can update the character with ctrl+F4, and the changes seem to take place "some times", and the Dbug info doesn't update.

I use the same folder for the basic files of all my characters.  I have this code in a basics .cns which is in  this general folder. 

I want to see if my character is reading the variables correctly.  When I change the  information in this Sctrl, it doesn't update in mugen if launched through FF3.

[State -3, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =1
text = "var(9) = %d,var(38) = %d"
params =  var(9),var (38)


For example, if I change
params =  var(9),var (38)
to
params =  var(10),var (26)

After saving and pressing Ctrl+F4 in mugen, the Dbug still says "var(9),var (38)"


Maybe it's not reading the info from the Basics folder?
;---------------------------------------------------------

This is how I have my files set up if it matters.


Mugen \ Chars \ My chars\  Contents of this folder are as follows...

Basics folder = all my characters general use codes.

Character 1 folder = specific files for this character.
Character 2 folder = specific files for this character.
Character 3 folder = specific files for this character.

.def for character 1
.def for character 2
.def for character 3

;----------------------------------------------





Another thing is minor, but the search doesn't search if I press the Enter key.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Cyanide on December 21, 2011, 06:53:19 am
shift+f4 is the reload. ctrl+f4 is the same as pressing f4 on its own.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Bleed on December 21, 2011, 07:19:43 am
sorry yeah Shift+F4, I do it without thinking...

I checked again to make sure, shift+F4 and same thing happens, the Dbug doesn't update.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Cyanide on December 21, 2011, 11:22:25 am
What happens if you cycle through it again?

Exporting sprites is not conducive to quick editing rather sadly. You've gone very long form here, the old one was more condensed.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: {_carnificina_} on December 21, 2011, 01:26:56 pm
big congratulations to all involved project. Ramon a hug
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: VirtuallTek on December 21, 2011, 03:16:07 pm
@Bleed: Fighter Factory 3 doesn't edit temporary files. If you modify a char and save, the original file will be saved, not the temporary. To do it you need to edit the char in the Mugen folder and launch Mugen manually.
About the search, you need to pass the focus to the next control with Tab. To hit the focused button use Space, not Enter.

big congratulations to all involved project. Ramon a hug
Wow, one of the Fighter Factory founders. Nice to see you back. Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: xiondash on December 21, 2011, 06:12:52 pm
hi virtual
I start to making a char in the ff 3 beta 6 full and have a problem with the advance palette editor, i don't know if is a bug or a  procedure mistake , I try with png, bmp and pcx formats

1-open my char img then interchange in the left side and put my transparent color in the first box
(http://i.imgur.com/Dfo45.png)

2-save de pallete and reopen for checking that the pallete editor take the first box transparent  color
(http://i.imgur.com/D6zJ3.png)

3- using the icon of  insert the current pallete in the images and apply the pallete in the images
(http://i.imgur.com/kDT67.png)

when I reopen the images the transparent color change for other color diferent to the original
(http://i.imgur.com/uThvF.png)

I think the palette editor in this beta automatically find a looks like color to the transparent reference in the whole pallete in this case the fuchsia color was remplacing for a pink color and this didn't happen in the old FF versions  I checked  the same procedure of the char images in the old FF and working good

Every time when adding sprites manually appear this message box
(http://i.imgur.com/3NWvV.png)


I using the procedure in the old version of the FF and working

another think the resize option in animation only work in the editor , when cheking the changes testing the char in winmugen and mugen 1.0 the char appear in the original size without the resize
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Jesuszilla on December 21, 2011, 09:03:05 pm
I have a question... how exactly do I use the script editor? I want to make a function to refactor all damages (keeping the values the same, but appending new information to it).
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: VirtuallTek on December 21, 2011, 10:39:45 pm
About the function "Insert current palette in the images", I will fix it now. The problem is that FF3 supports Mugen 1.1, that uses 32-bit palettes (with alpha channel). All previous version uses only 24-bit palettes (RGB). Then, Isn't easy to handle all cases.
The solution now is to edit the first color removing the alpha channel before using this function, or converting the sprites to 32-bit PNG with alpha channel. But editing the first color is very easy.  ;) I will think a better algorithm to resolve the colors in that case.

About the Palette window, I added it in the last version to give more control to the user. When you want to change the image of the current sprite, the palette of the new image can be different of the current image. In this window you can define what will be the palette of the current sprite after the change.

Quote
I using the procedure in the old version of the FF and working
As I said before, the problem is 32-bit palettes. All previous versions doesn't support it, then no problem in these versions  ;)

Quote
another think the resize option in animation only work in the editor , when cheking the changes testing the char in winmugen and mugen 1.0 the char appear in the original size without the resize
This is one of the new options of Mugen 1.1. It only work on 1.1. You must ignore it for now.

I have a question... how exactly do I use the script editor? I want to make a function to refactor all damages (keeping the values the same, but appending new information to it).
What exactly do you want to change? Only a small set of text editing functions are available to Lua now. If you give me more details I can expand it now. I will make the documentation of all FF functions available under Lua later.
If the changes are small and very predictable, you can use the "normal" replace with regular expressions.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: rednavi -RETIRED on December 22, 2011, 09:39:02 pm
No problems on my end so far, I love this new version :3

The only thing I really hate is the search function in the cns though. It's really unnatural and forces you to move your mouse all the time and doing that on a horizontal space instead of a vertical one is not comfortable at all. I really preffer the FFU version, even if that means having a popup window for that.

Of course all this is just me not getting used to it :P. Seems like the best version of it is the one with the ultimate preset interface because the buttons are smaller and you have less space required to move and click. I would suggest you to use this version with all the interfaces, smaler buttons take less space and you can set your searching options faster.

You could also tweak this and make it so if you hit the "find" button with the right click it searches backwards. That would save the trouble of clicking the "backwards" button everytime you wanna change direction. Also can you move the "find" button next to the searching parameters? You know, next to the "circular" button.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Juano16 on December 23, 2011, 03:59:06 am
like the prev user said about the search button, but I think is good, the only thing that it needs is to allow the user to press enter to do the search, instead of only when you click the button

Also, in the cns editor, is there any way to disable the auto unfolding for states?
I mean this
Spoiler, click to toggle visibilty

it complicates me the navigation through states when I need to check them, in the prev images I show 2 small states, but some are larger, then when I need to go to the next one, I need to fold it or scroll down to go to the next state
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Jesuszilla on December 23, 2011, 08:47:33 am
Hey, in the image editor, why is the pen size 2px2 instead of 1px2? Also after I edit the image in a remapped palette, I get the message that the sprite needs to be moved for the rest of the sprites to receive the color palette, so it's kinda broken in that regards.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: VirtuallTek on December 23, 2011, 04:17:26 pm
@Rednavi: Yes, I agree. I'm making some changes to improve the usability.

@Juano: OK, I will add an option to disable the auto unfolding.

@Jesuszilla: I not finished the editor, then you doesn't have an option to change the pen width. For now, you can do this with the "+" and "-" keys.
About the message, are you working with SFF v1? "Remapped palette" means one that you setup in the Remap window?
And, if you still want to use the scripting system to change the damage, send me a PM with what you want to do exactly.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Odb718 on December 23, 2011, 06:10:01 pm
So I'm editing my Ryu. I hit anmiations, I hit sprites, and it goes back to the first image in the sff file, 9000,0. I'd like to see this change reverted. I'm used to jumping to the sprite of the current frame of the animation I'm looking at.

In sprites. I hit the eyedropper icon, enable the Color picker for quick selection tool. I single click on a couple pixels and the color is selected. If I click and drag the image is dragged. I'd like to see the line's colors be selected instead of it moving the image.
In sprites there's no icon for image editor. I'd like to see it at the top left instead of under the file-edit-sprites> drop down menu.

Switching between firefox and fighter factory 3 about 7 times has crashed ff3 while I type this.

I'd also like to see the search/find option respond on the Enter key being pressed. I dont mind it being at the bottom, but I do not like the fact it doesnt search after pressing enter.

----
In the image editor. If you resize the image larger, then press the undo button the image is cropped and not reset back to original.
In the image editor. The crop button does not seem to work for me.
I'd like to see a copy/paste option in the image editor used over two images. I'd like to copy Ryu's arm from image 300,0 and paste it onto image 299,3. Do you think this would be possible to add?
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: darkzero779 on December 23, 2011, 06:20:42 pm
oi! just downloaded the beta here looks just so promising   :D hope the bugs are fixed and goes well

Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Jesuszilla on December 24, 2011, 12:35:29 am
@Rednavi: Yes, I agree. I'm making some changes to improve the usability.

@Juano: OK, I will add an option to disable the auto unfolding.

@Jesuszilla: I not finished the editor, then you doesn't have an option to change the pen width. For now, you can do this with the "+" and "-" keys.
About the message, are you working with SFF v1? "Remapped palette" means one that you setup in the Remap window?
And, if you still want to use the scripting system to change the damage, send me a PM with what you want to do exactly.

Thanks!
Yes I am working with SFFv1. Yes, I remapped the palette to work with the default palette rather than palette 1,1 in the remap window. If I save it in the palette that's mapped to 1,1, it's fine, but if I save it in the remapped palette (1,4), I get that problem.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: VirtuallTek on December 24, 2011, 02:57:19 pm
So I'm editing my Ryu. I hit anmiations, I hit sprites, and it goes back to the first image in the sff file, 9000,0. I'd like to see this change reverted. I'm used to jumping to the sprite of the current frame of the animation I'm looking at.
I will add an option to enable it.

In sprites. I hit the eyedropper icon, enable the Color picker for quick selection tool. I single click on a couple pixels and the color is selected. If I click and drag the image is dragged. I'd like to see the line's colors be selected instead of it moving the image.
Fixed.

Switching between firefox and fighter factory 3 about 7 times has crashed ff3 while I type this.
--; Any report like this will be ignored. I can't fix problems like: "crashed" or "doesn't work". I'm not psychic. Provide more informations like the last thing you do, windows version and any useful data (FF3 log, ...).

In the image editor. If you resize the image larger, then press the undo button the image is cropped and not reset back to original.
In the image editor. The crop button does not seem to work for me.
I'd like to see a copy/paste option in the image editor used over two images. I'd like to copy Ryu's arm from image 300,0 and paste it onto image 299,3. Do you think this would be possible to add?
Already fixed.
About the copy/paste, as I said in my last post that you haven't read, this editor is "work in progress". I will add more options and functions later. ;)

@Rednavi: Yes, I agree. I'm making some changes to improve the usability.

@Juano: OK, I will add an option to disable the auto unfolding.

@Jesuszilla: I not finished the editor, then you doesn't have an option to change the pen width. For now, you can do this with the "+" and "-" keys.
About the message, are you working with SFF v1? "Remapped palette" means one that you setup in the Remap window?
And, if you still want to use the scripting system to change the damage, send me a PM with what you want to do exactly.

Thanks!
Yes I am working with SFFv1. Yes, I remapped the palette to work with the default palette rather than palette 1,1 in the remap window. If I save it in the palette that's mapped to 1,1, it's fine, but if I save it in the remapped palette (1,4), I get that problem.
OK, but do you remapped the palette manually with one of the "Apply palette to ..." functions? Because the remap window is only for preview purposes, it doesn't changes the sprite's palette index. I tried to remap the 1,1 palette and saved, no problem. Then, I used the function "apply palette to sprite" and changed the sprite's palette index, the problem occurs.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Jesuszilla on December 24, 2011, 09:16:50 pm
Also, adapting the image to the palette doesn't work as expected:
(http://i.imgur.com/eocLA.png)
(http://i.imgur.com/lAHtJ.png)
(http://i.imgur.com/UgS4v.png)

Then I commit changes but I still get:
(http://i.imgur.com/5jvRv.png)
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: VirtuallTek on December 24, 2011, 09:55:00 pm
Commit changes refers to the palette, not the sprite. Is a palette editor anyway, the sprite is for preview purposes.
I will add this function in the image editor, then you can modify the sprite's palette and apply the changes to the SFF editor.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Jesuszilla on December 24, 2011, 09:56:14 pm
Yay! :D
Title: Re: Fighter Factory 3 Beta (UPDATE 4 + Linux)
Post by: _Josue_ on December 25, 2011, 02:27:28 am

You're welcome... oh, by the way, just tried to open KFM720 and got not one but five similar errors!!!
Look at the specified lines and you will see that Elecbyte defined the Clsn in a wrong form. Mugen ignores, but is a syntax error anyway.

Ok, opened KFM720's air file, and confirmed what you said, Elecbyte made a little mistake defining Clns2 and putting Clns1 instead or something like that, I just remember the file was strange as notepad would show it like a bunch of disordered text.
probably created in linux? the carriage return was messed up for notepad, yet  wordpad would show it correctly.
The only txt files I had this problem with were those I edited with gedit.

The "text mode" option at the animations menu doesn't seem to do anything...
the "Edit current animation as text" is a nice option to have there, but I can't check the mentioned lines because I can't seem to find the whole file in text mode.
I said tons of times that the full text editor is disabled for now, read the Dev topic in the projects section.  ;)

Well, I kinda lost track of that thread, I'm sorry I didn't pay attention to that detail.

And another question... considering my works are still SFFv1... just saving them with FF3.0 will make them SFFv2?
No, you may specify the version to be saved clicking in the version on the statusbar or with save as.

Thanks!

You're welcome! Regarding this, I noticed something in the current FF3 behavior.  I opened several chars then I modified one of the several CNS files (only a single file) then I went to File and chose "Save (Ctrl+S)" and FF3 asked me a strange question about the .act files. I chose not to modify them. Anyways, the point is that when I looked at that char's files, all of them had been modified (modified date changed to today's date) and I really don't know what FF has changed since I had only modified some text in one of the cns files.
I guess I should have used the states menu save option? I'm a little unsure of what has FF3 done to my files. I opened the SFF with the old MCM and found some strange issues, as some sprites had the "shared" palette activated and looked messed up. Those didn't have it before, and to make my puzzlement worse, when I opened the SFF with FF classic, those sprites looked normal and didn't have "shared" palette as it always had been. To make sure everything was OK, I tried the char in MUGEN 1.0 and... *phew* what a relief, everything seems normal.

Well, now I noticed something important: some triggers are missing. I can specifically say I noticed the AnimExist trigger is not recognized.
(https://lh3.googleusercontent.com/-L3BsaVP9RJA/TvZ3U_rB-eI/AAAAAAAAAMI/s2a6yml_zgg/s1300/AnimExist%252520missing%252520FF3.PNG)

Well, with that said, see you, have a merry merry Christmas, happy holidays everyone, see ya and God bless you all.  :)
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: VirtuallTek on December 25, 2011, 04:50:32 am
You're welcome! Regarding this, I noticed something in the current FF3 behavior.  I opened several chars then I modified one of the several CNS files (only a single file) then I went to File and chose "Save (Ctrl+S)" and FF3 asked me a strange question about the .act files. I chose not to modify them. Anyways, the point is that when I looked at that char's files, all of them had been modified (modified date changed to today's date) and I really don't know what FF has changed since I had only modified some text in one of the cns files.
I guess I should have used the states menu save option? I'm a little unsure of what has FF3 done to my files. I opened the SFF with the old MCM and found some strange issues, as some sprites had the "shared" palette activated and looked messed up. Those didn't have it before, and to make my puzzlement worse, when I opened the SFF with FF classic, those sprites looked normal and didn't have "shared" palette as it always had been. To make sure everything was OK, I tried the char in MUGEN 1.0 and... *phew* what a relief, everything seems normal.
Ctrl + S is the default shortcut to the File -> Save function, that means Save project (all files of the current project). I'm thinking about to change the menu from File to Project to make it more clear. Ctrl + Shift + S saves only the current file.

Well, now I noticed something important: some triggers are missing. I can specifically say I noticed the AnimExist trigger is not recognized.
Yeah, I will update the syntax highlight database. We have some other keywords missing too.

Well, with that said, see you, have a merry merry Christmas, happy holidays everyone, see ya and God bless you all.  :)
You too.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Jesuszilla on December 25, 2011, 06:09:33 am
Import from another project and checking "use only indexes" only has it import the last sprite. I told it to import indexes 9 through 17 on group 7011 on Cyanide's Rikuo but it only imported 7011,17.
Title: Re: Fighter Factory 3 Beta (UPDATE 6 [full])
Post by: Odb718 on December 25, 2011, 08:52:08 am
I'm not sure if it was done on purpose or what's the problem, FFU 2.6 is totally unreadable now.
(http://i.imgur.com/4rlaz.png)
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: VirtuallTek on December 25, 2011, 06:32:00 pm
New update in the first post.


You can use enter to do the first search now. Any other search must be done with the Space key (Qt works this way).

If anyone wants to use "regular" templates on FF3 just take a look inside the folder scripts/project/Template. I added the Winane AI activation template. You can add new ones in the same way.

@Jesuszilla: Fixed. And, now you can edit the sprite's palette inside the image editor, commit the changes and use the function File -> Save in the current sprite.

I'm not sure if it was done on purpose or what's the problem, FFU 2.6 is totally unreadable now.
Are you serious?  :omg:
Reinstall FFU and make sure that you have MSVC++ 2005 redist installed.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Seravy on December 25, 2011, 07:58:57 pm
When characters share CNS or other files - in my case the CCS character pack shares the CMD file and about 7-9 ST files - between each other, and you change the file in one character's tab, it isn't updated on the other's tab, causing inconsistency between the two instances of the same file. Even if you save the changed file, it doesn't update the other open tabs that contain it. Multiple instances of the same file open should get updated immediately when you edit one of them, otherwise saving in the wrong order can result in the changes being lost.
Sharing files is pretty common when making full games, but it also happens often in character packs that share gameplay elements.

Plus a suggestion. The ability to define additional files that need to be opened with the project would be nice.
I mean something like this in the .def file :

;FFtxt1= readme.html
;FFtxt2= changelog.txt

This would eliminate the need to use notepad completely as currently we still need to use it for editing files like these, and they generally need to be updated at the same time the character is changed, so opening them together with the character files would be useful. They could be opened in the .Def section as additional tabs.

Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Jesuszilla on December 26, 2011, 02:01:32 am
I disagree, sometimes I had an older version open in case I wanted to re-port over some stuff from the old SFF (for instance, to re-import and adapt the image to a specified palette).
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: DNZRX768 on December 26, 2011, 02:24:37 am
Is the program still open to updates?

Because I found something:

In the CNS editors, even if you type in valid code (i.e. statedef or something), the program will not recognize it as such (i.e. update the States list, highlighting text with different colors, etc.). In order for the thing to recognize the code, you need to close the file and reload it again.

You may need to investigate this.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: _Josue_ on December 26, 2011, 02:48:41 am
Plus a suggestion. The ability to define additional files that need to be opened with the project would be nice.
I mean something like this in the .def file :

;FFtxt1= readme.html
;FFtxt2= changelog.txt

This would eliminate the need to use notepad completely as currently we still need to use it for editing files like these, and they generally need to be updated at the same time the character is changed, so opening them together with the character files would be useful. They could be opened in the .Def section as additional tabs.
Hi there man, how have you been? That suggestion sounds very interesting. +1!

When characters share CNS or other files - in my case the CCS character pack shares the CMD file and about 7-9 ST files - between each other, and you change the file in one character's tab, it isn't updated on the other's tab, causing inconsistency between the two instances of the same file. Even if you save the changed file, it doesn't update the other open tabs that contain it. Multiple instances of the same file open should get updated immediately when you edit one of them, otherwise saving in the wrong order can result in the changes being lost.
Sharing files is pretty common when making full games, but it also happens often in character packs that share gameplay elements.

I disagree, sometimes I had an older version open in case I wanted to re-port over some stuff from the old SFF (for instance, to re-import and adapt the image to a specified palette).

Well, I think those cases must be handled with care. Have you seen some programs like linux's text editor Gedit ask you if you want to update the file when a certain already open file has been edited by another program?  (sometimes another instance of Gedit itself, whatever) I think FF should do the same and ask if it should update the files or not (and have a don't ask anymore and do it or don't do it by default option)

EDIT

Oh... by the way, VirtuallTek, just used WinMerge to check what FF3 beta 6 had done to my char. (Winmerge is a program that compares two text files and marks the differences, I think it's opensource so you may add some of it's capabilities to FF3 to compare different versions of two files.) The good part is that it now recognizes the chars, but it still doesn't recognize the char+intro def as both. For the bad part: I'm not very happy with what it did to the AIR files. --;

FF3 removed the extra comments I had.
FF3 removed the separator lines I had.
it was like this:

Quote

; see docs/air.txt for more information ;<--- this line got removed, why!?

;---------------------------------------------------------------------------;<--- this line got removed why!?
; Super Beam Shot
[Begin Action 571]
550,0, 0,0, 1, H, A
550,1, 0,0, 1, H, A
;550,2, 0,0, 3, H, A;<--- this line got removed, I had commented it out to check it later! Again Why!?
550,3, 0,0, 2, H, A
550,4, 0,0, 2, H, A
LoopStart
550,5, 0,0, 2, H, A
550,6, 0,0, 2, H, A
550,7, 0,0, 2, H, A
550,8, 0,0, 2, H, A

heck! it seems it did whatever it wanted to my animation .air file!
And considering I had only changed a piece of CNS code... this is at least unexpected.  :S

Well, at least the rest of the CNS seems fine. CMD has not suffered any changes either, just as expected.
Yet SFF had those strange issues with MCM, but it worked fine on MUGEN 1.0

Just downloaded the latest update (FF3 beta 7) I'll check it out.

Well, that was just my two cents guys, merry Christmas and God bless you all!
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: VirtuallTek on December 26, 2011, 11:45:57 am
When characters share CNS or other files - in my case the CCS character pack shares the CMD file and about 7-9 ST files - between each other, and you change the file in one character's tab, it isn't updated on the other's tab, causing inconsistency between the two instances of the same file. Even if you save the changed file, it doesn't update the other open tabs that contain it. Multiple instances of the same file open should get updated immediately when you edit one of them, otherwise saving in the wrong order can result in the changes being lost.
Sharing files is pretty common when making full games, but it also happens often in character packs that share gameplay elements.

Plus a suggestion. The ability to define additional files that need to be opened with the project would be nice.
I mean something like this in the .def file :

;FFtxt1= readme.html
;FFtxt2= changelog.txt

This would eliminate the need to use notepad completely as currently we still need to use it for editing files like these, and they generally need to be updated at the same time the character is changed, so opening them together with the character files would be useful. They could be opened in the .Def section as additional tabs.
Interesting ideas.  :sugoi:

Is the program still open to updates?

Because I found something:

In the CNS editors, even if you type in valid code (i.e. statedef or something), the program will not recognize it as such (i.e. update the States list, highlighting text with different colors, etc.). In order for the thing to recognize the code, you need to close the file and reload it again.

You may need to investigate this.
Screenshot please. I need it before start the investigation.  :)

EDIT

Oh... by the way, VirtuallTek, just used WinMerge to check what FF3 beta 6 had done to my char. (Winmerge is a program that compares two text files and marks the differences, I think it's opensource so you may add some of it's capabilities to FF3 to compare different versions of two files.) The good part is that it now recognizes the chars, but it still doesn't recognize the char+intro def as both. For the bad part: I'm not very happy with what it did to the AIR files. --;

FF3 removed the extra comments I had.
FF3 removed the separator lines I had.
it was like this:

Quote

; see docs/air.txt for more information ;<--- this line got removed, why!?

;---------------------------------------------------------------------------;<--- this line got removed why!?
; Super Beam Shot
[Begin Action 571]
550,0, 0,0, 1, H, A
550,1, 0,0, 1, H, A
;550,2, 0,0, 3, H, A;<--- this line got removed, I had commented it out to check it later! Again Why!?
550,3, 0,0, 2, H, A
550,4, 0,0, 2, H, A
LoopStart
550,5, 0,0, 2, H, A
550,6, 0,0, 2, H, A
550,7, 0,0, 2, H, A
550,8, 0,0, 2, H, A

heck! it seems it did whatever it wanted to my animation .air file!
And considering I had only changed a piece of CNS code... this is at least unexpected.  :S

Well, at least the rest of the CNS seems fine. CMD has not suffered any changes either, just as expected.
Yet SFF had those strange issues with MCM, but it worked fine on MUGEN 1.0

Just downloaded the latest update (FF3 beta 7) I'll check it out.

Well, that was just my two cents guys, merry Christmas and God bless you all!
Did you read my reply on Yesterday?  --;
You used the File -> Save that means SAVE ALL FILES of the current project, overwriting the old ones. Then, the AIR will be saved too.
About the comments and formatting, any previous version does it and you only ask it now? When I finish the full text mode most of the formatting and comments will be kept, just wait.
And please, be less impulsive. If you aren't sure about something, send me a PM.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: parse on December 26, 2011, 08:52:33 pm
Nice! I'm still getting used of the palettes of sff2, like not displaying the default I chose.

Btw, I found a bug when creating a new clsn and then clicking the right button of the mouse instead of the left.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Rajaa Retired on December 26, 2011, 08:59:46 pm
Tell him what the blasted bug is.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: BC on December 26, 2011, 09:12:53 pm
Which reminds me, I posted about a sound issue?

forget my post, for some reason I was testing something out with my characters sound file and replaced it with a copy that had sounds missing from it... which caused them not to play :P

sorry about that.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: _Josue_ on December 26, 2011, 10:14:24 pm
Did you read my reply on Yesterday?  --;
Yes, I did, I'm sorry I think I was not very clear.

You used the File -> Save that means SAVE ALL FILES of the current project, overwriting the old ones. Then, the AIR will be saved too.
Yeah I got that, everything was saved, yet since I had only changed a line of CNS code that's the only change I expected in the files besides of their modified date. I got more changes than I expected. Some files had changed something else than what I did, so I was puzzled. Why would SFF change it's file size and have strange issues when opened by MCM? FF classic didn't leave strange palette issues in the SFF files, they could be opened with MCM and the "shared palette" would not have trouble.
Probably it's nothing to be worried since MUGEN 1.0 (and now that I test FF classic too) doesn't seem to have any kind of problem showing those sprites correctly.

About the comments and formatting, any previous version does it and you only ask it now?
Sorry, I thought that behavior would have changed.

When I finish the full text mode most of the formatting and comments will be kept, just wait.
Oh I see, thank you very much! So, that's not implemented yet and will come soon! 
That will be great. ;D

And please, be less impulsive. If you aren't sure about something, send me a PM.

Thanks!
Sorry again.

Well, now I'm testing FF3 beta 7, let's see...
I'm comparing the variable usage generator...
Hmm. it seems unlike the classic version  that generated a list for all the char, FF3 generates a list only for the variables in the current file. Some seem to be missing, but when I try the variable usage log in another file of my char, I get those missing variables...

I like the new options we get:  statedef number, name or both, and "one per line" all that sounds nice.

Actually I think we have suggested something about this. My idea was that FF3 would generate the variable list in the same way it does now, except that it would be for the whole char (like it did in FF Classic and not just for the current CNS file like it does now)
And (this is possibly just a pipe dream) it would split the list in two the 1st part of the list would be character variables, while the 2nd list would be helper variables. (this is varsets that are within statedefs which have a statenumber called by a "Helper" state controller.)
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Dust Storm on December 26, 2011, 10:45:46 pm
I gave it a test run, and I just love it! FF3 is my preferred editor now, even if it's a beta. I'll give feedback once I actually get a more through look at it.
I assume that we will be able to associate files in a future update?
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: VirtuallTek on December 27, 2011, 12:32:45 am
Nice! I'm still getting used of the palettes of sff2, like not displaying the default I chose.

Btw, I found a bug when creating a new clsn and then clicking the right button of the mouse instead of the left.
Zero-Sennin reported this but I can't reproduce. What do you do exactly? Steps to reproduce, probability of occurence....

Which reminds me, I posted about a sound issue?

forget my post, for some reason I was testing something out with my characters sound file and replaced it with a copy that had sounds missing from it... which caused them not to play :P

sorry about that.
No problem.  ;)

Yeah I got that, everything was saved, yet since I had only changed a line of CNS code that's the only change I expected in the files besides of their modified date. I got more changes than I expected. Some files had changed something else than what I did, so I was puzzled. Why would SFF change it's file size and have strange issues when opened by MCM? FF classic didn't leave strange palette issues in the SFF files, they could be opened with MCM and the "shared palette" would not have trouble.
Probably it's nothing to be worried since MUGEN 1.0 (and now that I test FF classic too) doesn't seem to have any kind of problem showing those sprites correctly.
OK. But if you modified only the CNS but used the "save all" function, you must expect any change in any file. Otherwise, use only the Editor's save function.
About the SFF, FF3 does some optimizations when saving the file, and the default format is SFF v2. To save as v1, FF3 need to do some conversions and automatic adjustments (FFC only works with SFF v1 and we don't need to adjust anything). Because of it, the file can change even if you didn't modified anything. You can't compare a SFF saved by a program that works with all formats and an outdated program like MCM. If Mugen displays it right, we have no problem here (or MCM have a problem, but it is out of this topic).

People must understand that FF3 is designed to unlock the full potentials of SFF v2, and that v2 is VERY different from v1. We don't need a shared option, we have 4 image formats available (v1 supports only one), 6 compression methods (v1 supports only one), no order dependency (v1 is strict), palettes are internal, isolated from sprites and less duplicate (v1 each sprite can have its own palette in the PCX, and depends from external palettes), ....

If you know a way to convert between both formats without changes and can be opened on the amazing MCM, let me know.  ;D

Well, now I'm testing FF3 beta 7, let's see...
I'm comparing the variable usage generator...
Hmm. it seems unlike the classic version  that generated a list for all the char, FF3 generates a list only for the variables in the current file. Some seem to be missing, but when I try the variable usage log in another file of my char, I get those missing variables...

I like the new options we get:  statedef number, name or both, and "one per line" all that sounds nice.

Actually I think we have suggested something about this. My idea was that FF3 would generate the variable list in the same way it does now, except that it would be for the whole char (like it did in FF Classic and not just for the current CNS file like it does now)
And (this is possibly just a pipe dream) it would split the list in two the 1st part of the list would be character variables, while the 2nd list would be helper variables. (this is varsets that are within statedefs which have a statenumber called by a "Helper" state controller.)
I just tested on Cyanide's Rikuo and seems that all vars are listed from all opened files. Send me the char and describe what is missing.

I gave it a test run, and I just love it! FF3 is my preferred editor now, even if it's a beta. I'll give feedback once I actually get a more through look at it.
I assume that we will be able to associate files in a future update?
Probably.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: _Josue_ on December 27, 2011, 05:37:26 am
If you know a way to convert between both formats without changes and can be opened on the amazing MCM, let me know.  ;D
Sorry I dont. The fact is that I was using MCM to test any SFF file I modify, since, well, I was probably doing something wrong with the way I inserted sprites in the old FF Classic, using Adobe photoshop or other image editor to create the PCX file. Right now all I can remember is that in FF classic the sprites would be shown correctly but when I checked in MCM it would show them correctly too if there was no problem. Yet sometimes FF classic would show the color I defined as "transparent" for that particular sprite using photoshop as transparent (as if everything were OK), yet both MUGEN and MCM would not!

I gave it a test run, and I just love it! FF3 is my preferred editor now, even if it's a beta. I'll give feedback once I actually get a more through look at it.
I assume that we will be able to associate files in a future update?
Probably.

Thanks!
that sounds good. which reminds me, in FF classic the CNS tab names would be the complete file name (extension included) yet now it's just the file name (for example in FF classic the CNS section tabs would show "states.cns" and in FF3 it only shows "states". Since I'm using the "classic" interface preset, I would like that little detail back if it's not asking too much.

I just tested on Cyanide's Rikuo and seems that all vars are listed from all opened files. Send me the char and describe what is missing.

Oh, it's one of the chars at my site. (I have made some modifications but I don't think it should represent much of a difference.)

Aile and Vent.
in FF Classic this is their variable list when I open states.cns and click the variable log generator

Spoiler, click to toggle visibilty

Now this is the variable list FF3 generates.
To generate it in FF3 I went to the states tab (same as in FF Classic)
and just left the default options ("Statedef Number", "Float", "Integer" and "Only used variables")


Spoiler, click to toggle visibilty

As you can clearly notice, it's a shorter list and just to mention a few missing variables.
Var(2) and Var(3), fVar(24), etc. are not there.

if I uncheck the "Only used variables" option

I get the missing variables looking like this:
Quote
; var(2):=
; var(3):=

Quote
;fvar(24):=
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: xiondash on December 27, 2011, 06:08:24 am
hi virtualtek
I found some missing options maybe o_O

In the animation menu section the clns editor have 2 missing options =  resize icon and moving with the clns arrows;  freely using the mouse cursor that sometimes work the rezize or moving if selecting the clsnbox with the right mouse button and enable the left button or clicking the clns icon for deactive but sometimes don't work  this problem happen when adding new clsn boxes, i think this will be more intuitive as we used in the FF ultimate 2.6


FF 3  :S
(http://i.imgur.com/D5jdZ.png)
In classic and clean interface can't delete clns becouse this options are missing in the left column animation menu, only appear the options in the main menu in the top.

And a not very important suggestion adding the sub name for the clsn 1 (attack) clsn 2 (collison) that forget in this new version  ::)


FF ultimate 2.6  :sugoi:
(http://i.imgur.com/5untc.png)

Another thing in the sprite moving options in the interface themes:
classic have missing the moving arrow
clean  the sprite editor have missing moving arrow and align
neo only appear the moving arrow
ultimate show the 2 options

FF 3 ultimate interface
(http://i.imgur.com/tDFpZ.png)

Regards  ;)
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Zzyzzyxx on December 27, 2011, 04:40:25 pm
Isn't there an option for finding quickly sintax errors? Something like telling the lines in which they occur?

Also, the program says that HitVelSet is an obsolete sctrl in Mugen 1.0 . But these codes can't be removed, otherwise the char doesn't behave correctly when getting hit by the opponent.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: DNZRX768 on December 27, 2011, 05:35:09 pm


Is the program still open to updates?

Because I found something:

In the CNS editors, even if you type in valid code (i.e. statedef or something), the program will not recognize it as such (i.e. update the States list, highlighting text with different colors, etc.). In order for the thing to recognize the code, you need to close the file and reload it again.

You may need to investigate this.
Screenshot please. I need it before start the investigation.  :)

Apparantly, my problem fixed itself.

But I have a question: does FF3 have a sprite/animation reorganizer? Because there are sprites that are out of order in my characters but I can't find the right tools for the job.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: _Josue_ on December 27, 2011, 05:57:13 pm
Isn't there an option for finding quickly sintax errors? Something like telling the lines in which they occur?

Actually I've found it in FF3, right click, go to "code" and there you'll find "Previous syntax error" and "Next Syntax error"

Also, the program says that HitVelSet is an obsolete sctrl in Mugen 1.0 . But these codes can't be removed, otherwise the char doesn't behave correctly when getting hit by the opponent.
Yeah, that's strange, Elecbyte said HitVelSet was going to be deprecated, yet if you check MUGEN 1.0's common1.cns in the data folder you'll see it still uses HitVelSet.

But I have a question: does FF3 have a sprite/animation reorganizer? Because there are sprites that are out of order in my characters but I can't find the right tools for the job.

I don't know which interface preset you're using, I'm using the classic interface (so comparing FF3 and FF Classic is easier for me)
and the Organizer icon (two blue arrows pointing up and down) is still there. so, if you click it when you're in the sprites section you can organize sprites, if you do it when you're in the animations section you organize animations. It's quite a nice tool.

EDIT

@VirtuallTek
about the variable generator issue...  I only get that list, no matter which CNS file I choose to generate the variables, and when compared to the list FF Classic generates I always see some variables are missing.

EDIT 2

OK, now I have a crash If I enable / disable OpenGL Hardware Acceleration at the options menu and then close FF.
this is the error message I get when OpenGL option is changed and FF3 is closed:

(https://lh5.googleusercontent.com/-AFqNNg5C6HM/TvoTpaZdfxI/AAAAAAAAAMM/vjcdzQxjUlg/s1300/FF3%252520Crash%252520OpenGL.PNG)

it's the "the instruction at X references the memory at Y, memory can't be 'read', click OK to finish this program" kind of error.

I'm using Windows XP SP3 (Direct x 9.0c) and I have a Nvidia GeForce 9500GT graphics card.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: O Ilusionista on December 27, 2011, 06:32:58 pm
Nice! I'm still getting used of the palettes of sff2, like not displaying the default I chose.



this happend to me while I was testing it months ago. I saved in sffv2 format, closed the char and opened again and everything was fine
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: VirtuallTek on December 28, 2011, 12:00:28 am
Josue answered most questions.  :)

@xiondash: Yes, some buttons are missing. The objective of the Classic and Ultimate presets are to reproduce the previous versions. I don't will add an option that isn't present in that versions.
About clsns, it's simple: click and move. And I presume that your keyboard have the Delete and arrow keys  ;D

@Josue: OK, i will check these issues.  ;)

I have a problem in my right arm  :-\. As soon as possible I will fix the bugs reported when I fix my problem first  :P.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: xiondash on December 28, 2011, 02:59:41 am

@xiondash: Yes, some buttons are missing. The objective of the Classic and Ultimate presets are to reproduce the previous versions. I don't will add an option that isn't present in that versions. ok  I understand your point ;P

About clsns, it's simple: click and move. And I presume that your keyboard have the Delete and arrow keys  ;D

LOL , i didn't  notice that using the keyboard arrows and delete button in the FF3 this is new  ;D because in the old version didn't have this keyborad support in the clns ;P

sorry for my stupid doubts XD
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: abls1 on December 28, 2011, 09:47:18 pm
I cannot use this software!  i can get in it but the icons and everything else do not fuction I'm really looking forward to test especially the new font creation option, Please help

Thanks
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Odb718 on December 29, 2011, 07:08:24 am
This isnt a bug, more of a request. I still edit for winmugen. I'm switching my chars to 1.0, so I'd like to be able to launch my char in either. I'd like to see the 2nd mugen launch button come back. Have one launch say 1.X and one with a Windows icon or something like that. This way I can text in both easy.

----
While I'm thinking about it. I'd like an option to have the Find bar always up at the bottom of the screen. I'd like it to start up and have Circular search option clicked.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: _Josue_ on December 29, 2011, 11:58:16 pm
I cannot use this software!  i can get in it but the icons and everything else do not fuction I'm really looking forward to test especially the new font creation option, Please help

Thanks
Now that's quite strange... so when you start FF3 it does load, yet once loaded the interface and everything else don't work at all isn't it?
Very rare. Being such a strange thing to report, you should give as many details as possible. I think you must post which version you're using (FF for Windows or Linux) and probably the Operating system version
(whether you're using Windows XP, vista 7, or GNU/Linux being it Ubuntu, Debian, etc. Also if it's 32 bit or 64 bit architecture.)
What hardware you have (processor, graphics card, etc.) also screen shots showing the problems.
Otherwise it would be impossible to know what could be wrong with your case.

This isnt a bug, more of a request. I still edit for winmugen. I'm switching my chars to 1.0, so I'd like to be able to launch my char in either. I'd like to see the 2nd mugen launch button come back. Have one launch say 1.X and one with a Windows icon or something like that. This way I can text in both easy.

FF3 does work for WinMugen. you just go to tools -> options and add it. so if you have added MUGEN 1.0 and WinMugen, the next time you press that test button FF3 will ask which MUGEN you want to use to test.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: parse on December 30, 2011, 02:03:32 pm
Nice! I'm still getting used of the palettes of sff2, like not displaying the default I chose.

Btw, I found a bug when creating a new clsn and then clicking the right button of the mouse instead of the left.
Zero-Sennin reported this but I can't reproduce. What do you do exactly? Steps to reproduce, probability of occurence....

. Open a new project, click animations, click on the +clsn (red or blue), left click for the first point, keep holding the left button, drag, and then right click for the second point of the clsn.

Error:
Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: _Josue_ on December 30, 2011, 03:45:04 pm
Well, checking the stuff I had posted in the FF3 Development Thread, I remembered some stuff:

- Mad girlfriend bug: a bug whose immediate effect remains hidden - the app outwardly seems to function normally and tells you that everything is fine. by [jeduan-cornejo]

FFClassic seems to suffer the Mad girlfriend bug , ;) which I reported:

Spoiler, click to toggle visibilty

Everything seemed correct with the SFF, Yet, MCM would show the problem and  that's the very reason I needed MCM to test SFF files, and find some surprising issues. In my hunt for bugs, I was a little... unconfident since FF3 is still beta software (you know, we may make mistakes... thus programs may be buggy or do undesirable stuff.)
Yet all this has given me an idea! Turns out I had an extra backup for the SFF file, but I can't seem to find any difference, both have 904 sprites but one weighs 1275KB and the other one is 1274KB. I'm just leaving the one with the latest modify date, but I really don't know what the difference is. Did I change a sprite's axis or something?
Now since FF3 allows backups, what if it allowed us to compare two char's files? (not just text files like WinMerge, but also SFF and SND files) It would be useful to know what changes make the difference between two versions of two chars! (since WinMerge is Open Source, I think this would be relatively easy)

Now about the variables. It seems both FF3 and FF Classic have a variation of the mad girlfriend bug.
When you click the "Var Log" button in both FF3 and FF Classic, it works, everything seems fine, yet I found that FF Classic skips cmd varsets, which I reported here: http://mugenguild.com/forumx/index.php?topic=120142.msg1320789#msg1320789
To find that out I had my manually made documentation log for the variables. Yet for FF3, even though the tool had been improved and had more nice options; more stuff was missing, and it was easily noticeable with a quick comparison between what FF Classic generated and what FF3 generated. I had thought of a suggestion to improve that button:
1: make it also generate a 2nd list that will consider only helper variables (both float and integer) (varsets within states that are called by the helper state controller)
2: make it also generate a 3rd list, yet not of variables, but of states that are to be considered helpers (states that are called by the helper state controller)
3: make it also generate a 4th list, of Helper ID numbers being used.
4: make it also generate a 5th list, of HitDef ID numbers being used.

basically an automated char document metadata generator.

And, well, in the bunch of suggestions I made I also thought of this:
All this reminded me...
http://mugenguild.com/forumx/index.php?topic=103022.0
I don't know how this works for SFFv2 but...
How about improving Fighter Factory's capabilities so we don't need other programs to do things like that?


As an anecdote I don't know what I did exactly, but I remember my whole SFF changed the base palette. I was using FF Classic (before the commemorative edition was released) and I was editing some sprites, changing some pixels colors with the built in editor, and when I tried the char it was blue (2nd palette) instead of red (main palette, sprites palette), it was blue even when I opened with MCM, I was so puzzled!  :S lol...  ;D

I noticed the following in the image editor.
It would be nice if the color picker also marked the color in the palette at the right.  I used that in FF Classic since you didn't have a separate window to edit the sprite, now I cant! I know the "pick color from the image to find it on the palette" is still there, but now it's impossible to click it with the image editor open. If the image editor's "color picker" also did that it would be awesome!

I hope this is not too much to ask. I'd like to say that's just my two cents... but I think I'll keep testing and I may add something.

EDIT
found a little issue with the interface that allows you to import sprites from one char to another.
When you change the numbers in the group (# to #) the radio button doesn't automatically move from the "All" section to the "Group" one, so you will still import all sprites if you don't notice the radio button hasn't automatically changed.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Seravy on December 30, 2011, 05:22:31 pm
I've ran into new problems.

1. Import from another project for animations crashes and doesn't work. (I'm trying to import from Flandre Scarlet (has SFFv2) into another character with SFFv2). Importing sprites works but animations crashes.
2. The define new colors from file to palette function doesn't work with .png or any image files which SFFv2 otherwise natively supports. Also It couldn't load the .pal file I saved with painsthop pro. So basically, I'm unable to load palettes from images I make at all that way. What I laod the advanced palette editor, I can open the image, transfer the colors, but can't put it into the character, I have to save it as an external act file first then load it with that function instead. also annoying. The advanced palette editor should allow saving your palette directly into the project.
3. Whenever I try to open or add any file while editing a character, it starts in FF3's folder instead of the current character's folder which is very annoying as I have to navigate back...same goes for saving.

Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: VirtuallTek on December 30, 2011, 09:01:28 pm
. Open a new project, click animations, click on the +clsn (red or blue), left click for the first point, keep holding the left button, drag, and then right click for the second point of the clsn.
Fixed. But you don't need to right-click for the second point, just release the left button. The right click is to exit the CLSN mode.

Yet all this has given me an idea! Turns out I had an extra backup for the SFF file, but I can't seem to find any difference, both have 904 sprites but one weighs 1275KB and the other one is 1274KB. I'm just leaving the one with the latest modify date, but I really don't know what the difference is. Did I change a sprite's axis or something?
Now since FF3 allows backups, what if it allowed us to compare two char's files? (not just text files like WinMerge, but also SFF and SND files) It would be useful to know what changes make the difference between two versions of two chars! (since WinMerge is Open Source, I think this would be relatively easy)
I don't copy source code, and WinMerge works with text files, is very different to binary files.
To check if everything is OK, test in Mugen, not MCM. MCM isn't perfect.

Now about the variables. It seems both FF3 and FF Classic have a variation of the mad girlfriend bug.
When you click the "Var Log" button in both FF3 and FF Classic, it works, everything seems fine, yet I found that FF Classic skips cmd varsets, which I reported here: http://mugenguild.com/forumx/index.php?topic=120142.msg1320789#msg1320789
To find that out I had my manually made documentation log for the variables. Yet for FF3, even though the tool had been improved and had more nice options; more stuff was missing, and it was easily noticeable with a quick comparison between what FF Classic generated and what FF3 generated. I had thought of a suggestion to improve that button:
1: make it also generate a 2nd list that will consider only helper variables (both float and integer) (varsets within states that are called by the helper state controller)
2: make it also generate a 3rd list, yet not of variables, but of states that are to be considered helpers (states that are called by the helper state controller)
3: make it also generate a 4th list, of Helper ID numbers being used.
4: make it also generate a 5th list, of HitDef ID numbers being used.

basically an automated char document metadata generator.
:o a bunch of lists. If i'm not wrong (I don't code Mugen stuff  :) ), but if the helper uses ChangeState, I'll need to track any changestates starting from the helper stateno, that's a bit complex.

I noticed the following in the image editor.
It would be nice if the color picker also marked the color in the palette at the right.  I used that in FF Classic since you didn't have a separate window to edit the sprite, now I cant! I know the "pick color from the image to find it on the palette" is still there, but now it's impossible to click it with the image editor open. If the image editor's "color picker" also did that it would be awesome!
If you are in the image editor, use the image editor color picker, otherwise use the palette editor one, simple, no?

found a little issue with the interface that allows you to import sprites from one char to another.
When you change the numbers in the group (# to #) the radio button doesn't automatically move from the "All" section to the "Group" one, so you will still import all sprites if you don't notice the radio button hasn't automatically changed.
Fixed.

Quote
1. Import from another project for animations crashes and doesn't work. (I'm trying to import from Flandre Scarlet (has SFFv2) into another character with SFFv2). Importing sprites works but animations crashes.
Fixed.

Quote
2. The define new colors from file to palette function doesn't work with .png or any image files which SFFv2 otherwise natively supports. Also It couldn't load the .pal file I saved with painsthop pro. So basically, I'm unable to load palettes from images I make at all that way. What I laod the advanced palette editor, I can open the image, transfer the colors, but can't put it into the character, I have to save it as an external act file first then load it with that function instead. also annoying. The advanced palette editor should allow saving your palette directly into the project.
Add a new empty palette in the SFF, then open the Advanced Palette Editor. Create your new palette and hit "Commit changes". The solution is here, you just don't looked to it. :D
About PNG, use the Open image function, FF3 will ask if you want to open the palette.
About the .pal file, send it to me. I had no issues with this format.

Quote
3. Whenever I try to open or add any file while editing a character, it starts in FF3's folder instead of the current character's folder which is very annoying as I have to navigate back...same goes for saving.
FF3 starts in the last used directory. If you open a char, hit 'Save as' and the starting directory isn't the char path, send me screenshots, system information and anything useful.

I'm working on some things now. I will release a new update later.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: _Josue_ on December 30, 2011, 11:32:46 pm
I have a problem in my right arm  :-\. As soon as possible I will fix the bugs reported when I fix my problem first  :P.
Hi there... so, you feeling better?

Noticed two little details
1.- when changing project tabs from char to char: I leave a char at a certain part of the sff (with a certain sprite on screen), and when I come back it's at sprite 0,0 instead! I don't remember well, I think you said there was a way to override this behavior?

2.- Now sometimes when pressing the save sprites button (the one that saves your work at the SFF file) it will just save, but other times it will ask for which version you want to save as if you had clicked "save as" and not just "save".

3.- Also the "Save as" dialogue isn't very clear. I was in doubt about what I should choose. It says
Quote
MUGEN beta
MUGEN 1.0
MUGEN 1.1

now I guess it should look somewhat like this:

Quote
MUGEN beta (SFFv1.1) (CURRENT)
MUGEN 1.0  (SFFv2.0)
MUGEN 1.1  (SFFv2.1)

but the important part is that it should tell you what format this SFF is currently in!
it should make you notice that the one it shows selected is the actual format!

I don't copy source code, and WinMerge works with text files, is very different to binary files.
To check if everything is OK, test in Mugen, not MCM. MCM isn't perfect.
uhmm, well right. WinMerge's capabilities are good for text files, (and most MUGEN files are just text), I don't know if comparing the other files would be possible.
I was using MCM as a shortcut since it was a pain to load MUGEN and get into the desired state and then see if the sprite (which just flashes for a split second) looked correctly or not. Or  change a whole bunch of code, animations, commands etc. to test it.
With MCM it was just open SFF and see sprite. Yet, now since FF3 SFF creation / edition seems to be bug free, that's not a problem anymore.

:o a bunch of lists. If i'm not wrong (I don't code Mugen stuff  :) ), but if the helper uses ChangeState, I'll need to track any changestates starting from the helper stateno, that's a bit complex.
Well, yeah, a bit too complex now that you mention it. Yet, if people here think it's worth the effort, would you do it please?

I noticed the following in the image editor.
It would be nice if the color picker also marked the color in the palette at the right.  I used that in FF Classic since you didn't have a separate window to edit the sprite, now I cant! I know the "pick color from the image to find it on the palette" is still there, but now it's impossible to click it with the image editor open. If the image editor's "color picker" also did that it would be awesome!
If you are in the image editor, use the image editor color picker, otherwise use the palette editor one, simple, no?

hmm... yeah, but when using the image editor I don't know which color from the palette I'm using, and that was my advantage in FF Classic. it's just a single simple change, adding one of the capabilities of the palette editor to the image editor. I have added a very similar color to the palette, it's so similar the difference is from RGB 147,255,123 to RGB 148,255,123 (I added the later to the palette for color separation purposes) So, if I want to manually edit details in the image editor I would like to know which "Green" I'm using, and that can't be known by simply seeing the colors (because in other palettes it drastically changes, but in the original one it's quite similar, so when I remap pal in MUGEN I get the changing weapon Megaman effect).

... Oh well, let's see, I think this screen shot explains it better.

(https://lh5.googleusercontent.com/-KKnFr9NOiKk/Tv46kngY0iI/AAAAAAAAAMw/wk2r7HfeAps/s1300/FF3%252520feature%252520request.PNG)



Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Seravy on December 30, 2011, 11:53:25 pm
Quote
Create your new palette and hit "Commit changes". The solution is here, you just don't look to it.
Sorry, I didn't notice that. I was expecting it to be called something like "save palette into sff". Also I think it would be a better idea if you could specify the palette number you want to save as after you edited the palette instead of being forced to saving it to whichever palette you had selected when starting the advanced editor.
Quote
About PNG, use the Open image function, FF3 will ask if you want to open the palette.
I don't see any option like that in the palettes menu, nor in the palette sidebar. I have to start the advanced palette editor to be able to do that, or am I missing something?
I think that "Define new colors to the palette from the file" and "add new palette" then choosing from files should be able to open images and load palettes from them, as those same images can also be added by sprmake2 directly without any additional steps as palettes. PCX and PNG are recognized as palettes by the official tool (sprmake2), so yours should also recognize them as such.
Quote
About the .pal file, send it to me. I don't have issues with this format.
here : http://www.mediafire.com/?4i3zba2jynj02ei (http://www.mediafire.com/?4i3zba2jynj02ei)
It might be a different format that uses the same extension. Unfortunately, PSP can only save palettes in this, and their own format (.psppalette). What's even more annoying is that it doesn't allow to save palettes to where I specify, it can only save it into the preconfigured palette folder (which I can change, but as you can see I'm annoyed when I can't save to the current folder...wastes a lot of time if you make a lot of stuff.)
This is why I prefer to use .PNG or .PCX for palettes...and because I can actually see how it'll look like in the game without having to load it into an image first...it already contains the image :)
Quote
FF3 starts in the last used directory. If you open a char, hit 'Save as' and the starting directory isn't the char path, send me screenshots, system information and anything useful.
When I open a character, and try to save with "save project", it does remember the folder. Open sff, open air also remember it. But "load a new image", "save one or more files" go to the sff subfolder of the previous character I worked on (which I never opened since I restarted FF3) instead of the current one's main folder. If I activate Advanced Palette Editor, and choose open there, it goes to the FF3 folder instead, same for save palette. But when clicking "Load current image" it goes back to the old character's sff subfolder.
So yeah, it does save the path; problem is, it saves too many of them and in a different way.
-.def, .sff, .air, .snd, .cmd, .cns open/save to the same folder, and this folder is separate fro each character. If I have 3 characters open, whichever I'm currently editing is the folder it will use. This is working the way it should.
-.png/pcx remember another folder, and this folder doesn't work like above. This remembers the previous character I edited even if I already closed it, so if I start FF3 and open a character, opening/saving images doesn't default to the character's folder. Additionally If I have 2 characters open, saving one png from character 1 into character 1's folder will make character 2's open/save of images default to character 1's folder. Meaning if I work on 2 or more, I have to move folders every time I do something. This is not working the way it should, as it shouldn't affect another character's default and also should default to the character's folder when opening a character.  It's ok to default to another folder AFTER I open/save an image from somewhere else (generally this will be a subfolder of the character folder), but opening a project should (while in that project's tab) default to that project's main folder unless I do open from elsewhere.
It shouldn't default to an already closed character's image folder.
-palette files are the same as images, but they also have their own folder different from the above. So to add new images, and then add a palette, I have to navigate to the character's folder 3 times.
-wav files are the same as above, and are the 4th time I have to navigate into my character's folder for, as generally when I add new moves, they also need sound effects.
So you have to navigate to the proper folder at least 4 times when working on a character, and if you work on two at the same time, you have to do it a lot lot more.

Oh, and another thing.
When using search, if the slider is post the sprite/animation/sound I'm searching for, it returns "not found", instead of searching through the whole file and finding it.
Is that intentional? I think it would be better to find it regardless of the slider position.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: VirtuallTek on December 31, 2011, 01:09:53 am
@_Josue_:
1) Disable - Sprites menu -> Switch to the frame's sprite
2) Save = current format (most frequently used, no need to ask the format), Save as = Current or other format (gives a chance of choosing the format).
3) To me is very clear. Most users don't need to know about versions, and it will overcomplicate things. FF3 just uses the most appropriate format for each supported Mugen version. You can see the current format in the statusbar (SFF editor), that is the same set by FF3 at startup in the 'Format' window.
4) Hum... I will add the selection mark for the foreground color then.

@Seravy:
1) OK, I will add a function so save in a specific group/index.
2) OK.
3) I will check this format.
4) Good arguments. I will improve the folder handling.
5) Enable the circular search.

Thanks!
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Cyanide on December 31, 2011, 04:40:52 am
This really makes sffv2 transparent. It's hard to tell what you're working with. I've found 2 things that irk me.

One, using Ultimate and Light as the style sheets. The "Save All" button appears to be save as, although you may have fixed that.
Edit: No, this is in update 7 using the Neo pack as well. If i change the sff round to any great extent (includes add/remove palette seems to be important) then hit "save all" i am asked whether i want to save my sff file and as what, should it not simply save it?

The other is, i have ;sound in my def file. FF3 is very nicely not removing that for a blank filename like it used to do, however it is prompting that it can't save a blank file each time i hit save all, it shouldn't be looking at a file, even a blank one.

Currently i am hacking the interface around so it suits me. The classic one is missing too many options so i'm making the Neo interface a bit more classic in layout. Much fun.

Also, what does the "ignore" button do when adding sprites? I see no difference between it and OK.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Sony Blaze on December 31, 2011, 11:48:57 am
i havent been on for awhile but it look like i came back on time.
Title: Re: Fighter Factory 3 Beta (UPDATE 7 [full])
Post by: Negative Edge on December 31, 2011, 03:03:43 pm
Just wanted to say thanks for this and happy new years to all.
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: VirtuallTek on December 31, 2011, 11:05:44 pm
Last version of the year in the first post \o/

Changes


Currently i am hacking the interface around so it suits me. The classic one is missing too many options so i'm making the Neo interface a bit more classic in layout. Much fun.
:sugoi:

Also, what does the "ignore" button do when adding sprites? I see no difference between it and OK.
Ignore any value in the window and use the default ones (fill with zeros).

Happy new years!
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: Cyanide on December 31, 2011, 11:11:47 pm
I filled the fields out, then hit ignore and it entered everything i had anyway.

This isn't really a problem you should be committed by that point anyway.
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: VirtuallTek on December 31, 2011, 11:18:04 pm
The problem is that I can change it only in the next year  :P

Thanks!
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: Jesuszilla on January 01, 2012, 10:20:06 am
When I save sounds, it says "Saving Sprites."
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: oichidan on January 01, 2012, 03:07:23 pm
When I save sounds, it says "Saving Sprites."

Yeah, me too.
Oh, yeah, why does the command editor doesn't use the syntax coloring scheme? Everything is gray here and there.
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: VirtuallTek on January 01, 2012, 06:01:50 pm
When I save sounds, it says "Saving Sprites."
Fixed.

Oh, yeah, why does the command editor doesn't use the syntax coloring scheme? Everything is gray here and there.
Because your file have invalid characters in the beginning of the file. Send me the file or the first lines.
FF3 works with multiple languages, then the detection can fail in this case.

Thanks!
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: Noctis on January 01, 2012, 06:26:42 pm
Okay, I've got two crashes. One that you're probably already aware of and another that I don't understand.
First, when I'm adding a blue clsn box and right click while I'm enlarging the clsn, I crash.
Second, when I was adding Leona's HD sprites (they weren't cropped) from KoF XIII and trying to sort out her sprites that are majorly misplaced (which I nearly managed to sort), I clicked save all and crashed before it could save. T_T
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: xiondash on January 01, 2012, 07:07:48 pm
hi virtual do you think adding the expressions editor when clicking  the triggers in future updates??

old
(http://i.imgur.com/0cTX3.png)


new ff3
(http://i.imgur.com/E0xvS.png)

regards and happy new year  :sugoi:
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: VirtuallTek on January 02, 2012, 12:17:55 am
Okay, I've got two crashes. One that you're probably already aware of and another that I don't understand.
First, when I'm adding a blue clsn box and right click while I'm enlarging the clsn, I crash.
Second, when I was adding Leona's HD sprites (they weren't cropped) from KoF XIII and trying to sort out her sprites that are majorly misplaced (which I nearly managed to sort), I clicked save all and crashed before it could save. T_T
1) Do you have the Beta 8?
2) More info please. SFF version, new empty file or existing one, save all or SFF save only, occurs only after reordering....

hi virtual do you think adding the expressions editor when clicking  the triggers in future updates??

regards and happy new year  :sugoi:
No. I think about to expand the auto-completion to triggers, but FF3 already have parenthesis matching, syntax checking, among other features that surpasses this editor.

And, Happy new year too!  :sugoi:

Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: Bane84 on January 02, 2012, 12:19:58 am
I've been waiting all year for this.  Now that it's finally public beta, I'm ready to jump back into Mugen (probably still no public releases for a while, though).

Much appreciated!  :)
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: Cyanide on January 02, 2012, 03:04:23 am
Pressed duplicate sprite. Told it to copy rather than link, program crashed.

(http://i.imgur.com/arH7P.png)
Then get that. Repeated it a couple of times. Currently the sff is tiny, less than 100 sprites and there is only one palette.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12)
Post by: VirtuallTek on January 02, 2012, 03:23:46 am
Fixed, first post updated with a patch that fixes all confirmed bugs reported until now.

Thanks!
Title: Re: Fighter Factory 3 Beta 8 (updated 12/31/11)
Post by: Noctis on January 02, 2012, 03:46:54 am
Okay, I've got two crashes. One that you're probably already aware of and another that I don't understand.
First, when I'm adding a blue clsn box and right click while I'm enlarging the clsn, I crash.
Second, when I was adding Leona's HD sprites (they weren't cropped) from KoF XIII and trying to sort out her sprites that are majorly misplaced (which I nearly managed to sort), I clicked save all and crashed before it could save. T_T
1) Do you have the Beta 8?
2) More info please. SFF version, new empty file or existing one, save all or SFF save only, occurs only after reordering....

hi virtual do you think adding the expressions editor when clicking  the triggers in future updates??

regards and happy new year  :sugoi:
No. I think about to expand the auto-completion to triggers, but FF3 already have parenthesis matching, syntax checking, among other features that surpasses this editor.

And, Happy new year too!  :sugoi:

I believe I did the right click, crashed, and then downloaded the New Years update. I just tried it again, but it took a couple tries this time. I made a box, right clicked, then clicked outside of the box, it disappeared and I tried again. This time I clicked inside of the box and it crashed....It might just be me doing something wrong.
Oh........might it be because I had the old FF's green clsn box in the anim?
Probably SFFv1, it was an existing sff, clicked save all, I didn't reorder, I added the sprites as they were. Completely out of order. What I mean is the anims sprites were like 1 3 4 16 5 8 9. I didn't rename or reorder them using FF.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12)
Post by: Cyanide on January 02, 2012, 05:33:13 am
Duplication is still there. Not as fast though. Duplicate then save.
Make a change, save. Save is maintained, program does generic windows crash.

Err, found another one, image editor, attempt to use BG colour as primary colour = crash.

No error this time, just FF has encountered a problem and needs to close.

Going to work around it for now.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12)
Post by: Shadow0X3 on January 02, 2012, 06:23:47 am
Holy crap I'm late. Y I never notice good things update? Well, looking forward to testing this out, just hoping that I don't get all the errors I see here :/
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12)
Post by: VirtuallTek on January 02, 2012, 12:07:34 pm
Confirmed bugs:
- Crash with save all
- Crash when selecting a CLSN (random)
- Crash when attempt to use the BG colour as primary colour

Will be fixed when I get to home  ;D

Thanks!
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12)
Post by: O Ilusionista on January 02, 2012, 02:06:03 pm
something I noticed: when I open a screenpack .def (the system.def):

- it doesn't have all the color synthax
- ti doens't open the sff.

Was this changed? Because I had used the beta to make SP and everything worked fine.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12)
Post by: xcheatdeath on January 02, 2012, 04:41:03 pm
It crashes every time i try to save an edit to a characters .sff  It saves but it closes and this pops up

(http://i.imgur.com/CWvJS.png)
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12)
Post by: _Josue_ on January 02, 2012, 05:51:13 pm
- Crash with save all
- Crash when selecting a CLSN (random)
- Crash when attempt to use the BG colour as primary colour
Hmm... this version seems to be full of crashes... maybe we all feel like crashing FF3 today?  :D
here's another one:
I took a random piece of animation (.air) code like this

Quote
[Begin Action 0]
Clsn2Default:1
  Clsn2[0] = -10, -30, 10, 0
0,0, 0,0, 6
0,1, 0,0, 6
0,2, 0,0, 6
0,3, 0,0, 80
0,4, 0,0, 4
0,5, 0,0, 4
0,6, 0,0, 4
0,7, 0,0, 26
0,8, 0,0, 4
and pasted it in a CNS file, then with all of it selected I right clicked and chose "comment/uncomment code"

FF3 would go "unresponsive" (not responding) forever. that sounds like an infinite loop.
Then you have no other option than finish the program, with a message similar to the one posted above.

I guess once text edition for .air files is provided, this would go away.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12)
Post by: Jesuszilla on January 02, 2012, 09:57:51 pm
I think it'd be nice in the offset viewer if we could specify the priority of the two sprites.


Speaking of which, I'm seeing some misalignment in the offset viewer... Felicia moves up 1 from her axis in some frames of the stance in the offset viewer in Animation 2.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 02, 2012, 11:59:21 pm
New patch on the first post. Fixed all crash issues.  ;)

something I noticed: when I open a screenpack .def (the system.def):

- it doesn't have all the color synthax
- ti doens't open the sff.

Was this changed? Because I had used the beta to make SP and everything worked fine.
No, FF3 has no support for screenpacks for now.

I think it'd be nice in the offset viewer if we could specify the priority of the two sprites.

Speaking of which, I'm seeing some misalignment in the offset viewer... Felicia moves up 1 from her axis in some frames of the stance in the offset viewer in Animation 2.
Only in the animation 2?
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Jesuszilla on January 03, 2012, 12:05:11 am
Appears to move up in animation 1 as well.

Also continuing on what was asked pages back:
What exactly do you want to change? Only a small set of text editing functions are available to Lua now. If you give me more details I can expand it now. I will make the documentation of all FF functions available under Lua later.
If the changes are small and very predictable, you can use the "normal" replace with regular expressions.
I have several damages with unknown values. Say now I want to add a dampener. I want to be able to place that dampener around all damage values, no matter what they are.

Say I have damage = 14,0, or even damage = floor(14*fvar(1)),0

I want to replace with

damage = floor(ifElse(((14-var(32))*fvar(1))<7, 7, ((14-var(32))*fvar(1)))),0
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 03, 2012, 12:19:05 am
Enable regular expressions and type this:

Find: damage\s?=\s?(?:floor\()?14(?:\*fvar\(1\)\))?,0
Replace: damage = floor(ifElse(((14-var(32))*fvar(1))<7, 7, ((14-var(32))*fvar(1)))),0

Hit replace all and Done  ;)
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: O Ilusionista on January 03, 2012, 05:47:43 am
Quote
Speaking of which, I'm seeing some misalignment in the offset viewer... Felicia moves up 1 from her axis in some frames of the stance in the offset viewer in Animation 2.

only at offset viewer? I ask this because on some graphic boards (mainly intel), you need to turn off the OpenGL hardware acceleration. This makes the pixels on the sff to swift a bit, giving a feeling of misalignment. I´ve found this while testing it
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Cyanide on January 03, 2012, 11:05:08 am
I just had what was basically an awesome idea. One of the things you do while getting accurate clsn's is take screenshots of them. The methods of getting those clsn's in are a little nasty really. There are ways, but none are friendly.

I thought i could grab the onion skin bar from SFF and put it into Air. And i can, and it works really well. But for some reason doing this removes it from sff until i remove it from air again. Can the things only be on one panel?

Took

Quote
    <control name="spr_onion_skin" position="8,274" size="225,16"/>
    <control name="spr_onion_sel" orientation="horizontal" position="8,292" size="225,16"/>
    <control name="spr_onion_lb" align="center,top" position="8,312" size="225,14"/>

And put it under
  <panel name="animations">
and repositioned. Doesn't show under sff now. This isn't actually a bug, i assume there were never plans to do this sort of thing, but handy feature if i want 300 screenshots with clsn boxes while still working on clean sprites as well.

If necessary i'll mess it round each time cos i doubt this was something you thought people would do, but you might want to look at the whole One place only thing.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 03, 2012, 11:23:00 am
Yeah, in previous versions you is able to use multiple interface controls. But some can't work on other editors (can make FF3 crash), then I dropped it down. But, I will reimplement it to some controls that can be used this way, like the onion skin.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Odb718 on January 03, 2012, 10:13:25 pm
Cyanide, I'm kinda interested in what youre talking about. Though I dont fully understand your problem/desire. I guess I dont get the "clean sprites" part. You onion skin the sprite, and take B&W screen caps of it with other sprites with the clsn boxes? What I think youre doing is getting the onion skin, going to a blank animation, putting down collision boxes, and taking a screen cap then move on to the next image.
Or if you put the onion skin bar in AIR, can you see the onion's clsn boxes??
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Cyanide on January 04, 2012, 03:03:17 am
I take a screencap of clsn boxes from the game in question. Tack all say, 500 straight in at the end of the sff file. I then just have to match those up using the onion skin with the sprite currently on display. I'll post a screencap if you're interested.

Onion skin is great for alignment, but it would also be seriously useful for clsns, you don't need to compile the sff twice, or make animations and copy them over or anything, just match the sprite/anim up with your onionskinned screencap.

I may upload the whole preset later as i have played with it a bit to make certain things more user friendly for myself. All i have left is the save all button randomly asking me about saving the sff file which is confusing as i cannot sort out what causes it.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: _Josue_ on January 04, 2012, 03:15:16 am
I may upload the whole preset later as i have played with it a bit to make certain things more user friendly for myself. All i have left is the save all button randomly asking me about saving the sff file which is confusing as i cannot sort out what causes it.
That sounds great, What if VirtuallTek added it to the main FF as "Cyanide's option" or something like that?
Anyways, I would really like to have the onion skin controller working for both sprites and animations, so if there was an option to show it in both I would be glad.
Yet, I think it would be a lot more useful if animation's onion skin controller were different than the sprites one.
In the animation's section, the onion skin could have an additional pair of combo boxes or slider bars as a shortcut to get to a certain animation number and frame number, so you can easily choose frames from two different animations, one shown normally and the other one shown with onion skin.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Cyanide on January 04, 2012, 03:30:37 am
(http://i.imgur.com/1whTN.png)
Is what i'm talking about.

Edit: New bug. Rotation. Rotated a sprite 90, then tried to do it again. Crash.

That SHOULD replicate it. If my random rage didn't wipe everything from my mind.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: _Josue_ on January 04, 2012, 10:41:00 pm
Oh... I forgot to mention this:
there's still a little issue with the variable generation:

Variables that are set (varset, varadd) only in statedef -1 (cmd) look like this in the list
Quote
;var(15):=
;var(16):=
;var(17):=

and if a variable is set (varset, varadd) in statedef -1 (cmd) and several other parts of the code, including helpers, it looks like this:

Quote
;var(30):= 9741, 9999, 336, 365, 375,
;var(31):= 600, 620, 660, 730, 735, 740, 745, 750, 9741, 9999,
statedef -1 (cmd) is never mentioned, unlike statedef -2 and -3 which are always mentioned by both number and name, not by number when you chose the "by number" option.

Also noticed a bug in the advanced palette editor:

Just by curiosity I opened it with a random sprite, then clicked "Generate a minimal gray scale palette", I thought the image looked nice in gray scale, then clicked "undo" and oh crap, even tough the palette was back to the way it was, the sprite was messed up! all the colors were different, including the transparency which seemed to have chosen a random color.
also noticed that the "define selected color" button has been replaced by "Interval of selected colors in gradient" (so if you have only selected a single color cell, you only define a single color, but you must click the same color twice)

Show/hide SFF and Air axis cursor option is missing from the "view" menu. (some sprites are quite small thus you had to hide the axis to completely see them.)

SFF's image name or comment is also missing, I guess SFFv2 doesn't support it anymore?

At the sound section: the resampling options are missing, not that I miss them since I never had the opportunity to use them, yet I must also mention that the sound information looked a bit more detailed in FF Classic, making use of units. For example it would say
hertz, bits and seconds.
It shows it like this:

Quote
channels: 1
Sample rate : 22050
Bits per sample: 16
Duration: 0.325805

it would be nice if it showed those more like in FF Classic:

Quote
Sound Information:
channels: 1 (Mono)
Sample rate (frequency): 22050 hz.
Bits per sample: 16 bit(s).
Duration: 0.325805 sec.


Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Seravy on January 04, 2012, 11:55:19 pm
Trying to use "Import from another project" on animations still crashes...it's kinda random. Importing animation x from character a to b works but crashes from character a to c. Yet importing animation y from character a to b crashes, too, so it doesn't seem to depend on either the animation, the source, or the destination character.

Additionally, I expected importing an animation to also import all sprites being used in it (and all palettes used by those sprites, of course), but it doesn't do that, it only imports the animation without the sprites being used. Not sure if it's intended that way or it is also a bug (as the other two cases for importing crashed), but if it is intended, then I suggest adding "import animations together with sprites used" as a new feature so everything gets imported together, in a ready-for use way. Preferably with an automatic renumbering of said sprites (and palettes) if they are in use into the first unused sprite/group number above 20000,0 (as a changeable option).
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Cyanide on January 05, 2012, 12:34:37 am
As i have a slightly updated one to 8. I can see you've implemented Seravy's update all files that are the same file thing. The problem is i get prompted for saving my characters .cns file now. I have one project open, it needs to either just save it, regardless of how many things are open or we get a check box in the options to turn the prompt off.

I still can't replicate the "Save your sff file" thing. I really really want to find this. Saving should be simple, click, keep working. Soon as i find a method of making it happen i will let you know. Although it's possible that there is no method and it's a timing thing or something.

Edit: You know, i may have pinned it down now. Open character, do anything you like, save it. Run in mugen, save it again (you can do something or nothing) i am using a 1.0 sff and i get a prompt at this point to save it as something else again. Either mugen is changing the structure of the file, or running it does something odd.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 05, 2012, 01:46:42 am
Edit: New bug. Rotation. Rotated a sprite 90, then tried to do it again. Crash.

That SHOULD replicate it. If my random rage didn't wipe everything from my mind.
Working on it now.

Oh... I forgot to mention this:
there's still a little issue with the variable generation
I'll check it later.

Just by curiosity I opened it with a random sprite, then clicked "Generate a minimal gray scale palette", I thought the image looked nice in gray scale, then clicked "undo" and oh crap, even tough the palette was back to the way it was, the sprite was messed up! all the colors were different, including the transparency which seemed to have chosen a random color.
No bug here. Some functions in this editor affects the sprite, and any change can't be reversed. It's a palette editor, the undo is performed only on the palette.

also noticed that the "define selected color" button has been replaced by "Interval of selected colors in gradient" (so if you have only selected a single color cell, you only define a single color, but you must click the same color twice)
Look at the editor one more time and you will see this function.

Show/hide SFF and Air axis cursor option is missing from the "view" menu. (some sprites are quite small thus you had to hide the axis to completely see them.)
I'll add it later. But you can replace the cross too, using a smaller one.

SFF's image name or comment is also missing, I guess SFFv2 doesn't support it anymore?
Isn't missing. Elecbyte removed it.

At the sound section: the resampling options are missing, not that I miss them since I never had the opportunity to use them, yet I must also mention that the sound information looked a bit more detailed in FF Classic, making use of units. For example it would say
hertz, bits and seconds.
It can be changed in the translation easily.

Trying to use "Import from another project" on animations still crashes...it's kinda random. Importing animation x from character a to b works but crashes from character a to c. Yet importing animation y from character a to b crashes, too, so it doesn't seem to depend on either the animation, the source, or the destination character.
Fixed.

Additionally, I expected importing an animation to also import all sprites being used in it (and all palettes used by those sprites, of course), but it doesn't do that, it only imports the animation without the sprites being used. Not sure if it's intended that way or it is also a bug (as the other two cases for importing crashed), but if it is intended, then I suggest adding "import animations together with sprites used" as a new feature so everything gets imported together, in a ready-for use way. Preferably with an automatic renumbering of said sprites (and palettes) if they are in use into the first unused sprite/group number above 20000,0 (as a changeable option).
Is intentional, but I can add your suggestion later.

As i have a slightly updated one to 8. I can see you've implemented Seravy's update all files that are the same file thing. The problem is i get prompted for saving my characters .cns file now. I have one project open, it needs to either just save it, regardless of how many things are open or we get a check box in the options to turn the prompt off.
Fixed.

Thanks!
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: _Josue_ on January 05, 2012, 04:27:04 am
Oh... I forgot to mention this:
there's still a little issue with the variable generation
I'll check it later.
Thank you!  ;D

Just by curiosity I opened it with a random sprite, then clicked "Generate a minimal gray scale palette", I thought the image looked nice in gray scale, then clicked "undo" and oh crap, even tough the palette was back to the way it was, the sprite was messed up! all the colors were different, including the transparency which seemed to have chosen a random color.
No bug here. Some functions in this editor affects the sprite, and any change can't be reversed. It's a palette editor, the undo is performed only on the palette.

Uh... right, yet since you can "commit the changes to current sprite" shouldn't... wait, what does that button actually do if you're supposed to be editing palettes and not sprites? I think that button's name is a bit strange.

also noticed that the "define selected color" button has been replaced by "Interval of selected colors in gradient" (so if you have only selected a single color cell, you only define a single color, but you must click the same color twice)
Look at the editor one more time and you will see this function.
Yeah, you're right... it took me a while to find... actually I found it by chance just a bit before.
I think those buttons need to  be grouped or sorted in some way to easier understand what they do.
for example, having the load / save ones in a group, then another group for undo, redo and zoom, and the final group for the rest of the buttons.

Show/hide SFF and Air axis cursor option is missing from the "view" menu. (some sprites are quite small thus you had to hide the axis to completely see them.)
I'll add it later. But you can replace the cross too, using a smaller one.
Thank you!  ;D

SFF's image name or comment is also missing, I guess SFFv2 doesn't support it anymore?
Isn't missing. Elecbyte removed it.
So... SFFv2 doesn't support it anymore...

At the sound section: the resampling options are missing, not that I miss them since I never had the opportunity to use them, yet I must also mention that the sound information looked a bit more detailed in FF Classic, making use of units. For example it would say
hertz, bits and seconds.
It can be changed in the translation easily.
Uh... translation? what do you mean?

Anyways, here's something I would consider a serious bug:

(https://lh3.googleusercontent.com/-FDpPl4znzxE/TwUQ5Ts8LeI/AAAAAAAAAM0/vLhnE_DMhpg/s1300/Duplicate%252520sprite%252520strange%252520behavior.PNG)

it's probably not just a bug, but many.

To get this, I just duplicated a sprite I had just inserted. I used the "copy" option, not the "link" one.
and the copy of the sprite had all those pixels there. the funny part is that when I opened it with the image editor it had vanished just leaving all those pixels. This doesn't happen with other sprites I duplicate, only this one.

I'm not really sure what's wrong with this sprite. Since this char uses SFFv1 I just tried to follow the same procedure I used in FF Classic, open the palette editor, select the image, and apply the current palette on the image, then, in the SFF section, add it. Maybe I should have used PCX? I used PNG instead. I used "Force the specified palette" which was the same I had inserted into the image. RGB 0,0,0 wasn't recognized as the transparent color (in the palette it shows 0,0,0,0), so I used the image editor's paint bucket to change the existing 0,0,0,255 (it had become that way when inserted) to 0,0,0,0 then saved the sprite. then I duplicated it because I wanted to edit the sprite and have two different versions, and then that happened.

EDIT
just noticed, The "Advanced palette editor" save function doesn't save PCX images... I mean... another "mad girlfriend bug"
since the image is supposed to be saved, but when I search the folder it's not there!

Also, is the "Insert the current palette on images" anything similar to the old FF classic "Apply palette on images"?
it seems it's not. So, what should I do now? would you add that option back? Or what's the correct procedure to insert images as SFFv1 sprites?

Maybe I should not have used "Force the specified palette", if that's the case, then which one is the correct option to be used for SFFv1 and have the sprite "share" the palette?
"Image's own palette"
"Force the specified palette"
"Exchange with the specified palette"
Which one is the equivalent to "shared palette" to insert sprites to a SFFv1 file? That's not clear!!! what's the correct procedure to insert images as SFFv1 sprites?


EDIT2

All that reminds me of a suggestion I had:
Have you seen some image editors have a "color substitution" function?
 I had to paint as transparent black (the one recognized as transparent RGB 0,0,0,0) every black pixel (the one that was wrongly recognized as just black RGB 0,0,0,255)  in the image with the paint bucket. If we had that tool, it would paint all the black pixels in the image with the new color, like the paint bucket but in the whole image.
So, you just need an "old color", "new color" and a color picker to find the "old color". The new one would come from the palette, replacing the old one.

I... I'm sorry, I'm totally puzzled again. :S
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Cyanide on January 05, 2012, 05:40:16 am
My guess is you added an unpaletted sprite and FF attempted to palette it for you. Palette first, then add. Otherwise it'll attempt to put a 32bit sprite (1.1 only) into a 1.0 sff file which expects 8bit and it will die.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 05, 2012, 03:43:13 pm
Uh... right, yet since you can "commit the changes to current sprite" shouldn't... wait, what does that button actually do if you're supposed to be editing palettes and not sprites? I think that button's name is a bit strange.
This is a convenient function to be used as a shortcut. Supose that you want to adapt an already inserted sprite to another palette. You can change the palette, adapt the image to it and commit the changes without the need to save the image and reinsert in the SFF. It's an exception, not the rule.

To get this, I just duplicated a sprite I had just inserted. I used the "copy" option, not the "link" one.
Do you have the last patch?

I used "Force the specified palette" which was the same I had inserted into the image. RGB 0,0,0 wasn't recognized as the transparent color (in the palette it shows 0,0,0,0), so I used the image editor's paint bucket to change the existing 0,0,0,255 (it had become that way when inserted) to 0,0,0,0 then saved the sprite.
If the palette is the same, use the "exchange" option. The force option adapts the image to the palette, and small undesired changes can occur.

just noticed, The "Advanced palette editor" save function doesn't save PCX images...
Confirmed.

Which one is the equivalent to "shared palette" to insert sprites to a SFFv1 file? That's not clear!!! what's the correct procedure to insert images as SFFv1 sprites?
Aff.. In Mugen 1.+, the character palette is applied to the char using palette remap, and at default, the remapped palette is the 1,1. Then, you must know it and start to think that in SFF v1, the sprites 9000,0 and 0,0 always receive the character palette. Then, you must apply the 1,1 to it. Any other sprite that will receive the character palette must be placed next to 9000,0 or 0,0 as usual, and with the 1,1 palette applied to it too.
When saving a SFF v1, FF3 automatically sets the "shared" option based on the palette of the previous sprite. Now, you just need to keep the right order, no need to define a sprite as shared or not.
The "shared" option in all previous versions means "use the palette of the previous sprite", that's how it works in SFF v1. Then, if you want this "shared" palette, just apply the palette of the previous sprite and done. No need for a special method to insert a sprite based on the SFF's version.

About the palette options:
Own palette - the image's own palette will be used in this sprite, and will be added to the SFF if no equal palette can be found.
Force - the palette at the specified group,index will be used, but the image indexes will be changed to match the colors of the palette.
Exchange - the palette at the specified group,index will be used, and a palette swap will be made (no change in the image).

Have you seen some image editors have a "color substitution" function?
 I had to paint as transparent black (the one recognized as transparent RGB 0,0,0,0) every black pixel (the one that was wrongly recognized as just black RGB 0,0,0,255)  in the image with the paint bucket. If we had that tool, it would paint all the black pixels in the image with the new color, like the paint bucket but in the whole image.
So, you just need an "old color", "new color" and a color picker to find the "old color". The new one would come from the palette, replacing the old one.
If you downloaded the last patch, go to the image editor and use the "Remap pen". Five pairs of color slots will appear bellow in the toolbar. You must select the current pair and use left-click in the palette or Ctrl + left-click in the canvas to define the color to be replaced. Then use right-click to define the new color. You can do this in the five slots if you want. Then, when painting with this pen, only the colors of the five slots will be replaced by the specified ones.

I hope that's all clear now. How many times I need to explain it here? Anyone that know how SFF v1 and/or v2 works will understand the changes made in FF3 to support all features of SFF v2. Is very simple now, you just need to start thinking different.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: O Ilusionista on January 05, 2012, 06:00:49 pm
Quote
The "shared" option in all previous versions means "use the palette of the previous sprite", that's how it works in SFF v1. Then, if you want this "shared" palette, just apply the palette of the previous sprite and done. No need for a special method to insert a sprite based on the SFF's version.

this.

Quote
Anyone that know how SFF v1 and/or v2 works will understand the changes made in FF3 to support all features of SFF v2. Is very simple now, you just need to start thinking different.

and this. Is so hard to get?

About the import animation from other char, it still crashes randomly.

I will send you a sff which occurs something strange. you add a non shared palette sprite to a sffv1 at the end, and FF3 doesn't knows which version its handle anymore when I hit save. It asks me in which version I wanna save. Nothing too fancy, but dunno why its happens.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: _Josue_ on January 05, 2012, 11:48:40 pm
This is a convenient function to be used as a shortcut. Supose that you want to adapt an already inserted sprite to another palette. You can change the palette, adapt the image to it and commit the changes without the need to save the image and reinsert in the SFF. It's an exception, not the rule.
Oh... I see. That sounds handy!

Do you have the last patch?
Yes, I do.

If the palette is the same, use the "exchange" option. The force option adapts the image to the palette, and small undesired changes can occur.
tried both options... no luck.   :o I think it's the sprite I'm trying. :(

If you downloaded the last patch, go to the image editor and use the "Remap pen". Five pairs of color slots will appear bellow in the toolbar. You must select the current pair and use left-click in the palette or Ctrl + left-click in the canvas to define the color to be replaced. Then use right-click to define the new color. You can do this in the five slots if you want. Then, when painting with this pen, only the colors of the five slots will be replaced by the specified ones.

Sounds great!!!  ;D  But I had no clue about what it did or how to use it until you explained it. Well, that's expectable since there's no documentation about that feature yet. I think the whole image editor still lacks it.

Quote
The "shared" option in all previous versions means "use the palette of the previous sprite", that's how it works in SFF v1. Then, if you want this "shared" palette, just apply the palette of the previous sprite and done. No need for a special method to insert a sprite based on the SFF's version.
this.
Quote
Anyone that know how SFF v1 and/or v2 works will understand the changes made in FF3 to support all features of SFF v2. Is very simple now, you just need to start thinking different.
and this. Is so hard to get?

Hmm... *scratches head* no, that's not the problem.
My problem is that I can't figure out how to make it work in FF3. I knew how to do it in FF Classic, but I just can't figure it out in FF3.

Let's see, There's a step in the procedure I can't make because I can't figure it out in the new advanced palette editor:

(https://lh6.googleusercontent.com/-0xPVcNwQdCE/TwYnYPzTRvI/AAAAAAAAANA/aNy6LsTcNts/s1300/OK%25252C%252520this%252520is%252520missing.PNG)

With FF Classic it was just a matter of adding several images, then clicking "Apply the palette on the images" and those would be generated as PCX files. Then going to the sprites section and inserting those PCX, and that was it.

With FF3... I don't know what I'm doing.  I think FF3 is missing the feature I show in my screenshot, so I cannot complete the procedure. I was trying "Insert the current palette on the images" but in some cases (bmp) it would make those become just an empty black thing.
So, to be sure I tried inserting the PCX files FF Classic generated, and those inserted just right. Transparent color was recognized, everything OK, except that when I duplicated one of the several sprites (this time I tried with more than one), and tried to open it in the image editor... FF3 crashed!!! The usual "FF3 has encountered a problem and needs to close" kind of crash.

so I think I found out this:

1.-There's a bug with sprite duplication that happens only with recently inserted sprites (I had not saved the SFF).
2.-The advanced palette editor lacks the ability to generate palettized PCX files from several files at once, which Classic's one could do. If it could generate files (not just PCX but also the other supported formats) I would probably not have this problem.
3.-There is noting wrong with the sprite insertion itself.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 06, 2012, 12:34:17 am
OK, steps:

1) Go to the advanced palette editor and create your palette.
2) Make sure that the transparency is the first color and no other index contains the same color.
3) Hit "Insert palette in the images.." and select all images you want.
4) Go to the sprites editor and insert the new images (use the "image's own palette option" to test)
5) You're done.

If the result isn't what you expected, send me the palette and some sprites to test.

Quote
About the import animation from other char, it still crashes randomly.

I will send you a sff which occurs something strange. you add a non shared palette sprite to a sffv1 at the end, and FF3 doesn't knows which version its handle anymore when I hit save. It asks me in which version I wanna save. Nothing too fancy, but dunno why its happens.
Quote
1.-There's a bug with sprite duplication that happens only with recently inserted sprites (I had not saved the SFF).
Fixed. I will release a new version when I finish some other things.

Quote
2.-The advanced palette editor lacks the ability to generate several palettized PCX files at once, which Classic's one could do.
    if it could generate files (not just PCX but also the other supported formats) I would probably not have this problem.
:no: I give up, find out for yourself.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Cyanide on January 06, 2012, 12:43:03 am
Quote
1.-There's a bug with sprite duplication that happens only with recently inserted sprites (I had not saved the SFF).
I believe i found this one yesterday as well. But in my case i'd gone to edit the duplicated sprite in the image editor. Crash. And a now 0kb sff file which i had to rebuild (god that sucked) So umm, yes, glad to hear that's fixed. Before i do any image editing now i'm possibly going to make a backup just in case this reoccurs. (and this is my fault for not making a backup anyway)
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 06, 2012, 12:54:12 am
OK, unofficial update - http://www.mediafire.com/?nay1mkrgg6f522y

When I finish the fix for the rotation bug and other things, I'll update the first post with a full version.

Thanks!
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: xiondash on January 06, 2012, 01:46:34 am
hi virtual
appear the  same bug that i reported before and you fixed in previous betas but in this new beta the pallete editor didn't put the correct transparent color for other  in the insert current palette in the images again  o_O

now I checked what happen don't work if i used images with full color and then using the pallete editor for apply the pallete ,  only work if previously export the images with 256 color pallete and then using the pallete editor for apply the pallete the images working  ;D 
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 06, 2012, 02:31:29 am
Try this one - http://www.mediafire.com/?xobsu9b6t5mo5h8

The last solution was temporary, because i'm trying to handle both 24 and 32-bit palettes. This one should work.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: xiondash on January 06, 2012, 02:55:15 am
Try this one - http://www.mediafire.com/?xobsu9b6t5mo5h8

The last solution was temporary, because i'm trying to handle both 24 and 32-bit palettes. This one should work.

just checked this update , and happen the same , only work that I mentioned in the last message with images previously changed to 256 color and apply the pallete with the FF

I understad your hard work for trying to solve all bugs,  i waiting for new solution later and  thanks for the support  :sugoi:
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 06, 2012, 03:03:50 am
What exactly are the steps you did? And what image do you used?

Because I tried with a 24-bit image and works like a charm.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: xiondash on January 06, 2012, 03:23:28 am
What exactly are the steps you did? And what image do you used?

Because I tried with a 24-bit image and works like a charm.

I using the correct process , export my images frames from the graphic editor in full color , in png or bmp , then open the ff and open the pallete for the char and using the option insert current palette in the images and my transparent color was changed for other
 :-\ :-\ :-\

i try the process in the  old ff and changes the same full color images to the pcx image to 256 color and working

i don't know what happen , i dowload again the FF

Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Jesuszilla on January 06, 2012, 03:28:01 am
If I make changes in a character's CNS and then try to close another character's tab, it asks if I want to save changes in the CNS even though I didn't modify the other character's.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 06, 2012, 03:30:15 am
Send me the palette and one image to test.
I will reproduce the steps.

If I make changes in a character's CNS and then try to close another character's tab, it asks if I want to save changes in the CNS even though I didn't modify the other character's.
Confirmed now.

Thanks!

EDIT: Just to keep anyone updated: The xiondash's issue is related to 32-bit images. FF3 works with 32-bit palettes, and when the image's palette has alpha channel or the image is 32-bit (alpha enabled too), FF3 expects that the background will be fully transparent and not a solid one. To insert a palette in an image with a solid background, the image must be 8-bit without alpha or 24-bit.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: _Josue_ on January 06, 2012, 05:13:28 am
:no: I give up, find out for yourself.
I...  :( I'm sorry. I think in my effort to do my best to hunt for bugs, I annoyed you. I regret making you say you give up. I sometimes get carried away and try many things at a time, thus finding myself in troublesome situations, but that's where bugs usually appear.

OK, steps:

1) Go to the advanced palette editor and create your palette.

I was using a character's sprite palette which is 1,1 to have the "shared palette".

2) Make sure that the transparency is the first color and no other index contains the same color.

Is this really strictly required?  :oops: If so, then this triggers the "transparency" bug / problem.
This char already has 12 palettes, and I guess all of them have black 0,0,0 repeated, one of them is always the first color (transparent) and the other is just black. I guess my other chars also have similar palettes (transparent color repeated), Yet FF Classic would correctly generate the palettized PCX files...

3) Hit "Insert palette in the images.." and select all images you want.

So, as I suspected, that's what replaces the old FF Classic "Insert the current palette on the images" function. :sweatdrop:
yet... it feels different, I was puzzled. :lost: At first I didn't even know you could use it for several images at one time.
and with the bugs I was even more puzzled, I couldn't tell what was actually wrong.  :help:

4) Go to the sprites editor and insert the new images (use the "image's own palette option" to test)
5) You're done.

If the result isn't what you expected, send me the palette and some sprites to test.

So, that's why it failed. Let me tell you my story:

I wanted to insert an image, make several copies, then use FF3's image editor to crop each sprite within the image.
then I found the "duplicate sprite" bug, and I thought it was the sprite's fault (which had no transparency due to the repeated color problem, also due to windows properties saying it was 32 bit even tough other programs including FF3 would say it was 8 bit.) but it was not the case. the bug was actually also found by Cyanide, and turned out to be for any recently inserted sprite.

in the end I had to manually use paint to make the several sprites out of that image, and FF Classic to generate the PCX files and be completely sure about what was a bug / problem, and what wasn't.

In case you want to test... same story, the char's I've been testing are my editions of N-Mario's Vent&Aile ( I had not edited his palettes) and you can find them in my website (link at my signature).
about that sprite... well, here you are: this is the trouble maker. ;)
(https://lh3.googleusercontent.com/-BW-AvVDrYJ4/TwZvSoWSdaI/AAAAAAAAANM/EAB9UzxWdbU/s96/bb2.bmp)
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Noctis on January 06, 2012, 05:21:10 am
I have a question. Why was the image preview for when you were adding/changing sprites removed? I don't know what sprite is what now when adding them
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Cyanide on January 06, 2012, 06:08:26 am
Windows 7 has thumbnail view. Use that in the meantime.

But yes that was a handy feature.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: VirtuallTek on January 06, 2012, 11:28:40 am
@_Josue_: No problem. As I said many times, the 32-bit palettes used by Mugen 1.1 is the main issue. I can't handle all images like I handled in FFC. I need to consider the situation when the image have alpha set to a value lower than 255, that never will occurs with FFC.
About the black thing, probably will work in the last link I posted in the previous page, because I added some tests to make FF3 ignore the alpha channel in these cases. If the problem persists, let me know.

I have a question. Why was the image preview for when you were adding/changing sprites removed? I don't know what sprite is what now when adding them
Because this requires a lot of time to be done, and I haven't much time now  :(

Windows 7 has thumbnail view. Use that in the meantime.

But yes that was a handy feature.
Yeah, because of it, I gave priority to other things.
The AIR full text mode is the most complex system in FF3, and I'm currently testing it to reduce the risks of a data lost. When I finish this feature, I will work in the custom open dialolg with preview.

Thanks!
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Felkazz on January 09, 2012, 06:12:50 pm
WOW!
This FF is awesome o/
Are you accepting suggestions?
If yes, it would be good a Sound Channel list being used as there is one for de Variables, it would be good to remember what states use a certain Sound Channel o/
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Noctis on January 09, 2012, 07:20:40 pm
That's cool. I just hope it's put in again. It was my favorite part of FF.

@Cyanide
I don't have Windows 7. My graphics card is too (20 years) old. And I just can't get a new one right now.

Errors:
1. I have no idea why, but there was at least one time where I hit Save All and I crashed again. I'll mess around some more and try to get the crash again.
2. Not really an error. More of a question. Are the images supposed to automatically link to another existing image before it? Because when it does, and I go to organize the images, they get all fucked up.
3. Not really an error (I think...?). I go to add images and I select say...three images named 1, 2, and 3.
After I click all three, the program opens the files like this... 3, 1, 2. When I click them backwards (3, 2, 1) the program opens them like this... 1, 2, 3.
Thats why I have to organize my images after adding them, and because they ended up linking with existing images, I click organize and half of my images disappeared. So I went through them all and copied images and replaced the linked ones. Hit organize. And they all linked again.
The way it's opening is most likely because of XP, but just in case, I'm bringing it up.

I couldn't really find anything else.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Bleed on January 09, 2012, 07:22:12 pm
Is there a way to force a comment on a selection of text that has at least one line already commented out?

Let's say I have this

Text
;Text
Text

I want to comment out the entire thing while testing some other codes.  If I select those three lines and hit the comment button, I want the entire block to be commented out.

;Text
;;Text
;Text


Instead, what I get is this, and the selection is lost.

Text
Text
Text

 I have to select the block of text and press the comment button again, to get it all commented out.



What if you can right click or, alt+click the comment button to just comment what's already selected, regardless if parts of it are already commented out?   How it works in FFU is perfect.

It's just a little annoyance I'm running in to over and over, thought I'd mention it.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: O Ilusionista on January 09, 2012, 07:24:07 pm
Quote
3. Not really an error (I think...?). I go to add images and I select say...three images named 1, 2, and 3.
After I click all three, the program opens the files like this... 3, 1, 2. When I click them backwards (3, 2, 1) the program opens them like this... 1, 2, 3.

Its a known windows XP error. It sends the files, sometimes, on a inverse order. This doesn't happens in Windows Seven.

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

VT, I`ve found a big bug: when you work with linked images, FF starts to act strange and doesn`t save the images you add next to the linked ones.

let me explain the bug (Use this image as reference to understand it http://elecbyte.com/mugendocs/spr.png)

- I`ve added a image 5000,0 (hit image) and since the char is very old, he use 2 or 3 sprites only for the hit anims, so I can duplicate it and link.
- I duplicated it to 5000,0 - 5000,10 - 5000,20
- then I went to 5000,0 and duplicated it to 5000,1 - 5000,2. The same was done to the others.  So I inserted frames between the linked ones (in portuguese: nao sei se vc pegou, mas eu dupliquei as images e depois dupliquei de novo, criando imagens novas entre as imagens ligadas)

And so on. After that, I`ve added a image group 600 (the group which comes right before the group 5000 in my sff) and save. Then, the program started to act crazy.
The images above 5030 were deleted, and the group 600 too. I can see it on my sff, I hit save, and when I test it....nothing.

I`ve hit the backup button, closed the char and reopened. Bingo, the images were removed.
I never had any problem with FF3, just when I started to use linked images.

I can send you the SFF if you want
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Jesuszilla on January 09, 2012, 09:35:00 pm
Problem with syntax highlight:
(http://i.imgur.com/bUXp1.png)

Also, the window for adding sprites is never the right size when it pops up, so I'm forced to resize to see the axis:
(http://i.imgur.com/UryBO.png)

stuff about the toggle comment
I agree with this since this is how Eclipse handles lines that are already commented out.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: Cyanide on January 10, 2012, 01:37:05 am
I thought there was something somewhere about setting your own syntax highlighting as well. I should look again.

Minor one. Can we change the default palette when you add a sprite from 0,0 to 1,1? The default remappal control in 5900 looks for 1,palno. FF3 defaulting to 0,0 works, but you can't do alt palettes unless you edit the state or change the palette number.

This isn't a bug, just a change to a default setting to prevent confusion.

I would also kinda like checkboxes over a drop down on the add sprites, they're... faster. But that can wait.
Title: Re: Fighter Factory 3 Beta 8 (updated 01/02/12 - PATCH 2)
Post by: O Ilusionista on January 10, 2012, 02:02:07 am
Quote
Also, the window for adding sprites is never the right size when it pops up, so I'm forced to resize to see the axis:

Which resolution (and DPI) are you using? I use ff3 in 1650x1080 and in 1366x768 and in both cases that box never gets cutted
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: VirtuallTek on January 10, 2012, 02:31:58 am
Beta 8.4 on the first post. It contains fix for all reported issues, except this page.

About the comment function, FF3 uses the first line as reference. Then, when you select some lines and use this function, if the first selected line is already commented, FF will try to remove the ';' in all selected lines. And if the line isn't commented, FF will add ';' in every selected line that doesn't have it.

About the linked sprites, the solution will be the Beta 9 (AIR full text mode too). In the next Beta, FF3 will handle the linkage automatically, and you have no control about it. When you add, duplicate, edit a sprite, FF3 will do comparisions do decide the linkage. To the user, no image will appear to be linked. This will reduce complexities and the SFF size too, because we have a better chance of removing duplicate sprites.

I will check the other issues now.

Thanks!
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: Bleed on January 10, 2012, 03:07:13 am
I see what you mean, but that way is not so efficient.  What if I have some comments that I want to remain commented?

If I do like you say, the extra comment will be removed when a state is re-enabled.

The Real comment lines should remain commented by doubling up.



Something else I'm wondering about, is with the hot keys.  Is it possible to set the Pan / Hand  tool to the Middle mouse button, or with the space bar like Photoshop?

I see you can zoom with it, but I can't find an option for Panning in the hot key editor.

When working with large images, I have to zoom out, put the mouse outside the sprite, pan and zoom back in.

Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: O Ilusionista on January 10, 2012, 03:25:37 am
VT, I got the new update but there is something really wrong. I Opened my char and...

(http://i.imgur.com/VIjxQ.jpg)

the problem is at the new exe. I got the patch two exe an override it. now it works again
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: _Josue_ on January 10, 2012, 04:14:59 am
VT, I got the new update but there is something really wrong. I Opened my char and...

(http://i.imgur.com/VIjxQ.jpg)

the problem is at the new exe. I got the patch two exe an override it. now it works again

Yeah, I was about to report that too, no sprites! It's strange, why would VirtualTek keep patch 2 there? He probably wants it to be applied to the new "main" update?  :S now since I still have all the old files I downloaded, I may be able to apply patch 2 without redownloading it... yet... which one is it? oh no... When loading my saved options.ffc3 all colors in the options-> colors section would disappear. I guess I should have applied patch 2 before doing this... o_O forget it.  I'm eagerly waiting for beta 9.

Anyways, before upgrading I noticed that when importing stuff, if you click on the "add" checkbox, it has the same problem the "All, group" had, it doesn't automatically change from "keep numbering" to "renumber"
so even if you type a number and check the "add" checkbox you still import with the original numbers kept.

Also, an idea for the whole "import" thing. Maybe you don't want to add to the group. What if you want the index to be increased instead? Or maybe add to both group number and index? If that were possible it would be great.

About the comment function, FF3 uses the first line as reference. Then, when you select some lines and use this function, if the first selected line is already commented, FF will try to remove the ';' in all selected lines. And if the line isn't commented, FF will add ';' in every selected line that doesn't have it.
I guess It would be nice if you could keep double comments.

About the linked sprites, the solution will be the Beta 9 (AIR full text mode too). In the next Beta, FF3 will handle the linkage automatically, and you have no control about it. When you add, duplicate, edit a sprite, FF3 will do comparisions do decide the linkage. To the user, no image will appear to be linked. This will reduce complexities and the SFF size too, because we have a better chance of removing duplicate sprites.

I will check the other issues now.

Thanks!
sounds good for weight optimizations, but (thinking about possible scenarios where it would be problematic) What if you want to make a copy of a sprite and edit it with FF3's image editor just to have a slightly different edited copy of said sprite? Wouldn't the changes also affect the original since it would be linked instead of a real copy?

Anyways, sounds like beta 9 will be the completion of a cycle, in which we will finally see some of the new stuff FF3 has to offer that we had not seen before, that sounds amazing, that's awesome. :sugoi:


Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: O Ilusionista on January 10, 2012, 05:01:24 am
Quote
What if you want to make a copy of a sprite and edit it with FF3's image editor just to have a slightly different edited copy of said sprite? Wouldn't the changes also affect the original since it would be linked instead of a real copy?

no.

Quote
When you add, duplicate, edit a sprite, FF3 will do comparisions do decide the linkage.

It will only link the image if both are identical


I've made a suggestion to VT about a new way to import sprites. I hope to see it ready soon :)
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: Cyanide on January 10, 2012, 05:07:01 am
Import from an existing character, or import as new sprites?

I have the same cutoff issue JZ has.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: Jesuszilla on January 10, 2012, 05:17:51 am
GIF export misaligns on frames in the .air that make use of offset:

(http://i.imgur.com/to4gT.gif)
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: VirtuallTek on January 10, 2012, 04:14:09 pm
@Bleed: OK, I understand.

@O Ilusionista: Yeah. I made a big mistake in this update, because I forgot to replace the exe with the new one.  ;D I will replace the link later.  :sugoi:

@Josue: I will check the import.  ;) About the linked sprites, Beta 9 uses copy-on-write. The original image will be kept in all other instances. But I will include an option to replace the image in the case you want the changes in all other instances.

@Jesuszilla: Yeah. Currently, I have 3 version of FF3 in development: Beta 8, Beta 9 and Experimental. In the beta 8 I just fix bugs and add minor features (like I tried to do in this last release). In the Beta 9 I'm working on more advanced changes like AIR full text mode (80% complete) and the no-link feature. The experimental version you know  :-X
When replacing the old files by the new ones, I accidentally put the wrong exe.

Sorry for the inconvenience. I will fix the fix later.  ;D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: Jesuszilla on January 10, 2012, 06:16:21 pm
Also, offset axis crosshair isn't displayed for those that use a custom sprite (though I will admit it was kind of annoying that it was in the way to begin with, it's still a bug).
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: Felkazz on January 10, 2012, 09:44:37 pm
is there a way to erase/remove text from DEF file using lua script?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: Cyanide on January 10, 2012, 09:50:06 pm
Works OK for me, although i did have to add a custom one in as i'm using custom, if you use default you get them both.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/09/12)
Post by: VirtuallTek on January 10, 2012, 10:10:36 pm
Problem with syntax highlight:
(http://i.imgur.com/bUXp1.png)
What is the message shown when you point the cursor over the underlined text?

Something else I'm wondering about, is with the hot keys.  Is it possible to set the Pan / Hand  tool to the Middle mouse button, or with the space bar like Photoshop?

I see you can zoom with it, but I can't find an option for Panning in the hot key editor.

When working with large images, I have to zoom out, put the mouse outside the sprite, pan and zoom back in.
Hold Ctrl while clicking.

is there a way to erase/remove text from DEF file using lua script?
Yes. The scripting system is undocumented now because I don't have time to do it. Post what you want to do.

Fixed the bugs reported on the last page as an apology for the earlier mistake.  ;D

EDIT: Link changed, just redownload.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: Felkazz on January 10, 2012, 10:23:53 pm
I want to create a character template with a WizardPage to get DEF information like name, displayname, author, etc.
With this information, i wanted to generate de DEF and load the other files like SFF, AIR, etc.
I don't know how to load the other files, but i know how to open a project, them i wanted to open it and erase all the DEF information there to put my information!
I'm sorry if you don't understand what i want, my English isn't very good xD

Open the spoiler to see the script.
I am sure that this is not the most efficient script, but i don't know lua script xD
Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: VirtuallTek on January 10, 2012, 10:52:24 pm
Huh, interesting script.

Use this:
Code:
  local def = project.definitions
  def.position = 0
  def:movePosition(TextDocument.End, TextDocument.MoveAnchor, -1)
  def:insertText(text)
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: CapnWTF on January 11, 2012, 01:50:02 am
I'm sorry if someone already addressed this, but when I try to insert sprites into FF3UE all that shows up is the grid background....Maybe its my sprites still, but I REEEALLLY hope not.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: BoyBoyz on January 11, 2012, 02:25:01 am
u need to install the patch 2 thingy with the latest FF 8.4 too
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: CapnWTF on January 11, 2012, 02:27:42 am
how, exactly...I downloaded the file...but what now? Do I just put it in the folder its named after?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: Felkazz on January 11, 2012, 04:52:41 am
What you said didn't worked =/
With that i can move the position, but can't delete what is already in the DEF =/
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: Cyanide on January 11, 2012, 05:12:44 am
Is this just meant to make it faster for you? I'd just type it out and copy paste a few times.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: VirtuallTek on January 11, 2012, 03:40:21 pm
@Capnwtf:
@BoyBoyz:
Just redownload the beta 8.4. No patch is needed.

@Thunderbert:
Code:
local def = project.definitions
def.position = 0
def:movePosition(TextDocument.End, TextDocument.KeepAnchor, -1)
def:insertText(text)
Use TextDocument.KeepAnchor instead of TextDocument.MoveAnchor  ;D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: Felkazz on January 11, 2012, 05:59:08 pm
@Cyanide, i don't use the Elecbyte Player template, this is just to help some friends xD
I have my own template that i use ^^

@VirtuallTek, it worked this time, thx o/
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: _Josue_ on January 11, 2012, 08:47:51 pm
Just redownload the beta 8.4. No patch is needed.
Re downloading...

:oops:

it seems the mad girlfriend bug is back with the variables?

Now it only generates the ones in statedef -1 like this

Quote
;---------------------- Integer variable list ----------------------

;var(15):= -1
;var(16):= -1
;var(17):= -1
;var(30):= -1
;var(31):= -1
;var(32):= -1
;var(34):= -1
;var(50):= -1
;var(51):= -1
;var(52):= -1
;var(56):= -1

;---------------------- Float variable list ----------------------

nothing else was generated!  o_O

Also, while this is not a priority, I think I must make you notice of this issue.
When loading saved options (FFc3 files) FF3 becomes... messed up (see screen shot)

(https://lh6.googleusercontent.com/-sCUan12pOoY/Tw3m7oLOOvI/AAAAAAAAANY/GsBZoAYmwaI/s1300/Something%252520screws%252520up%252520when%252520loading%252520config.PNG)

I guess I will have to copy each entry from my old config.xml to the new like I've been doing instead. loading options isn't working well.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/10/12)
Post by: VirtuallTek on January 11, 2012, 10:44:27 pm
it seems the mad girlfriend bug is back with the variables?
You like to say "mad girlfriend bug" in all posts, but seems that you forgot what it means. This is more like the Schrödinbug. Then I opened the box and disabled the variable generation for all files in the states editor, as you can see.  8)

About the load config, I will test the function. But you can use the old config.xml file when I release a new version, because the configuration system uses a default value when a new option doesn't exists. In this beta you just need to enable the visibility of the sff and sir cross.

Small update - http://www.mediafire.com/?ir63ga6f4u46l6t
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on January 12, 2012, 12:58:37 am
The axis haircross doesn't show... did you say we have to enable it? Where? It's under "view." Should have that enabled by default, though...
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: alexlexus on January 12, 2012, 01:28:41 am
i cant seem to open this. the exe keeps getting removed by norton on my computer. any ideas?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on January 12, 2012, 01:35:22 am
Uninstall Norton, get Windows Security Essentials.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 12, 2012, 01:42:42 am
Or edit the settings within norton to allow an exception. JZs comment is the better option though. Norton is terrible.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on January 12, 2012, 01:57:27 am
The axis haircross doesn't show... did you say we have to enable it? Where? It's under "view." Should have that enabled by default, though...
Yes I agree  ;). But do you redownloaded the Beta 8.4? (because the config.xml inside it already have this option enabled by default).
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on January 12, 2012, 02:26:48 am
Custom axis doesn't show in Offset Viewer.

The axis haircross doesn't show... did you say we have to enable it? Where? It's under "view." Should have that enabled by default, though...
Yes I agree  ;). But do you redownloaded the Beta 8.4? (because the config.xml inside it already have this option enabled by default).

I didn't overwrite the config.xml because I got tired of changing my settings each time. :P
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on January 12, 2012, 02:37:47 am
Try this one - http://www.mediafire.com/?hsv5xbh3kbbfhjg
And defaulted axis to enabled now.  ;)

I didn't overwrite the config.xml because I got tired of changing my settings each time. :P
Yes, I understand  ;D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Seravy on January 17, 2012, 01:13:32 pm
I have some problems with syntax highlight. I thought I'd use it for detecting typos and fixing them but it highlights far too much stuff that's not wrong to check all of them.

A few things that are correct but still get highlighted are
-Expressions in varset, like var(var(3)+2)=41
-empty guardflags (guardflag = ) on unguardable attacks.
-attributes in nothitby (value = SAC for example)
-P in the hitflag (yes, P is a valid hitflag that makes the attack remove projectiles it hits, although it is not in the docs)
-Guardflag=A
-sound=-1 (for no sound in superpause)
-hitsound=-1 and guardsound=-1 in hitdef

Additionally, postype shouldn't be marked deprecated if the character's mugen version is 1.0, it will become deprecated in 1.1 only.

Also, when pressing ctrl+insert or shift+instert for copy-pastnig, it shouldn't change the cursor type for the insert button.

Oh, and import from another project for animations still crashes FF.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on January 17, 2012, 09:05:56 pm
Another highlight:
(http://i.imgur.com/yjJ0w.png)
The first *
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on January 20, 2012, 11:21:31 am
Why are the buttons missing from Animations? And how can I stop making collision boxes and start editing them??
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 20, 2012, 11:43:16 am
Click the "create" button again to turn it off, then you can select and resize as needed. You can hotkey them too which may help (i have not done this yet)

Tiny issue. If on CNS you change the form to variables, or anything like that instead of the state list you can't get back to the state list, there is no button for it. That's on the left panel.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on January 20, 2012, 03:41:36 pm
On the Edit Animations as Text, please allow me to have it like the old way of taking the right side menu. Or Switch the Apply & Close button to the left side instead of the right. When I put the pop up box all the way to the right the buttons are off the screen. It becomes a pain moving the box around.
Thanks Cyanide, I ended up figuring it out. I do prefer the old method though. Or make the Icon be highlighted better. I can barely tell what's clicked! The Grey on Gray isnt cutting it for me.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Bleed on January 20, 2012, 10:31:45 pm
Is there some way to collapse a section of states within a statedef at once?

I have a bunch of systems in place that use a combination of states.  I'd like to collapse the systems instead of each state within it.

something like this

;\

Any states in here will collapse or expand as one.

;/




Here's an example of one of these systems.


;----------------- | MK air Hit pause timer | ---
[State 0, VarSet]
type = VarSet
trigger1 = !movecontact
v = 5
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 5
value = 4;sets how long the pause will last.
persistent = 0

[State 0, VarAdd]
type = VarAdd
trigger1 =  var (5) > 0
v =  5
value = -1;countdown

[State 0, VelSet];MK air hit pause
type = VelSet
trigger1 = movecontact && var (5) > 0 && (fvar (38) = [0,2])
x = -.1
y = 0
;------------------------------------------------
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on January 21, 2012, 06:06:21 am
Off-topic, but that code looks horrible. Please tell me what you're trying to do with it, because I'm sure there's a better way.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 21, 2012, 06:13:47 am
On the Edit Animations as Text, please allow me to have it like the old way of taking the right side menu. Or Switch the Apply & Close button to the left side instead of the right. When I put the pop up box all the way to the right the buttons are off the screen. It becomes a pain moving the box around.
Thanks Cyanide, I ended up figuring it out. I do prefer the old method though. Or make the Icon be highlighted better. I can barely tell what's clicked! The Grey on Gray isnt cutting it for me.

You can edit how everything looks in the preset XML files (i have done so, see my screen shot earlier and compare to your neo interface) You can also get at the buttons and change what they are. I imagine you can alter the colour of the grey too although i haven't got that far yet.

Edit: No, i cannot change the BG of the panes (at least, not as far as i can tell) and i can't find whatever BG icon it's using for those buttons. I found the one for the close dialogue and made both buttons green, but that's not what you're after.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Noctis on January 21, 2012, 08:08:11 am
I think its an error because I do it all the time with the old Fighter Factory. This might be confusing, but here goes...

Sometimes when I have the image I need, but I need it in a different color and there's just to many colors, I just open the palette editor. Save the images palette. Open it in FF, change it using the swap RED with GREEN crap, save the palette, open the palette editor, open the image on the display where you apply palettes to image, apply the palette to the image, go to the original image, add the paletted image right before the original image, then back to the original image, hit share palette, and I got my image in the color I needed it in. In FF3 it still does all that, but in the game the color is completely broken. It has...practically no color.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 21, 2012, 11:23:14 am
That was the other thing that bugged me. Every time i run in mugen i am snapped back to line one of cns 1. This is only after a run in mugen, save it's fine. Mugen seems to make it change place.

Also, i'm still using the one with the onion skin in the air file, i don't know if you've altered the above in the new one, i'm waiting for the next major release.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Seravy on January 21, 2012, 09:40:40 pm
The panel on the right to insert code templates doesn't appear when editing the .cmd file, even though .cmd also contains cns code, and considering that it mostly contains similar changestate controllers, it would be very convenient to use a template for it.

Code:
 template for commands
[State -1]
Type=Changestate
value=
Triggerall=Statetype !=A ;=A
Triggerall=ctrl ; || ((Stateno = ) && movecontact)
Trigger1=command=""
Trigger1=var(59)=0
Trigger2=var(59)>0
Trigger2=

Actually, why is .cmd separated? In my opinion it should be in the States area, just like how .CNS (which contains the constants) is. Cmd is just a state file that has command related definitions in front of the actual state code.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Felkazz on January 21, 2012, 10:30:33 pm
The panel on the right to insert code templates doesn't appear when editing the .cmd file, even though .cmd also contains cns code, and considering that it mostly contains similar changestate controllers, it would be very convenient to use a template for it.

Code:
 template for commands
[State -1]
Type=Changestate
value=
Triggerall=Statetype !=A ;=A
Triggerall=ctrl ; || ((Stateno = ) && movecontact)
Trigger1=command=""
Trigger1=var(59)=0
Trigger2=var(59)>0
Trigger2=

Actually, why is .cmd separated? In my opinion it should be in the States area, just like how .CNS (which contains the constants) is. Cmd is just a state file that has command related definitions in front of the actual state code.

offtopic
But you can put cmd with CNS, you don't even need to use the .CNS or .CMD extension for your files!
You can use the same file for your CNS and CMD, the same you can use the Common and the other CNS states ^^
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 21, 2012, 10:34:39 pm
Command is seperate because of user intuitivity. Users know that the CMD is a seperate file and it manages the commands. They can see the joystick and recognise it as such.

You put it with the .cns files and not only are they then not sure how to get at it in the first place, they're not aware of which one it is straight away either. You have to think of the new people and CMD is probably one of the easiest things to start out editing.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Seravy on January 21, 2012, 11:01:11 pm
Quote
Command is seperate because of user intuitivity. Users know that the CMD is a seperate file and it manages the commands. They can see the joystick and recognise it as such.
I'd say it's more intuitive to have in States because it's a file that contains state code.
Yes, it's a special kind of state file, but it's still a state file. Just mark the tab for the CMD in an easy to recognize way, or make it always appear first or something.
Make it stand out as a tab under states.
Just look at it. The right panel and menu for states and commands is exactly the same except for additional functions in states, functions that should be available to CMD anyway. You can use variables in the CMD so variable usage should be available for it. Offset viewer and Palfx editor are the same, you can put PalFX and Offset controllers in your state -1, so you might need them in the CMD file. (Yes, I do have a character where I had to put PalFX into state -1, even though that's obviously rare, it happens.)

There is absolutely nothing different between how a CMD or a State file needs to be handled from the viewpoint of FF. States already has the functionality to handle CMD files, if you put commands into a state file, they are recognized on the right panel the same way as in the command file. Putting them to different places is redundant and causes inconsistency (although both need the exact same functions, some are not available in CMD area).

Separating the commands would only make sense if it contained the command definitions, and no state code.

Anyway, I've tested, and moving statedef -1 into an actual state file, and leaving .cmd with only the commands (and one statedef for an unused state as state files with no states in them break mugen and cmd isn't an exception to that rule) works in mugen, so I think I'll just use that format from now on. That way, commands will contain only commands, and states will contain all state code, which matches up with how FF works at the moment.

I think Elecbyte should have just made the command file part of constants instead of their own file type, with statedef -1 placed in the regular state files, that way .cmd wouldn't even exist today. Unfortunately it's too late to change that.

Also, putting the contents of .cmd into another file as mentioned by Thunderbert does work, but in that case the file needs to be declared both as cmd and state in the def. When doing that, if you open the character in FF, and change something in the commands or states tab, the same file in the other tab doesn't get updated, so this method can cause saving inconsistencies (in a similar way shared state files did). Leaving command definitions in cmd and moving statedef -1 only does work in both FF and Mugen without problems, so for now, I'm going with that, but as it's not an officially supported method (we aren't really supposed to remove statedef -1 from the .cmd even if we can), I'd rather have FF change than to keep using it this way.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 21, 2012, 11:34:43 pm
Intuitive within the program i mean. In addition, when people start they work on what it obvious. Command file = where i change states for attacks. Any new person can understand that and it's probably the point.

It may be a simple .cns file (in fact the character small has only 3 files) but your average new user won't see it like that.

Although i don't disagree about having the sctrl list there. I'm going to see if i can add that.

Edit: Nope, not yet. On the other side of things i found the setting for button selection
Styles>the colour scheme you're using (i'm using Light)> Style sheet. Find this

QToolButton::pressed, QToolButton::checked
{
  border: 1px solid #DDDDDD;
  border-radius: 4px;
  background: #AAAAAA;

Background defines what colour the BG goes when you select something.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Seravy on January 22, 2012, 01:38:11 pm
When you use "Run in Mugen", files not open in FF will not be included and Mugen will crash because they are not there. Found this when I closed a state file I'm not going to change for a while to get it out of the way.
Run in Mugen should include every file defined in the .def, not just the files currently opened in FF.

Also, I found no way to add a new frame to the beginning of an animation (other than closing FF and adding it in a text editor), as inserting a new frame always puts the frame after the selected one. Is there one?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Zzyzzyxx on January 22, 2012, 01:56:08 pm
found no way to add a new frame to the beginning of an animation (other than closing FF and adding it in a text editor), as inserting a new frame always puts the frame after the selected one. Is there one?
Well, in this situation I usually duplicate the 1st frame, add the new one between the 1st and the copy, and then, delete the 1st one  :S
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: GamerXP on January 22, 2012, 05:11:00 pm
Don't know why, but it don't start anymore. It worked sometime, but suddenly started to show windows' send report message. Reinstalling don't help. I just somehow launched it once... dunno how, but it don't work again now

I have Windows 7 SP1
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Bane84 on January 22, 2012, 05:44:58 pm
I'm not sure if this has been implemented or not, but a "refresh/reload" button of sorts would be useful to reopen the existing file.  In the case of AIR, I use the tool to add collision boxes, but find myself sometimes having to modify the .AIR file outside of the environment (in cases of things like duplicate sprites requiring the same hitbox data), and it is quite tedious to have to repeatedly navigate to the directory I'm working from every time I want to reopen the file.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on January 22, 2012, 07:07:50 pm
^I like this idea.

However, maybe we won't need it when we're able to edit in full text mode within FF.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Seravy on January 24, 2012, 02:13:53 pm
Another feature suggestion :

Add an option to rescale clsn into the animations menu. Mugen 1.0 doesn't support scaling clsns from code, so situations where we need to rescale clsns by a constant value are common, and doing it by hand is time consuming if the animation is not simple.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DNZRX768 on January 24, 2012, 02:58:05 pm
Here is a problem that should be taken care of as soon as possible.

While editing some characters this morning, I noticed that all of the animation numbers were zeroed out in the number box even though it is not zero:
(http://img254.imageshack.us/img254/8363/huhl.png)

Can you fix it as soon as possible?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DrKelexo on January 28, 2012, 08:21:35 am
I've been having crashes related to linked images, and deleting the parent image. JZ told me it was worth posting about so I am doing so.

Also, the search option is still kinda wonky, but I think that's been posted about.

I should at least say that this thing is immensely useful and I don't regret using this over the original, so props to all involved.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 28, 2012, 08:56:46 am
Oh, if i click "New Anim" can it 0 the box? It comes out as some random number. My last was 169. It would also be acceptable if it was prev anim + 1, but random number is a bit strange.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Joulz on January 28, 2012, 09:12:02 am
don't know if i'm the only one (or if it's been mentioned before) but i'm having this weird bug:

when i save a sprite (from Fighter Factory) in png format, it is in 8bit...so, as i usually do, i use an image editing program (in my case GraphicGales) to convert the sprite in 24 bit for editing purposes: BUT then when i convert back to 256 color/8bit, save then re-open this sprite 10 seconds after, it is still in 24bit for some reason o_O

i also tried saving from Fighter Factory in PCX format and fortunately, this doesn't happen!
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 28, 2012, 09:20:45 am
I somehow doubt FF3 is affecting your external GFX program.

Take an 8 bit sprite that hasn't been through FF and try it. By the sounds of it you'll get the same result. FF3 won't be holding onto an exported sprite that's just strange. As is converting it to a format that it wasn't in the first place.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Veolf on January 28, 2012, 09:27:23 am
Oh, if i click "New Anim" can it 0 the box? It comes out as some random number. My last was 169. It would also be acceptable if it was prev anim + 1, but random number is a bit strange.

Not really a random number, usually it is based on the order of animations. If you have 168 animations before that random number, then that makes it 169. It counts like that. I had that weird "random" bug before, but it would be great if it just +1 your previous animno.

I have a suggestion, is it possible to put all sprites in one group to automatically number then in order in AIR without having to manually clicking +?

This would be helpful for stage-making or intro/endings for Mugen.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 28, 2012, 10:37:35 am
On the right hand side you have "add all selected to animation" so you can add a group of sprites all at once. Adding to the sff allows you to number them sequentially. You have the "time repeat" button by the frame to set how long they all last. You have the function you want already.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Veolf on January 28, 2012, 10:43:07 am
On the right hand side you have "add all selected to animation" so you can add a group of sprites all at once. Adding to the sff allows you to number them sequentially. You have the "time repeat" button by the frame to set how long they all last. You have the function you want already.

O dam -_- did not notice that, thanks for the reply, this would be helpful for a screenpack project I'm planning to do...
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Rajaa Retired on January 28, 2012, 12:40:25 pm
Is it my fault for having the wrong version or not having an update, or does the air file's text view not work?

I think it was suggested before, but instead of making a separate text view for it, just make Fighter Factory open the .air file of the character. =p
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on January 29, 2012, 03:02:52 am
Buh? Doesn't it open the .air already?

Opening it as if it was in notepad would bugger up integration. You need the alt view.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Rajaa Retired on January 29, 2012, 03:50:25 am
I meant open it like it in the same interface that is opens the .cns files.

- When I switch between characters, fighter factory doesn't remember what cns and line I was on, it resets to the first cns.
- Add a find in all open files for current character option for the finding tool?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on January 29, 2012, 05:49:10 am
Oh, if i click "New Anim" can it 0 the box? It comes out as some random number. My last was 169. It would also be acceptable if it was prev anim + 1, but random number is a bit strange.
It's not random. It's the total number of animations. I was building a new char and that's how I noticed.

I'd like to see the ability to launch debug mugen vs a second character that's loaded. Maybe a second launch mugen button that has a pop up menu. Something similar to the import sprites from char. There'd be a drop down list of the characters open. You'd select the enemy and hit launch. So instead of Ryu vs Ryu you'd be testing Ryu vs Ken.

I ask because of different size characters. Onsokumaru, Roll/Mega Man, and Juggernaut and who ever else. It's good to test against yourself. Sometimes when YOUR character is missing sprites or animations against other chars it'd be nice to just test and test and test.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Prodigy_LXM on January 29, 2012, 05:58:16 am
for some odd reason, some of the text just disappeared whenever I click on the menus at the top. I clicked on View and I only see symbols.....:(
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: O Ilusionista on January 29, 2012, 08:52:53 pm
Is it my fault for having the wrong version or not having an update, or does the air file's text view not work?

I think it was suggested before, but instead of making a separate text view for it, just make Fighter Factory open the .air file of the character. =p

It was locked on the public release.

VT, I've found a weird bug:

I have a linked sprite and when I changed the original sprite, the linked one is...scaled down?
(http://i.imgur.com/1NkNK.jpg)(http://i.imgur.com/n9Qfe.jpg)
It seams to be a preview error only.

edit: dunno if you already fixed that, but I am still having problem with linked sprites when you save. You save the sff, but when you open it again, it haven't saved.

But if you hit BACKUP, it saves perfectly.  Weird
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: LaQuak on January 31, 2012, 04:32:42 pm
Is anybody having problems downloading? Right now I am on 1.0.12.2005 UP3 hehe. I want to see how it opens .sffv2 files.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: O Ilusionista on February 05, 2012, 01:36:48 pm
VT, any news about the fix of linked sprites bug?
It screws up the SFF everytime you save, sometimes even crashes FF3. I've lost many sff doing that :(
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cenobite 53 on February 05, 2012, 02:16:19 pm
What do I have to set in the options in Parameters if I want it to start in another Screenpack?

-r Bla didn't work



EDIT: Problem Solved
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Zzyzzyxx on February 05, 2012, 03:31:22 pm
VT, any news about the fix of linked sprites bug?
It screws up the SFF everytime you save, sometimes even crashes FF3. I've lost many sff doing that :(

Same thing here. Most of the times, when I try to use the sprite organizer, the FF crashes when I try to save.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: O Ilusionista on February 05, 2012, 07:49:38 pm
VT, I figured what happens with the linked sprites bug:

- If you hit SAVE or SAVE ALL it corrupts the SFF.
- But if you hit SAVE AS (or backup) works perfectly.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: AnArquiA B. on February 06, 2012, 06:28:29 pm
Sorry, I'm that syntax-freak XD

StageVar trigger would be fine if:

a) In the trigger section it seems like:
Code:
<trigger name="stagevar" type="const" minver="1.0"/>
b) In the consts area, to add:
Code:
  <consts name="stagevar">
    <const name="info.author"/>
    <const name="info.displayname"/>
    <const name="info.name"/>
  </consts>

Sorry if you already fix it ^^'
 
Luck, pal o/
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 08, 2012, 12:48:21 am
Someone interested in another private beta testing?  :twisted:

I will reply all feedbacks later, so thanks for now! I'm back  :)
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on February 08, 2012, 01:16:06 am
/me raises hand
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Veolf on February 08, 2012, 01:31:39 am
*Raises Hand*
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Burguertime on February 08, 2012, 01:43:45 am
Burguertime Haises Rand
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: _Josue_ on February 08, 2012, 02:29:17 am
I will reply all feedbacks later, so thanks for now! I'm back  :)
Uh? so, you're back.    :yippi::yippi::yippi: We've been waiting for you.

Someone interested in another private beta testing?  :twisted:
Yeah... I will raise my hand too.  :sugoi:
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on February 08, 2012, 02:46:16 am
I've been using the last one you gave me and i believe ignored 2 updates after it on the basis i didn't want to lose the features you'd added in this one and i wasn't sure if they were in the others  ;P

My only gripes at the moment are

Default initial palette is 0,0 whereas mugen wants 1,1
New animations are an arbitrary number.

I have already posted these but they're small comments and just centralising. If anyone is REALLY enthusiastic, you could go through the thread and conglomerate the reports?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DrKelexo on February 08, 2012, 03:49:49 am
the only thing i really could ask for is some improvements to the palette editor, since its the one thing I like a little less than the originals. (Though, only so much so)

Mostly, I'd really like for the gradient tool to remember the two colors you had selected, in case you want to make a minor change to an existing gradient. I'd also like some sort of hotkey or way to double click a color just to edit it instead of hitting that button.

Really, though, minor nitpicks, I'm entirely happy with this program.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DNZRX768 on February 08, 2012, 04:17:36 am
Beta Testing?

Oh me! Pick me!  ;D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on February 08, 2012, 06:20:55 am
VirtuallTek PLEASE allow loading of 2 different characters into testing.
 Use the drop down menu from import sprites from character to select for testing! It'd help streamline the killing of certain bugs when fighting particular enemies! I find that most characters have problems with throws. You can set up your character so that the bug doesnt appear vs itself, but when fighting other characters frames will be missing. I think it'd be useful to a lot of people.
You could make it so that if only one character is open then mugen just runs, but if two are open a pop up menu will ask which character to fight.

If anyone agrees, please, second this idea.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on February 08, 2012, 06:27:31 am
But you can set that up in options. Just swap the %0 for the name of the thing you wanna fight. You can tell it stage as well

I often have %0 kfm -s rocknroll

Which gives me vs KFM on a super jump stage (rocknroll is super jump enabled cos i made it) You could potentially set up lots and lots of mugen's each with different options if you want to randomise the character a lot.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on February 08, 2012, 07:22:33 am
Ah, see if you hadnt pointed this out I'd never know. I had no clue that's what the %0 meant. I still think it'd be nice. And knowing this it seems like it'd be pretty easy to implement.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on February 08, 2012, 07:37:49 am
No i mean it IS implemented. It's not something he has to implement at all.

Open options. Add another mugen. Give it the character lines you want. Save. Play. FF3 will give you a dropdown box allowing you to pick which one you want to use. If you name them Mugen "character" rather than just mugen you'll know which is which.

Basically, this is done, learn to use the program a bit more.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Seravy on February 08, 2012, 10:17:32 am
I'm starting to work on new character which will be a perfect opportunity for beta testing, so yeah, definitely interested.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: tunglashor on February 08, 2012, 04:46:37 pm
One thing that really bugs me: if the search bar is already present and I press Ctrl+F, it hides it.  Surely it should just place the cursor in the search field?  (like in Firefox for example).  I'm always hitting Ctrl+F to search, accidentally hiding the search bar and then typing my query into the code window.

Another thing: what is the command line syntax for FF3?  That is, how do I launch it and have it open a specific character?  I want to be able to right-click a def file and open it with FF3, but it always seems to open it with a blank project when I try this.

Finally a suggestion: would it be possible to right-click on (for example) a state number, and have a menu option to move to the definition of that statedef?  Better yet, if say Ctrl was held down, hovering over the state number would turn it into a hyperlink that led to the definition (I've been using Delphi recently so I stole the idea from there :XD:).  Potentially this could work for anim numbers, sound numbers, etc.

Thanks and congrats for a fantastic tool   :gugoi:
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Seravy on February 08, 2012, 05:21:20 pm
Quote
One thing that really bugs me: if the search bar is already present and I press Ctrl+F, it hides it.  Surely it should just place the cursor in the search field?  (like in Firefox for example).  I'm always hitting Ctrl+F to search, accidentally hiding the search bar and then typing my query into the code window.
+1 to this suggestion

Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 08, 2012, 05:40:29 pm
At the time, people that will receive the Beta 9 (note: I'm counting now only those who know how to use the program  ;)):
- O Ilusionista
- AnArquiA B.
- Cyanide
- Jesuszilla
- SXVector
- _Josue_
- Seravy

The first Beta 9 will be private due to the high risk of a data loss. It features:

- Improved the caching system
- Implicit sharing for sprites and palettes (no-link feature)
- AIR full text mode (fully functional, and a lot better than the first attempt)
- When the project is a stage, the AIR editor will be redirected to de DEF document, allowing to edit animations directly in the DEF
- Undo/redo on AIR
- State controller template list unlocked on CMD
- Run in Mugen now copy files that aren't opened

About the last feedbacks:

The %0 in the run in Mugen means current tab. You can use %1 to first tab, %2 to the second tab, ...

@DrKelexo: OK.

One thing that really bugs me: if the search bar is already present and I press Ctrl+F, it hides it.  Surely it should just place the cursor in the search field?  (like in Firefox for example).  I'm always hitting Ctrl+F to search, accidentally hiding the search bar and then typing my query into the code window.
OK

Another thing: what is the command line syntax for FF3?  That is, how do I launch it and have it open a specific character?  I want to be able to right-click a def file and open it with FF3, but it always seems to open it with a blank project when I try this.
Is planned.  ;)

Finally a suggestion: would it be possible to right-click on (for example) a state number, and have a menu option to move to the definition of that statedef?  Better yet, if say Ctrl was held down, hovering over the state number would turn it into a hyperlink that led to the definition (I've been using Delphi recently so I stole the idea from there :XD:).  Potentially this could work for anim numbers, sound numbers, etc.
Yes, I'm planning to make it. But is a bit complex and will wait more.  :)

Thanks and congrats for a fantastic tool   :gugoi:
:sugoi:

About the syntax issues, I fixed almost all of them. I will work more on it later.

Thanks!
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DNZRX768 on February 08, 2012, 06:21:34 pm
I'm not sure if you have received this piece of feedback, but it seems to be something that you should look at.

Here is a problem that should be taken care of as soon as possible.

While editing some characters this morning, I noticed that all of the animation numbers were zeroed out in the number box even though it is not zero:
(http://img254.imageshack.us/img254/8363/huhl.png)

Can you fix it as soon as possible?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 08, 2012, 06:31:35 pm
This feedback doesn't apply to the Beta 9 now because I changed all AIR related code to implement the full text mode.
But, if you hit save, the text file contains zeros or the right numbers?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Seravy on February 08, 2012, 07:36:48 pm
One more suggestion/problem with search (ctrl+f) :
When searching in CNS/other text, the window should be positioned to show the search result at center, instead of bottom. I was doing a search for hitoverride controllers to see if there are any left in my code that has the same bug in the triggers, but I don't see the trigger lines without scrolling down first.
In some cases, the line with the actual search result in it (in this case, Type=hitoverride) is not even visible, it's the line directly under the bottom line visible, and only like the top 10% of the actual line is visible.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DNZRX768 on February 08, 2012, 07:51:01 pm
This feedback doesn't apply to the Beta 9 now because I changed all AIR related code to implement the full text mode.
But, if you hit save, the text file contains zeros or the right numbers?
The text file does save the correct numbers.

But lets just say the zeroes in the marked location gets pretty annoying when editing characters, because it forces me to keep the text editor open all of the time.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Veolf on February 09, 2012, 01:09:49 am
This feedback doesn't apply to the Beta 9 now because I changed all AIR related code to implement the full text mode.
But, if you hit save, the text file contains zeros or the right numbers?
The text file does save the correct numbers.

But lets just say the zeroes in the marked location gets pretty annoying when editing characters, because it forces me to keep the text editor open all of the time.

Odd... but you got the latest version right? It never happens to me ._."
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 09, 2012, 03:01:19 am
- Added support to open any project passed as a parameter to FF3, without limit of parameters/projects  ;D
- Changed the search to get focus when you activate it and the results will be centered on the screen
- Fixed all bugs reported except some syntax stuff

I'm currently finishing a new way to insert sprites: from a sprite sheet, including with automatic detection of sprites within it (with some limitations, obvious, but is a good starting point to speed up the process).

Thats all  ;D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DrKelexo on February 09, 2012, 04:46:56 am
oh heres a random idea

i dunno how many other people would find this useful but, some way so that added sprites are automatically assigned by their file names

IE adding a file named 0200_005.png would add the sprite to Group 200, Index 05 automatically.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: CapnWTF on February 10, 2012, 01:20:31 am
I like that idea a lot! I don't work with sprite sheets, but with the gigantic sets of files upon files of ripped sprites from games. Just having to rename the sprites to something would be a lot more efficient for me than manually adding and renaming the sprites after I re-do the colors and things.
Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 10, 2012, 08:15:04 am
I don't know if someone already posted this, but... can I have this beta along with the old FFU 2.6? Will it create issues? I use Windows 7 Pro x64 I'm interested in test :P

See ya!!! :D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on February 10, 2012, 08:23:32 am
They both install in seperate folders and will run alongside each other.

I'm using FFC for some of my older stuff still.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 10, 2012, 08:47:37 am
They both install in seperate folders and will run alongside each other.

I'm using FFC for some of my older stuff still.
PERFECT!!! I'll install tomorrow... now its 1:30 am for me XD
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 11, 2012, 03:47:36 am
Congratulations on this version of FF, I reallyy like how is it going so far.

In my primary testing time, I find that it finally works as it should on windows 7, no more UAC prompts (NIIIIIICE!!), performance is way better than 2.6 (up to 60% faster at least on my laptop) and the new zoom handling is just SUPERB!!!! Now I can edit big clns's easily.

In the midlle on my research... I dicovered a lil bug in FF3... I don't know if this was reported before, but, if you load default settings clicking the "load defaults" button from the configutarion dialog, all the menus are scrambled or don't show the commands, this is solved when you delete everything in ff3 floder and then you unpack/reinstall. Forgot to mention that this happens with all interface presets (Neo, Classic, Clean or Ultimate)

I'm using the 840 beta + the mediafire link you have in the main page below that version.

Ill continue reporting issues if I find something else. (that is not alredy reported)

See ya!!! :D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 11, 2012, 07:11:59 am
Found another bug :P

While editting stuff in the air section, when you have blank animations that only contain clns2 or 1 (like an advanced guard helper), the zoom doesn't allow to reduce scale, just increase.

I'll continue reporting ;)

EDIT: Just a ll' question, is it normal to export sprites from a sffv1 and getting a weird pallete that instead of having a pink or whatever color you choose for transparency, it has a "semi-alpha" defined color, that in the very depth is the same than in the origina pallette?

See ya!!! :D

P.D. Now I can edit big clns's without loosing their position and messing them, just WONDERFUL!!!!!!!!!!!!!
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 12, 2012, 03:25:17 am
EDIT: Just a ll' question, is it normal to export sprites from a sffv1 and getting a weird pallete that instead of having a pink or whatever color you choose for transparency, it has a "semi-alpha" defined color, that in the very depth is the same than in the origina pallette?
Do you mean a fully transparent color instead of a solid one? If is it, no problem, FF3 does this to allow any char to be saved in SFF v2.0.1 without problems with transparency.

Small release - Windows Vista/7 PCX Thumbnail Handler (Rajaa, I still remember :D)

Now you can view thumbnails of PCX images in any application that uses native system dialogs, as Windows Explorer and FF3.
Installation instructions included. Includes both x86 and x86-64 versions.  ;)
The version for Windows XP is under development.

Link - http://www.mediafire.com/?9zflj9u1s7aexze

[]s
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 12, 2012, 04:24:01 am
EDIT: Just a ll' question, is it normal to export sprites from a sffv1 and getting a weird pallete that instead of having a pink or whatever color you choose for transparency, it has a "semi-alpha" defined color, that in the very depth is the same than in the origina pallette?
Do you mean a fully transparent color instead of a solid one? If is it, no problem, FF3 does this to allow any char to be saved in SFF v2.0.1 without problems with transparency.
Ah, I got it... maybe an option to select if you want fully transparent BG or the solid color should make it for people that exports sprites to edit them :P Just a lil' suggestion but not that important.

Congratulations on this beta, if thsi is tthe beta, I can't imagine how good the final verssion will be ;)

See ya!!! :D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Bleed on February 12, 2012, 05:24:41 pm
There's something wrong with the gif exporter, I keep getting the first 1 or 2 sprites moved out of a lignment to the upper left.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 12, 2012, 11:17:28 pm
Also, there is a bug in which, when you export 240p sprites using the remember axis method, you get weird offsets and the txt file doesn't give you the correct value ;)

Testing more...
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: drewski90 on February 14, 2012, 10:06:40 am
ok, i downloaded this and are there any instructions on how it works because this is my very first time using it?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on February 14, 2012, 09:20:47 pm
ok, i downloaded this and are there any instructions on how it works because this is my very first time using it?
Not to sound like a jerk, but you should take that to another thread. If youre having problems with the anything specific, you should youtube it. That's pretty much how I learned my way around it. I've been using FFU for a couple years and I'm still learning stuff about fighter factory.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 14, 2012, 11:12:30 pm
If this is your very first time using FF, I would suggest to use the stable 2.6 version instead, this is a beta that may present bugs as you can see, but still in deplovement and is subject to great improvements and enhacements.

See ya!!! :D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on February 17, 2012, 07:14:07 am
OK so.... I have like 30+ palettes to which I need to add new colors. Would it be possible to get something where I could specify the spots to change for each palette and... y'know, batch it?


Of course I'm gonna go with an easier solution for now, but the idea's out there if anyone else is interested.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: darkzero779 on February 17, 2012, 03:56:17 pm
If this is your very first time using FF, I would suggest to use the stable 2.6 version instead, this is a beta that may present bugs as you can see, but still in deployment and is subject to great improvements and enhancements.

I used FighterFactory before but its been a looong time since I knew any basics, and I keep canceling any "mugen"chars, due to my crappy animations.
so if i ever attempt to, i got the FF classic installed, so i can re-learn any basics online here or youtbe etc.
 Anyway looking nice sofar.
hope to see the final version VirtualTek :) my apologies if I am speaking off topic.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: CapnWTF on February 17, 2012, 05:57:01 pm
Is this the thread for proposing additions to FF3, or are you just using this to give us the Beta and have us beta-test? :???:
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on February 17, 2012, 07:30:54 pm
Both.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DrKelexo on February 18, 2012, 04:22:10 pm
im noticing consistent problems with the 'save all' feature not properly saving the snd file, as in it just overlooks the changes and doesnt save.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 23, 2012, 08:20:48 am
Found another bug... you are unable to import animations from other characters... I don't know if it's related to animation numbers (I tried with numbers from 32000 to 32141), every time you try to do it, ff3 crashes.

See ya!!! :D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on February 24, 2012, 07:25:51 am
.... you can import animations?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 24, 2012, 10:34:17 pm
Yes you can!!!!! (well, it's supposed to...) Go to Animations menu -> Import from Another Project (Ctrl+Shift+I), but unfortunately, it crashes whenever you try to import something (or at least when the numbers are high, like 32000).

See ya!!! :D

EDIT: Confirmed, it just happens whenever you try to import from animation numbers really big, at least numbers from 32000 and beyond cause a crash, every other number works fine so far (don't know if something like 10000 actually works or crashes FF3)
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: O Ilusionista on February 25, 2012, 12:18:15 am
.... you can import animations?

yes, you can. Its on Animations > Import from another project.
(http://i.imgur.com/fAugW.png)

the second coolest thing from FF3. The coolest thing is this:
(http://i.imgur.com/gObEF.png)
you can make a clsn for a sprite and set the same CLSN for all frames which uses this sprite :)

Yes you can!!!!! (well, it's supposed to...) Go to Animations menu -> Import from Another Project (Ctrl+Shift+I), but unfortunately, it crashes whenever you try to import something (or at least when the numbers are high, like 32000).

See ya!!! :D

EDIT: Confirmed, it just happens whenever you try to import from animation numbers really big, at least numbers from 32000 and beyond cause a crash, every other number works fine so far (don't know if something like 10000 actually works or crashes FF3)

Maybe its only on the public version, because on my version (developer beta) I can import a animation number 56234 and works fine.
Maybe the public version has a limitation on 16 bit numbers (over 32767)

Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 25, 2012, 01:08:18 am
All bugs reported (confirmed) so far are fixed.

the second coolest thing from FF3. The coolest thing is this:
(http://i.imgur.com/gObEF.png)
you can make a clsn for a sprite and set the same CLSN for all frames which uses this sprite :)
Yes, Jz suggested that.

I'm planning to release Beta 9 to the public soon. It's becoming very stable from now.

Thanks!
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: GamerXP on February 25, 2012, 05:24:24 am
What about crashing on loading bug? After some testing I found out the way to launch it - it can be launched once per system start and only if I defocus FF loading window. Also, after this (if launched or failed to launch) - it won't start anymore until I reboot
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 25, 2012, 06:11:27 am
What about crashing on loading bug? After some testing I found out the way to launch it - it can be launched once per system start and only if I defocus FF loading window. Also, after this (if launched or failed to launch) - it won't start anymore until I reboot
You should check if you don't have spyware or any other malware on your system, I can relaunch FF3 everytime I want... but also may depend on your OS (I use W7 x64)

All bugs reported (confirmed) so far are fixed.

the second coolest thing from FF3. The coolest thing is this:
(http://i.imgur.com/gObEF.png)
you can make a clsn for a sprite and set the same CLSN for all frames which uses this sprite :)
Yes, Jz suggested that.

I'm planning to release Beta 9 to the public soon. It's becoming very stable from now.

Thanks!

Ah!!! I can't wait to put my hand on it!!!!!! this FF3 is the best version ever!!!!

and thanks to you for your effort ;)

See ya!!! :D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: _Josue_ on February 26, 2012, 12:36:36 am
I'm planning to release Beta 9 to the public soon. It's becoming very stable from now.

Thanks!
Sounds good! Well, I think I'll give some suggestions for it:

I'm trying to make a new sprite by merging two sprites into a new third one created from parts of the other two.
Since those are already within the char's SFF I don't want to export and import it back, so I think the image editor could use
the following features:
-In the save menu a "Save as another sprite" option would be good.
-In the layer menu, within the "add" command, having an optional way to add a layer from another sprite (either from the SFF itself or by opening a file if you want an image that was not already imported within your SFF.) of course that would mean changing the sprite size to the bigger between the ones that were added. I guess a "Do you want  to keep the current size or change to this size (bigger)" question would apply.
-Also, the crop option within the image menu, needs to be polished. It currently seems to automatically crop the image, and that's not what we would always want. Adding a way to customize the cropping (you know, crop this many pixels for top, bottom, left, right) would be good.

Also I'm not sure if having Ctrl+C and Ctrl+V (copy and paste) within the edit menu would be good, specially considering that you could paste anything from anywhere else. But I think having the options I mentioned would make up for it.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on February 26, 2012, 09:01:29 am
Is there a way of decreasing or setting the amount the zoom actually zooms in at?
The amount that it jumps is OK for low rez characters but newer, larger characters the zoom in becomes too much.
Spoiler, click to toggle visibilty
That's too much in my opinion. I'd like it to be 1.25x as big and it seems 2x bigger.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on February 27, 2012, 01:03:12 am
You know what would really be handy? Something that checks if the new sprites you just added to a certain group already clash with a preexisting one.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 27, 2012, 02:43:34 am
@_Josue_: I already panned to add features like that in the image editor. Except the crop, that work as expected. I will add support to crop based on the selection in the future, that's you want.

Is there a way of decreasing or setting the amount the zoom actually zooms in at?
The amount that it jumps is OK for low rez characters but newer, larger characters the zoom in becomes too much.
Spoiler, click to toggle visibilty
That's too much in my opinion. I'd like it to be 1.25x as big and it seems 2x bigger.
In next versions, I will add an option to choose the zoom mode: large range (current mode), small range. But notice that some zoom levels can produce inaccurate offsets.

You know what would really be handy? Something that checks if the new sprites you just added to a certain group already clash with a preexisting one.
Do you mean the same image or index/number within the group?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on February 27, 2012, 02:51:03 am
The same index/number within the group.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 27, 2012, 03:36:47 am
OK, I will do something.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on February 27, 2012, 07:47:23 am
While you're taking suggestions. I think an option to select if you want to copy the collision 2 or collision 1 boxes from the frame before would be awesome.
Starting work on my new character I just added the Clsn1 so I could work on the code side of the hits. Now I'm going back in and adding the Clsn2 boxes. Being able to select just to overwrite the Clsn2 boxes and leave the Clsn1 boxes would help a ton.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on February 27, 2012, 08:07:40 am
Use text. No need for a button.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on February 27, 2012, 10:41:02 am
If that were true there'd be no button at all.
It's just a pain when I have to scroll down to frame 32 of 59, copy and paste. Make adjustments, save, scroll back down to frame 33, copy and paste, make adjustments, save, scroll back down to frame 34, copy and paste.
Maybe if it's easy enough to implement it might be worth putting in.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Felkazz on February 27, 2012, 12:35:06 pm
I have a suggestion too!
As there is a function to show the Variables in use, it would be cool an option to show the Sound Channels in use.
It is hard to remember which state uses a certain sound channel... With this function i would be easy to know if i can reuse that sound channel in another state ^^
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: GamerXP on February 28, 2012, 04:34:06 am
Dunno if someone said this already, but...
When you press "Run in mugen' it first ask you which mugen to use from your list. It really annoying. Maybe adding new mugen to the list should add new button for it?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DrKelexo on February 28, 2012, 03:21:40 pm
^ yeah I guess having it automatically run the only option if theres one option would be efficient

granted, I dont know why its so annoying to hit 'enter', but yeah.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on February 28, 2012, 04:44:27 pm
If that were true there'd be no button at all.
It's just a pain when I have to scroll down to frame 32 of 59, copy and paste. Make adjustments, save, scroll back down to frame 33, copy and paste, make adjustments, save, scroll back down to frame 34, copy and paste.
Maybe if it's easy enough to implement it might be worth putting in.
In the full text mode will be alot easier to do this, much faster and simple than a button.

I have a suggestion too!
As there is a function to show the Variables in use, it would be cool an option to show the Sound Channels in use.
It is hard to remember which state uses a certain sound channel... With this function i would be easy to know if i can reuse that sound channel in another state ^^
OK

Dunno if someone said this already, but...
When you press "Run in mugen' it first ask you which mugen to use from your list. It really annoying. Maybe adding new mugen to the list should add new button for it?
But if you want to create more than one run configuration to change the stage, define p2, ... to more than one version of Mugen. You end up with a lot of buttons. I avoid this confusion with a list/text based approach.

^ yeah I guess having it automatically run the only option if theres one option would be efficient

granted, I dont know why its so annoying to hit 'enter', but yeah.
What version do you guys are using? It's already implemented on Beta 8.4.

Thanks!
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: GamerXP on February 28, 2012, 06:52:11 pm
But if you want to create more than one run configuration to change the stage, define p2, ... to more than one version of Mugen. You end up with a lot of buttons. I avoid this confusion with a list/text based approach.

Why won't you just make some checkbox in options that can you switch between list view and buttons view?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: CapnWTF on February 29, 2012, 01:58:10 am
Will there be a way to automatically sort files into groups based on their names? I.E. File 12_01 will be auto-sorted to be the first file in group 12 or something like that. Just a time saver, really.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on February 29, 2012, 05:40:12 am
I don't mean to be rude but... don't be so lazy guys, tthe options for executng more than 1 mugen is just wonderful and allows to run even the same execcutable with different parameters (testing single or simul modes or other sets)

other stuff can be made with text edition, its just a ll text editing, almost everithing can be made with buttons (believe me, I use it a lot) is just matter of getting the way with it :) There is no need for the VT guys to add more buttons... remember Cy's sig: "there is no maginc button"

See ya!!! :D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Felkazz on February 29, 2012, 12:39:43 pm
Can someone tell me the parameters? The only thing i've managed is to test with diferent characters xD
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: _Josue_ on March 01, 2012, 02:27:59 am
Can someone tell me the parameters? The only thing i've managed is to test with diferent characters xD

Hmm... I think it's just the command line parameters, found here:
http://www.elecbyte.com/mugendocs/readme.txt
at the "Command-line arguments" section.
I don't know why the default comes with %0 (I don't see it as a possible argument) but adding for example a -s stagename parameter does work.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Felkazz on March 01, 2012, 03:49:53 am
Hmm... I think it's just the command line parameters, found here:
http://www.elecbyte.com/mugendocs/readme.txt
at the "Command-line arguments" section.
I don't know why the default comes with %0 (I don't see it as a possible argument) but adding for example a -s stagename parameter does work.

Thx o/
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: FerchogtX on March 01, 2012, 10:09:08 pm
Can someone tell me the parameters? The only thing i've managed is to test with diferent characters xD

Hmm... I think it's just the command line parameters, found here:
http://www.elecbyte.com/mugendocs/readme.txt
at the "Command-line arguments" section.
I don't know why the default comes with %0 (I don't see it as a possible argument) but adding for example a -s stagename parameter does work.
%0 means the actual character you are editing and want to test in that exact moment, you can change it with a character path, or if you have more than one chracter opened in FF3, you can have %0 and %1 and up to %4 so you can test with more than just the one you are editting (but, due to  bug, this last option doesn't work, it cannot find the path to the char and says is invalid :( as far as I remember, this worked on FFU and FFC)

See ya!!! :D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on March 02, 2012, 02:49:22 am
Yes %0 means current tab, and %n the tab at index n (1 = first, 2 = second, ...). And, it works. The principle is the same as FFU, but FFC doesn't have this feature.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DrKelexo on March 02, 2012, 03:50:00 am
If you're making a stage, can you open up that stage when you run the quick test? I know how I could set it up to load, say, 2 kung fu mans, but is there any way to set the stage to be the one currently open?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Felkazz on March 02, 2012, 12:23:19 pm
If you're making a stage, can you open up that stage when you run the quick test? I know how I could set it up to load, say, 2 kung fu mans, but is there any way to set the stage to be the one currently open?

Yeah, this would be good too ^^
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on March 03, 2012, 02:19:32 pm
So I ran across a bug today. Not sure if it's been discussed.
(http://i.imgur.com/anZTp.png)
It happens when there are too many cns files to fit on the line. The "left" button doesnt become solid until the last cns file is displayed on the line. It's kinda rare to have a character with that many cns files. I ran across MVCtabasa by ryokucha looking for ideas for my character.

Also, I received an error when using the default state controller settings for Bind to Target. Cyanide pointed out that in
Code:
pos = 0,0,"Foot";"Mid","Head"
Foot, Mid, and Head shouldnt be in quotations.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: O Ilusionista on March 03, 2012, 02:26:56 pm
If you're making a stage, can you open up that stage when you run the quick test? I know how I could set it up to load, say, 2 kung fu mans, but is there any way to set the stage to be the one currently open?

at the parameters, you use:

kfm kfm -s your-stage-filename-without-.def

but the stage needs to be at the stage folder of the mugen you are running
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: P-Chan on March 03, 2012, 07:40:44 pm
Hey man thanks for GNU/LINUX package.
suggestion: Create a PPA channel in Launchpad for DEB packages.

Ubuntu is the easyest linux distro of world.

Thanks Virtuall!

EDIT:

P.S. for Ubuntu users type:

sudo apt-get install libPhonon4 libQtCore4 libQtGui4 libQtNetwork4 libQtOpenGL4 libQtWebKit4 libQtXML
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Jesuszilla on March 03, 2012, 07:43:31 pm
If you're making a stage, can you open up that stage when you run the quick test? I know how I could set it up to load, say, 2 kung fu mans, but is there any way to set the stage to be the one currently open?

at the parameters, you use:

kfm kfm -s your-stage-filename-without-.def

but the stage needs to be at the stage folder of the mugen you are running

If you're making a stage, can you open up that stage when you run the quick test? I know how I could set it up to load, say, 2 kung fu mans, but is there any way to set the stage to be the one currently open?


I think what he's getting at is he wants to be able to run a stage he's making in Fighter Factory FROM Fighter Factory.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: XamΣeta on March 03, 2012, 08:49:35 pm
In mugen.cfg under [Debug] look for StartStage =

Works everytime for testing chars in that one particular stage you want, it also helps a lot with observing the stage behavior, correcting bounds, sprite placement, parallax, etc. etc.

But yeah, it would be super nice if you could quick test stages you are working on instead of toggling back to open a character to be able to test your stage. :P

This is indeed long overdue since there is a much larger amount of stage creators in the community that there is character creators.

No hate implied, just sayin.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on March 03, 2012, 08:54:14 pm
If you're making a stage, can you open up that stage when you run the quick test? I know how I could set it up to load, say, 2 kung fu mans, but is there any way to set the stage to be the one currently open?
Will be possible in the next version.

So I ran across a bug today. Not sure if it's been discussed.
(http://i.imgur.com/anZTp.png)
It happens when there are too many cns files to fit on the line. The "left" button doesnt become solid until the last cns file is displayed on the line. It's kinda rare to have a character with that many cns files. I ran across MVCtabasa by ryokucha looking for ideas for my character.
Is not a bug. Is a Qt behavior. If you don't like it, don't open so many tabs  :P

Hey man thanks for GNU/LINUX package.
suggestion: Create a PPA channel in Launchpad for DEB packages.

Ubuntu is the easyest linux distro of world.

Thanks Virtuall!
Yeah, I use Ubuntu too  :sugoi:


In mugen.cfg under [Debug] look for StartStage =

Works everytime.
I already implemented the support to test the current stage opened in Fighter Factory in the next version.  ;)

Thanks!
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: XamΣeta on March 03, 2012, 08:56:59 pm

Sweet music to my ears.

This just keeps getting better and better...I'll probably ditch FF Classic upon that release.

No no...thank You.  8)
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: P-Chan on March 04, 2012, 02:49:47 pm
Hey man thanks for GNU/LINUX package.
suggestion: Create a PPA channel in Launchpad for DEB packages.

Ubuntu is the easyest linux distro of world.

Thanks Virtuall!
Yeah, I use Ubuntu too  :sugoi:

Vituall help me please.

See this:
Code:
duke@duke-desktop:~/ff3$ ls
codecs         docs         languages  sctrls         syntax_lua.xml
colorsets      ff3          palFX      shortcuts.xml  syntax_mugen.xml
completer.xml  history.xml  presets    snippets
config.xml     iconsets     scripts    styles
duke@duke-desktop:~/ff3$ ./ff3
./ff3: error while loading shared libraries: libQtMultimedia.so.4: cannot open shared object file: No such file or directory

and this:
Code:
duke@duke-desktop:~/ff3$ sudo apt-get install libPhonon4 libQtCore4 libQtGui4 libQtNetwork4 libQtOpenGL4 libQtWebKit4 libQtXML
[sudo] password for duke:
Reading package lists... Done
Building dependency tree       
Reading state information... Done
libphonon4 is already the newest version.
libphonon4 set to manually installed.
libqtcore4 is already the newest version.
libqtcore4 set to manually installed.
libqtgui4 is already the newest version.
libqtgui4 set to manually installed.
E: Couldn't find package libQtNetwork4
duke@duke-desktop:~/ff3$

I can't run in linux. help me
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on March 04, 2012, 05:42:15 pm
sudo apt-get install libPhonon4 libQtCore4 libQtGui4 libqt4-network libqt4-opengl libqt4-xml libqtwebkit4
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: AnArquiA B. on March 05, 2012, 09:16:34 pm
A suggestion: in the SFF, drag on rulers could have the same effect of drag on the axis or outside sprite's boundaries: pan the whole workspace.

Like, I drew ^^' :
(http://i836.photobucket.com/albums/zz290/anarquiab/dragonmysty.jpg)
Left, a cropped shot. Right, I tinted Green the area where our mouse dragging would change the sprite's offset. I tinted Red, well, the area already works this way (paning workspace) PLUS the ruler I've mentioned.

OK, but why in the hell I'm pull this?

OK, working with big sprites, big enough to don't let even a little bit of background to "grab" and pull to pan the workspace, like this shot:
(http://i836.photobucket.com/albums/zz290/anarquiab/toclosetodrag.jpg)
(in both images I've eneble "show tranparency color" for an obvious reason)

So, I want to get the top of that shitty wall (to align with onionskin, by instance). Will I scroll the mouse trying to guess where the focus will drop? :p (OK, I know you're thinking about that "center of zoom" thing, but even). At the moment, drag on the ruler will behave just like the ruler wasn't there. But, in this instance and in other involving larger sprites, pan the workspace in that ruler would be VERY nice.


Sakubona.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on March 06, 2012, 12:50:02 am
Good suggestion. But hold Ctrl and click/drag any point in the workspace to see what happens.  ;)
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Lasombra Demon on March 06, 2012, 02:17:58 pm
Dunno if you've implemented some of these already, but I was thinking of a 'Diagnose' kinda function.
-To tell you if you're missing required sprites/anims.
-To tell you if code references anims/sounds that aren't there.
-To tell you if anims reference sprites that aren't there.
-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: DrKelexo on March 06, 2012, 08:02:59 pm
-To tell you if anims reference sprites that aren't there.

just throwing this out there to make sure, it would be a good idea to ignore any anim or sprite with the number -1

-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).

This would probably be annoying to implement and yet fairly useless, as one should REALLY be aware if what they're making is off, and there are certain times where infinite priority is 'necessary'
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: AnArquiA B. on March 07, 2012, 01:00:24 am
Good suggestion. But hold Ctrl and click/drag any point in the workspace to see what happens.  ;)
XD Even so. You know there's some Ctrl+Lazy abroad there XD
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Odb718 on March 08, 2012, 11:37:10 am
I'm not sure if I've asked this or if it's been asked before, but could you make it so if you try to find a sprite and forget the ,0 that it'll just go to it?
I hate searching for a statedef/animation by typing the number, then looking for the sprite and it says it cant find it. If it could just automatically go from looking for 3100 to 3100,0 when you switch to sprites that'd be awesome.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: CapnWTF on March 08, 2012, 03:56:42 pm
If I may ask, why not just put in the extra ",0" ?
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Felkazz on March 08, 2012, 06:18:23 pm
I can't run it on linux...
I've downloaded all the needed packages and it don't run...
When i try to open i got an error saying that i don't have an aplication to run it
Maybe i am doing something wrong, cause i am new to linux xD
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: VirtuallTek on March 09, 2012, 02:36:57 am
Dunno if you've implemented some of these already, but I was thinking of a 'Diagnose' kinda function.
-To tell you if you're missing required sprites/anims.
-To tell you if code references anims/sounds that aren't there.
-To tell you if anims reference sprites that aren't there.
-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).
No, isn't implemented. But, this type of suggestion requires a lot of time to be done, then I make it less priority. Thanks anyway.

I'm not sure if I've asked this or if it's been asked before, but could you make it so if you try to find a sprite and forget the ,0 that it'll just go to it?
I hate searching for a statedef/animation by typing the number, then looking for the sprite and it says it cant find it. If it could just automatically go from looking for 3100 to 3100,0 when you switch to sprites that'd be awesome.
No.

I can't run it on linux...
I've downloaded all the needed packages and it don't run...
When i try to open i got an error saying that i don't have an aplication to run it
Maybe i am doing something wrong, cause i am new to linux xD
You must make ff3 executable:
chmod +x ff3

Thanks!
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: MadkaT on March 09, 2012, 03:58:25 am
Works nicely on OpenSuse 12 ;D
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Bleed on March 09, 2012, 04:40:42 am
I'm having some trouble un linking sprites.

I was trying to make a masked animation, by duplicating a sprite many times with " Copy the image ".  Later erase part of every sprite to make the masking animation.

After duplicating all those sprites, I noticed for some reason most of them came out linked anyway???

Now if I edit one, all are edited and if I delete one all are deleted.   I can't find any way to unlink the sprites.


Is there a way to unlink them?




The zooming is not working right in the image editor.  Often if I zoom in, I can't zoom back out.  Sometimes if I do zoom out I get a copy of the sprite that is still zoomed in but on the side, and I can't get rid of it unless I close the window.
Title: Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
Post by: Cyanide on March 10, 2012, 06:10:47 am
Quote
-To tell you if you're missing required sprites/anims.
-To tell you if code references anims/sounds that aren't there.
-To tell you if anims reference sprites that aren't there.
-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).
Mugen
Mugen
Mugen (or playing the anim...)
No, if for any reason you make an attack you WANT to be like that you don't want to be annoyed by that.
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: VirtuallTek on March 10, 2012, 09:40:55 pm
First post updated with the version 3.0.1000 (RC1).
Available to Linux (32 bits) and Windows (32 and 64 bits).

Enjoy!
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: _Josue_ on March 10, 2012, 10:22:31 pm
First post updated with the version 3.0.1000 (RC1).
Available to Linux (32 bits) and Windows (32 and 64 bits).

Enjoy!

Hey! We're at RC1 phase! great! So... 6.5 Mb only? it used to be heavier. did you compress it more than before or something? Also, is it me or the program is quite fast?
Anyways, at glance all I can say this looks great. I'll take a more detailed look when I have time.
I guess now it's time to add the cool new features we have been asking for!   8)
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: Cybaster on March 11, 2012, 12:24:00 am
Very cool, gonna test this ASAP.
Thanks for the hard work. :)
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: elocomon on March 11, 2012, 07:33:58 pm
Got something weird in the 64 bits version: if you run the project in mugen 1.0 (I don't try on win), the game always read a pallete after  o_O.

for example, you got on pal.defaults = 4, and in the game show pallete 5.
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: VirtuallTek on March 12, 2012, 03:03:53 am
Hey! We're at RC1 phase! great! So... 6.5 Mb only? it used to be heavier. did you compress it more than before or something? Also, is it me or the program is quite fast?
Anyways, at glance all I can say this looks great. I'll take a more detailed look when I have time.
I guess now it's time to add the cool new features we have been asking for!   8)
Some devs like to have 3 builds - debug (internal testing), release (external testing) and production (final). This is my production build, it has all optimizations turned on and uses a custom build of the Qt libraries with some modifications.
And yes, the first goal is to make a stable version. Then now I will work on suggestions, new features, and so on.

Very cool, gonna test this ASAP.
Thanks for the hard work. :)
Thank you too for the good work in the most important phase of the project.  :sugoi:
I'm waiting a new wip like the Batman one now  :P

Got something weird in the 64 bits version: if you run the project in mugen 1.0 (I don't try on win), the game always read a pallete after  o_O.

for example, you got on pal.defaults = 4, and in the game show pallete 5.
It occurs in all versions. I updated the first post with an update. However, is a very small issue, update if you are uncomfortable with this.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: Jesuszilla on March 12, 2012, 04:19:14 am
PCX thumbnails? VirtuallTek, you are a GOD.


EDIT:
Quote
Install

- Copy the file pcxThumb64.dll to the system32 folder
- Copy the file pcxThumb32.dll to the syswow64 folder
- Run the script 'reg x64.bat'

Uninstall

- Run the script 'unreg x64.bat'
- Delete the file pcxThumb64.dll from the system32 folder
- Delete the file pcxThumb32.dll from the syswow64 folder

Backwards?
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: Jmorphman on March 12, 2012, 04:47:02 am
I have a minor quibble: there's a limit on how much you can decrease the width of FF in window mode; I like to work with two windows horizontally side-by-side but I'm unable to do this in FF3 because it's just too big.
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: Cyanide on March 12, 2012, 07:50:17 am
JZ: No, just microsoft intelligence. System32 on a 64bit system is the 64bit file location. syswow64 is the 32bit. Normal but silly.

Edit: OK, have reconverted the stylesheet to suit myself. I have one question. What is the definition for arrow keys in the shortcut creator? I want to use ctrl+arrow to cause 1 pixel shifts but can't find out if it's looking at a code for the key or a word. And if it's a word what word that is.
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: VirtuallTek on March 12, 2012, 04:28:10 pm
I have a minor quibble: there's a limit on how much you can decrease the width of FF in window mode; I like to work with two windows horizontally side-by-side but I'm unable to do this in FF3 because it's just too big.
Unlocking for the next update.  ;)

Edit: OK, have reconverted the stylesheet to suit myself. I have one question. What is the definition for arrow keys in the shortcut creator? I want to use ctrl+arrow to cause 1 pixel shifts but can't find out if it's looking at a code for the key or a word. And if it's a word what word that is.
Left, Top, Right, Bottom.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: FerchogtX on March 13, 2012, 04:21:09 am
YESSSSSSSS!!!!!!!!!!!! I've just installed it... I'll se if I can find something (but I'm almost sure I wont ;) )

P.S:: Im loving the fact that your are currently releasing a x64 version... now this runs EVEN faster in my PC... don't ask why or how sinse this isn't supposed to increase speed, but for me at least it goes faster than previous release :)
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: FerchogtX on March 13, 2012, 04:57:19 am
Just found 2 bugs:

1.- (If this one is a bug...) now palletes are exported as PNG files while exporting spres from a sff instead of act, making them unusable in photoshop (I cannot load them with the dialog because it asks for pal or act only...) makes sense, but in a certain way doesn't because they only contain color info, not the entire sprite.

2.- While exporting sprites for sprmake2, the def file is a mess while loaded in notepad, but in other editors (like PSPad or notepad++) looks fine...

Just this at the moment ;) great improvement by now :D

See ya!!! :D
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: Cyanide on March 13, 2012, 07:57:50 am
That may have been dodgy translation, but at least when top didn't work Up did.

Left, up, down, right, these are the arrow key definitions. I've shortcutted the buttons now.

I strongly recommend to anyone who hasnt' done so. Make a copy of the Neo style sheet and edit it to fit your likings. For example it lacks classics "align to" settings, you can copy these from the classic style sheet and place them in your new template. Personally i've moved some of the buttons, removed others and added new ones. I've also made a copy of the MCM axis which is nice and functional.

The whole program is VERY streamlined and customisable (which reminds me to go back and alter that colour thing again cos the pale grey isn't hugely noticeable)
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: VirtuallTek on March 13, 2012, 04:14:33 pm
YESSSSSSSS!!!!!!!!!!!! I've just installed it... I'll se if I can find something (but I'm almost sure I wont ;) )

P.S:: Im loving the fact that your are currently releasing a x64 version... now this runs EVEN faster in my PC... don't ask why or how sinse this isn't supposed to increase speed, but for me at least it goes faster than previous release :)
The x64 version runs faster than the x86 one in a 64bit system because a 32bit program runs in an "emulation" layer, called WoW64 (Windows on Windows 64). And this version uses a lot of SSE instructions to do the hard work.  ;)

Just found 2 bugs:

1.- (If this one is a bug...) now palletes are exported as PNG files while exporting spres from a sff instead of act, making them unusable in photoshop (I cannot load them with the dialog because it asks for pal or act only...) makes sense, but in a certain way doesn't because they only contain color info, not the entire sprite.

2.- While exporting sprites for sprmake2, the def file is a mess while loaded in notepad, but in other editors (like PSPad or notepad++) looks fine...

Just this at the moment ;) great improvement by now :D

See ya!!! :D
Isn't really a bug, but I will change this behavior to a more common usage.

That may have been dodgy translation, but at least when top didn't work Up did.

Left, up, down, right, these are the arrow key definitions. I've shortcutted the buttons now.
Yes, is up and down, sorry.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: Seravy on March 13, 2012, 06:32:53 pm
Quote
1.- (If this one is a bug...) now palletes are exported as PNG files while exporting spres from a sff instead of act, making them unusable in photoshop (I cannot load them with the dialog because it asks for pal or act only...) makes sense, but in a certain way doesn't because they only contain color info, not the entire sprite.
I can't open .act files in the image editor I'm using, but I can open images, so I prefer images. If it's an image, you actually see what color is used for what, which is necessary when you are editing the palette. And when you are not editing it, the format doesn't matter, anyway.
Title: Re: Fighter Factory 3 RC1 (updated 03/13/12)
Post by: VirtuallTek on March 13, 2012, 10:52:50 pm
New update with some small adjustments in the first post:
- Unlocks the main window width (lower limit)
- Changes the exported palettes to .act
- Uses the Windows line-break mark when exporting sprites to SprMaker

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/13/12)
Post by: Do not even ask on March 13, 2012, 11:27:00 pm
For some reason, whenever I open a stage in Fighter Factory and then run that stage in Mugen 1.0, after I close Mugen, the sff file of that stage is deleted.
Title: Re: Fighter Factory 3 RC1 (updated 03/13/12)
Post by: VirtuallTek on March 14, 2012, 12:02:42 am
If you use this function with a stage from the stages folder or that have the same SFF file name of another stage already in the stages folder, the file will be treated as temporary, overwritten and deleted. This is the one drawback of this feature now. I will test another approach to do this later.

EDIT: Updated the first post with the solution for the stages problem.
Title: Re: Fighter Factory 3 RC1 (updated 03/13/12)
Post by: FerchogtX on March 14, 2012, 10:08:50 am
Quite fast!!! Thanks guys!!! :D
Title: Re: Fighter Factory 3 RC1 (updated 03/10/12)
Post by: FerchogtX on March 14, 2012, 10:14:37 am
Quote
1.- (If this one is a bug...) now palletes are exported as PNG files while exporting spres from a sff instead of act, making them unusable in photoshop (I cannot load them with the dialog because it asks for pal or act only...) makes sense, but in a certain way doesn't because they only contain color info, not the entire sprite.
I can't open .act files in the image editor I'm using, but I can open images, so I prefer images. If it's an image, you actually see what color is used for what, which is necessary when you are editing the palette. And when you are not editing it, the format doesn't matter, anyway.
Maybe an option to choose from PNG or ACT while exporting palletes?
Title: Re: Fighter Factory 3 RC1 (updated 03/13/12)
Post by: VirtuallTek on March 14, 2012, 01:31:14 pm
Isn't necessary because if you don't want the .act palette you can use the sprite directly.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: VirtuallTek on March 15, 2012, 01:53:58 am
Update 4 to fix a problem with text encoding. This problem will affect a small set of encodings, but is a bug anyway.  ;)

Now, I will explain some new things in the RC1 about text encoding:
- FF3 will list all suported encodings in your system.
- FF3 tries to detect the encoding when you open a file. If fails, the default encoding defined in the Text tab of the Options window will be used. If you work a lot with a specific encoding (like some guys with Shift-JIS), setting Shift-JIS as default will lead to a 99,99% success rate to display all characters correctly.
- You can change the encoding to be used to save a file clicking in the encoding info in the status bar. FF3 will ask if you want to reload the file (useful for files that the detection fails and some characters are displayed incorrectly).
- FF3 ONLY works with unicode. Then any file will be converted to unicode, you edit the file and it will be converted back to the desired encoding on save. All characters that are currently displayed incorrectly will be lost.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: xPreatorianx1 on March 15, 2012, 03:36:55 am
I didn't see this feature in FF3 RC1 so I thought I would suggest it.

Since you made this program, I'm guessing your familiar with things like auto-completion and "blimps" in various IDE's/coding applications right? Auto-completion does exactly what it suggests - if it knows what your typing in code it will try to complete the value, word, or entire line if it can. Visual Studio is a good example of this.  "Blimps" (not sure on the official name as I can't remember) are basically where if you highlight a variable, etc the coding interface will give you tips on how to use that variable, etc. Again a good example is Visual Studio.

So what I'm asking is if you can add these? auto-completion and "blimps" would make the coding interface of FF3 simply amazing. It's almost there but those two features would really bring it inline to an actual IDE.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: VirtuallTek on March 15, 2012, 03:51:15 am
I think you want something like this:
(http://img834.imageshack.us/img834/1479/semttulouiw.png) (http://imageshack.us/photo/my-images/834/semttulouiw.png/)
This isn't simple and isn't a priority. You can read the Mugen docs to find what do you want to know about.

About the auto completion, FF already supports it, but is disabled due to improvements I'm currently working on.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: elocomon on March 15, 2012, 04:03:22 am
In previous versions, the sff organizer put the group 9000 automatically at first, in this last versions this doesn´t happen and if you move them manually simply doesn't read the palletes in the char (1.0)
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: xPreatorianx1 on March 15, 2012, 06:08:18 am
I think you want something like this:
(http://img834.imageshack.us/img834/1479/semttulouiw.png) (http://imageshack.us/photo/my-images/834/semttulouiw.png/)
This isn't simple and isn't a priority. You can read the Mugen docs to find what do you want to know about.

About the auto completion, FF already supports it, but is disabled due to improvements I'm currently working on.

Yup that's exactly what I was talking about. I didn't know it wasn't simple. I may be a programmer, but I'm nowhere near your skill level. I'm just a beginner. But if you ever do decide to do it I would love it.

As for auto completion - Nice! I can't wait till it's activated again. Just that alone would go along way to help make it more like a full fledged IDE.

Heck I stopped working on my character because I was waiting on a version of FF that included most of the main "functions" you find in an IDE. As I basically used a text editor (notepad then notepad++) and I couldn't keep track of my code easily. It was a mess. I do know that FF does have something akin to the class view from Visual Studio. But I was waiting for all the features :).

Keep up the good work m8. FF is an amazing application. I wish I had your skills.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: VirtuallTek on March 15, 2012, 01:27:23 pm
In previous versions, the sff organizer put the group 9000 automatically at first, in this last versions this doesn´t happen and if you move them manually simply doesn't read the palletes in the char (1.0)
In the SFF v2 you can use any sprite order, that's the way FF3 organize sprites by group/index in this version.
If you are making a SFF v1, FF3 will organize by palette, to achieve a high compression ratio and avoid palette problems, then the 9000 group will be placed first.

Yup that's exactly what I was talking about. I didn't know it wasn't simple. I may be a programmer, but I'm nowhere near your skill level. I'm just a beginner. But if you ever do decide to do it I would love it.

As for auto completion - Nice! I can't wait till it's activated again. Just that alone would go along way to help make it more like a full fledged IDE.

Heck I stopped working on my character because I was waiting on a version of FF that included most of the main "functions" you find in an IDE. As I basically used a text editor (notepad then notepad++) and I couldn't keep track of my code easily. It was a mess. I do know that FF does have something akin to the class view from Visual Studio. But I was waiting for all the features :).

Keep up the good work m8. FF is an amazing application. I wish I had your skills.
If you have a little knowledge about Mugen, you will see that Mugen uses a State machine language. You don't have classes or any other high level construct.
The equivalent feature to the class view is the Group/block list at the left panel.

As I said before, if you read the Mugen docs first, you will understand the things better than waiting code assist features, that will speed up some things but don't will made all the work for you.
You already have an advanced feature: Syntax highlight with error/deprecation checking. I will add more later but not so soon.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Felkazz on March 15, 2012, 08:29:08 pm
I don't know if this happened with someone else...
http://neuropod.net/imagehost/uploads/ee84689543ad5bcaed516b6eea6af24e.png (http://neuropod.net/imagehost/uploads/ee84689543ad5bcaed516b6eea6af24e.png)

First, all text disappeared.
I've downloaded again and the texts are giant...
I tried to change the font in the options, but didn't work...
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: VirtuallTek on March 15, 2012, 10:58:26 pm
Do you tried to edit the stylesheet?
If you change to another interface preset, the font becomes right?
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: parse on March 15, 2012, 11:40:47 pm
When I resize a hitbox, the opposite side of the hitbox moves a little bit by itself.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Felkazz on March 16, 2012, 12:09:20 am
I don't know how, but the problem is solved xD
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Noctis on March 16, 2012, 01:06:37 am
So far, the recent FF3 update is fantastic, but....
Found an error. Choose a clsn, click on the screen without drawing a clsn, and press Delete. Crashes.
I haven't experimented to see if other buttons crash it.
As for the palettes window. Sometimes when I click on the "Image or Palette" circle, the "Character" circle will stay chosen, so now both are chosen, and I have to click back and forth to get it on the right one. And when I use the turkey baster looking thing to find a color, sometimes it unselects itself once or twice before it actually works. I think it's involved with the first palette error I mentioned.
Found another.
When you delete a palette and try to undo it, FF3 crashes.

When I resise a hitbox, the opposite side of the hitbox moves a little bit by itself.
It does that for me too, but it doesn't actually change the size. It's completely harmless.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: CapnWTF on March 16, 2012, 03:02:31 pm
I'm sorry if my last post was stupid, but I really don't know why RC1 doesn't work. It says it's missing a dll file, but it works fine on Vista......Is this a problem with the computer itself or is it a bug in the program? I'm only asking because I don't know, sorry if it bothers anyone.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: VirtuallTek on March 16, 2012, 05:25:46 pm
When I resize a hitbox, the opposite side of the hitbox moves a little bit by itself.
So far, the recent FF3 update is fantastic, but....
Found an error. Choose a clsn, click on the screen without drawing a clsn, and press Delete. Crashes.
I haven't experimented to see if other buttons crash it.
As for the palettes window. Sometimes when I click on the "Image or Palette" circle, the "Character" circle will stay chosen, so now both are chosen, and I have to click back and forth to get it on the right one. And when I use the turkey baster looking thing to find a color, sometimes it unselects itself once or twice before it actually works. I think it's involved with the first palette error I mentioned.
Found another.
When you delete a palette and try to undo it, FF3 crashes.

When I resise a hitbox, the opposite side of the hitbox moves a little bit by itself.
It does that for me too, but it doesn't actually change the size. It's completely harmless.
OK

I'm sorry if my last post was stupid, but I really don't know why RC1 doesn't work. It says it's missing a dll file, but it works fine on Vista......Is this a problem with the computer itself or is it a bug in the program? I'm only asking because I don't know, sorry if it bothers anyone.
Do you saw the pre-requisites in the first post?
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Odb718 on March 17, 2012, 01:29:50 am
I was just thinking, Could you make it so that in the Commands list on the left, it normally shows
-1, run fwd 
-1, run back
 But could you take the value = number and post it along side it too so that it'd display
-1, run fwd, 100 
-1, run back, 105
Or maybe even
100, run fwd
105, run back
Similar to what it does in States?
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Froz on March 17, 2012, 03:57:25 am
you might want to refine the way to introduce new sprites into the sff file:
let's say i have 27 sprites im going to introduce into the sff file, as one group (example: group 2305), if i insert them the way they are, sprites 10-19 will be inserted after sprite no. 1 and sprites 20 -27 will be inserted after sprite no. 2
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Cyanide on March 17, 2012, 04:30:43 am
Quote
I was just thinking, Could you make it so that in the Commands list on the left, it normally shows
-1, run fwd
-1, run back

You know it'd be quite happy if you wrote

[state 100, run fwd]
there as well right? State -1 is an identifier for you, all the engine cares about is State. And tbh i think all it REALLY cares about is

[ ]
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Odb718 on March 17, 2012, 07:18:57 am
Oh? Wow, I didnt know about that lol.  Gonna edit them now!  :sugoi:
Thanks again for yet another heads-up Cyanide!

-----
So I just tried an edit
;Missile Shot
[State 2300, Air Missile Shot]
type = ChangeState
value = 2300

Shows Air Missile Shot on the left. If I drop the State out of the [], FF3 turns the type black instead of orange and "greys out" value.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Cyanide on March 17, 2012, 07:43:22 am
That's an FF3 thing then, bet mugen still works.

Edit: Sorry, must have missed this some time ago.

Select any .cns other than first, make changes. Save. Run in mugen. Quit mugen.

You are now back at the start of CNS number 1 rather than where you were. It stays where you were all the way up to the point you quit mugen. Guessing the quit mugen action is still making FF3 do something.
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Rajaa Retired on March 17, 2012, 03:51:35 pm
The font options don't really work.

Is it just me? The only thing that changes when changing fonts or font-sizes is the line-height of each line.

 :???:
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Noctis on March 17, 2012, 05:52:58 pm
That's an FF3 thing then, bet mugen still works.

Edit: Sorry, must have missed this some time ago.

Select any .cns other than first, make changes. Save. Run in mugen. Quit mugen.

You are now back at the start of CNS number 1 rather than where you were. It stays where you were all the way up to the point you quit mugen. Guessing the quit mugen action is still making FF3 do something.

Why did I not mention this months ago?
It also does it even if mugen doesn't open and crashes.

The font options don't really work.

Is it just me? The only thing that changes when changing fonts or font-sizes is the line-height of each line.

 :???:

Maybe our computer doesn't support that type of font?
When I change the font type, it just pushes the words really close together or farther away, but sometimes I get a successfully working font type.

Edit:
Oh. For me, it seems to only focus on special keys/characters. Like these...
= - + \ & %
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: Buddah Locz on March 17, 2012, 07:04:43 pm
Im having problems downloading it :/
it keeps telling me unexpected end of archive..
Can anybody help me out with that?
Title: Re: Fighter Factory 3 RC1 (updated 03/14/12)
Post by: -True- on March 17, 2012, 08:01:13 pm
someone explain to me this error.
FF3RC1 SFF2.1
Sprites RGBA
(http://i303.photobucket.com/albums/nn135/galeriadejeff/4a26c74c.png)

and... in after update of FF3
the same sprite says
(http://i303.photobucket.com/albums/nn135/galeriadejeff/1-33.png)

(http://memeorama.com/wp-content/uploads/2012/01/Are-You-Fucking-Kidding-Me-Rage-Face-Meme-Template-Blank-300x295.png)
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: VirtuallTek on March 17, 2012, 09:48:55 pm
someone explain to me this error.
FF3RC1 SFF2.1
Sprites RGBA
(http://i303.photobucket.com/albums/nn135/galeriadejeff/4a26c74c.png)
Check your eyes. It says PALETTES!!!

Update 5 in the first post:
- Fixed the font issue
- Fixed the undo/redo in the SFF (aded support to palettes)
- Fixed the CNS problem after testing in Mugen
- Fixed the palette link message that appears on non-indexed images
- Fixed the crash with Delete in the AIR editor

In the RC1, FF3 will try to load a SFF even if an error occurs, like incorrect linkage, then you can fix the problem replacing the image.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: FerchogtX on March 18, 2012, 12:20:30 am
N I C E !!!!!!!!!!!!!!!!!!!
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: -True- on March 18, 2012, 01:16:54 am
someone explain to me this error.
FF3RC1 SFF2.1
Sprites RGBA
(http://i303.photobucket.com/albums/nn135/galeriadejeff/4a26c74c.png)
Check your eyes. It says PALETTES!!!

Update 5 in the first post:
- Fixed the font issue
- Fixed the undo/redo in the SFF (aded support to palettes)
- Fixed the CNS problem after testing in Mugen
- Fixed the palette link message that appears on non-indexed images
- Fixed the crash with Delete in the AIR editor

In the RC1, FF3 will try to load a SFF even if an error occurs, like incorrect linkage, then you can fix the problem replacing the image.

Thanks!
thx for the update !  ;D
but the img is 32 bits not using palettes  :o
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Froz on March 18, 2012, 01:33:49 am
for the Windows PCX Thumbnail, the thumbnails of large files are black but it shows up fine in the preview

(http://i954.photobucket.com/albums/ae21/ZigZack843/NoThumbnails-1.png)
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: VirtuallTek on March 18, 2012, 01:38:41 am
thx for the update !  ;D
but the img is 32 bits not using palettes  :o
Yes, then read the fourth fix I made in this update.  ;)

for the Windows PCX Thumbnail, the thumbnails of large files are black but it shows up fine in the preview
OK, I will check.

I forgot some answers:

you might want to refine the way to introduce new sprites into the sff file:
let's say i have 27 sprites im going to introduce into the sff file, as one group (example: group 2305), if i insert them the way they are, sprites 10-19 will be inserted after sprite no. 1 and sprites 20 -27 will be inserted after sprite no. 2
Just insert 10-19 at a time, and 20-27 later. No need to add more useless functions and complexity.

Im having problems downloading it :/
it keeps telling me unexpected end of archive..
Can anybody help me out with that?
Try to redownload or use Internet Explorer (yes, it works  ;D).
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Cyanide on March 18, 2012, 01:39:28 am
Sff for 1.0 doesn't work with 32bit. Sff for 1.1 will work with 32bit. Mugen currently does not work with 32bit images.

Are you making a 1.1 sff file? If not, you have to use indexed sprites.

Even if this is not the cause of your problem things are going to look wrong or not show up in game.
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Froz on March 18, 2012, 01:56:21 am
I'm not sure if this is a useless function but if you try to edit a sprite via fighter factory's image editor and try to insert a palette, instead of offering how to apply it (reversed or not) it instantly applies and...

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

It's POT's Shin Gouki: http://mugenguild.com/pots/

Palette => Open => "GoukiCvSGrey" palette
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: VirtuallTek on March 18, 2012, 02:12:20 am
FF will ask if you want to adapt the palette to the image or not, then choose No.
Looking at the palette and the colors I'm sure you chose Yes.
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Froz on March 18, 2012, 02:27:12 am
:omg: your right... sorry about that
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Cyanide on March 18, 2012, 04:12:36 am
Palette management seems to have gone funny in this release. Previous sprites i had added with the equivalent of "Unshared" no longer seem to know what their palette is meant to be and are just picking the last one in sequence. I have corrected it by applying the palettes again using the inbuilt function.

In addition, if you add NEW sprites, they do not autochange to the right palette. They have it, but the program doesn't swap to it automatically like it did in the last version.

While trying to use the function to apply to a group it was also failing.

Choosing group meant all of them. Setting start and end was having no effect. Had to do current for a specific set.

This is most likely only a problem for sff's built prior to this release but the "swap to the added palette" function probably needs to come back.
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: VirtuallTek on March 18, 2012, 04:35:52 am
I noticed something similar, but only affects the preview.
If possible, send me one of these SFFs that a sprite points to the wrong palette to test.

EDIT: Fixed the problem with the preview ("swap to the palette"). New update in the first post.
But all sprites of all SFFs that I tested show up with the right palette. I see no SFF with the problem you reported.
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Cyanide on March 18, 2012, 05:27:19 am
Can't now cos i fixed it. It may have been something going funny in my last save prior to updating. I had imported some sprites but on the second load today they were gone.

I potentially made it worse by trying to correct the problem i was having if it was the preview that was busted =P
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Jesuszilla on March 18, 2012, 05:45:42 am
It fucks up something with regards to linked sprites. Totally fucking RUINED my SFF. God. Dammit.


EDIT: Shit it's not even today's update... I don't remember which I have. 10th?
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: DrKelexo on March 18, 2012, 09:58:31 am
Forgot if I posted this, but I can't get the 7 PCX thumbnails thing to work on a 64-bit system. It registers pcxthumb32.dll just fine, but says theres an error with pcxthumb64.dll. I'm more than positive these files are in the right location.
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Rajaa Retired on March 18, 2012, 01:54:32 pm
I'm not sure if it's the encoding or not, but the tab button functionality isn't standard.

It seems that if the cursor is after a point on any line, the tab button automatically jumps to a specific column. I was expecting fixed behavior.

This is an annoying problem when one is trying to make their code more readable. =p

Any way for ANSI encoding? I don't know what that is, but it's what Notepad++ uses and I'm used to coding in java and stuff in it. =p



Crashes when sifting through the animations in the animation list.

When I used the latest version, I got this error after a reload from the crash of the animation bug:

(http://i303.photobucket.com/albums/nn135/galeriadejeff/4a26c74c.png)

It's not our fault, it's the program's fault.  The bug doesn't go away because the .sff is literally ruined and literally does have bugs because the program put them there.

If I hold enter and click through the errors, I can get to using the program, but it doesn't load anything besides the animation, the def, and the ruined sff.

Also, ruined a couple of sprites in my .sff. I need to remember to start backing these things up. Rogue is canceled. It fucked my .sff up. Linking sprites and stuff. I don't even know how to explain it. :freak:



Reminder for people to only test programs with Kung Fu Man. Any other character and you're risking your work. Either that or just back stuff up.
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: VirtuallTek on March 18, 2012, 03:03:26 pm
It fucks up something with regards to linked sprites. Totally fucking RUINED my SFF. God. Dammit.


EDIT: Shit it's not even today's update... I don't remember which I have. 10th?
Send me the file.

Forgot if I posted this, but I can't get the 7 PCX thumbnails thing to work on a 64-bit system. It registers pcxthumb32.dll just fine, but says theres an error with pcxthumb64.dll. I'm more than positive these files are in the right location.
What is the error?

I'm not sure if it's the encoding or not, but the tab button functionality isn't standard.

It seems that if the cursor is after a point on any line, the tab button automatically jumps to a specific column. I was expecting fixed behavior.

This is an annoying problem when one is trying to make their code more readable. =p

Any way for ANSI encoding? I don't know what that is, but it's what Notepad++ uses and I'm used to coding in java and stuff in it. =p
Some problems appeared after I updated to Qt 4.8.0 that seems to be very buggy. Probably I will switch back to 4.7.4.

Crashes when sifting through the animations in the animation list.
Steps to reproduce please.

When I used the latest version, I got this error after a reload from the crash of the animation bug:

(http://i303.photobucket.com/albums/nn135/galeriadejeff/4a26c74c.png)

It's not our fault, it's the program's fault.  The bug doesn't go away because the .sff is literally ruined and literally does have bugs because the program put them there.

If I hold enter and click through the errors, I can get to using the program, but it doesn't load anything besides the animation, the def, and the ruined sff.

Also, ruined a couple of sprites in my .sff. I need to remember to start backing these things up. Rogue is canceled. It fucked my .sff up. Linking sprites and stuff. I don't even know how to explain it. :freak:

Reminder for people to only test programs with Kung Fu Man. Any other character and you're risking your work. Either that or just back stuff up.
Stop crying and send me the file.

Please, when posting a bug, try to provide more information as possible. "Ah, my SFF is ruined!!": I can't do anything, I'm not psychic.

EDIT: Anyone with SFF corruption used undo/redo in the Sprites editor?
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Rajaa Retired on March 18, 2012, 03:19:45 pm
Crashes when sifting through the animations in the animation list.
Steps to reproduce please.
Sift through the animations in the animation list of the animation interface. O_O

Stop crying and send me the file.
I wasn't crying, I was reporting the bug. I thought I'd post about the issue because I read your previous post to -True- and you thought it was his problem. I don't have the file anymore, I replaced it with a back up.

Please, when posting a bug, try to provide more information as possible. "Ah, my SFF is ruined!!": I can't do anything, I'm not psychic.

EDIT: Anyone with SFF corruption used undo/redo in the Sprites editor?
We can't go back because it only happens when the program crashes and we have to restart it. I provided all of the information I had, I don't know what else you want me to say. It simply ruined the .sff. =p
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: VirtuallTek on March 18, 2012, 03:25:43 pm
OK, no problem. I'm trying to find something wrong.

About the AIR bug, you mean that it crashed when changing between animations? If is it can be related to the SFF issue. The SSF's problems is with palettes, not linked sprites as people are thinking.
If it occurs a next time, send me the file, we have a big chance that I can recover it.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: Rajaa Retired on March 18, 2012, 03:34:48 pm
In my case, the animation crash happened first. I was going through the animations (the area right below where it says "animations"), and it crashed after a few clicks.

Then I restarted the program, reloaded the character, and got an error that looked like the image -True- posted.

The error looked like this: www.justnopoint.com/lithues/shots/ff3error.png

I held enter until all of the errors were displayed, then when I was allowed into the program, I saw that the .sff had sprites linked everywhere, palettes were weird, etc.



When I use replace all in the state editor, the name of the state in its corresponding tab disappears. So if I was in the tab" fighter.cns," and then I replaced all E's with A's, the text "fighter.cns" would disappear, but the tab and stuff would function as it normally would.
Title: Re: Fighter Factory 3 RC1 (updated 03/17/12)
Post by: VirtuallTek on March 18, 2012, 04:04:35 pm
Found the problem. New update in 3, 2, 1, .....  ;D

EDIT: New update in the first post.

More info about the problem

If you saved a SFF v2.x in the Update 6, all 5bit images (32 color palettes) are targeted to a nil palette. Don't worry, the SFF isn't corrupted. In the Update 7 you can fix the problem by re-applying the palette in these sprites.

Important!!!

People, please, be less impulsive. I'm sorry if I post stupid answers, but just for stupid questions. If you found a problem:

To be clear, I'm not trying to blame the users, just avoiding future mistakes. And this isn't to someone in particular (like Rajaa, I already talked with him by PM, and he is a very nice guy that I have great respect and appreciation for the great help in the first betas).
The program is quite stable (except the update 6), the chance of loosing your work is low, the chance of recover a "lost" work is high. Because of it the first Betas were private, to avoid scandals and limit the "extent" of a data loss to just a few users. Thanks this mainly to Jesuszilla and O Ilusionista, that lost a bunch of files and hours of work in earlier Betas.

Sorry for the inconvenience!
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: -True- on March 18, 2012, 07:14:33 pm
the FF not detect parameters of 1.1,ff counts as syntax error  :o
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: VirtuallTek on March 18, 2012, 08:03:02 pm
I don't understand the surprise, I stopped to work with Mugen 1.1 because Elecbyte doesn't seems to release it soon (read the FF topic in the projects sections and you will find it).
Only a small group of people has this version, then I'm focused on bugs and other features for the current public versions.
Posts about Mugen 1.1 will be ignored unless it's a serious bug.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: -True- on March 18, 2012, 08:09:36 pm
I don't understand the surprise, I stopped to work with Mugen 1.1 because Elecbyte doesn't seems to release it soon (read the FF topic in the projects sections and you will find it).
Only a small group of people has this version, then I'm focused on bugs and other features for the current public versions.
Posts about Mugen 1.1 will be ignored unless it's a serious bug.
I imagine,
but it would be more comfortable for those who use 1.1
but as it is not serious : P
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: Cyanide on March 18, 2012, 08:42:23 pm
Aside from the SFF manipulation, no not really. 1.1 is unreleased. If you have it or not you shouldn't be releasing anything for it yet. If the program designed for 1.0 gives you syntax problems for an unreleased version i disagree completely with VT updating to fix them.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: -True- on March 18, 2012, 08:51:46 pm
Aside from the SFF manipulation, no not really. 1.1 is unreleased. If you have it or not you shouldn't be releasing anything for it yet. If the program designed for 1.0 gives you syntax problems for an unreleased version i disagree completely with VT updating to fix them.
just mention it  :)
there are things more important to improve or add of FF3.
that small details of 1.1 xD

crash with air
when I try to change
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: VirtuallTek on March 18, 2012, 11:54:31 pm
Try to change what?  :???:

Updated the PCX Thumbnail Handler to the version 2.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: Froz on March 19, 2012, 12:06:37 am
Try to change what?  :???:

Updated the PCX Thumbnail Handler to the version 2.

PCX thumbnail v.2 suffers from the same bug, I'm beginning to think that I'm only one suffering from this... :sick:
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: Jesuszilla on March 19, 2012, 12:20:54 am
I think you got the instructions backwards, VirtuallTek, even in the register folders... are you SURE we're supposed to put the 32 version in SYSWOW64 and vice versa? I mean I followed the instructions and it works, just it's weird, is all. :P


Also I no longer have the affected SFF since we had a deadline and our goal was to get it working. ;P
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: VirtuallTek on March 19, 2012, 12:28:53 am
Yes, the syswow64 is the folder for the 32bit emulation layer for a 64bit system. Microsoft decided to keep system32 as the default folder for system files, even in a 64bit system. As I mentioned before WoW64 means Windows (32) on Windows 64.
I'm still investigating the problem Froz reported. It's very hard to test this type of extension because I can't run it in debug mode.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: DrKelexo on March 19, 2012, 12:51:08 am
Updated the PCX Thumbnail Handler to the version 2.

Dunno what you did, but this fixed my problem. Thanks a ton.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: VirtuallTek on March 19, 2012, 12:59:37 am
Updated to the version 2.1 now. Seems that it solves all problems.
I sucessfully reproduced the Froz problem and it is fixed (for me  ;D) in this version.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: FerchogtX on March 19, 2012, 02:44:30 am
Found a new bug... Add selected or add all to current animation buttons don't do nothing... they are broken :(

See ya!! :D
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: -True- on March 19, 2012, 05:42:29 am
Try to change what?  :???:

Updated the PCX Thumbnail Handler to the version 2.
the anim xD
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: xPreatorianx1 on March 19, 2012, 08:32:16 am
Try to change what?  :???:

Updated the PCX Thumbnail Handler to the version 2.
the anim xD

Just to add m8 (to try and help VirtualTek) please be as specific as possible when your posting bug reports. Otherwise VT(VirtualTek) has to spend unnecessary time trying to read your mind, and then posting for you to clarify. So if you can reproduce the steps that you took to create the issue, do them and then report them. (one/two liners for a bug report is extremely bad. And I'm speaking from experience here.)

@VirtualTek - Feel free not to answer, but why can't you use debug mode? Does your programming methodology not allow it? Meaning the program your using for development, or how your programming Fighter Factory.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: Rajaa Retired on March 19, 2012, 03:41:29 pm
I apologize for telling people to back their stuff up before testing a program that is still in development! Wait, what?! o_O

Nah, I'm just messing with you, VirtuallTek! I will be more specific in the future. I was just under the notion that my .sff was messed up without a back up. =p
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: -True- on March 19, 2012, 05:36:03 pm
Try to change what?  :???:

Updated the PCX Thumbnail Handler to the version 2.
the anim xD

Just to add m8 (to try and help VirtualTek) please be as specific as possible when your posting bug reports. Otherwise VT(VirtualTek) has to spend unnecessary time trying to read your mind, and then posting for you to clarify. So if you can reproduce the steps that you took to create the issue, do them and then report them. (one/two liners for a bug report is extremely bad. And I'm speaking from experience here.)

@VirtualTek - Feel free not to answer, but why can't you use debug mode? Does your programming methodology not allow it? Meaning the program your using for development, or how your programming Fighter Factory.
(http://2.bp.blogspot.com/-ZZYicT4nfg0/TfpLeXPSGhI/AAAAAAAAAC4/L0ZQH9Gg_W4/s1600/yao-ming-meme.jpg)
just change the anim, and crash ::)
Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: VirtuallTek on March 19, 2012, 06:34:00 pm
Found a new bug... Add selected or add all to current animation buttons don't do nothing... they are broken :(

See ya!! :D
Works fine for me. Maybe a more specific situation?

@VirtualTek - Feel free not to answer, but why can't you use debug mode? Does your programming methodology not allow it? Meaning the program your using for development, or how your programming Fighter Factory.
No, I'm talking about the Windows Shell Extension.

I apologize for telling people to back their stuff up before testing a program that is still in development! Wait, what?! o_O

Nah, I'm just messing with you, VirtuallTek! I will be more specific in the future. I was just under the notion that my .sff was messed up without a back up. =p
:o No problem, I understand.  ;D

just change the anim, and crash ::)
Spoiler, click to toggle visibilty
:omg: My God. Please, before posting check if you already have installed the latest update.
Just download the update 7 and voilá. You are using the buggy update 6.

Thanks!


Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: DNZRX768 on March 19, 2012, 06:38:15 pm
Wow, this program is updating mad fast! :o
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: Jesuszilla on March 20, 2012, 03:04:21 am
Still gettin' hippy dippy mushroom trip thumbnails:
(http://i.imgur.com/OtIr4.png)



I'm almost certain the issue is only with non-indexed PCX images.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: VirtuallTek on March 20, 2012, 03:09:57 am
Updated the first post with an update that improves the support to broken SFFs.
If you have a corrupted SFF, the program can crash in some cases, blocking you from recovering the file.
In this update FF3 supports many types of SFF corruption like no image on non-empty sprite, invalid sprite/palette linkage, sprite with a nil palette, and more.

Still gettin' hippy dippy mushroom trip thumbnails:
(http://i.imgur.com/OtIr4.png)
I'm almost certain the issue is only with non-indexed PCX images.
OK, I will work on this issue now.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: FerchogtX on March 20, 2012, 04:14:03 am
Found a new bug... Add selected or add all to current animation buttons don't do nothing... they are broken :(

See ya!! :D
Works fine for me. Maybe a more specific situation?
Well, I'm working on an Air File (hayato), in an existing animation (say, anim 220) you remove every frame, then, when in blank, use those buttons to add the new frames, nothing happens :(

I'm using Windows 7 Home Premium x64 and the latest Update 7 (x64 too)

EDIT, While doing a video I noticed update 7.1, I've upgraded and it's really funky XD :( If you use the scroll bar in the anim section (grab the bar and slide too move over animation numbers) then FF3 crashes... this in update 7.1, update 7 has only the bug I describe... here a video of it:

http://www.youtube.com/watch?v=OLkmqKK-DAQ

See ya!! :D

P.S. Found another one... in update 7.1 besides the add selected or all to current anim button bug + scroll bar crash, if you try to add a new animation, FF3 crashes... :(
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: Cyanide on March 20, 2012, 07:49:09 am
Some of the changes you're now making are really new bugs that weren't there in RC1. As far as i can tell they've all kicked in after putting in management for 32bit sprites yes?

Update 5 caused problems that were not apparent in the previous version.

I don't know if you want to keep going, but if it was me i'd roll back a bit dropping out a feature mugen doesn't even support at all (it's 24bit in 1.1 afterall) and just add in stuff that was broken from that point.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: VirtuallTek on March 20, 2012, 04:35:55 pm
OK, confirmed. I can fix it in a few minutes when a get back to home. Then you can stop using FF until I release the fix to avoid problems (just wait a few hours).

I apologize for my mistakes in these updates. I'm trying to release bug fixes as soon as possible to avoid problems. But the lack of time and other things make me broke the RC1 stability.

The cause:
- Update 5: changed some information messages about problems in the SFF (introduced a small error in some SFF v2).
- Update 6: fixed the error message but blocked sprites from using a 5bit palette.
- Update 7: fixed the palette problem, but broken SFFs can crash the AIR editor, then I changed the AIR code to prevent this.
- Update 7.1: changed other things in the SFF and AIR code to improve the file corruption support (probably, I forgot to change a few lines of code in the AIR editor that becomes unprotected now).

The problem is very easy to solve. I will revise all SFF and AIR code to make RC1 stable again. And thanks to everyone that is trying to help rather than just complain, like Cyanide, FerchogtX among others.

Sorry!
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: CapnWTF on March 20, 2012, 06:01:16 pm
Will there a be a function like the one in FFU (Might've been classic, actually) that auto apply's Blue CLSNs? or is it still there and I'm stupid? ;D
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: Cyanide on March 20, 2012, 08:22:52 pm
If you mean "Apply these clsn's to similar frames" Yes that's still there. If you mean the autoclsn creator, i hope it's not. That particular feature did not give proper fighting game clsn's at all.
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: FerchogtX on March 20, 2012, 08:58:05 pm
OK, confirmed. I can fix it in a few minutes when a get back to home. Then you can stop using FF until I release the fix to avoid problems (just wait a few hours).

I apologize for my mistakes in these updates. I'm trying to release bug fixes as soon as possible to avoid problems. But the lack of time and other things make me broke the RC1 stability.

The cause:
- Update 5: changed some information messages about problems in the SFF (introduced a small error in some SFF v2).
- Update 6: fixed the error message but blocked sprites from using a 5bit palette.
- Update 7: fixed the palette problem, but broken SFFs can crash the AIR editor, then I changed the AIR code to prevent this.
- Update 7.1: changed other things in the SFF and AIR code to improve the file corruption support (probably, I forgot to change a few lines of code in the AIR editor that becomes unprotected now).

The problem is very easy to solve. I will revise all SFF and AIR code to make RC1 stable again. And thanks to everyone that is trying to help rather than just complain, like Cyanide, FerchogtX among others.

Sorry!
Don't worry man, take your time, there is no hurry at all, FF3 is great and we are really glad to help improving it ;)
Thanks to you for this updates ;)

See ya!!!! :D
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: VirtuallTek on March 20, 2012, 11:38:49 pm
Update 8 in the first post.

Fixed:
- Crash in the AIR editor.
- Insert selected/all to the current animation (thumbnail panel).
- Problem with 24bit PCX files.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/18/12)
Post by: DrKelexo on March 21, 2012, 12:17:06 am
Will there a be a function like the one in FFU (Might've been classic, actually) that auto apply's Blue CLSNs? or is it still there and I'm stupid? ;D

oh for the love of god do not do this
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: CapnWTF on March 21, 2012, 12:40:17 am
W--Why? Is there a problem with it? Or do you just not want to waste VirtuallTek's time?
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: Jesuszilla on March 21, 2012, 12:41:46 am
... oh you mean that stupid auto-CLSN crap. Dear god, no.


If you even THINK about doing that, play some Capcom and SNK games right now with hitboxes turned on so you can see what proper hitboxes look like.
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: CapnWTF on March 21, 2012, 12:58:57 am
<-- Doesn't know how to do that. I didn't realize it was such a frowned-upon practice, can I ask why?
On another note, I just tried to open an image in FF3 to test out the current build and it crashed when I went to animations.
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: Jesuszilla on March 21, 2012, 01:25:48 am
Because they look shitty, they act shitty, and... they're just shitty, OK, and you're making the machine do pointless work in drawing what can USUALLY be covered in 3 boxes or less.
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: FerchogtX on March 21, 2012, 03:56:09 am
Update 8 in the first post.

Fixed:
- Crash in the AIR editor.
- Insert selected/all to the current animation (thumbnail panel).
- Problem with 24bit PCX files.

Thanks!

YES!!!!! Working properly here!!! if I find anything else I'll post here again XD... but I?m guessing I won't find weird stuff again ;)

See ya!!! :D
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: FerchogtX on March 21, 2012, 03:59:00 am
<-- Doesn't know how to do that. I didn't realize it was such a frowned-upon practice, can I ask why?
On another note, I just tried to open an image in FF3 to test out the current build and it crashed when I went to animations.
1.- Normally, when using auto clns's, they don't come out too nice, I used that once, and I had to redo all cln's on an animation, not FF3 fault itself, but character structure, you need to personalize...
2.- Are you still using Update 7.1? I've upgraded to Update 8 and everythig goes smooth and stable...

See ya!! :D
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: Rajaa Retired on March 21, 2012, 08:31:31 am
The left panel of the state viewer (even though I prefer it off as of recently) is kind of annoying because when I click the statedef I want to jump to, it opens it up all of the state controllers within it, making it difficult to navigate through statedefs.

The program should make this behavior manual by a double click orr at least have an option to toggle between the two behaviors.
Title: Re: Fighter Factory 3 RC1 (updated 03/20/12)
Post by: Seravy on March 21, 2012, 01:07:32 pm
How does the scale clsns function work? I tried to enter 1.25 into the X box and I can't because it doesn't register the . so it becomes 125 instead.
It crashes fighter factory when pressing apply, regardless of the values entered in X and Y, even though I selected an animation.
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: VirtuallTek on March 21, 2012, 11:37:02 pm
Update 9 in the first post.

Changes:
- Improved the string sort algorithm
- Fixed many bugs in the AIR alignment tools
- Unlocked the drag and drop in all text editors
- Enabled the statedef navigation from the left panel list

To scale CLSNs, you must enter the percentage. Eg.: 1,5x = 150

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: Noctis on March 21, 2012, 11:58:54 pm
It sounds like you fixed it in update 9, but FF crashes when I make an excruciatingly small clsn. Like 1-2 pixels worth.
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: VirtuallTek on March 22, 2012, 12:52:56 am
Updated the PCX Thumbnail Handler to the version 3.

Before updating, use the Windows Disk Cleaner to clear the thumbnail cache.
If you already have it installed, just replace with the new .DLLs.

It sounds like you fixed it in update 9, but FF crashes when I make an excruciatingly small clsn. Like 1-2 pixels worth.
I don't fixed it, because it never occurs with me. Detailed steps to reproduce, please.
Yeah, reproduced now.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: Rajaa Retired on March 22, 2012, 11:10:53 am
- When I open Fighter Factory, go to the options (general), and press any of the two arrows next to the remove and clear buttons, the program crashes.

And this still:
The left panel of the state viewer (even though I prefer it off as of recently) is kind of annoying because when I click the statedef I want to jump to, it opens it up all of the state controllers within it, making it difficult to navigate through statedefs.

The program should make this behavior manual by a double click orr at least have an option to toggle between the two behaviors.

=p
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: Felkazz on March 22, 2012, 12:39:47 pm
- When I open Fighter Factory, go to the options (general), and press any of the two arrows next to the remove and clear buttons, the program crashes.

And this still:
The left panel of the state viewer (even though I prefer it off as of recently) is kind of annoying because when I click the statedef I want to jump to, it opens it up all of the state controllers within it, making it difficult to navigate through statedefs.

The program should make this behavior manual by a double click orr at least have an option to toggle between the two behaviors.

=p

The first bug happened here too, but the left panel of the state viewer jump to state when I click it O___O
It only open the state controllers within it if i click in the small arrow to the left of the StateType...
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: Rajaa Retired on March 22, 2012, 09:16:05 pm
It still opens the inner states by default for me. I'll redownload.
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: Jesuszilla on March 23, 2012, 01:40:18 am
PCX viewer, HUGE improvement! For the majority, it's great, but there are still some issues here and there:

(http://i.imgur.com/UArH6.jpg)
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: Cybaster on March 23, 2012, 01:43:14 am
Yeah, the thumbnails sometimes appear in black for me, for an unknown reason.
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: Noctis on March 23, 2012, 09:50:13 pm
That thumbnail viewer is for Windows 7 and Vista only, right?

Anyways, open the image editor, rotate something by 90.00 with "Nearest Neighbor" selected, press okay. Hold down ctrl and press z.
I'm sure it's if you undo anything, but that's exactly what I did.

I didn't download the latest update yet, so you might of already fixed it, but...
About that earlier bug I posted about, the tiny clsn. In case you didn't get the error, choose a clsn (I'm always using the blue when it happens), click to draw one, but just move the mouse by as little as possible, making the smallest clsn you can. And crash.
I just did it now, but for some reason it took a LOT longer than usual. I had to click around like crazy making a bajillion clsns.
Title: Re: Fighter Factory 3 RC1 (updated 03/21/12)
Post by: Cyanide on March 23, 2012, 10:07:41 pm
Don't worry about this but just letting you know.

Update 5 broke my sff. I fixed it and saved. Now i've moved onto update 7. My sff was reclassed as broken. To fix i imported to another sff file. (export gave me all black sprites when imported) i then had to remove and recreate the second palette. I also had to reapply palette 1,1 to a variety of sprites, mostly duplicates in the required which had picked up palette 1,2 for some reason (probably update 5's fault)

It's all working now but for anyone else who may have had a broken sff file from update 5, the above will resolve it.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: VirtuallTek on March 23, 2012, 11:03:11 pm
PCX viewer, HUGE improvement! For the majority, it's great, but there are still some issues here and there:
Some programs creates a non-standard PCX file. Then I'm using some tricks to decode it properly. If you have an image with problems, send it to me.

Yeah, the thumbnails sometimes appear in black for me, for an unknown reason.
Install the version 3, you are using an older version.

That thumbnail viewer is for Windows 7 and Vista only, right?

Anyways, open the image editor, rotate something by 90.00 with "Nearest Neighbor" selected, press okay. Hold down ctrl and press z.
I'm sure it's if you undo anything, but that's exactly what I did.

I didn't download the latest update yet, so you might of already fixed it, but...
About that earlier bug I posted about, the tiny clsn. In case you didn't get the error, choose a clsn (I'm always using the blue when it happens), click to draw one, but just move the mouse by as little as possible, making the smallest clsn you can. And crash.
I just did it now, but for some reason it took a LOT longer than usual. I had to click around like crazy making a bajillion clsns.
1) Yes
2)  :???:
3) Fixed now.

Don't worry about this but just letting you know.

Update 5 broke my sff. I fixed it and saved. Now i've moved onto update 7. My sff was reclassed as broken. To fix i imported to another sff file. (export gave me all black sprites when imported) i then had to remove and recreate the second palette. I also had to reapply palette 1,1 to a variety of sprites, mostly duplicates in the required which had picked up palette 1,2 for some reason (probably update 5's fault)

It's all working now but for anyone else who may have had a broken sff file from update 5, the above will resolve it.
Yeah, any SFF broke in the update 5-6 can be recovered in the update 7+. You just need to reapply some palettes.

Update 10
- Fixed all known crashes.
- Changed the file menu of the Image editor to be more intuitive.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: FerchogtX on March 24, 2012, 03:45:34 am
Update 10
- Fixed all known crashes.
- Changed the file menu of the Image editor to be more intuitive.

Thanks!
Yes!!!!!!!!! Updating NAO!!!

Don't worry about this but just letting you know.

Update 5 broke my sff. I fixed it and saved. Now i've moved onto update 7. My sff was reclassed as broken. To fix i imported to another sff file. (export gave me all black sprites when imported) i then had to remove and recreate the second palette. I also had to reapply palette 1,1 to a variety of sprites, mostly duplicates in the required which had picked up palette 1,2 for some reason (probably update 5's fault)

It's all working now but for anyone else who may have had a broken sff file from update 5, the above will resolve it.

Good to take into account, I had a similar issue, but very llitle (just some sprites not palletized correctly, just reaplied pallete and everything goes fine...

I must say that the way I can handle and create palletes in this version of FF is just GORGEUS!!!!!!!!!!!!!

See ya!! :D
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Cyanide on March 24, 2012, 03:52:14 am
I got about a hundred or so "palette not linked to sprite" errors on open. Fixing took a little more effort as the sff file is almost complete.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Rajaa Retired on March 24, 2012, 07:00:12 am
- I still get the replace all error. When I try to use replace all, the name of the state's file turns blank. I can click another state and then click back on the state I used replace all on, and its name will return, but if I try to save the file and reload the character, anything that was done by the replace all is not saved.

- Also, in the state editor, the inner states of statedefs are still shown automatically in the left panel. The statedef jumping works, but it's rather annoying when one just wants to jump around the statedefs and not the inner states. Everything is always moving, it's too inconsistent. I suggest just making the inner states only visible with a double click or something. Perhaps just set an option to toggle between the two behaviors.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Noctis on March 24, 2012, 07:54:09 am
That thumbnail viewer is for Windows 7 and Vista only, right?

Anyways, open the image editor, rotate something by 90.00 with "Nearest Neighbor" selected, press okay. Hold down ctrl and press z.
I'm sure it's if you undo anything, but that's exactly what I did.

I didn't download the latest update yet, so you might of already fixed it, but...
About that earlier bug I posted about, the tiny clsn. In case you didn't get the error, choose a clsn (I'm always using the blue when it happens), click to draw one, but just move the mouse by as little as possible, making the smallest clsn you can. And crash.
I just did it now, but for some reason it took a LOT longer than usual. I had to click around like crazy making a bajillion clsns.
1) Yes
2)  :???:
3) Fixed now.ecreate the second palette. I also had to reapply palette 1,1 to a variety of sprites, mostly duplicates in the required which had picked up palette 1,2 for some reason (probably update 5's fault)

It's all working now but for anyone else who may have had a broken sff file from update 5, the above will resolve it.

Sorry. I thought I said that it crashes FF... Actually, I'm almost positive I did. Wtf?
Anyways, rotate an image, undo it with ctrl+z and it should crash.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: VirtuallTek on March 24, 2012, 01:29:11 pm
- I still get the replace all error. When I try to use replace all, the name of the state's file turns blank. I can click another state and then click back on the state I used replace all on, and its name will return, but if I try to save the file and reload the character, anything that was done by the replace all is not saved.
OK, fixed now. (I probably undo the fix in the last broken updates  ;))

- Also, in the state editor, the inner states of statedefs are still shown automatically in the left panel. The statedef jumping works, but it's rather annoying when one just wants to jump around the statedefs and not the inner states. Everything is always moving, it's too inconsistent. I suggest just making the inner states only visible with a double click or something. Perhaps just set an option to toggle between the two behaviors.
Go to Options -> Text and disable the Current line navigation.

Sorry. I thought I said that it crashes FF... Actually, I'm almost positive I did. Wtf?
Anyways, rotate an image, undo it with ctrl+z and it should crash.
What version are you using? I tested on four different computers (with different systems as well) and no problem. It occurs with all images or a specific one?

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Rajaa Retired on March 24, 2012, 01:54:29 pm
Whoops, I didn't know what option was. =p

- Another annoyance, not a necessarily a bug: When I switch between characters, the position of the state file that I was viewing for every specific character is not remembered, it resets back to the first loaded state file. So, If I'm like comparing states or copy-pasting something, it's inconvenient because I have to keep re-navigating.

- Let us paste into the calculator, and show us the equation as we make it!
- Any chance for a radian/dergee converter/mode?
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: DrKelexo on March 24, 2012, 02:16:49 pm
- Another annoyance, not a necessarily a bug: When I switch between characters, the position of the state file that I was viewing for every specific character is not remembered, it resets back to the first loaded state file. So, If I'm like comparing states or copy-pasting something, it's inconvenient because I have to keep re-navigating.

This was annoying me a lot too, namely when editing sprites or animations, if i switched characters it would go back to the first image/animation.

...now I can't honestly remember what I was doing with it, but I would like to see a memorization get implemented.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Noctis on March 24, 2012, 06:09:57 pm
Sorry. I thought I said that it crashes FF... Actually, I'm almost positive I did. Wtf?
Anyways, rotate an image, undo it with ctrl+z and it should crash.
What version are you using? I tested on four different computers (with different systems as well) and no problem. It occurs with all images or a specific one?

Thanks!

I can't get it to crash anymore. I'll just assume it was my fault and be careful next time. If it happens again, I'll try to be more specific about what I did.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Odb718 on March 26, 2012, 08:49:21 am
Is it possible to make the collision boxes semi-transparent?
This way when the two types are stacked identically the colors change to let you know both types are present. 
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Rajaa Retired on March 26, 2012, 09:42:01 am
Great idea, Odb, but I hope you're not going by that infinite priority stuff! ;P
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Odb718 on March 26, 2012, 10:41:26 am
I was just saying for projectiles/helpers mainly. I'm not sure what you mean by infinite priority.. still kinda new to coding.

Another idea I just had is adding an update button to "Edit Animation as Text box". I _usually_ remember to open and close it when I need to copy and paste something I just edited from an earlier duplicate. But it'd be nice if I could just hit a button next to the help [?].

When I do forget to close and reopen, copy, paste, I have to re-edit the previous frame. Making my attempt to do a short cut backfire.  --;
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Rajaa Retired on March 28, 2012, 09:01:24 am
Here's a bug with the animation text editor:

- Say I have this:

[Begin Action 2]
Clsn2Default: 3
  Clsn2[0] = -6, -92, 10, -72
  Clsn2[1] = -20, -75, 20, -27
  Clsn2[2] = -28, -40, 28, 0

- And then I copy-paste everything below "Clsn2[0] = -6, -92, 10, -72"

- When I do that, Fighter Factory's auto update does this:

[Begin Action 2]
Clsn2Default: 3
  Clsn1[0] = -28, -40, 28, 0
  Clsn1[0] = -20, -75, 20, -27
  Clsn2[2] = -28, -40, 28, 0

- Notice the change from clsn2 to clsn1 and the alteration of the first clsn.



Modification:

- If I manually move the clsn2 with the mouse, the text changes to clsn1.

- I have no more information on it, but while I was using ctrl + Z, Fighter Factory Crashed. It happened after I was testing for the above mentioned bugs.

- When I going through each animation, FF3 tries to remember the frame positions as it transitions to other animations. That's annoying. It should either start from the first frame as it transitions, or it should remember each animation's frame position separately.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: DrKelexo on March 28, 2012, 11:46:48 am
- When I going through each animation, FF3 tries to remember the frame positions as it transitions to other animations. That's annoying. It should either start from the first frame as it transitions, or it should remember each animation's frame position separately.

I found this useful. I'd rather see it be a toggleable option than to be removed entirely
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Odb718 on March 29, 2012, 08:46:43 am
Is there a way to get the animation organizer on the right to jump to the animation when you double click an animation number?
For some reason I've been trying to do that for the last half hour; Over and over like a confused monkey, but it doesnt work.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Veolf on March 29, 2012, 10:46:24 am
Because its not suppose to jump to the animation, it only organizes it. ._.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: Odb718 on March 29, 2012, 12:05:38 pm
Well it'd be nice if it could do that.
I'm working on an Ultra that can change directions depending on what buttons are pressed. Each button has 4 animations. They all use similar animations. I keep having to take the beginning from one animation, make the middle, and copy/paste a 3rd part of the animation from a 3rd source. All of the sources are close, so I can see them all listed in the organizer.

I think it'd be a lot easier than searching for the animation using the find, or pressing the arrow buttons to manually search.
Just like the lists in States, and Commands. Heck, it'd be nice in Sprites too.
I have no clue how hard it'd be to implement it. It just _seems_ easy since there' two sections that do it already.
Title: Re: Fighter Factory 3 RC1 (updated 03/23/12)
Post by: FerchogtX on March 30, 2012, 09:20:13 am
There is a Find & Replace button, you got the slider... many options there.

BTW, discovered just a minimal and insignificant bug, when moving sprites using the arrows, somethimes using the X axis arros to move causes the Y axis value indicator to take X axis value... ths DOESN'T override the real value, but looks kinda weird for the values to change in the incorrect boxes XD...

Other than that, this is looking way more stable than older releases ;D

See ya!!! :D
Title: Re: Fighter Factory 3 RC1 (updated 03/31/12)
Post by: VirtuallTek on April 01, 2012, 04:53:36 am
Update 11 on the first post to fix some bugs.
Title: Re: Fighter Factory 3 RC1 (updated 03/31/12)
Post by: Rajaa Retired on April 02, 2012, 12:58:57 pm
Those bugs I posted have been fixed.

- When I delete the last animation in the animation list via the "x" button, the names and values of animations become un-editable.

- When switching from the cmd to the animation's text viewer, my location is remembered. I think this one has more to do with the text editor not being synchronized with the visual animation editor.
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: VirtuallTek on April 03, 2012, 02:26:50 am
New update and more bugs fixed.

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: Nexus Games on April 03, 2012, 04:23:32 am
the fighter factory in the links dont work can you make a new link with working fighter factory's thank you
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: VirtuallTek on April 03, 2012, 05:10:34 am
Make sure that:
1) The file isn't corrupted. The size of the x86 version is 6,5MB and the x64 one is 7,55MB.
2) Install the pre-requisite (Microsoft Visual C++ 2010 SP1 Redistributable).
3) Download the update and extract it on the FF3 folder, replacing the executable by the new one.

Fighter Factory should work after this.
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: Glisp on April 03, 2012, 05:33:03 am
My connection sucks. =( I can't download off of your server without the download stopping......
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: FerchogtX on April 03, 2012, 05:40:02 am
nice!! Updating NAO!! :D
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: FerchogtX on April 03, 2012, 06:43:05 am
Lil' bug detected... when working with two characters and being both in the sprites module, if you activate onion skin on one, and not in the other, when you check one and return to the one that has onion skin activated, the effect is disabled (but not the checkbox), you need to change to another sprite or uncheck/check again onion skin to get it back. This didn't happen on older updates ;)

See ya!!! :D
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: Froz on April 05, 2012, 03:46:21 am
*Bump*

Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty


the program is acting up oddly with chun-li by jmorphman. Portraits work fine in normal mugen, though.

Spoiler, click to toggle visibilty

http://network.mugenguild.com/jmorphman/characters/Chun-Li.7z
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: Cyanide on April 05, 2012, 01:30:37 pm
That looks like it's picking up the wrong palette. That sort of thing happened in the earlier updates. It's not there in the latest ones.

You would have to find out WHICH update. My guess is update 5-7.
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: VirtuallTek on April 05, 2012, 06:20:49 pm
Yeah, confirmed. Only SFF v2.x with "linked" palettes are affected (generally, those generated by SprMaker 2).

Thanks!
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: Froz on April 05, 2012, 08:47:06 pm
That looks like it's picking up the wrong palette. That sort of thing happened in the earlier updates. It's not there in the latest ones.

You would have to find out WHICH update. My guess is update 5-7.

i had update 10, i thought it was the situation of the one you mentioned, so i updated to the 12th and it gave me the same outcome.

Yeah, confirmed. Only SFF v2.x with "linked" palettes are affected (generally, those generated by SprMaker 2).

Thanks!

i'm glad it wasn't just me, thank you for the updates.
Title: Re: Fighter Factory 3 RC1 (updated 04/02/12)
Post by: Jmorphman on April 06, 2012, 06:17:38 am
Yeah, confirmed. Only SFF v2.x with "linked" palettes are affected (generally, those generated by SprMaker 2).

Thanks!
That is indeed what I used.
Title: Re: Fighter Factory 3 RC2
Post by: VirtuallTek on April 06, 2012, 11:21:34 pm
RC2 on the first post. More bugs fixed, and more information  :).

Updated the documentation to describe how the Iconset and Preset system works. Still incomplete, but is better than nothing  ;D.
Now, you can customize the FF3 interface knowing what you can do.

Thanks!
Title: Re: Fighter Factory 3 RC2
Post by: Cyanide on April 06, 2012, 11:27:48 pm
Been working that stuff out myself ;P

It's nice having some control over the button placement and colours and things. Do we have any ability to move round buttons in some of the option windows? I kinda wanted to edit the advanced palette editor and see if i could put the sprite slider in there.
Title: Re: Fighter Factory 3 RC2
Post by: Froz on April 06, 2012, 11:59:12 pm
a lame suggestion, but, would it be possible to make FF3's Palette editor to be as friendly as photoshop's?

Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty


if the answer's a "no" then could you  make FF3's palette editor to pick up the same color as the slot's?
like, it used to in FFC & FFU, instead of starting off with the white color (R = 255, G = 255, B = 255.)
Title: Re: Fighter Factory 3 RC2
Post by: Cyanide on April 07, 2012, 12:11:12 am
If you open the advanced editor, doubleclicking a slot will bring up that menu with the current colour selected.
Title: Re: Fighter Factory 3 RC2
Post by: Froz on April 07, 2012, 12:19:15 am
If you open the advanced editor, doubleclicking a slot will bring up that menu with the current colour selected.

ah, yes that does answer my second question! thanks.

a lame suggestion, but, would it be possible to make FF3's Palette editor to be as friendly as photoshop's?

when i mean "friendly", i'm talking about if FF3 could have the options photoshop has: the "#" next to "b90000", and the CYMK.
Title: Re: Fighter Factory 3 RC2
Post by: FerchogtX on April 07, 2012, 03:31:20 am
Excellent!!!!!!!!!!

See ya!!! :D
Title: Re: Fighter Factory 3 RC2
Post by: _Josue_ on April 07, 2012, 05:04:18 am
Hmm... so FF3 RC2 is already available... sounds good...  8)
I Just downloaded it now that I have some time and... well, I noticed the image editor now has some more nice options like opening a complete group as layers. But what if I wanted to add an arbitrary image from an arbitrary group as another layer to merge parts of the two images to create a new third image? I think that as long as both use the same palette it should be possible. The Layer->Add menu should have an option to allow you to choose a sprite from any group in your SFF, of course, if you chose incompatible images (with different palettes) it should not accept it, or maybe it should ask which palette will be applied to both. Of course, the original sprite will not be affected, and you would save the merged sprite as a new one.

Another suggestion for the image editor: Layer ordering, currently you can't move them, it would be nice if you could move layers at will changing their priority so you can put the ones you want on top of the other ones.

With that said... well, see ya and God bless you all.
Title: Re: Fighter Factory 3 RC2
Post by: FerchogtX on April 07, 2012, 05:26:37 am
Found a lil' bug... I don't know if it was intended for RC2, but in the animations section, when in full text mode, there is no sintax highlighting (RC1 had)

See ya!!! :D
Title: Re: Fighter Factory 3 RC2
Post by: Cyanide on April 07, 2012, 05:37:07 am
Although the image editor is awesome and it contributes heaps to FF3 as an all in one creation tool. Don't ask too much of it huh? It's got more functionality than MSpaint which also sorta costs nothing and you want MORE out of it?

I've found it awesome for emergency edits. But nothing beats doing it within an image editing program properly BEFORE you put it into your character and for most people i would still recommend this.
Title: Re: Fighter Factory 3 RC2
Post by: Nexus Games on April 07, 2012, 06:05:39 am
what happened to the update 11 link
Title: Re: Fighter Factory 3 RC2
Post by: Cyanide on April 07, 2012, 06:09:03 am
He's released RC2, it has no updates yet? That should be simple enough.
Title: Re: Fighter Factory 3 RC2
Post by: Nexus Games on April 07, 2012, 06:19:55 am
thanks cyanide
Title: Re: Fighter Factory 3 RC2
Post by: VirtuallTek on April 07, 2012, 06:30:45 am
Found a lil' bug... I don't know if it was intended for RC2, but in the animations section, when in full text mode, there is no sintax highlighting (RC1 had)

See ya!!! :D
If the first non-space character in the text isn't ; or [, FF3 will disable the syntax highlight, check your file. Tested now and no problem found.

Although the image editor is awesome and it contributes heaps to FF3 as an all in one creation tool. Don't ask too much of it huh? It's got more functionality than MSpaint which also sorta costs nothing and you want MORE out of it?

I've found it awesome for emergency edits. But nothing beats doing it within an image editing program properly BEFORE you put it into your character and for most people i would still recommend this.

Yes, is better to use a specialized program. The main goal of this editor is:
- Fast changes.
- Edit at pixel index level (all editors I know edit at color level, you can't control what color will be used in a pixel without color separation with different colors).
- Provide tools that are very useful at pixel index level and you doesn't find in other programs, like the color replace tool (based on the palette colors, multiple replaces at same time).
You have the palette, you know the indexes, then you can control each pixel index very fast and much easier than any other program, that's the main purpose of this.
I know a creator who is doing smart palettes (the char can change his clothes according to the palette) with the replace tool, easier and faster than ever.  ;)

Thanks!

EDIT:
@Cyanide: No, you can't modify the Advanced palette editor. And the sprites slider can be used only in the SFF editor. What is your idea about this? I will think something later then.
Title: Re: Fighter Factory 3 RC2
Post by: Cyanide on April 07, 2012, 07:21:01 am
Say i'm making a new palette, i change a few colours, then realise that i've missed a few that aren't on the sprite i'm using. I need to scroll the SFF along to reach that sprite, then i can edit those 2 colours as well. (This is if you can't recognise them on the palette, it happens sometimes) It's not common and for many people who organise their SFF files a bit better than me, probably not important but it's not a terrible idea to be able to move between sprites in that window.

It shouldn't swap the palette though, if you move to a sprite that doesn't use the palette you're looking at, it should just discolour.

Edit: I am getting a bug in air file text mode. I have just added some sprites to the sff file. I go to the air file, scroll down to where i wish to put the animation, rather than copy pasting one to edit, i type it out, as soon as i type the group number FF3 crashes with no warning. For example

[begin action 6000]
1*crash*

Copy pasting is fine though, it only seems to hate it if i do the above.
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: VirtuallTek on April 09, 2012, 01:22:29 am
Update on the first post. Fixed the AIR bug and some problems in the code snippet system.

Updated the documentation (revision 2) to be downloaded in a separate link:
- Finished the preset and iconset descriptions.
- Started the Scripting system section.
- Started the Script classes and functions page.
  * Color encoding/decoding functions.
  * Project, TextDocument, Sprites, Palettes and Animations classes explained.
  * List of each class with enumerations, properties and functions.
We have a lot of other classes to add, but with this information is possible to do many tasks on animations, palettes, sprites and text files.
Example, Jz suggested a tool to copy some colors of a palette to other palettes. This is simple to do with a script.

[]s
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: MadkaT on April 09, 2012, 03:02:59 am
That's nice ;D most of the missing work are things from the User Interface, that means a more Solid Application, thanx and congrats Virtuall. I hope to see it advanced soon, and how about the translation system? Is abandoned? :P
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Odb718 on April 09, 2012, 04:10:23 am
I had a crash that I'm not sure if it's been reported or not.
I had Samus open and I wanted to edit her sound file. Actually, I needed to create one from scratch so I hit new project and hit Add on the sounds. I selected the 127 sounds. Loaded and saved them after renumbering and reorganizing them.
 I hit the close [ x ] on the project2 box and FF3 crashed.
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Cyanide on April 09, 2012, 07:42:58 am
Any chance of a Next/Previous sprite hotkey? If i click in the sff window left/right stop doing anything, they only work while i have the bar selected.
Title: Re: Fighter Factory 3 RC2
Post by: FerchogtX on April 09, 2012, 07:45:28 am
If the first non-space character in the text isn't ; or [, FF3 will disable the syntax highlight, check your file. Tested now and no problem found.
Checked,You were right  I had something weird in my air file... thanks for your reply ;)

Update on the first post. Fixed the AIR bug and some problems in the code snippet system.

Updated the documentation (revision 2) to be downloaded in a separate link:
- Finished the preset and iconset descriptions.
- Started the Scripting system section.
- Started the Script classes and functions page.
  * Color encoding/decoding functions.
  * Project, TextDocument, Sprites, Palettes and Animations classes explained.
  * List of each class with enumerations, properties and functions.
We have a lot of other classes to add, but with this information is possible to do many tasks on animations, palettes, sprites and text files.
Example, Jz suggested a tool to copy some colors of a palette to other palettes. This is simple to do with a script.

[]s

Nice!!! :D
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Rajaa Retired on April 11, 2012, 09:03:21 am
Photoshop could learn a thing or two from you about the color dragging in the palette editor.
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Cybaster on April 11, 2012, 09:06:48 am
Photoshop is clearly not aimed at indexed images, and it's a bitch to deal with it. I still use it though, since I hate the Gimp and am not going to use Paintshop just for that. :(
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Zero-Sennin on April 12, 2012, 06:54:44 pm
Currently using RC2 + Update 1, and found this bug--onion skin doesn't seem to work. The scroll bar moves when I click it and drag it but I get no onion images at all.
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: VirtuallTek on April 12, 2012, 08:54:34 pm
I had a crash that I'm not sure if it's been reported or not.
I had Samus open and I wanted to edit her sound file. Actually, I needed to create one from scratch so I hit new project and hit Add on the sounds. I selected the 127 sounds. Loaded and saved them after renumbering and reorganizing them.
 I hit the close [ x ] on the project2 box and FF3 crashed.
I will try to reproduce this.  ;)

Currently using RC2 + Update 1, and found this bug--onion skin doesn't seem to work. The scroll bar moves when I click it and drag it but I get no onion images at all.
Go to Options -> Image and make sure that the OnionSkin opacity isn't very low, making it invisible.

I will release another update when I get my computer working, because I lost another hard drive these days.  >:(

Thanks!
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: HadeS on April 12, 2012, 11:40:23 pm
When you import sprites/sparks/whatever from other char and you save it, it changes the char palette, for example: if his original palette is in 1,2, it changes to 1,1
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Zero-Sennin on April 13, 2012, 12:30:29 am
Vtek: I put the opacity slider all the way to the right and Onion Skin still is not working; re-downloaded RC2 and applied Update 1, it still does not work.
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Cyanide on April 13, 2012, 01:30:40 am
Works for me. I will check again at home, but this has been functional.
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Rajaa Retired on April 13, 2012, 03:55:09 am
how about an option to insert sprites into an animation backward?



If I decided that I want a bunch of the same palettes inserted in my .sff, Fighter Factory allows me to do so, however, when I reload the character, the sprites are somehow messed up. I don't know exactly what's going on. It's palettes 1, 0 - 1, 12. The duplicated palettes within that range adopt the palette that is directly after that group. So:

1, 1
...
1, 12
6000, 0

All the palettes between 1,3 and 1,12 become the same as 6000,0, assuming that the first two palettes (1,1 and 1,2) are different.


Let me know if I have an option disabled and am a dumbass. But I don't know why it would get rid of duplicate character palettes and then make those same palettes duplicates of another palette. =p
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Cyanide on April 13, 2012, 10:53:25 am
I was getting that bug some time back when the sff files were all buggered up. I don't suppose you were creating this sff file at that point too? I had to recompile and fix the sff to get rid of it. (export, import, alter palettes to reapply pal1, readd all other palettes that were character specific)
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: VirtuallTek on April 15, 2012, 06:27:16 pm
That's nice ;D most of the missing work are things from the User Interface, that means a more Solid Application, thanx and congrats Virtuall. I hope to see it advanced soon, and how about the translation system? Is abandoned? :P
I will make more things before the release of another translation source. Thanks!

Vtek: I put the opacity slider all the way to the right and Onion Skin still is not working; re-downloaded RC2 and applied Update 1, it still does not work.
Can't reproduce, the same with the Jz's problem. It occus with all chars? Do you can send-me your configuration file?

If I decided that I want a bunch of the same palettes inserted in my .sff, Fighter Factory allows me to do so, however, when I reload the character, the sprites are somehow messed up. I don't know exactly what's going on. It's palettes 1, 0 - 1, 12. The duplicated palettes within that range adopt the palette that is directly after that group. So:

1, 1
...
1, 12
6000, 0

All the palettes between 1,3 and 1,12 become the same as 6000,0, assuming that the first two palettes (1,1 and 1,2) are different.

Let me know if I have an option disabled and am a dumbass. But I don't know why it would get rid of duplicate character palettes and then make those same palettes duplicates of another palette. =p
Can't reproduce. Do you tried this in the Update 1? Because this case produces linked palettes, that is the problem of the RC2 without update1. Tested here and no problem. Let me know if you find anything.  ;)

Thanks!
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Cyanide on April 15, 2012, 11:06:46 pm
Oh. I can guarantee i am having no problems with Onion Skin. Works perfectly well. On off and scrolling.
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Felkazz on April 16, 2012, 03:12:33 am
Onion Skin is working great here too!
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: FerchogtX on April 17, 2012, 02:15:17 am
For everyone having problems like Onion Skin not working, you need to reset configuration, use the button in the config window... if that doesn't work, delete the config file and history file and try again.

See ya!! :D

P.S. I had no problems so far, but just realized that this could help...
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Felkazz on April 17, 2012, 02:20:19 am
The only problem i had was that the fonts got gigantic again...
But like the other time it happened, restarting the computer solved the problem ^^
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Noctis on April 19, 2012, 06:49:09 pm
What does the image in the spoiler below mean? I've had it ask me this for a lot of characters but I eventually did something that made it go away, but this time it won't go away and my palettes won't work either. I'm doing the same thing I did for my other 1.0 characters with an SFFv2 which usually works.
I'd search through the pages for an answer, but there's almost 30. --;

Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Felkazz on April 19, 2012, 08:10:07 pm
What does the image in the spoiler below mean? I've had it ask me this for a lot of characters but I eventually did something that made it go away, but this time it won't go away and my palettes won't work either. I'm doing the same thing I did for my other 1.0 characters with an SFFv2 which usually works.
I'd search through the pages for an answer, but there's almost 30. --;

Spoiler, click to toggle visibilty

For me, this happen when i open a character made with SFF V1 and palettes in .act
It always converted the SFF V1 and palettes to the MUGEN 1.0 version without errors here
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: Noctis on April 19, 2012, 10:49:53 pm
What does the image in the spoiler below mean? I've had it ask me this for a lot of characters but I eventually did something that made it go away, but this time it won't go away and my palettes won't work either. I'm doing the same thing I did for my other 1.0 characters with an SFFv2 which usually works.
I'd search through the pages for an answer, but there's almost 30. --;

Spoiler, click to toggle visibilty

For me, this happen when i open a character made with SFF V1 and palettes in .act
It always converted the SFF V1 and palettes to the MUGEN 1.0 version without errors here

Oh yeah, thats what always fixed it!! It used to ask me to save the SFF with three options. Beta, 1.0, and that other one....why isn't it asking me now? >:(

Edit:
Alright, I found that 3 options thing. Instead of just saving, I did a save all and now it's fixed.
Title: Re: Fighter Factory 3 RC2 + Update 1
Post by: VirtuallTek on April 20, 2012, 12:04:37 am
This message is exactly what it means, asking you to save the palettes of the .def.

Why FF3 does it?
FF3 is designed to provide all features of SFF v2, and we know that in this version ALL palettes are INSIDE the SFF. If you're working with SFF v1, how FF3 will save the .act palettes of your char?
In the v1, if you edit one of these palettes, even if you save the SFF, the palettes will not be saved, ONLY the SFF.
This message is an option to automate this task, without the need to save the .act palettes one by one.

About the 3 options, it appears ONLY when you use save as (that means a new file), or the newly created file wasn't saved. Otherwise, FF3 will save in the source version.
Title: Re: Fighter Factory 3 RC2 + Update 2
Post by: VirtuallTek on April 22, 2012, 04:30:33 am
Update 2 on the first post.

Changes:
- Fix for the Jz and Zero-Sennin problem (they already have the fix).
- Cut, copy and paste (image editor).
- Select, deselect and invert (image editor).
- Move selection tool (image editor).
- Some improvements in the image editor.

An icon is missing, in the next RC it will be present.

Enjoy!
Title: Re: Fighter Factory 3 RC2 + Update 3
Post by: VirtuallTek on April 22, 2012, 09:30:57 pm
Time to add new features as the bugs are out for now. Update 3 on the first post.

Changes:
- Add new layer from a sprite (image editor).
- Draw lines using click, shift + click (image editor).
- Sprite selector in the advanced palette editor (the commit sprite now changes the current selected one).
- Palette selector in the advanced palette editor (the commit palette now changes the current selected one).
- The advanced palette editor is resizable now.
- Option to choose the center of the zoom (axis [current] and center of workspace).

Enjoy!
Title: Re: Fighter Factory 3 RC2 + Update 3
Post by: JeanBureau on April 22, 2012, 09:53:09 pm
I didn't see it so here is my suggestion.

maybe the possibility to crop a group of sprites ? at the moment i only saw the possibility to either crop everything OR crop sprites one by one.

Also, I am not sure of how to use the rescale function. When I rescale an anim, it rescales it in FF but not in the game. What's happening ?
Title: Re: Fighter Factory 3 RC2 + Update 3
Post by: VirtuallTek on April 22, 2012, 11:14:48 pm
What is the advantage of cropping individual groups over all sprites? The crop function is reasonable fast, unless you have a special usage to "non-cropped" sprites.

About the scale, angle, interpolation in the AIR editor, it's new features of Mugen introduced in the version 1.1. 1.0 users must ignore it now.

Thanks, and your stages are awesome!  :sugoi:
Title: Re: Fighter Factory 3 RC2 + Update 3
Post by: Rajaa Retired on April 23, 2012, 10:56:22 am
I still find it annoying that the animations don't reset to the beginning when I switch through the in the animation viewer. I think it should remember the position on an individual basis, not from a transitional basis. =p

Great updates so far and bugs are disappearing. Thank you for the program and the hard work you put into it.
Title: Re: Fighter Factory 3 RC2 + Update 3
Post by: JeanBureau on April 26, 2012, 01:16:26 am
What is the advantage of cropping individual groups over all sprites? The crop function is reasonable fast, unless you have a special usage to "non-cropped" sprites.

Sometimes I have to wait over 40 minutes just because I wanted to crop one anim (therefore one group) because FF will go through the 3000 images  (jiggsaw) and the 10 x 200 frames anims preceeding the group i wanted to crop.
On the top of that, the crop all can fuck up some of the 3000 images jiggsawed by deleting some of them. It already happened to me a few times.
And if I update the stage later, I have to wait another 40 minutes or plus, since I added a couple more anims for the update for example.

thanks for the answer about the scale. would have been awesome if we could use it with the 1.0 :)

and thanks for my stages comment  ;D
Title: Re: Fighter Factory 3 RC2 + Update 3
Post by: Cyanide on April 26, 2012, 09:22:34 am
Why not add them cropped? I'm sure you're not numbering as you go with that many sprites, you'll be using the incrementing feature. Place a sprite, crop it, put it in the right spot, then add all the others, same place but cropped as you add them. You wouldn't have to go back and forth that way.

This would only not be feasible if the sprites changed size, but you said jigsaw so i imagine they're all the same size square as well.
Title: Re: Fighter Factory 3 RC2 + Update 3
Post by: Cybaster on April 26, 2012, 09:28:31 am
I'm pretty sure he's using uncropped anims with high resolution from particle illusion. Therefore he needs to add them uncropped at first to keep the alignment correct.
Although FF3 now has the option to crop after adding to the correct axis, so that should do it.

Otherwise, learn how to use the combo sffextract + sprmaker to re-extract sprites from the SFF, crop them at lightning speed and recompile them.
VirtualTek, wouldn't there be a way to include sprmaker in the back-end, as an option, and when using the cropping tool, it would give you the option to use sprmaker. FF would then do all the decompile/recompile stuff without having the user do anything more than pressing a button ?
Title: Re: Fighter Factory 3 RC2 + Update 3
Post by: VirtuallTek on April 27, 2012, 03:43:58 pm
Sometimes I have to wait over 40 minutes just because I wanted to crop one anim (therefore one group) because FF will go through the 3000 images  (jiggsaw) and the 10 x 200 frames anims preceeding the group i wanted to crop.
On the top of that, the crop all can fuck up some of the 3000 images jiggsawed by deleting some of them. It already happened to me a few times.
And if I update the stage later, I have to wait another 40 minutes or plus, since I added a couple more anims for the update for example.
If you have an uncropped SFF, send to me please. Then I will profile the crop function to improve the performance. And in the next versions I will include the crop groups function.

VirtualTek, wouldn't there be a way to include sprmaker in the back-end, as an option, and when using the cropping tool, it would give you the option to use sprmaker. FF would then do all the decompile/recompile stuff without having the user do anything more than pressing a button ?
I will test this. The big problem now is the FF3 cache system. It compress all data to reduce the memory usage. When cropping all sprites, FF3 need to recompress the new image to store in the cache. The decompression/compression takes 90%+ of the cropping time.

Thanks!
Title: Re: Fighter Factory 3 RC3
Post by: VirtuallTek on April 29, 2012, 02:43:57 am
RC3 on the first post.

Changes

We are going to the final 3.0 version. After this, i will start to work on new things like:

About the crop, we have just one function now, with option to choose the current, group or all sprites. I can't optimize this function more for 3 reasons:

Thanks!
Title: Re: Fighter Factory 3 RC3
Post by: JeanBureau on April 29, 2012, 05:16:21 am
thanks for the update it's awesome.  ;D
Title: Re: Fighter Factory 3 RC3
Post by: Retro Respecter on April 29, 2012, 05:35:33 am
RC3 on the first post.

Changes
  • updated all presets and iconsets to the new changes
  • added new options and functions (latest suggestions)
  • fixed small bugs

We are going to the final 3.0 version. After this, i will start to work on new things like:
  • BG editor (using the same AIR text system)
  • Suggestions?

About the crop, we have just one function now, with option to choose the current, group or all sprites. I can't optimize this function more for 3 reasons:
  • Cache system (one load/decode/encode/store per sprite)
  • Undo system (many undo operations to be stored in the undo stack cache)
  • Implicit sharing (data comparision with all sprites per crop)

Thanks!

For suggestions, may I suggest a Winquote editor?
Title: Re: Fighter Factory 3 RC3
Post by: FerchogtX on April 29, 2012, 06:31:41 am
RC3 on the first post.

Changes
  • updated all presets and iconsets to the new changes
  • added new options and functions (latest suggestions)
  • fixed small bugs

We are going to the final 3.0 version. After this, i will start to work on new things like:
  • BG editor (using the same AIR text system)
  • Suggestions?

About the crop, we have just one function now, with option to choose the current, group or all sprites. I can't optimize this function more for 3 reasons:
  • Cache system (one load/decode/encode/store per sprite)
  • Undo system (many undo operations to be stored in the undo stack cache)
  • Implicit sharing (data comparision with all sprites per crop)

Thanks!
Nice!!! Updating as always :)

I'm very happy I didn't find anything on this releases, thsi is a great sign!!!!!!!!!!!!

See ya!!! :D
Title: Re: Fighter Factory 3 RC3
Post by: Cyanide on April 29, 2012, 06:59:43 am
For suggestions, may I suggest a Winquote editor?
Are you kidding? Please tell me you are. We have cns editors already, how would you make it simpler? A random text generator? You type in a quote. Done.
Title: Re: Fighter Factory 3 RC3
Post by: Veolf on April 29, 2012, 07:15:39 am
For suggestions, may I suggest a Winquote editor?
Are you kidding? Please tell me you are. We have cns editors already, how would you make it simpler? A random text generator? You type in a quote. Done.

You know its not hard to do that. You can make random text generator easily for all characters through cns coding in a text file that is saved. I suggest rather that if its possible to have a feature on text editing the sprite co-ordinates in the sff, something like the animation editor (text). Its kind of annoying when you want to delete a whole group and replace it when you don't remember the coordinates or change manually if the images are 100+. Just a suggestion, you can ignore it if its not that important =P
Title: Re: Fighter Factory 3 RC3
Post by: GamerXP on April 29, 2012, 07:16:23 am

  • Suggestions?


I once suggested to add Start Mugen button for every mugen you add to the list, but you don't seem to want it. But could you at least add different hotkeys to launch different mugens? It really annoys to choose 2nd or 3rd mugen in the list every time
Title: Re: Fighter Factory 3 RC3
Post by: Cyanide on April 29, 2012, 07:17:16 am
SXVextor: 1.0 has winquotes included natively. You simply type in the words you want displayed and mugen does the rest.
Title: Re: Fighter Factory 3 RC3
Post by: Veolf on April 29, 2012, 08:05:47 am
SXVextor: 1.0 has winquotes included natively. You simply type in the words you want displayed and mugen does the rest.

Ya I know, I guess I should of stated that if he wanted the same winquotes to all player he could of do in a text file or rather just type it out himself. It isn't hard =P



Title: Re: Fighter Factory 3 RC3
Post by: Retro Respecter on April 29, 2012, 06:16:44 pm
Another suggestion of mine is a built-in DOS to Windows converter for all those works made for the D.O.S. M.U.G.E.N.
Title: Re: Fighter Factory 3 RC3
Post by: Kamekaze on April 29, 2012, 10:45:33 pm
After being seriously annoyed by this, in future installments is it possible for you alter the prevclsn button and make it not remove the clsn1 of the current frame? I know its used to copy the clsn from the frame before it but more often than not I need the clsn1 that is the current frame if the one before it has none.
Title: Re: Fighter Factory 3 RC3
Post by: VirtuallTek on April 30, 2012, 02:57:21 pm
I once suggested to add Start Mugen button for every mugen you add to the list, but you don't seem to want it. But could you at least add different hotkeys to launch different mugens? It really annoys to choose 2nd or 3rd mugen in the list every time
No, but i changed the window to show a list with icons instead of a combo box to reduce the number of clicks and the icons are customizable too.

Another suggestion of mine is a built-in DOS to Windows converter for all those works made for the D.O.S. M.U.G.E.N.
Can be made in Lua later.

After being seriously annoyed by this, in future installments is it possible for you alter the prevclsn button and make it not remove the clsn1 of the current frame? I know its used to copy the clsn from the frame before it but more often than not I need the clsn1 that is the current frame if the one before it has none.
Place this: http://www.sendspace.com/file/u3zdeq under the scripts/tools folder. Go to the desired frame and activate the script under Tools -> Copy previous CLSNs (keep current).
People aren't looking to the most powerful feature of FF3.  :(
Most functions are very customizable with a lot of options, but it doesn't cover all possible cases, that are very nasty to do. If you want a more specific function or a variant of a current one, Lua is the way to go.
But, if you have an idea of this type, i'm happy to make the script too  ;)

Thanks!
Title: Re: Fighter Factory 3 RC3
Post by: GamerXP on May 01, 2012, 05:49:56 am
No, but i changed the window to show a list with icons instead of a combo box to reduce the number of clicks and the icons are customizable too.

Cool. That's fine too.
Also, I have I more thing - you can select anims or frames with arrow keys if you press on its scrollbar. But if you then press on the sprite for some reason - those scrollbars will defocus and you can't longer scroll with arrows. That's pretty annoying cause it worked fine in FFC. Can you make it possible to scroll anims and frames with arrow keys even if bars were defocused? I think its pretty easy to make (for example, add variable where you write last pressed bar and when you press arrow key - it will scroll that last bar)
Title: Re: Fighter Factory 3 RC3
Post by: Rajaa Retired on May 03, 2012, 07:22:45 am
Can I has option to group and index the palette of newly entered sprites?
Title: Re: Fighter Factory 3 RC3
Post by: Ricepigeon on May 03, 2012, 03:19:10 pm
Not sure if this was addressed, but searching for an anim number only searches from the current anim onward in the anim viewer. For example, If I was currently viewing anim 1000 and wanted to skip back to anim 105 using the search function, it'll tell me that the anim doesn't exist, yet if I manually scroll back to the first anim in the AIR file (anim 0), then it works fine. Something similar occurs in the cns viewer regarding text searches and I don't see an option to search backward from the current position.
Title: Re: Fighter Factory 3 RC3
Post by: VirtuallTek on May 03, 2012, 04:02:16 pm
Can I has option to group and index the palette of newly entered sprites?
:???:
Do you mean to define the group and index of the palette to be inserted if it already doesn't exists (image's own palette option)?

Not sure if this was addressed, but searching for an anim number only searches from the current anim onward in the anim viewer. For example, If I was currently viewing anim 1000 and wanted to skip back to anim 105 using the search function, it'll tell me that the anim doesn't exist, yet if I manually scroll back to the first anim in the AIR file (anim 0), then it works fine. Something similar occurs in the cns viewer regarding text searches and I don't see an option to search backward from the current position.
You has both the backward option and the circular search one. Look at the buttons on the left.

Thanks!
Title: Re: Fighter Factory 3 RC3
Post by: FerchogtX on May 04, 2012, 08:37:37 am
Just found a bug... when in the sound editor mode, if you try to stop a sound, FF3 can't send the command to actually do it, it gets worse when playing a sound using the loop option, if you try to stop it, FF3 refuses to respond and after a while trying to do so, crashes (you need to close the program forcing its shutdown)

Also, something happens that, everytime FF3 loops the current sample (usin g the loop button), it delays the playback (there is a gap that is noticeable)... this didn't happen in older RC's

See ya!! :D
Title: Re: Fighter Factory 3 RC3
Post by: Rajaa Retired on May 04, 2012, 09:40:04 am
Can I has option to group and index the palette of newly entered sprites?
:???:
Do you mean to define the group and index of the palette to be inserted if it already doesn't exists (image's own palette option)?

Yes, sir. You know how Fighter Factory automatically assigns the group and index numbers of new palettes from new sprites? I want the option to group and index the palettes myself. Also, being able to sort it when I enter it would also be a nice boost. Have it has a a clickable option in the sprite enter interface, and make its defaults the same as it's been, but make them alterable.

Also, when I enter new palettes via the right palette menu, it automatically reverses the order of the palette, and that's problematic! =p

The program has become more than apt for everything. Keep up the good work. I'm going to look into the LUA scripting. I wanna see what that's capable of.
Title: Re: Fighter Factory 3 RC3
Post by: VirtuallTek on May 04, 2012, 02:26:54 pm
Just found a bug... when in the sound editor mode, if you try to stop a sound, FF3 can't send the command to actually do it, it gets worse when playing a sound using the loop option, if you try to stop it, FF3 refuses to respond and after a while trying to do so, crashes (you need to close the program forcing its shutdown)

Also, something happens that, everytime FF3 loops the current sample (usin g the loop button), it delays the playback (there is a gap that is noticeable)... this didn't happen in older RC's

See ya!! :D
I will test. About the sound playback, i'm currently using the build-in Qt functions. I can't control anything. I'm using it since the first release, so all versions use the same system to reproduce sounds. If you noticed a problem in one version, probably all other ones suffer from the same issue, unless the framework changed and bugs where introduced.

Yes, sir. You know how Fighter Factory automatically assigns the group and index numbers of new palettes from new sprites? I want the option to group and index the palettes myself. Also, being able to sort it when I enter it would also be a nice boost. Have it has a a clickable option in the sprite enter interface, and make its defaults the same as it's been, but make them alterable.
OK

Also, when I enter new palettes via the right palette menu, it automatically reverses the order of the palette, and that's problematic! =p
It depends of the source format. I can't detect the right order because you can create the palette in another program in a reverse order, and some programs reverse the palette to some specific formats. If you are loading palettes from PNG images, probably the order will be reverses because FF3 assumes that you setup it correctly. I will add an option to reverse the palette in the same window you define the group and index, that would do the job. But you can reverse manually in the advanced palette editor too.

The program has become more than apt for everything. Keep up the good work. I'm going to look into the LUA scripting. I wanna see what that's capable of.
;) The Lua scripting system is very functional, i will complete the documentation and introduce new functions in new releases. It currently lacks control over images. Now you can do everything on def, cmd, cns, air, palettes and some things on sprites.

Thanks!
Title: Re: Fighter Factory 3 RC3
Post by: _Josue_ on May 05, 2012, 06:31:09 am
Hey! just having a little time to pass by and ... great work RC3 is out with nice changes and additions...

After being seriously annoyed by this, in future installments is it possible for you alter the prevclsn button and make it not remove the clsn1 of the current frame? I know its used to copy the clsn from the frame before it but more often than not I need the clsn1 that is the current frame if the one before it has none.
But, if you have an idea of this type, i'm happy to make the script too  ;)

Thanks!

this gave me an idea... how about having some example Lua scripts (like the one you gave him) come along with the FF3?
see ya and God bless you.
Title: Re: Fighter Factory 3 RC3
Post by: Rajaa Retired on May 12, 2012, 03:31:55 am
The crop function doesn't work when I'm replacing a sprite (load a new image for the sprite) and it asks me if I want to crop the image.

And why is it sharing some sprites and not sharing others when I enter them into the .sff? It seems to randomly apply (unique) and (shared) to sprites. I don't understand it. You might as well add an option to manually change which sprites are shared and not. Unless it already exists and I'm not seeing it.
Title: Re: Fighter Factory 3 RC3
Post by: Cyanide on May 12, 2012, 04:42:16 am
Sffv1 still? As sffv2 works on palette if it's not pointing at the right one, change it and use the "apply palette to current sprite" function. Shared palettes and unshared palettes are kinda a thing of the past.
Title: Re: Fighter Factory 3 RC3
Post by: Rajaa Retired on May 12, 2012, 05:16:16 am
No, I'm talking about shared sprites. It used to be called linked, but in FF3, it's called shared.

I was doing the required sprites, and the sprites seemed to randomly become shared when I entered them. A sprite would crop and change the offset of the other sprites that it automatically shared itself with.

Like, if I entered sprite 5000, 0, and then I entered 5002, 0, 5002, 0 would automatically share itself with sprite 5000, 0 and crop/realign 5000, 0.
Title: Re: Fighter Factory 3 RC3
Post by: Noctis on May 12, 2012, 06:32:02 am
Ugh...mother fucker.
All I know is I added some sprites, saved all, crashed and FF3 erased my entire SFF and destroyed my character.
I had another character open, too.
I doubt you'll be able to repeat the error because I'm not sure that that's everything I did.

Now, I recall accidentally creating a back up earlier today (I either have amazing luck or very bad luck...) so I'm going to use a program to restore that. Anyways, I have no idea what happened. Maybe a heads up so people can keep a look out and hopefully someone finds it (unless I somehow did something to screw it up?)

Edit:
Nope. It's gone. I'm gonna go take a shower and cry, now.
Title: Re: Fighter Factory 3 RC3
Post by: Veolf on May 12, 2012, 06:38:07 am
Ugh...mother fucker.
All I know is I added some sprites, saved all, crashed and FF3 erased my entire SFF and destroyed my character.
I had another character open, too.
I doubt you'll be able to repeat the error because I'm not sure that that's everything I did.

Now, I recall accidentally creating a back up earlier today (I either have amazing luck or very bad luck...) so I'm going to use a program to restore that. Anyways, I have no idea what happened. Maybe a heads up so people can keep a look out and hopefully someone finds it (unless I somehow did something to screw it up?)

The reason I think why Saved  All sometimes corrupts your file is the amount of process it has to go through and the more processes it goes through, the amount of possible errors that will happen increases. Thats why I usually back up my files and store in a different folder.
Title: Re: Fighter Factory 3 RC3
Post by: Noctis on May 12, 2012, 07:23:22 am
Ugh...mother fucker.
All I know is I added some sprites, saved all, crashed and FF3 erased my entire SFF and destroyed my character.
I had another character open, too.
I doubt you'll be able to repeat the error because I'm not sure that that's everything I did.

Now, I recall accidentally creating a back up earlier today (I either have amazing luck or very bad luck...) so I'm going to use a program to restore that. Anyways, I have no idea what happened. Maybe a heads up so people can keep a look out and hopefully someone finds it (unless I somehow did something to screw it up?)

The reason I think why Saved  All sometimes corrupts your file is the amount of process it has to go through and the more processes it goes through, the amount of possible errors that will happen increases. Thats why I usually back up my files and store in a different folder.

I wanna blame something and get mad at it, but I can't decide who or what caused it... :'(
And this isn't a corrupt file. It still works perfectly fine. It erased all of my sprites in the SFF.
Title: Re: Fighter Factory 3 RC3
Post by: Veolf on May 12, 2012, 07:26:21 am
Well.. its still an error so I don't know. I had this error before, but I don't know why it caused it either.

Title: Re: Fighter Factory 3 RC3
Post by: Cyanide on May 12, 2012, 07:36:06 am
How big is the sff now just out of interest, like, was it still there, or a 0kb file, or gone. If you've restarted, moot point.
Title: Re: Fighter Factory 3 RC3
Post by: Veolf on May 12, 2012, 07:40:03 am
How big is the sff now just out of interest, like, was it still there, or a 0kb file, or gone. If you've restarted, moot point.

He was making a Blazblue character, the size of that file is probably huge, the chances of having it erased by an error is highly possible. I had made an intro with 5000 sprites, and save it accordingly. But it lags FF3 really hard and it will sometimes cause an error when you press save/save all.
Title: Re: Fighter Factory 3 RC3
Post by: Noctis on May 12, 2012, 07:44:41 am
Actually, it's not my blazblue character, that was just a point I was 'going' to make. Instead of ruining my large char, it ruins a much smaller one.
It's a smaller character that's only around 15-20mbs big.
The SFF has 0kb and I'm trying to re add my sprites, but the sprite doesn't show up and neither will a palette. I guess it did more than just erase my sprites.
Title: Re: Fighter Factory 3 RC3
Post by: Veolf on May 12, 2012, 07:53:28 am
Actually, it's not my blazblue character, that was just a point I was 'going' to make. Instead of ruining my large char, it ruins a much smaller one.
It's a smaller character that's only around 15-20mbs big.
The SFF has 0kb and I'm trying to re add my sprites, but the sprite doesn't show up and neither will a palette. I guess it did more than just erase my sprites.

Then the file is corrupted, in this case.. lol o-O
Title: Re: Fighter Factory 3 RC3
Post by: Noctis on May 12, 2012, 08:06:22 am
So is it fixable or is it done for?
Wahh!! Fix it!

 :P
Title: Re: Fighter Factory 3 RC3
Post by: Cyanide on May 12, 2012, 08:23:30 am
Run a scandisk on your PC. If a sff file corrupts simply cos it's big you have a messy computer.

I have a 60gb drive that has been running for 12 years now, it's never corrupted ANYTHING. My other disks haven't caused me issues either. The only time i've ruined my character is either improperly editing the .air file in FFC or when FF3 was mangling sff files which it's not doing any more.
Title: Re: Fighter Factory 3 RC3
Post by: Noctis on May 12, 2012, 07:16:22 pm
Ran the scan. My computer is fine. My harddrive is brand new so it shouldn't be that.

It's fine, now. I can just re add them. I still have my animations and I, amazingly, remember what sprites I was using for each and every animation
Like I said, just a heads up for you people without back ups.
Title: Re: Fighter Factory 3 RC3
Post by: O Ilusionista on May 12, 2012, 07:32:23 pm
Ugh...mother fucker.
All I know is I added some sprites, saved all, crashed and FF3 erased my entire SFF and destroyed my character.
I had another character open, too.
I doubt you'll be able to repeat the error because I'm not sure that that's everything I did.

Now, I recall accidentally creating a back up earlier today (I either have amazing luck or very bad luck...) so I'm going to use a program to restore that. Anyways, I have no idea what happened. Maybe a heads up so people can keep a look out and hopefully someone finds it (unless I somehow did something to screw it up?)

Edit:
Nope. It's gone. I'm gonna go take a shower and cry, now.

This is something was happening to me a lot of times while the development process. its a random bug.
The strange fact is: if you hit SAVE AS, it saves perfectly. But if you use SAVE, it crashes.
And you had linked sprites on the sff, no? this happens to me specially with linked sprites
Title: Re: Fighter Factory 3 RC3
Post by: Noctis on May 12, 2012, 08:42:50 pm
Ugh...mother fucker.
All I know is I added some sprites, saved all, crashed and FF3 erased my entire SFF and destroyed my character.
I had another character open, too.
I doubt you'll be able to repeat the error because I'm not sure that that's everything I did.

Now, I recall accidentally creating a back up earlier today (I either have amazing luck or very bad luck...) so I'm going to use a program to restore that. Anyways, I have no idea what happened. Maybe a heads up so people can keep a look out and hopefully someone finds it (unless I somehow did something to screw it up?)

Edit:
Nope. It's gone. I'm gonna go take a shower and cry, now.

This is something was happening to me a lot of times while the development process. its a random bug.
The strange fact is: if you hit SAVE AS, it saves perfectly. But if you use SAVE, it crashes.
And you had linked sprites on the sff, no? this happens to me specially with linked sprites

Random bug! That's the name I was looking for.
If FF3 still automatically linked sprites when there was more than one same image, then yes. I had linked sprites.
And I might be remembering it incorrectly, but I think I had two groups in the sff with the exact same numbering when I saved.
I'm gonna try duplicating the bug.

Edit:
AHHHHHH!!!!!

....FF3 won't save anything. I redownloaded it and everything.
It's seems like it's doing this... I add a sprite, save it, add an animation, save it, code an attack, save it, close all, open it, the only thing it saved was adding that sprite. Maybe. I keep losing hours of work so I have to create a backup every time I do something.
The reason why I do a backup 100 times too is that sometimes, when I make a backup, it won't. My last backup was from like 10 minutes ago. I had that save error, so I decided to just open a backup, but the last backup was from an hour ago.
I'll try redownloading it, again, but I keep having problems ever since that sff error happened.
Actually, it might have been because all of my files of my character are somehow corrupted. I'll create a backup, delete the original files, and use the backup. If it works, I won't post back or edit my post.


Edit:
Okay, I keep having problems left and right and I don't know whats going on anymore. It's not saving, it erases my SFF, it sometimes fails to create a backup, now random animations are making FF crash. At first it was anim 152, but after a couple hours, now it's 150 and 151. Another error is when in mugens debug mode. It keeps saying "anim does not exist", but it clearly DOES! When I erase the animation and readd it, it says the animation right before it doesn't exist (erased and readded 150-152, now it says 140-142 don't exist and I'm betting it's going to go all the way to 0).
It is also 'supposedly' reading my palettes, but they're not working in game. Either my character is seriously fucked up or FF hates me.
Title: Re: Fighter Factory 3 RC3
Post by: xPreatorianx1 on May 16, 2012, 03:49:45 am
EDIT: NVM question was basically answered on the previous page. Keep up the good work VirtualTek! This program is amazing!
Title: Re: Fighter Factory 3 RC3
Post by: Cyanide on May 16, 2012, 09:47:51 am
Noctis: Sorry, i really think this is just you.

You didn't start from the old elecbyte template did you?
Title: Re: Fighter Factory 3 RC3
Post by: Veolf on May 16, 2012, 10:01:01 am
I don't know if the old template actually gives you errors. It never for me though, maybe in one case before when though I think because of the AIR clsn selection crash but that was not really serious (though if you didn't saved before you're fucked).


Edit:
Okay, I keep having problems left and right and I don't know whats going on anymore. It's not saving, it erases my SFF, it sometimes fails to create a backup, now random animations are making FF crash. At first it was anim 152, but after a couple hours, now it's 150 and 151. Another error is when in mugens debug mode. It keeps saying "anim does not exist", but it clearly DOES! When I erase the animation and readd it, it says the animation right before it doesn't exist (erased and readded 150-152, now it says 140-142 don't exist and I'm betting it's going to go all the way to 0).
It is also 'supposedly' reading my palettes, but they're not working in game. Either my character is seriously fucked up or FF hates me.


What kind of SSF version you're using? Assuming it should be SSFV2 if its in that case. Now I don't know your FF fails in those cases, it never happens to me. Are you sure you're using the latest version of FF3? Though I think the save button works fine, but save all seems to have its own errors (as usual but rarely). Save as works fine too. Though if you backup, I think it saves automatically to the backup when you press the save button(Though I doubt that).

Would you mind sending me the character you're working and I will check if it works from my POV? Just checking, though. ^^
Title: Re: Fighter Factory 3 RC3
Post by: Noctis on May 17, 2012, 04:34:20 am
@Cyanide:
Ever since something glitched during that SFF erase, it's just been hell with Mugen.
I used another character as a base...which was used from another character as a base....which was used from another and so on.

If it will help, I will gladly send you the character, but I'm not sure it's safe. I don't want to send out corrupted files that could cause an harddrive error. I've experienced it before. It destroyed my hard drive. and everything on it. Had to buy a new one.
I'm using SFFv2. I got my palettes working, by the way. That error wasn't related to these...glitches.
I downloaded the latest version of FF3 (the x86 32-bit version) the day that SFF error happened. I didn't see any patch, so I assume it's not because of me failing to patch it.
As of now, my problems are it only saves once out of ten saves (or something like that), it keeps saying I have an error in CLSN2 in newly added animations, but rarely... sometimes, a stateno (lets say 150), will glitch and the one after 150 (which is 151), will be renamed to whatever 150 is automatically and vice versa, and it wouldn't let me delete it. I had to delete EVERYTHING before 151 because, that seemed to be the only way to get it to delete 150 and 151. It will say, but rarely, that an anim doesn't exist.
I've tried creating a backup, (since that seems to be the only way I can save) erasing the regular files, and replacing them, but no good. It wouldn't make sense that new files would be corrupt. And if it's not FF3, then it has to be a computer error which is why I'm reluctant to send out files that my computer has corrupted.
And I did a disk scan, it said everything was fine.
Maybe I just need a new computer....20 years is too old. --;
Title: Re: Fighter Factory 3 RC3
Post by: Shadow0X3 on May 18, 2012, 04:30:59 am
Small little error type thing. I was trying to make the animation for my avatar in FF3 because I'm lazy, but when I saved the file and went to check it, there was only a white screen with a few black pixels. I tried this with quite a few images, and got the same results. My end? Or is this something with the program?
Title: Re: Fighter Factory 3 RC3
Post by: Zzyzzyxx on May 19, 2012, 07:54:42 am
FF3 says that ReversalDef doesn't recognize "numhits" parameter and this isn't true.

I tested with numhits = 50. The countermove indeed added 50 hits to the combo.

(http://i.imgur.com/1MLwq.png)
Title: Re: Fighter Factory 3 RC3
Post by: Froz on May 19, 2012, 10:26:45 pm
It randomly happens with every version i have downloaded so far: As mentioned before, in any random day, I open the program and it says "XML: unexpected character" and i have to reinstall the entire program. Without knowing any steps i have done in order to achieve this bug/error/etc. , this is the 5th time that happens to me.

Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3 RC3
Post by: Cyanide on May 20, 2012, 12:53:21 am
I have a really odd one. I have cropped my sff file. Now, very randomly and without me touching it, certain sprites in the .sff file will realign themselves. I only notice when an animation goes blank.

Now that could potentially be the cropping as well. So that would be a decent test. Take any uncropped SFF file and crop it, see if alignment for the sprites themselves hold. There is a good possibility they lose their place.
Title: Re: Fighter Factory 3 RC3
Post by: DW on May 20, 2012, 02:25:00 am
I have a really odd one. I have cropped my sff file. Now, very randomly and without me touching it, certain sprites in the .sff file will realign themselves. I only notice when an animation goes blank.

Now that could potentially be the cropping as well. So that would be a decent test. Take any uncropped SFF file and crop it, see if alignment for the sprites themselves hold. There is a good possibility they lose their place.

This has happened to me as well. When reconfiguring Mai's sff for her updates, and testing out moves, I noticed some frames were missing. When going over the sff, I found sprites WAY off in axis like -356,-433 or w/e. Other than that, I haven't expierenced any other bugs/glitches. This is one everyone should watch out for.
Title: Re: Fighter Factory 3 RC3 + Update 1
Post by: VirtuallTek on May 20, 2012, 05:05:47 am
Update 1 on the first post.

Changes
- Fixed the crop alignment problem.
- Added an error message to prevent a SFF with empty palettes and/or sprites to be saved (causes a 0Kb file to be write).

I will check all other things later.

About corrupted files, crashes and so, please, send me the file. I requested corrupted files many times, except 0Kb ones. I'm not psychic. Is near impossible to fix a bug with the info reported here.

About the xml issue:
- Check if the FF3 folder is in a directory that doesn't require elevated privilegies.
- Check all xml files you modified, it may contains a syntax error and can't be parsed.

Thanks!
Title: Re: Fighter Factory 3 RC3 + Update 1
Post by: DW on May 20, 2012, 05:28:23 am
Awesome! Thank you for the update.  :)
Title: Re: Fighter Factory 3 RC3 + Update 1
Post by: Noctis on May 20, 2012, 09:21:12 am
Update 1 on the first post.

Changes
- Fixed the crop alignment problem.
- Added an error message to prevent a SFF with empty palettes and/or sprites to be saved (causes a 0Kb file to be write).

I will check all other things later.

About corrupted files, crashes and so, please, send me the file. I requested corrupted files many times, except 0Kb ones. I'm not psychic. Is near impossible to fix a bug with the info reported here.

About the xml issue:
- Check if the FF3 folder is in a directory that doesn't require elevated privilegies.
- Check all xml files you modified, it may contains a syntax error and can't be parsed.

Thanks!
Sorry.

The problem is, I don't know whats corrupted. For all I know, it's my computer itself.
If not that, then it's FF3 or my character, but I don't see why FF3 would be corrupted after re downloading it.
But if you don't mind checking out a bunch of files, I'll pm you a sendspace link for those two files that might be the cause.
Title: Re: Fighter Factory 3 RC3 + Update 1
Post by: fer619 on May 21, 2012, 12:41:56 am
i'm glad to see that you're still continuing to improve FF3, thanks VT  ;D
Title: Re: Fighter Factory 3 RC3 + Update 1
Post by: FerchogtX on May 21, 2012, 01:32:01 am
Nice release... it's more stable with the sound module, but still has issues when you use looped playback, the first being that there is istill a gap when FF3 loops the sound (this sound I use is "perectly" cut so it loops without gaps)... but only seems to happen with sounds that are wider than 10 seconds i guess...
The second is that, if you use the looped playback, and click on stop, you need to wait until FF3 actually gos to the last part of the sound, then it stops, otherwise it continues, normal playback stops correctly whenever you click the button :)

See ya!! :D
Title: Re: Fighter Factory 3 RC3 + Update 1
Post by: GamerXP on May 21, 2012, 05:33:59 pm
Update 1 on the first post.

You changed list to icons as you said earlier. That's good thing. But...
Before this update to launch 1st mugen you had to click Launch Mugen icon (1) and ok button (2)
To launch some other mugen in the list you had to click Launch Mugen icon(1), open list (2), select mugen (3), click  ok (4)

But now, no matter which mugen you want to launch, you must click Launch Mugen (1), Select icon (3), and click ok (3)

It didn't become better! Why won't you make it possible to actiavte icon on double click or better just on normal click?

PS. Crop function in image editor works wrong - instead of deleting transparent area it find its width and delete width/2 from both sides of the sprite
Title: Re: Fighter Factory 3 RC3 + Update 1
Post by: VirtuallTek on May 21, 2012, 07:05:32 pm
Nice release... it's more stable with the sound module, but still has issues when you use looped playback, the first being that there is istill a gap when FF3 loops the sound (this sound I use is "perectly" cut so it loops without gaps)... but only seems to happen with sounds that are wider than 10 seconds i guess...
The second is that, if you use the looped playback, and click on stop, you need to wait until FF3 actually gos to the last part of the sound, then it stops, otherwise it continues, normal playback stops correctly whenever you click the button :)

See ya!! :D
Yes, I know the problem. I just can't fix it now using the built-in Qt functions that are the cause, not my fault. I will change to another playback system later.

Update 1 on the first post.

You changed list to icons as you said earlier. That's good thing. But...
Before this update to launch 1st mugen you had to click Launch Mugen icon (1) and ok button (2)
To launch some other mugen in the list you had to click Launch Mugen icon(1), open list (2), select mugen (3), click  ok (4)

But now, no matter which mugen you want to launch, you must click Launch Mugen (1), Select icon (3), and click ok (3)

It didn't become better! Why won't you make it possible to actiavte icon on double click or better just on normal click?

PS. Crop function in image editor works wrong - instead of deleting transparent area it find its width and delete width/2 from both sides of the sprite

:???: Now you just must do one click (select mugen in the list). You can use a shortcut to the Run in Mugen function and Enter to the OK button. But, i agree with the double click thing. I will force the first item or the last used to be selected automatically, then we can use only the keyboard to launch Mugen.

I sucessfully reproduced some problems like the SFF save function that won't work sometimes. Later I will release onother fix.

Thanks!
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: VirtuallTek on May 22, 2012, 03:23:34 am
Update 2 on the first post.

Solved an issue in the SFF save function.
About SFF, that many people report some problems, i just want:
- If a problem occurs, i'm sure that's a very rare case. Try to figure what do you made.
- If you have problems with the implicit sharing (auto linking), send me an example and repro steps to figure the problem. I tested many times and I haven't problems with it.
- All save functions "only" write to the file if it is in the modified state (the asterisk), otherwise we don't need to reencode and take time for nothing. In this case FF3 does nothing.

Thanks!
Title: Re: Fighter Factory 3 RC3 + Update 1
Post by: FerchogtX on May 22, 2012, 09:25:33 am
Nice release... it's more stable with the sound module, but still has issues when you use looped playback, the first being that there is istill a gap when FF3 loops the sound (this sound I use is "perectly" cut so it loops without gaps)... but only seems to happen with sounds that are wider than 10 seconds i guess...
The second is that, if you use the looped playback, and click on stop, you need to wait until FF3 actually gos to the last part of the sound, then it stops, otherwise it continues, normal playback stops correctly whenever you click the button :)

See ya!! :D
Yes, I know the problem. I just can't fix it now using the built-in Qt functions that are the cause, not my fault. I will change to another playback system later.
Gotcha!! I'll stop reporting that then (not usefull if you intend to change the playback system ;) )

Thanks for your updates and effort :D

See ya!!! :D
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: Froz on May 27, 2012, 04:37:08 am
Suggestions: On the Advanced Palette Editor, you could add the HTML code that's found in most photo-editing softwares. (i highlighted them in red.)

Spoiler, click to toggle visibilty

Also, if there's an option to crop all the images, would it be possible if you could add the option to export the images "uncropped" or with axis, example: based on the default background you can export all the sprites in the sff file with the total height and width of 640x480 (or 320x240). If you're not sure of what i'm talking about please let me know.
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: VirtuallTek on May 27, 2012, 05:36:40 am
Also, if there's an option to crop all the images, would it be possible if you could add the option to export the images "uncropped" or with axis, example: based on the default background you can export all the sprites in the sff file with the total height and width of 640x480 (or 320x240). If you're not sure of what i'm talking about please let me know.
Sprites -> Save image (aligned)...
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: Rajaa Retired on May 27, 2012, 05:57:57 am
I see you changed the mugen.exe testing interface, but now it's annoying that I have to keep choosing which one by clicking it and then pressing OK.

Is it possible to make it so I can set a default EXE that starts automatically when I press the "Run current project in Mugen button"? Or perhaps the ability to remember so I can just press enter? Or perhaps the ability to double click the one I want to run? Perhaps all of these options?

Thanks for the update.
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: Odb718 on May 27, 2012, 06:55:28 am
So I'll be honest. I havent updated FF3 in a while. Im on 3.0.840.2012
Can I edit the pallets in ANY edition of FF3 for my 1.0 character??
There's no drop down list of the pallets that are saved to the character in the advanced pallet editor window.
The only list that's available does nothing as far as I can tell.
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: VirtuallTek on May 27, 2012, 07:06:13 am
I see you changed the mugen.exe testing interface, but now it's annoying that I have to keep choosing which one by clicking it and then pressing OK.

Is it possible to make it so I can set a default EXE that starts automatically when I press the "Run current project in Mugen button"? Or perhaps the ability to remember so I can just press enter? Or perhaps the ability to double click the one I want to run? Perhaps all of these options?

Thanks for the update.
I already made this, except the default exe that will kill the multi-mugen feature. But i have another idea to test too.
Anyway, before, you needed to select from the list, which does not change much. I don't understand how much annoying is now compared to before.

So I'll be honest. I havent updated FF3 in a while. Im on 3.0.840.2012
Can I edit the pallets in ANY edition of FF3 for my 1.0 character??
There's no drop down list of the pallets that are saved to the character in the advanced pallet editor window.
The only list that's available does nothing as far as I can tell.
:???: Update to the latest version.
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: Rajaa Retired on May 27, 2012, 07:31:28 am
It's more annoying because in the older one, I could click it and then press enter and begin. Now I have to click the icon, click the mugen I want, then click okay. It's more clicks, although more visually appeasing. We're spoiled, so any amount of extra clicking is annoying. =p

I can't find the feature to pick a default exe. Or maybe I'm not understanding what you just typed.
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: Odb718 on May 27, 2012, 08:08:55 am
Thanks for the fast reply. I like the new addition for the pallets!
Title: Re: Fighter Factory 3 RC3 + Update 2
Post by: O Ilusionista on May 27, 2012, 09:48:46 am
Quote
Is it possible to make it so I can set a default EXE that starts automatically when I press the "Run current project in Mugen button"?

or I am drunk, or this is already possible, if you have just one Mugen listed. If you wanna make a default one when you have many configurations, just use the arrows to put the default one at the top. You will just need to hit enter, its what I do
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: VirtuallTek on May 27, 2012, 08:44:06 pm
Update 3 on the first post.

Changes
- Fixed the crop bug in the Image editor
- The Run in Mugen window remember the last Mugen you used, then just hit enter. But the double-click is available too.

FF3 says that ReversalDef doesn't recognize "numhits" parameter and this isn't true.

I tested with numhits = 50. The countermove indeed added 50 hits to the combo.
Will be updated in the next full version.

Quote
Is it possible to make it so I can set a default EXE that starts automatically when I press the "Run current project in Mugen button"?

or I am drunk, or this is already possible, if you have just one Mugen listed. If you wanna make a default one when you have many configurations, just use the arrows to put the default one at the top. You will just need to hit enter, its what I do
Update to the latest update and you will see your suggestion here  ;). Prepare your icons.

Thanks!
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: RobotMonkeyHead on May 28, 2012, 09:16:06 pm
VirtuallTek you are clearly Mugen Gods.  Thank you thank you thank you thank you thank you. so much.

(+ nice. that crop bug was fuckin with my chi)

excellent work fellas.
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: FatalX on May 29, 2012, 08:10:24 am
VirtuallTek you are clearly Mugen Gods.  Thank you thank you thank you thank you thank you. so much.

(+ nice. that crop bug was fuckin with my chi)

excellent work fellas.

I cant and have no intention of learning coding and editting so this release have 0 interest for me even tough the rest of the community is like "Thank you thank you"

I feel so dumb and useless right now  :(
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: C.M.G on May 29, 2012, 08:55:39 am
Well these baby made my day! >:D
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: RobotMonkeyHead on May 30, 2012, 08:43:29 am
Minor request.  In the Options menu under Interface, where there are all the shortcut keys, in the 'Animations' related stuff would you mind adding a possible slot for 'move forward 1 frame', 'move back 1 frame', 'move forward 1 animation', and 'move back 1 animation'?

I think this would make adding changes to every frame in an anim much easier and quicker.  Thanks either way.
  Looks like you already had that covered.  8)


EDIT:

In the Animations window, a button next to the the 5 clsn box buttons to quickly toggle 'show/hide all clsn boxes', (applies to all frames in all anims) would be nice for anim viewing and sprite aligning.  When you have 5 or 6 clsn boxes stacked up and you are trying to align sprites they can make it difficult and when you go to view the anim they distract.
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: Felkazz on May 31, 2012, 02:24:21 pm
Can i make a request?
It is just something that is a little annoying for me xD
Can you add the parameters in the window where you choose what MUGEN you want to run?
It is annoying having to go the options everytime i want to change the parameters or having the same MUGEN with different parameters there =/

It would be cool to be able to change the parameters when you chose the MUGEN you want to run. It could load the configured parameters in the options by default when you click in the MUGEN you want and be able to edit it ^^
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: FerchogtX on June 01, 2012, 05:34:28 am
Can i make a request?
It is just something that is a little annoying for me xD
Can you add the parameters in the window where you choose what MUGEN you want to run?
It is annoying having to go the options everytime i want to change the parameters or having the same MUGEN with different parameters there =/

It would be cool to be able to change the parameters when you chose the MUGEN you want to run. It could load the configured parameters in the options by default when you click in the MUGEN you want and be able to edit it ^^
Ja... this is paradogical, I find having the same mugen with different parameters quite useful, so I don't have to write the parameters over and over again...
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: Felkazz on June 04, 2012, 01:21:28 pm
Can i make a request?
It is just something that is a little annoying for me xD
Can you add the parameters in the window where you choose what MUGEN you want to run?
It is annoying having to go the options everytime i want to change the parameters or having the same MUGEN with different parameters there =/

It would be cool to be able to change the parameters when you chose the MUGEN you want to run. It could load the configured parameters in the options by default when you click in the MUGEN you want and be able to edit it ^^
Ja... this is paradogical, I find having the same mugen with different parameters quite useful, so I don't have to write the parameters over and over again...

But i think that having this option would be very good xD
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: Noctis on June 05, 2012, 05:04:30 am
(http://i.imgur.com/qr2J3.png)

I'm getting this error again. :'(
What's it mean? I deleted the 83rd element in my animation and it actually deleted 2 elements instead of one. Then it continued to give me this error.

So, I deleted the element 83 and everything after it because it was doing that weird "I'll replace the element ahead of me (element 84) with myself and whenever you delete me, the element I replaced myself with (element 84) will carry on the glitch" error. Now it's saying element 103 has too few arguments. I don't even have an element 103.

Edit:
I have no idea how it started. I was just adding an animation and adjusting the positions in the animation tab when all of a sudden, I noticed that...."infinite duplicate" error. Then the above happened. I figured out a quick fix in case anyone else has the problem.
Open a new project. Just a basic template. Import the animation over to that new project, delete the animation on your main character, then import the animation from the project back over to your main character.

I probably should have saved it and uploaded it for VirtualTek to check out. I'm sure I'll get it again, so I'll do that next time.
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: VirtuallTek on June 05, 2012, 05:47:04 pm
The easiest way to see what is going wrong is to: after the problem has been occurred, turn on the full text mode (Animations -> text mode). Then you can see the problem, and this, in combination with the last actions you made, should explain what is happening here.
The error is: the frame lacks the time parameter. Mugen requires at least 5 parameters in a frame. But I have no idea how this happened for you.
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: Rajaa Retired on June 05, 2012, 07:32:09 pm
I've had weirder stuff happen with the animation:

Adding semi-colons with names in between animation declarations. Animations' names being changed, probably because of the error that caused the semi-colon with name problem.

I never reported it because I don't know how to reproduce the problem. :P



Modification:

When I apply the edit to the current animation (in the box that only shows the text for the current animation) it resets me to the beginning of the animation and I have to navigate back to where I was. That's slightly annoying because sometimes I want to see the changes in real time and I'm now obsessed with using multiples of 8 for CLSN. =p

When I say annoying, I mean it requires more work, not that the program is annoying or that you're doing a bad job.



I got the same error in the post above your last one Virtualltek. And this was the cause. I was editing a hadouken animation, I don't know which one, but their animation numbers are from 1000 to 1040 in multiples of 5. I don't know how the fudgesickles this happened, but it did and it's very weird. I honestly wish I could duplicate this, but I cannot. I wasn't editing in the FULL test editor. Only the small one you see there.

The error is that the "hadouken" name has been weirdly placed in between my jump smoke animation.

(http://justnopoint.com/lithues/shots/ff3000.png)
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: VirtuallTek on June 10, 2012, 03:05:59 am
What changes do you made in the Hadouken animation?
I fixed the other issues  ;).

Thanks!
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: Seravy on June 10, 2012, 04:41:34 pm
When I try to open Disrupter by Kaixa, FF freezes at 61% and stops responding.
http://mugenguild.com/forumx/index.php?topic=107641.0 (http://mugenguild.com/forumx/index.php?topic=107641.0)
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: VirtuallTek on June 10, 2012, 07:31:46 pm
When I try to open Disrupter by Kaixa, FF freezes at 61% and stops responding.
http://mugenguild.com/forumx/index.php?topic=107641.0 (http://mugenguild.com/forumx/index.php?topic=107641.0)
It's because FF3 is currently parsing each line in the AIR file independently. The new AIR system preserves all comments and updates itself each time the text file changes. It's a very advanced system, but is very slow on large operations in big files. The AIR file of this char is fullfilled with CLSNs, most frames have its own hit boxes, and a bunch o each, and more than 55000 lines to be parsed.
(http://img265.imageshack.us/img265/2603/39333342.jpg) (http://imageshack.us/photo/my-images/265/39333342.jpg/)
In a traditional manner, we can parse this file very quickly, but we loose the new features of the current AIR system, including the direct access to animations in the DEF file of stages.
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: Seravy on June 12, 2012, 09:03:14 pm
55000 lines? I guess that explains it...I should have waited longer.
New problem :
When importing animations with their sprites, if the animation contains a sprite more than once, it'll get added to the SFF multiple times instead of once.
For example, importing this range on animations :
Code:
; 
[Begin Action 2028]
2015,0, 0,0, 1, , A

;
[Begin Action 2029]
2016,0, 0,0, 1, , A
2016,0, 0,0, 1, , AS225D256
2016,0, 0,0, 1, , AS200D256
2016,0, 0,0, 1, , AS175D256
2016,0, 0,0, 1, , AS150D256
2016,0, 0,0, 1, , AS125D256
2016,0, 0,0, 1, , AS100D256
2016,0, 0,0, 1, , AS75D256
2016,0, 0,0, 1, , AS50D256
2016,0, 0,0, 1, , AS25D256

;
[Begin Action 2030]
2016,1, 0,0, 1, , A
2016,1, 0,0, 1, , AS225D256
2016,1, 0,0, 1, , AS200D256
2016,1, 0,0, 1, , AS175D256
2016,1, 0,0, 1, , AS150D256
2016,1, 0,0, 1, , AS125D256
2016,1, 0,0, 1, , AS100D256
2016,1, 0,0, 1, , AS75D256
2016,1, 0,0, 1, , AS50D256
2016,1, 0,0, 1, , AS25D256

;
[Begin Action 2031]
2017,0, 0,0, 1,
resulted in 10 copies of sprite 2016,0 and 2016,1 to be added to the SFF instead of one of each.
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: Laharl on June 14, 2012, 03:45:09 pm
so am i missing something or is the option to control GIF speed gone now? I would like this back please. Like when you save a gif of say a stance or something I can no longer control its speed.
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: FerchogtX on June 15, 2012, 06:31:54 am
Hi!! Long time I' not reporting bugs XD

I got just a lil' one, the %0 modifier dont work anymore as it was intended, for example, if you have a character opened in first place (%0) and wnat to use %1 to use the second character opened in ff3 to test with the forst one (%0 & %1) FF3 cannot find the character or retrive the character path correctly, making mugen show a error message saying it's unable to find that character... %0 modifier by itself works fine, but triying to use the modifier to point to another opened char in FF3 (%1, %2, %3...) fails.

See ya!!! :D
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: VirtuallTek on June 15, 2012, 06:05:12 pm
55000 lines? I guess that explains it...I should have waited longer.
New problem :
When importing animations with their sprites, if the animation contains a sprite more than once, it'll get added to the SFF multiple times instead of once.
resulted in 10 copies of sprite 2016,0 and 2016,1 to be added to the SFF instead of one of each.
OK

so am i missing something or is the option to control GIF speed gone now? I would like this back please. Like when you save a gif of say a stance or something I can no longer control its speed.
The speed control in FFU comes to solve the accuracy problem of the GIF to be exported. FF3 is fully accurate, then I dropped this feature.

Hi!! Long time I' not reporting bugs XD

I got just a lil' one, the %0 modifier dont work anymore as it was intended, for example, if you have a character opened in first place (%0) and wnat to use %1 to use the second character opened in ff3 to test with the forst one (%0 & %1) FF3 cannot find the character or retrive the character path correctly, making mugen show a error message saying it's unable to find that character... %0 modifier by itself works fine, but triying to use the modifier to point to another opened char in FF3 (%1, %2, %3...) fails.

See ya!!! :D
No, %0 means current tab. The tab order is %1 to the first, %2 to the second and so on.

Thanks!
Title: Re: Fighter Factory 3 RC3 + Update 3
Post by: FerchogtX on June 16, 2012, 03:11:18 am
Hi!! Long time I' not reporting bugs XD

I got just a lil' one, the %0 modifier dont work anymore as it was intended, for example, if you have a character opened in first place (%0) and wnat to use %1 to use the second character opened in ff3 to test with the forst one (%0 & %1) FF3 cannot find the character or retrive the character path correctly, making mugen show a error message saying it's unable to find that character... %0 modifier by itself works fine, but triying to use the modifier to point to another opened char in FF3 (%1, %2, %3...) fails.

See ya!!! :D
No, %0 means current tab. The tab order is %1 to the first, %2 to the second and so on.

Thanks!
Gotcha... but regarding this, that bug exists, and you cannot point to another tab using %2 nor %3 and so on... in older releases you could use that parameter ;)

Sorry for botering :P

See ya!! :D
Title: Re: Fighter Factory 3 RC4
Post by: VirtuallTek on June 16, 2012, 11:52:53 pm
Gotcha... but regarding this, that bug exists, and you cannot point to another tab using %2 nor %3 and so on... in older releases you could use that parameter ;)

Sorry for botering :P

See ya!! :D
Works fine for me.
EDIT: Confirmed. I will release the fix when i finish more things. For now the workaround is to have an extra tab opened.



RC4 on the first post.

Changes:
- New sound playback system
- Fixed some bugs in the AIR edior
- Fixed small problems in the syntax highlighter
- Unlocked/fixed the auto-completion
- More things that i can't remember now  ;D

Enjoy!
Title: Re: Fighter Factory 3 RC4
Post by: FerchogtX on June 17, 2012, 03:11:55 am
Gotcha... but regarding this, that bug exists, and you cannot point to another tab using %2 nor %3 and so on... in older releases you could use that parameter ;)

Sorry for botering :P

See ya!! :D
Works fine for me.
EDIT: Confirmed. I will release the fix when i finish more things. For now the workaround is to have an extra tab opened.



RC4 on the first post.

Changes:
- New sound playback system
- Fixed some bugs in the AIR edior
- Fixed small problems in the syntax highlighter
- Unlocked/fixed the auto-completion
- More things that i can't remember now  ;D

Enjoy!
NICE!!!! testing nao!!
Title: Re: Fighter Factory 3 RC4
Post by: FerchogtX on June 17, 2012, 03:42:16 am
tested the new playback system, now the buttons respond perfectly, the gap between loops is still there in wav sounds that are meant to loop without gaps, (when using the play looped button).

But its a GREAT progress in there, I just love it.

EDIT: Confirmed. I will release the fix when i finish more things. For now the workaround is to have an extra tab opened.

Tested the workaround and works XD weird issue isn't it?

See ya!!! :D

Title: Re: Fighter Factory 3 RC3
Post by: Rajaa Retired on June 17, 2012, 08:38:25 am
I will add an option to reverse the palette in the same window you define the group and index, that would do the job. But you can reverse manually in the advanced palette editor too.

Still waiting on this when you insert palettes via the right panel. =p

Other than that, good job. I haven't gotten that animation bug anymore. Don't know if I've just been lucky or you fixed it.
Title: Re: Fighter Factory 3 RC4
Post by: FerchogtX on June 17, 2012, 11:35:06 am
I'm still testing the new sound playback system... but unfortunately, it seem to exhibit more bugs than the old one, for example, not being able to play some sounds or playing incorrectly (playing another wav sample instead of the current one), I've tested with many snd files and checked that they are not corrupt, and they aren't, but the player has serious issues playing some samples. I've testes this by playing a sample, then moving the slider to another one and repeating, some samples don't play or repeat the previous one.

Just reporting this before I forget about ths... if you feel like it, maybe reverting back to the old sound engine you used may be better and less time consuming, or I don't know if actually using the old one from FFU should suffice there...

Sorry for bottering again XD and for doing it so late, but I had to, otherwise I could forget about it if going sleep first...

See ya!!! :D
Title: Re: Fighter Factory 3 RC4
Post by: VirtuallTek on June 17, 2012, 07:01:47 pm
I will add an option to reverse the palette in the same window you define the group and index, that would do the job. But you can reverse manually in the advanced palette editor too.

Still waiting on this when you insert palettes via the right panel. =p

Other than that, good job. I haven't gotten that animation bug anymore. Don't know if I've just been lucky or you fixed it.
;D I'm busy with many things and i can't work much time on FF3 now.

I'm still testing the new sound playback system... but unfortunately, it seem to exhibit more bugs than the old one, for example, not being able to play some sounds or playing incorrectly (playing another wav sample instead of the current one), I've tested with many snd files and checked that they are not corrupt, and they aren't, but the player has serious issues playing some samples. I've testes this by playing a sample, then moving the slider to another one and repeating, some samples don't play or repeat the previous one.

Just reporting this before I forget about ths... if you feel like it, maybe reverting back to the old sound engine you used may be better and less time consuming, or I don't know if actually using the old one from FFU should suffice there...

Sorry for bottering again XD and for doing it so late, but I had to, otherwise I could forget about it if going sleep first...

See ya!!! :D
I switched to the phonon library. I can't use the FFU system because it's written in another language, and i'm trying to use only multi-platform libraries to provide the same features in all supported systems.
The old system has gaps because it can play only by loading the wav from disk, instead of from memory. The buttons doesn't respond immediately because the system doesn't stop the reproduction at any time. I can't fix third party code, if the library or framework is buggy, i can't do anything.
I will revert the changes in the next version. I have only one more attempt to try. If it fails is the end of the road.

EDIT: Replaced the old links by a new build.

Changes:
- New sound playback system again.
- Option to reverse the palette to be added.
- Fixed the Run in Mugen bug.

Thanks!
Title: Re: Fighter Factory 3 RC4 (new build)
Post by: FerchogtX on June 19, 2012, 12:59:12 am
nice, I'll test inmedia :)

EDIT: Only x86 isn't it?
Title: Re: Fighter Factory 3 RC4 (new build)
Post by: xPreatorianx1 on June 19, 2012, 02:43:49 am
nice, I'll test inmedia :)

EDIT: Only x86 isn't it?

First page bud, there's an X64 version as well.  X86-64 is always the 64bit version. As 64bit is backwards compatible. (128bit will probably be 64bit backwards as well. Whenever that comes out.)
Quote
Windows x86-64 (64 bits)
Download -http://www.sendspace.com/file/aez09k
Pre-requisite - http://www.microsoft.com/download/en/details.aspx?id=13523
Title: Re: Fighter Factory 3 RC4 (new build)
Post by: FerchogtX on June 19, 2012, 05:30:26 am
nice, I'll test inmedia :)

EDIT: Only x86 isn't it?

First page bud, there's an X64 version as well.  X86-64 is always the 64bit version. As 64bit is backwards compatible. (128bit will probably be 64bit backwards as well. Whenever that comes out.)
Quote
Windows x86-64 (64 bits)
Download -http://www.sendspace.com/file/aez09k
Pre-requisite - http://www.microsoft.com/download/en/details.aspx?id=13523

Yeah, I´m aware of that, but I ussually use the x64 version, because it breaks the limit of 2 GB usable by the app, and it somewhat works faster than x86...

But, returning to the main topic, I tested the x86 version, and works perfect with sound, no gaps and no problems in playback and buttons work excelent... I hope I can test soon the x64 version to see if it works the same.

GREAT WORK Virtualtek!!!!

See ya!!! :D
Title: Re: Fighter Factory 3 RC4 (new build)
Post by: _Josue_ on June 19, 2012, 05:36:23 am
Hi there guys! it's been a long time isn't it?
Anyways just downloaded RC4. Noticed some of the changes like the "layer add from sprite" option in the image editor, I like it, but I also noticed the crop option has not evolved into a "resize canvas" option or something like that.
Also... checked back in FF classic and the states tabs could not be closed, but here in FF3 you can close them. Personally I don't see it as a very useful option, and since you can miss click and close a tab with code, I think closing tabs within each project tab should be disabled unless you change that in the options menu.

- Unlocked/fixed the auto-completion
Err... how? Sorry, I've not been around lately, care to explain please?
I tried typing "trigger2 = palno" but at no point FF3 tried to suggest nor auto complete the command.

Anyways... by all the things I've seen in the little time I have had to take a look at this, I must say this looks good. Now I can only hope Elecbyte's guys  won't abandon us and will soon bring MUGEN 1.1 into beta status for everyone to test. otherwise what would be the whole point of FF3?

Yet... *sigh* as always... see ya and God bless you.

Title: Re: Fighter Factory 3 RC4 (new build)
Post by: DNZRX768 on June 19, 2012, 05:37:43 am
Another update?

You work fast!
Title: Re: Fighter Factory 3 RC4 (new build)
Post by: _Josue_ on June 19, 2012, 06:05:45 am
Another update?

You work fast!
He does indeed. but I don't see why you're so surprised about that, you should already be used to it. At this rate, FF3 will be released and MUGEN 1.1 will still be there in the limbo. What happened to Elecbyte? Are they sleeping in their laurels?
Title: Re: Fighter Factory 3 RC4 (new build)
Post by: Rajaa Retired on June 19, 2012, 10:20:53 am
The onion skin has a bug. If I have two characters open with onion skin turned on and I switch between the two characters' air files, it will display the onion skin from the other character that I was previously editing. The bug can be reversed (not fixed) by switching between the air file and the sff file and repeating the steps above.
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: VirtuallTek on June 20, 2012, 02:38:58 am
Hi there guys! it's been a long time isn't it?
Anyways just downloaded RC4. Noticed some of the changes like the "layer add from sprite" option in the image editor, I like it, but I also noticed the crop option has not evolved into a "resize canvas" option or something like that.
You can resize the canvas under Image -> Properties.

Also... checked back in FF classic and the states tabs could not be closed, but here in FF3 you can close them. Personally I don't see it as a very useful option, and since you can miss click and close a tab with code, I think closing tabs within each project tab should be disabled unless you change that in the options menu.
No, if you miss click, the tab will close only if the file isn't modified (see the asterisk), otherwise you will be asked about the action.

- Unlocked/fixed the auto-completion
Err... how? Sorry, I've not been around lately, care to explain please?
I tried typing "trigger2 = palno" but at no point FF3 tried to suggest nor auto complete the command.
The current database only contains support to "type =" or "const(".

The onion skin has a bug. If I have two characters open with onion skin turned on and I switch between the two characters' air files, it will display the onion skin from the other character that I was previously editing. The bug can be reversed (not fixed) by switching between the air file and the sff file and repeating the steps above.
Fixed, update on the first post.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: FerchogtX on June 20, 2012, 05:37:42 am
Tested x64 version + update 1:

NIIIICEEE!!!!!!!!!!!!!!! I LOVE IT!!!

Seriousy, tested the playback system, and just like x86 version, works flawlessly, loops excellent and the buttons repond properly.

GREAT JOB Virtualltek!!!!!!!!!!!! as always!!!

See ya!!! :D
Title: Re: Fighter Factory 3 RC4 (new build)
Post by: xPreatorianx1 on June 20, 2012, 07:50:32 pm
EDIT: Sorry didn't read last post. Carry on. Good work VirtualTek keep up the amazing work m8!
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: Seravy on June 30, 2012, 10:55:22 am
1.When I go to the interface tab in options and try to delete a key assignment(ctrl+A) to free it up for another function, it doesn't work. It only gets removed if I first replace it with something else (space), then delete it, but even then, applying the changes causes a crash. I wanted to assign that key for something else, but can't remove the default assignment. Assigning a key to a function that has nothing assigned works properly.
2. The following are marked syntax errors even though they are not :
-When the letters in a nothitby, hitoverride etc parameter are not in the order of SCA (It does work in Mugen as intended even if it's SAC, and nothing says the order should matter), it is marked as a syntax error
- Const720p in the following expression : value = F7, (sysvar(1) > const720p(20)) + (sysvar(1) > Const720p(56)), and anim = F(60 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56))), these are part of common1.cns.
-Expressions in variable indexing when using a Varset, like var(2+var(1))=-1
-"-1" for Hitsound and Guardsound are marked in projectiles as an error and "-1,0" are not, but for hitdefs, it's the other way around ("-1,0" is marked and "-1" is not)
-ProjGuarded is also marked (Projhit works properly, though)
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: Cyanide on July 01, 2012, 12:14:57 am
I noticed a few of those and edited the syntax highlighting config file accordingly. I forget what for exactly, but it worked OK.
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: RobotMonkeyHead on July 02, 2012, 02:56:24 am
When trying to edit the sprites of a screen pack, I have to open the system.def file and in the [Files] section I have to change: spr = filename.sff     to     sprite = filename.sff    to get it to read the sprites. 

In the [files] section of a characters .def, the sprite file is referenced as: sprite = spritefile.sff   I suppose when FF is checking for the sprites file upon opening a project, you might have it check for both:
"spr ="  and "sprite ="     Thanks.
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: GamerXP on July 03, 2012, 07:12:35 am
Don't know if someone said it already, but Saveall button don't always work. It were twice:
1) When I loaded sprites in SSFv2 and started adding animation, then codes. I used Saveall a lot there, but in the end SFF didn't saved
2) I changed group and indexes of palettes in SSFv2, pressed save button, but it didn't saved. I reuploaded character, changed indexes and pressed Save again - this time it was saved. But when I tried to save it again next time - nothing happened again.

Probably, SaveAll button don't save sprites and palettes somehow

PS. Would be nice if you make "Stop the animation" button to reset animation to 1st frame. At least make it reset if animation is already stopped (if you don't want it to reset always like in FFC)

PPS. Somehow FF3's configuration won't save after closing. Also, I have to press Save in additional state files everytime I start mugen, otherwise it uses old version
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: Negative Edge on July 03, 2012, 08:08:47 pm
VirtuallTeK, please look into this if you haven't already:

http://mugenguild.com/forumx/index.php?topic=142569
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: VirtuallTek on July 04, 2012, 02:44:07 am
I will check the feedbacks now.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: Seravy on July 04, 2012, 09:35:01 am
VirtuallTeK, please look into this if you haven't already:

http://mugenguild.com/forumx/index.php?topic=142569
I also observed my Reimu shooting different colored projectiles when I ran Mugen through FF some time ago, so I think this is a bug in the Run in Mugen function. The character otherwise works normally.
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: GamerXP on July 04, 2012, 11:26:22 am
Looks like there are a lot of problems with saving. I created 2 new animations, saved them (pressed Save Button about 20 times, tried making changes there and saving again) - but tehre was only 1 of those animations saved after reloading the character

And this one also was saved somehow strange: It was like this when I created it

Code:
;  Step Effect 2
[Begin Action 9231]
9231,0, 0,0, 2, , A
9231,1, 0,0, 2, , A
9231,2, 0,0, 2, , A

And after loading:
Code:
[Begin Action 9231]
9231,0, 0,0, 2, , A
;  Step Effect 2
9231,2, 0,0, 2, , A

Also, I found lost animation in air file. It looked like this:
Code:

;  Step Effect 1
9230,0, 0,0, 2, , A
9230,1, 0,0, 2, , A
9230,2, 0,0, 2, , A

As you can see, it misses header [Begin Action 9230]

PS. Don't know why, but offset viewer don't show sprites. Maybe cause it's SFFv2?
Title: Re: Fighter Factory 3 RC4 + Update 1
Post by: VirtuallTek on July 04, 2012, 06:35:50 pm
Fixed some bugs, but:

Don't know if someone said it already, but Saveall button don't always work. It were twice:
1) When I loaded sprites in SSFv2 and started adding animation, then codes. I used Saveall a lot there, but in the end SFF didn't saved
2) I changed group and indexes of palettes in SSFv2, pressed save button, but it didn't saved. I reuploaded character, changed indexes and pressed Save again - this time it was saved. But when I tried to save it again next time - nothing happened again.

Probably, SaveAll button don't save sprites and palettes somehow
Can't reproduce, everytime I made a change and hit save, reopened the char in another tab to see if it's saved right, and everything is OK.

Looks like there are a lot of problems with saving. I created 2 new animations, saved them (pressed Save Button about 20 times, tried making changes there and saving again) - but tehre was only 1 of those animations saved after reloading the character
Can't reproduce. If you have problems in the AIR editor, try to keep the text editor open and keep track of any change in the text. If you see something wrong, you probably have a repro step now. The FF3 AIR editor changes the text directly when you change something in the graphic mode. The problem isn't the save function, is something in the middle.

Just one more note: as i said tons of times, FF3 only saves a "modified" file. If you click the save button 100 times, it will be saved only in the first time, that's in a modified state.

EDIT: Update 2 on the first post.
Changes
- Fixed a crash issue on the AIR editor (random bug)
- Fixed the bug/crash when editing a shortcut in the Options window
- Fixed some bugs in the image editor

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 2
Post by: GamerXP on July 05, 2012, 06:17:56 am
Well, I found out the reason autosave don't work when running in mugen - it don't work if cns files are in subdirectories in character's folder. Like:

Code:
st		=	Code\Ryougi-XP.cns

PS. Installed update - It still don't save changes in RUN IN MUGEN list - I tried deleting first one, and after loading there were 1 second and 2 third items. Too much saving bugs... maybe I should reinstall Windows...

PPS. One more thing - Crop Group function works only for 1st element of the group
Title: Re: Fighter Factory 3 RC4 + Update 2
Post by: VirtuallTek on July 05, 2012, 03:54:29 pm
Well, I found out the reason autosave don't work when running in mugen - it don't work if cns files are in subdirectories in character's folder. Like:

Code:
st		=	Code\Ryougi-XP.cns

PS. Installed update - It still don't save changes in RUN IN MUGEN list - I tried deleting first one, and after loading there were 1 second and 2 third items. Too much saving bugs... maybe I should reinstall Windows...
What do you mean by autosave?  :???:
FF3 fails to save the file if you hit save after running in Mugen? or you're expecting it to save the file automatically after running in mugen, which isn't supposed to happen.

PPS. One more thing - Crop Group function works only for 1st element of the group
OK.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 2
Post by: GamerXP on July 05, 2012, 05:06:24 pm
Well, like you open char, change some vars and press RUN IN MUGEN - it launches modifed version of the char even if  you don't press save button. But if path to files have subdirectories - it launches unmodified versions, so you have to press save button after every change you make
Title: Re: Fighter Factory 3 RC4 + Update 2
Post by: JustNoPoint on July 05, 2012, 05:13:57 pm
For some reason every time I attempt to change the group # in the animation the program freezes up.

Spoiler, click to toggle visibilty

I tried the 32 bit and 64 bit versions.

specs
AMD Phenom(tm) II X965 Processor 3.40 GHz
RAM 16 GB
Windows 7 Professional 64 bit Service Pack 1


EDIT: Let me try the update 2

EDIT: Now it's saying that the program can't start because MSVCP80.dll is missing. Tried restart computer but it didn't help. Tried the 64 bit update.

EDIT: Redownloaded file and it's opening now. I may have downloaded the 32 bit one instead earlier like a retard, or just the download was corrupt the 1st time

EDIT: Still freezes the program when changing the group # for an animation  --;

Okay, I think it has to do with the # of sprites I uploaded into FF3. I had put all of Ryu's SFA3, MVC1&2 sprites into it and was going to remove sprites as needed. It was 1356 sprites all together I believe. When I try with KFM or a new project it doesn't reproduce. Guess I can upload the animation in groups. Might be faster this way anyway.

Nevermind. It just did it again. I uploaded 5 sprites. Added new animation. Went to change group # from -1 to 0 and it froze up again.
Title: Re: Fighter Factory 3 RC4 + Update 2
Post by: VirtuallTek on July 05, 2012, 06:06:42 pm
Well, like you open char, change some vars and press RUN IN MUGEN - it launches modifed version of the char even if  you don't press save button. But if path to files have subdirectories - it launches unmodified versions, so you have to press save button after every change you make
OK.

For some reason every time I attempt to change the group # in the animation the program freezes up.

EDIT: Still freezes the program when changing the group # for an animation  --;
This happens everytime, with all chars you try? If no, send me the char.
It happens in a specific order? Like open char, go direct to the AIR editor, or do something else in the middle.

EDIT: Then, the problem is the size of the AIR file becoming very large due to importing a lot of animations?

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 2
Post by: JustNoPoint on July 05, 2012, 06:12:48 pm
There is nothing to send yet. :P

Just created a new project. Added 5 sprites for the standing animation. Group 0. Set the axis on import. Went to animation. Created new anim, made the number 0 and went to change group -1 to zero.

I'll try without changing the anim # from 1 to zero 1st

Still did it. As soon as I press 0 to edit -1 to 0 it freezes the program...

Okay this time I tried to create the anim group 1st. It worked. But as soon as I tried to make a new anim group it froze again. My sprites are in png format if that makes any difference.

Here is what I created. Try to add new animations, maybe it's something on my end somehow?
http://www.justnopoint.com/mugen/ryu.rar

EDIT: I figured it out. I didn't have them as 256 indexed colors. That was the issue. I figured FF3 converted them and I'd play with the pallets in the program.
Title: Re: Fighter Factory 3 RC4 + Update 3
Post by: VirtuallTek on July 06, 2012, 01:05:58 am
Update 3 on the first post.

Changes
- Fixed the AIR bug with 24-32bit sprites.
- Fixed the crop group bug.
- Fixed the use of old cns files in the Run in Mugen function.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 3
Post by: GamerXP on July 07, 2012, 10:46:53 am
Dunno the reason, but it messed up AIR file again:

Code:
; LieDown Hit (hit up into air)
[B; Get Up
Clsn2Default: 1
  Clsn2[0] = -22, -41, 20, -11
5040,20, 0,-20, 3
Loopstart
5070,20, 0,5, 4

Probably it happened after I renamed on of the anims
Title: Re: Fighter Factory 3 RC4 + Update 3
Post by: rednavi -RETIRED on July 07, 2012, 10:52:01 am
It still does that? wtf that's the bug I hate the most. Really frustrating.
Title: Re: Fighter Factory 3 RC4 + Update 3
Post by: CapnWTF on July 07, 2012, 04:51:15 pm
This is something really small, but, it seems when editing a palette with the APE changing a color from black (0,0,255)to something else then adjusting the hue/saturation will make it turn black again, no matter how small the change is and you have to go back and pick the color again. Attempting to change the hue again afterwards will still cause this.
Title: Re: Fighter Factory 3 RC4 + Update 3
Post by: GamerXP on July 07, 2012, 08:11:38 pm
And once again - it messed up animation 200 when I changed name in 210:

Code:
Clsn1: 2
  Clsn1[0] = 12,-79,40,-54
  Clsn1[1] ; 2A - there
Clsn2: 1
  Clsn2[0] = 10, -81, 41, -39
200,1, 1,0, 4
Title: Re: Fighter Factory 3 RC4 + Update 3
Post by: VirtuallTek on July 07, 2012, 10:26:25 pm
@GamerXP: Posting "it messed up x" is irrelevant. I need repro steps to identify the problem.

Use this version, and when you notice the problem, send me the log.txt file in the FF3 folder. All AIR activity will be logged, then i can try to reproduce the problem.

FF3 x86 (with AIR logging) - http://www.sendspace.com/file/7smqru


EDIT:
Aff... after hours of tedious debugging :D, fixed some bugs in the AIR editor. I found more than one bug in the code that handles the name of an animation as a comment. However, i never experienced the bug reported here, but in a very, very specific situation it can happen in the old code. I found another crash issue and some malfunctions, all fixed now.

Then, update 4 on the first post.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 4
Post by: GamerXP on July 08, 2012, 07:57:48 am
Still bugs with renaming. it did it again.

I'll download that Air logging then

Edit: This bug is somehow pretty random. First time it deleted BeginAction line, second time it worked fine, third time it removed name tag. Last time it replaced BeginAction with nametag

Well, every time I repeated those steps:
1) Created animation 6220 after animation 220
2) Changed its name to something
3) Added first frame
4) Added second frame
5) Opened text editor to check how it looks like
6) Saved and checked air file itself

There is the log:
http://www.sendspace.com/file/q9urn7
Title: Re: Fighter Factory 3 RC4 + Update 4
Post by: VirtuallTek on July 08, 2012, 06:34:53 pm
Do you can send me the air file?
Seems that your air has syntax errors prior to the bug. This can be the condition needed to reproduce the bug you reported.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 4
Post by: GamerXP on July 08, 2012, 08:20:02 pm
There:
http://www.sendspace.com/file/ftlzrh
Title: Re: Fighter Factory 3 RC4 + Update 5
Post by: VirtuallTek on July 08, 2012, 11:58:45 pm
Update 5 on the first post.

Finally fixed the Animation name bug that corrupts the AIR. Very special thanks to GamerXP that found a way to reproduce this, instead of just complaining like other people.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 5
Post by: Seravy on July 09, 2012, 01:33:31 pm
So that's why I never had such problems with animations. I never give them names.

Edit : found a new bug.
Opening a character, then pressing "New" for sounds, then importing a large number of wavs to rebuild the .SND, then saving it over the same name as it originally was causes FF3 to be unstable and freeze eventually. It seems to be related to saving because even when I don't do anything to the SND and only change cns after doing the above process, it still prompts me to save the SND file under a new name every time I press ctrl+s. Maybe it doesn't recognize the new snd as part of the project or something?
Title: Re: Fighter Factory 3 RC4 + Update 5
Post by: Seravy on July 12, 2012, 12:47:51 pm
New problem :
Writing [state] with nothing after it causes Mugen to crash, and it's not marked as a syntax error. [State ] with a space after it, works, so it seems that the space is required there.
Title: Re: Fighter Factory 3 RC4 + Update 5
Post by: Rajaa Retired on July 12, 2012, 12:49:48 pm
Update 5 on the first post.

Finally fixed the Animation name bug that corrupts the AIR. Very special thanks to GamerXP that found a way to reproduce this, instead of just complaining like other people.

Thanks!
Well, we didn't know what was going it. It often showed up without errors after long hours of editing. So it was difficult to catch. Glad you fixed it, though. Thanks.
Title: Re: Fighter Factory 3 RC4 + Update 5
Post by: VirtuallTek on July 12, 2012, 05:38:00 pm
So that's why I never had such problems with animations. I never give them names.

Edit : found a new bug.
Opening a character, then pressing "New" for sounds, then importing a large number of wavs to rebuild the .SND, then saving it over the same name as it originally was causes FF3 to be unstable and freeze eventually. It seems to be related to saving because even when I don't do anything to the SND and only change cns after doing the above process, it still prompts me to save the SND file under a new name every time I press ctrl+s. Maybe it doesn't recognize the new snd as part of the project or something?
Yeah, confirmed.

New problem :
Writing [state] with nothing after it causes Mugen to crash, and it's not marked as a syntax error. [State ] with a space after it, works, so it seems that the space is required there.
OK

Update 5 on the first post.

Finally fixed the Animation name bug that corrupts the AIR. Very special thanks to GamerXP that found a way to reproduce this, instead of just complaining like other people.

Thanks!
Well, we didn't know what was going it. It often showed up without errors after long hours of editing. So it was difficult to catch. Glad you fixed it, though. Thanks.
Thanks for reporting too. Most times the bug is easy to fix, and i can find the problem myself. But, in this case, the bug has been caused by just one line of code, but the AIR system is very complex (5000+ lines of code) and is near impossible to test all possibilities.
Title: Re: Fighter Factory 3 RC4 + Update 5
Post by: FerchogtX on July 13, 2012, 12:01:46 am
Update 5 on the first post.

Finally fixed the Animation name bug that corrupts the AIR. Very special thanks to GamerXP that found a way to reproduce this, instead of just complaining like other people.

Thanks!

Nice stuff man... I not posting this days because I never found another bug... but this thing in the AIR file was really anoying as I can see, but thanks to god you could adress that :)

Keep on the good work!!
Title: Re: Fighter Factory 3 RC4 + Update 5
Post by: Prodigy_LXM on July 14, 2012, 11:25:03 pm
I don't know what the deal is with the Auto-Organizer, but I'm really disliking it.

It organizes my animations just fines, but when it comes to the sprites. . .they're even MORE unorganized. . .
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: VirtuallTek on July 15, 2012, 12:27:33 am
I don't know what the deal is with the Auto-Organizer, but I'm really disliking it.

It organizes my animations just fines, but when it comes to the sprites. . .they're even MORE unorganized. . .
On SFF v1, FF3 organize sprites by palette. This ensures the right order and helps to reduce the SFF size. If you want to sort by group/index, switch to SFF v2.

Update 6 on the first post.

Changes
- Fixed the save all/snd bug
- [State] without space marked as error
- Unlocked the issues list (do you remember?). It displays SFF errors and warnings too (File -> Check errors or the icon in the status bar).

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: Zzyzzyxx on July 15, 2012, 12:52:42 am
Is there an option to make the program ignore parameters depricated in 1.1?

Honestly, I can't fix such issues if I don't have such closed beta. Probably many creators feel like this as well. Now my projects display yellow attention marks that I am not able to solve.
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: GamerXP on July 15, 2012, 08:14:46 am
Cool.
BTW, Offset Viewer still don't work for SSFv2
Also, in Import From another Project (for SFF) - why is there option "Add" if renumber don't work without checking it?

Also, can you add function if AIR editor, that adds all sprites of specific group to animation? It's really annoying to add all frames of effects manually

PS. Another thing:
Code:
scale = 0.1*log(2,time+1),0.7*log(2,time+1)

FF Says "This parameter requiers 2 values", though it works fine in mugen. Also, it will be nice, if that bug tracker will jump to error when you click on it, not just in CNS with bug
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: VirtuallTek on July 15, 2012, 09:24:19 pm
Is there an option to make the program ignore parameters depricated in 1.1?

Honestly, I can't fix such issues if I don't have such closed beta. Probably many creators feel like this as well. Now my projects display yellow attention marks that I am not able to solve.
OK, changed to only include Mugen 1.1 stuff if you're working on 1.1.

Cool.
BTW, Offset Viewer still don't work for SSFv2
BTW,  i can't find any problem with it. There is no difference between v1 and v2 in FF3, it works with v2 internally.

Also, in Import From another Project (for SFF) - why is there option "Add" if renumber don't work without checking it?
Just uncheck the Add option.  --;

Also, can you add function if AIR editor, that adds all sprites of specific group to animation? It's really annoying to add all frames of effects manually
This function is available since the first release, look at the Thumbnails panel.

PS. Another thing:
Code:
scale = 0.1*log(2,time+1),0.7*log(2,time+1)

FF Says "This parameter requiers 2 values", though it works fine in mugen. Also, it will be nice, if that bug tracker will jump to error when you click on it, not just in CNS with bug
FF3 syntax checking follows the Mugen documentation. We know that Mugen ignores a lot of "errors", but if something isn't specified in the docs and Elecbyte change its behavior, all chars using the "hack" will have trouble. OK, it probably never will happen, but...
About the number of values, i can't find anything in the docs that said it's optional. If it works or have an undocumented behavior, the question above can be applied.
If we follow the Mugen behavior, almost nothing will be errors, and this can lead to problems that will be very difficult to find.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: FerchogtX on July 16, 2012, 01:02:50 am
In the warning and file checker module, the const240p, const480p and const720p triggers are not recognized correctly for characters in mugen 1.0 version templates
Also, sintax like:
Quote
type = Varset
trigger1 = time = 0
var(7) := var(8 ) = 0
is considered an error, while is valid.

also sprpriority in hitdefs are detected as errors, unless mugen 1.0 doesn't use this at all... but just for the record ;)

also should be nice that:
Is there an option to make the program ignore parameters depricated in 1.1?

Honestly, I can't fix such issues if I don't have such closed beta. Probably many creators feel like this as well. Now my projects display yellow attention marks that I am not able to solve.

Yes, I know you adressed this, but for 1.0 character this still appears... just a minor issue, but this can make FF3 take less time to load the character as it needs to check errors everytime you load the program.

Besides this, i really like this last new feature :)

See ya!!!!!!!!! :D
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: FerchogtX on July 16, 2012, 01:44:15 am
Discovered another bug: While correcting a duplicate in my sff, importing a sprite group from another character that has smilar sprites, result on FF3 replicating the sprite it considers its the last different one with different index number until it reaches the correct number of indexes......

I'm leaving a video showing how this works, thsi happens when you save the sff and then you reopen the character... (it seems to be a save function related looking for duplicates as far as i can see)...
Video: https://www.youtube.com/watch?v=544C0bM0H2c

Edit... seems to be a pallete issue, the pallette is almost the same, so FF3 considers it should use the last different pallete, since the next ones are "identical" according to the way of sorting...

Hope this helps.

See ya!!! :D
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: VirtuallTek on July 16, 2012, 04:15:08 am
In the warning and file checker module, the const240p, const480p and const720p triggers are not recognized correctly for characters in mugen 1.0 version templates
Also, sintax like:
Quote
type = Varset
trigger1 = time = 0
var(7) := var(8 ) = 0
is considered an error, while is valid.

also sprpriority in hitdefs are detected as errors, unless mugen 1.0 doesn't use this at all... but just for the record ;)
Yes, some things are missing in the syntax database. I only update this file in full versions, but is welcome to know what is missing without testing.  ;D

Yes, I know you adressed this, but for 1.0 character this still appears... just a minor issue, but this can make FF3 take less time to load the character as it needs to check errors everytime you load the program.
No, i fixed it in the last unreleased build, after Update 6. It doesn't work because i don't released the fix yet  ;D.

Besides this, i really like this last new feature :)

See ya!!!!!!!!! :D
Thanks. I just unlocked the feature, it needs more work. I implemented the navigation with double-click and adjusted the frequency of updates. News coming soon  ;D

Discovered another bug: While correcting a duplicate in my sff, importing a sprite group from another character that has smilar sprites, result on FF3 replicating the sprite it considers its the last different one with different index number until it reaches the correct number of indexes......

I'm leaving a video showing how this works, thsi happens when you save the sff and then you reopen the character... (it seems to be a save function related looking for duplicates as far as i can see)...
Video: https://www.youtube.com/watch?v=544C0bM0H2c

Edit... seems to be a pallete issue, the pallette is almost the same, so FF3 considers it should use the last different pallete, since the next ones are "identical" according to the way of sorting...

Hope this helps.

See ya!!! :D
Yeah, fixed now, thanks!
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: FerchogtX on July 16, 2012, 05:21:04 am
In the warning and file checker module, the const240p, const480p and const720p triggers are not recognized correctly for characters in mugen 1.0 version templates
Also, sintax like:
Quote
type = Varset
trigger1 = time = 0
var(7) := var(8 ) = 0
is considered an error, while is valid.

also sprpriority in hitdefs are detected as errors, unless mugen 1.0 doesn't use this at all... but just for the record ;)
Yes, some things are missing in the syntax database. I only update this file in full versions, but is welcome to know what is missing without testing.  ;D
Nice!!! :D

Yes, I know you adressed this, but for 1.0 character this still appears... just a minor issue, but this can make FF3 take less time to load the character as it needs to check errors everytime you load the program.
No, i fixed it in the last unreleased build, after Update 6. It doesn't work because i don't released the fix yet  ;D.
A, gotcha...

Besides this, i really like this last new feature :)

See ya!!!!!!!!! :D
Thanks. I just unlocked the feature, it needs more work. I implemented the navigation with double-click and adjusted the frequency of updates. News coming soon  ;D
Glad you mention this, the double click navigation doesn't work, it doesn't bring you to the place of the problem so yu have to look by yourself the lines of code or sprites...

Discovered another bug: While correcting a duplicate in my sff, importing a sprite group from another character that has smilar sprites, result on FF3 replicating the sprite it considers its the last different one with different index number until it reaches the correct number of indexes......

I'm leaving a video showing how this works, thsi happens when you save the sff and then you reopen the character... (it seems to be a save function related looking for duplicates as far as i can see)...
Video: https://www.youtube.com/watch?v=544C0bM0H2c

Edit... seems to be a pallete issue, the pallette is almost the same, so FF3 considers it should use the last different pallete, since the next ones are "identical" according to the way of sorting...

Hope this helps.

See ya!!! :D
Yeah, fixed now, thanks!
NICE!!!!!!!!!!!!!!

This wil surely be the best update of all of them!!!

See ya!!! :D
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: GamerXP on July 16, 2012, 07:23:21 am
Quote
Just uncheck the Add option.  --;
That's strange. Last time I tried it didn't changed sprite group number, but now it worked. Maybe my fail

Quote
This function is available since the first release, look at the Thumbnails panel.
Oops. Somehow ignored that panel for some reason

Quote
BTW,  i can't find any problem with it. There is no difference between v1 and v2 in FF3, it works with v2 internally.
Hmm. Looks like this bug is not with all SFF files, but it don't work with SFF I created with FF3. I'll send it to you by PM
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: RobotMonkeyHead on July 17, 2012, 12:17:53 am
Trying to change the shortcut keys almost always causes a crash on my system.  It's probably because I'm using Crossover to run it on a Mac (which has a very different keyboard), but that being said, if I open FF and do nothing else but the following it will crash.
Click on Setup, click the interface tab, scroll down and double click on 'Ctrl+I' next to 'import sprite from...' push backspace to clear the field, then down arrow to move off it, then click apply, that will do it. 

Hope this helps. Thanks again for a fantastic program, and all the creative potential you've unleashed with it.

EDIT:
Weird thing is all the changes I make work fine as long as I don't click Apply, and just click Close.

EDIT 2:
I just added 60 sprites, resized them all, then clicked project save, and it froze and corrupted the sprite file.  I did nothing else but that.  (add sprites > resize x 60 > save).
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: VirtuallTek on July 17, 2012, 04:27:16 am
Hmm. Looks like this bug is not with all SFF files, but it don't work with SFF I created with FF3. I'll send it to you by PM
Tested with the files you sent, and works for me. What doesn't work for you?

Trying to change the shortcut keys almost always causes a crash on my system.  It's probably because I'm using Crossover to run it on a Mac (which has a very different keyboard), but that being said, if I open FF and do nothing else but the following it will crash.
Click on Setup, click the interface tab, scroll down and double click on 'Ctrl+I' next to 'import sprite from...' push backspace to clear the field, then down arrow to move off it, then click apply, that will do it. 

Hope this helps. Thanks again for a fantastic program, and all the creative potential you've unleashed with it.

EDIT:
Weird thing is all the changes I make work fine as long as I don't click Apply, and just click Close.

EDIT 2:
I just added 60 sprites, resized them all, then clicked project save, and it froze and corrupted the sprite file.  I did nothing else but that.  (add sprites > resize x 60 > save).
Download the latest version first. I fixed the shortcut issue a few updates ago. If your problem persists, post again (include repro steps this time).

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: Fang on July 17, 2012, 05:12:19 am
Nice! But I can't figure out palettes and how to customize them. Feh I guess I'm a failure with this. Hahaha.
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: GamerXP on July 17, 2012, 06:06:29 am
Quote
Tested with the files you sent, and works for me. What doesn't work for you?
Found out the problem. Its with localcoord in def file
It does work for
Code:
localcoord 	= 	320,240
But doesn't for
Code:
;Added space after ','
localcoord = 320, 240

PS. FF3 crases if you use offset viewer when you don't have any AIR opened
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: Ianb3000 on July 17, 2012, 01:37:41 pm
when using image editor and i go to resize a sprite that is 1280x720 to 640x480 and use the filter HQ + Nearest Neighbor or HQ + Bilinear it crashes, is that filter only for sizing up sprites
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: VirtuallTek on July 18, 2012, 03:48:26 pm
Found out the problem. Its with localcoord in def file
It does work for
Code:
localcoord 	= 	320,240
But doesn't for
Code:
;Added space after ','
localcoord = 320, 240

PS. FF3 crases if you use offset viewer when you don't have any AIR opened
Fixed.

when using image editor and i go to resize a sprite that is 1280x720 to 640x480 and use the filter HQ + Nearest Neighbor or HQ + Bilinear it crashes, is that filter only for sizing up sprites
Fixed. Yes, it's only for sizing up.

After i finish some things i'm implementing now, a new update will be released.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: JustNoPoint on July 18, 2012, 11:31:46 pm
Would it be possible to have an option to reorganize groups within the sff? As someone just making my 1st sff with FF3 I've already messed up the placement of several groups. To help with productivity it'd be really nice if I could simply move them around in the sff.

Not super important but I think it'd be nice. Thank you
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: FerchogtX on July 19, 2012, 06:19:58 am
Have you tried the organizer man? you can move groups of sprites in there, or use the auto organize so they are organized automatically...

Is that what you mean?
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: GamerXP on July 19, 2012, 11:56:41 am
FF3 thinks, that log trigger should have 1 argument
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: JustNoPoint on July 19, 2012, 01:40:45 pm
Have you tried the organizer man? you can move groups of sprites in there, or use the auto organize so they are organized automatically...

Is that what you mean?
I couldn't find it (was looking in the sprites area though). I had made a topic in the help section asking about it. Cyanide said you couldn't move whole groups. Now that I found it I see you can hold shift to select more groups! :) Awesome!

EDIT: Is there a way to make new animations of all groups? Using the group number to make the number for the animations? I found how to make a whole group an animation but with the way I set up the sff it'd be a lot simpler to just create animations from every group. Even if I have to delete all the extra anims made from required sprites. Which brings me to this. There should be a way to delete animations and sprites in the organizer by highlighting the sprites/anims you wish to delete and right clicking. It'd also be neat if you could rename sprites and anims with this feature. By group, index, time, and name.
Title: Re: Fighter Factory 3 RC4 + Update 7
Post by: VirtuallTek on July 20, 2012, 02:05:24 am
Update 7 on the first post.

Changes
- Problem with SFF v1 (same sprite with different palettes being linked)
- Updated the issues/error system
- Fixed the offset viewer bugs
- Fixed the scale down for HQ and EPX filters
- Errors and warnings are checked only for the current version of the project, or minor.

Next time i'll update the syntax. About it, some observations:
- var(x):= xx as a parameter will be kept as error (you can remove the extra ":" and this way is more standardized)
- var(exp) = xx (i need to implement an exception for this case)
- attributes like SCA, CSA (i'll think something, is difficult to cover this case [arbitrary order without repetitions])
- sprpriority in hitdef (docs?)
- log (fixed)

EDIT: Is there a way to make new animations of all groups? Using the group number to make the number for the animations? I found how to make a whole group an animation but with the way I set up the sff it'd be a lot simpler to just create animations from every group. Even if I have to delete all the extra anims made from required sprites. Which brings me to this. There should be a way to delete animations and sprites in the organizer by highlighting the sprites/anims you wish to delete and right clicking. It'd also be neat if you could rename sprites and anims with this feature. By group, index, time, and name.
No, but possible using Lua.
Delete from the organizer can be implemented, but rename is odd for multiple items.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 7
Post by: FerchogtX on July 20, 2012, 02:28:06 am
Update 7 on the first post.

Changes
- Problem with SFF v1 (same sprite with different palettes being linked)
- Updated the issues/error system
- Fixed the offset viewer bugs
- Fixed the scale down for HQ and EPX filters
- Errors and warnings are checked only for the current version of the project, or minor.

Next time i'll update the syntax. About it, some observations:
- var(x):= xx as a parameter will be kept as error (you can remove the extra ":" and this way is more standardized)
- var(exp) = xx (i need to implement an exception for this case)
- attributes like SCA, CSA (i'll think something, is difficult to cover this case [arbitrary order without repetitions])
- sprpriority in hitdef (docs?)
- log (fixed)

EDIT: Is there a way to make new animations of all groups? Using the group number to make the number for the animations? I found how to make a whole group an animation but with the way I set up the sff it'd be a lot simpler to just create animations from every group. Even if I have to delete all the extra anims made from required sprites. Which brings me to this. There should be a way to delete animations and sprites in the organizer by highlighting the sprites/anims you wish to delete and right clicking. It'd also be neat if you could rename sprites and anims with this feature. By group, index, time, and name.
No, but possible using Lua.
Delete from the organizer can be implemented, but rename is odd for multiple items.

Thanks!

var(x) := xx is an asigment notation, this way you assign values automatically to a variable without using varset sctrl (Cyanide and Messatsu covered a tutorial using this way with the ctrl trigger to assign var values in time = 0 at the beggining of any state) in this case, when used in a varset sctrl you basically tell this:

var(5) := var(4) = 0

var(5) gets var(4)'s value that will be zero

this economizes the use of 2 varsets... in that example, this statement is taken as invalid when used in varset, which is not. This is why I consider this an error in the sintax checker.

By the way, sprpriority in hitdefs is NOT CORRECT (My bad, it's ALL my fault) the correct is p1sprpriority as well as p2sprpriority, already included in sintax highlighting as well as the checker...

In the case of Hit atribbs like SCA, just leave it highlighted normally and don't chck for the error, since you can use S, C, A, CS, SC, CA, SA, AS and many other combinations of it, this is very variable and should not be checked (coder needs to debug that type of stuff)

BUT... Nice release, as always!!!!!!!

See ya!!! :D
Title: Re: Fighter Factory 3 RC4 + Update 6
Post by: FerchogtX on July 20, 2012, 02:33:58 am
...There should be a way to delete animations and sprites in the organizer by highlighting the sprites/anims you wish to delete and right clicking. It'd also be neat if you could rename sprites and anims with this feature. By group, index, time, and name.
At least for renaming a whole group you can always use the button "Rename group", works perfectly as well as remove group button...
I guess you are not using the "Neo" interface, which has all the buttons and options in the left panel, like this two. But looks like deleting from the organizer sounds reasonable ;)
Title: Re: Fighter Factory 3 RC4 + Update 7
Post by: FerchogtX on July 20, 2012, 02:44:41 am
Reporting a critical bug... whenever you save a sff v1, the version is written incorrectly into the header file, it says is version 0.0.0.1 instead of 1.0.1.0, leading FF3 to never open the sff file because of unsuported sff version...

It does that with new sff files as well as editing existing sffs, happens when adding sprites or deleting and just when saving the sff file...

See ya!!! :D

P.S.: Because of this the sff file is rendered useless... I got a backup of the file I was working so no problem here, just letting you know this as is a critical bug :S
P.S. 2: Tested more, it also happens with sff v2...
P.S. 3: Added a video showing the bug... http://www.youtube.com/watch?v=f2zjcy3rId8
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: VirtuallTek on July 20, 2012, 04:22:50 am
My god. I f** another SFF  :P. At least we can hexedit to fix  ;D

New update to fix the SFF bug. Thanks again by the quick reply  :sugoi:

var(x) := xx is an asigment notation, this way you assign values automatically to a variable without using varset sctrl (Cyanide and Messatsu covered a tutorial using this way with the ctrl trigger to assign var values in time = 0 at the beggining of any state) in this case, when used in a varset sctrl you basically tell this:

var(5) := var(4) = 0

var(5) gets var(4)'s value that will be zero

this economizes the use of 2 varsets... in that example, this statement is taken as invalid when used in varset, which is not. This is why I consider this an error in the sintax checker.
Yes, i know about the assignment operator. I don't know the fact that it can be used as a parameter, that sounds strange. Then this is valid for varset only?

Thanks!

EDIT: Confirmed the problem with save all that sometimes doesn't save the file. I'm investigating now.
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: FerchogtX on July 20, 2012, 04:36:03 am
My god. I f** another SFF  :P. At least we can hexedit to fix  ;D

New update to fix the SFF bug. Thanks again by the quick reply  :sugoi:
Don't worry, I'm aware we are still in RC state and bugs may happen, that's why I always backup my stuff, I'll test the update inmedia ;)

var(x) := xx is an asigment notation, this way you assign values automatically to a variable without using varset sctrl (Cyanide and Messatsu covered a tutorial using this way with the ctrl trigger to assign var values in time = 0 at the beggining of any state) in this case, when used in a varset sctrl you basically tell this:

var(5) := var(4) = 0

var(5) gets var(4)'s value that will be zero

this economizes the use of 2 varsets... in that example, this statement is taken as invalid when used in varset, which is not. This is why I consider this an error in the sintax checker.
Yes, i know about the assignment operator. I don't know the fact that it can be used as a parameter, that sounds strange. Then this is valid for varset only?
He... I thought the same, but works for example this:
Quote
type = varset
trigger1 = Time = 0
var(5) := var(4) = 0
ignorehitpause = 1
Is valid and works, and this...
Quote
anim = 33210
ctrl = 0 + (0 * ((var(4) := 45) + (var(5 := 600)))
is also valid...

Thanks!

EDIT: Confirmed the problem with save all that sometimes doesn't save the file. I'm investigating now.
NICE!!! :D
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: FerchogtX on July 20, 2012, 04:46:01 am
Tested Update 8, ALL PERFECT, SSF v1 and v2 modules are back to normal and working, also, the "similar pallete" bug is gone!!!!

Nice job, I hope I didn't give you a headache XD...

See ya!! :D
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: VirtuallTek on July 20, 2012, 04:51:59 am
If you want to fix the SFF, just hexedit the four bytes after the first 12 ("ElecbyteSpr"0).

About the assignment operator, then the "parameter" way is only for varset. OK.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: JustNoPoint on July 20, 2012, 04:55:47 am
Delete option would be great! I know about the ability to add whole groups as animations. I would like the ability to auto create animations from every group at once. Group 0 creates anim #0, group 5 creates anim#5, group 20 creates anim#20

All the animations within those groups would be added into the animation. The only downside is that it'd create anims for the required groups as well. But those could easily be deleted out with the delete feature in the organizer. Or better yet have an option to disregard certain groups. Like groups 5000-8000.

No biggie. Just a time saving suggestion :)
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: VirtuallTek on July 20, 2012, 05:11:02 am
I will add the delete option to the organizer.
About the animations, i will think something, probably a Lua script.

Thanks!
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: FerchogtX on July 20, 2012, 05:59:24 am
...probably a Lua script.

Thanks!
YES!!!! I would like to learn how to script using Lus, this could be a great example!!!
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: FerchogtX on July 20, 2012, 06:00:48 am
If you want to fix the SFF, just hexedit the four bytes after the first 12 ("ElecbyteSpr"0).

About the assignment operator, then the "parameter" way is only for varset. OK.

Thanks!
Yeah, Im aware of that, anyway I had a backup with the exact file I damaged, so no harm was done and I just replaced the sff ;) funny issue XD
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: Shadow0X3 on July 22, 2012, 12:28:19 am
I'm probably making an idiot of myself, but is there no way to handle file associations within FF3? I realize this has almost no functionality for editing/making chars and/or stages, but it's a nice little add-in that I really miss from (I think :???:) FFC
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: VirtuallTek on July 22, 2012, 02:34:34 am
File associations are not supported by FF3 because i'm trying to keep FF working without elevated privileges (aka UAC).
But if you do it manually, will work because FF3 can open files passed as first parameter.
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: Shadow0X3 on July 22, 2012, 03:42:41 am
Okay, thanks for clearing that up. I just didn't want to do individual file associations if there was a way I could be more lazy about it :P
Another little thing: Why is Winane AI included in the template deal, when all it is is the .def template?
Title: Re: Fighter Factory 3 RC4 + Update 8
Post by: RobotMonkeyHead on July 22, 2012, 10:39:01 pm
In the Sprites window, when you click the icon to 'Add one or more sprites' then select an image file, a window appears that gives you the option to use 'image's palette, if not already added'.  Above that selection bar you can have the palette 'Reversed' by checking a box.  My suggestion is this:  If the palette is reversed, do not add the repeating black colors before the transparency color.  Have the newly loaded palette start with the transparency color from the image file's palette. 
Basically instead of going:
transparency, black, black, black, black, black, black, transparency, color 1, color 2, color 3   
have load it as:   
transparency, color 1, color 2, color 3. 

If you let the transparency color from photo shop or gimp line up with the transparency color in FF it would make exporting sprites from photoshop much easier in terms of palette remapping.

Hope this helps & thanks again! 
Title: Re: Fighter Factory 3 RC5
Post by: VirtuallTek on July 23, 2012, 03:08:36 am
RC5 on the first post.

Updated the syntax system (var assignment as a parameter with expressions, attribs, ...) fixed the issue with templates, and all previous fixes.

This version is likely to be the final one if no serious bug is found.

In the Sprites window, when you click the icon to 'Add one or more sprites' then select an image file, a window appears that gives you the option to use 'image's palette, if not already added'.  Above that selection bar you can have the palette 'Reversed' by checking a box.  My suggestion is this:  If the palette is reversed, do not add the repeating black colors before the transparency color.  Have the newly loaded palette start with the transparency color from the image file's palette. 
Basically instead of going:
transparency, black, black, black, black, black, black, transparency, color 1, color 2, color 3   
have load it as:   
transparency, color 1, color 2, color 3. 

If you let the transparency color from photo shop or gimp line up with the transparency color in FF it would make exporting sprites from photoshop much easier in terms of palette remapping.

Hope this helps & thanks again! 
The reverse option just work as it says. You have a palette with color1 (transparent), color2, color3,, ..., color256. When you check it, FF3 will load the palette as color256 (transparent), color255, color254, ..., color1 (just the inverse of the source, but the first color will be set to transparent [alpha 0] for compatibility with Mugen 1.1 [in this version the transparent color can be any index with alpha = 0, and if all colors has alpha = 255, like in FFC/FFU, the background of the char will be fully opaque instead of fully transparent]).
This option is designed to be used when the palette order of the image you edited doesn't match to the FF3's required order.
I don't see the point of your suggestion.

Thanks!
Title: Re: Fighter Factory 3 RC5
Post by: Zzyzzyxx on July 23, 2012, 03:21:27 am
What is this I don't even

(http://i.imgur.com/97TEX.jpg)

NA, SA, HA, AA,
NT, ST, HT, AT,
NP, SP, HP, AP are valid parameters. Otherwise the Nothitby and hitby sctrls would be practically useless.
Title: Re: Fighter Factory 3 RC5
Post by: Cyanide on July 23, 2012, 03:29:51 am
Lack of caps or lack of spacebar after comma? Try Capsing the last one to see if that's it.
Title: Re: Fighter Factory 3 RC5
Post by: Zzyzzyxx on July 23, 2012, 03:38:01 am
No. FF3 is recognizing NA, NP and NT correctly but SA/HA/AA, SP/HP/AP, ST/HT/AT are being adressed as errors.



Also it says that triggers like

trigger1 = projhit1000 = 1

and

trigger2 = projcontact1000 = 1, < 5

are incorrect although the docs specify triggers like

trigger1 = ProjContact1234 = 1

trigger1 = ProjContact456 = 0, < 15

as examples.



Bindtotarget sctrls are allowed to use 3 parameters (pos, x, pos y and head/mid) and FF3 recognizes only the 2 first ones.
Title: Re: Fighter Factory 3 RC5
Post by: RobotMonkeyHead on July 23, 2012, 05:48:18 am
Thanks for the detailed reply!
  The point of my suggestions was this:  When you are exporting a sprite from photoshop, it set's the transparency to the last color in the palette.  If your sprite only has 45 colors, photoshop sets the transparency to color 46.  When you load the sprite into FF with the palette reversed, color 46 becomes color 210 and it's now white instead of transparent.  210 will actually be transparent when you first load it, but as soon as you close the project it becomes white.  Plus there are 209 unused black squares between 0 and 210.
(http://img207.imageshack.us/img207/5926/screenshot20120722at115.png)
What I'm trying to help with is exporting sprites from photoshop and loading them into FF with as little palette juggling as possible.

As it is now, there are two ways to get the palette to work right when exporting from photoshop.  One of them involves changing the palette around in photoshop so the transparency color is 255, saving it and reloading it for each sprite group, as seen here in  part 1 of cybaster's/doppleganger's stage tutorial. (http://mugenguild.com/forumx/index.php?topic=104470.0)  This can be quite the painstaking process.  The other is after you load the sprite into FF, close the project and reopen it so the transparency is visible, then open the image editor and use the paint bucket tool to turn all the white back to transparency.  Either of these methods can be very time consuming.

My suggestion was to get rid of all the unused black boxes that are created in the palette between color 0 and color 210 of the example sprite from above.  Photoshop only ever uses 1 transparency color in indexed mode, so there is basically no risk of losing colors from the palette by doing this.  Aside from the small amount of memory saved, and the slightly cleaner look, it would save a lot of time in terms of exporting/importing sprites from photoshop into FF.  The only thing that is lost is a lot of unused black boxes.

Thanks again for being so involved with the community on your development of this awesome tool!
Title: Re: Fighter Factory 3 RC5
Post by: VirtuallTek on July 23, 2012, 05:21:13 pm
@Zzyzzyxx: Thanks for the feedback. Is interesting to know all combinations because the docs aren't very clear at some points. I will fix the issues later.

@RobotMonkeyHead: No, this isn't possible because the .act format includes all 256 colors, even if you just use 100 in Photoshop. You must set the transparency color as 255 or 0 to make it work. Photoshop and SFF v2.0.0.0 doesn't support 32bit palettes (with alpha channel), then all unused colors will be black.

Thanks!
Title: Re: Fighter Factory 3 RC5
Post by: RobotMonkeyHead on July 23, 2012, 07:48:29 pm
@RobotMonkeyHead: No, this isn't possible because the .act format includes all 256 colors, even if you just use 100 in Photoshop. You must set the transparency color as 255 or 0 to make it work. Photoshop and SFF v2.0.0.0 doesn't support 32bit palettes (with alpha channel), then all unused colors will be black.

I don't mean to be a pest, but this is kind of confusing me:
(http://img840.imageshack.us/img840/784/screenshot20120723at134.png)
One last suggestion I guess, in the interest of saving everyone lots of time on palette remapping, would it be possible to move all the empty black boxes to the end of the palette, rather than the beginning, so the transparencies are on the same block?   I know I'm nagging, and I'll stop after this post, I'm just thinking about how much time it would save everyone, that's all.  Thanks again!
Title: Re: Fighter Factory 3 RC5
Post by: parse on July 23, 2012, 08:10:55 pm
About palettes, I use gimp. Photoshop inverts the order, so I open in gimp and use convert to rgb, then back to indexed. Or you can just move the transp. color to the first slot.

I know it's a pain to do this every time, but that's the way I came up with.
Title: Re: Fighter Factory 3 RC5 + UPDATE 1
Post by: VirtuallTek on July 24, 2012, 02:43:41 am
Update 1 on the first post. Fixed the syntax issues reported by Zzyzzyxx.

@RobotMonkeyHead: In the screenshot you posted, we can see a palette with 32colors, supported by SFFv2 for use in 5bit images.
About the transparency, we can't go to your suggestion because if the transparency color of your image is in the middle of the palette, moving it around don't will have effect because the pixel's index in the image still points to the middle of the palette. We need to change the pixel's index to the new position, and this is your work on your favorite image editor. Doing it automatically will have side effects on palettes that the user intentionally left all unused colors black.
FF3 requires that the transparency color must be the first one. You can move it to the first or last position in your image editor, and use the reverse option if needed.
Your work will be easier if you use the FF3's advanced palette editor. Create the palette with the transparency color as the first one, and apply this palette to your sprites (probably 24bit) using the built-in function.

@parse: This is why I added the reverse option. Some editors inverts the palette and FF3 isn't psychic to see the right order.

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 1
Post by: RobotMonkeyHead on July 24, 2012, 03:04:00 am
@RobotMonkeyHead: In the screenshot you posted, we can see a palette with 32colors, supported by SFFv2 for use in 5bit images.
About the transparency, we can't go to your suggestion because if the transparency color of your image is in the middle of the palette, moving it around don't will have effect because the pixel's index in the image still points to the middle of the palette. We need to change the pixel's index to the new position, and this is your work on your favorite image editor. Doing it automatically will have side effects on palettes that the user intentionally left all unused colors black.
FF3 requires that the transparency color must be the first one. You can move it to the first or last position in your image editor, and use the reverse option if needed.
Your work will be easier if you use the FF3's advanced palette editor. Create the palette with the transparency color as the first one, and apply this palette to your sprites (probably 24bit) using the built-in function.

Ah, understood! Thanks a bunch!
Title: Re: Fighter Factory 3 RC5 + UPDATE 1
Post by: kamui 2.0 on July 24, 2012, 10:41:32 pm
what's the meaning of update 1?
Title: Re: Fighter Factory 3 RC5 + UPDATE 1
Post by: FerchogtX on July 25, 2012, 01:12:45 am
Great release!!!

Tested a bit, var(x) := var(y) = 0 in a varset controller is still being taken as an error, leading to other problems, like : as unexpected token and = with the ame error.

anim values like:

Quote
anim = ifelse(MoveHit, (32013 - (3 * (Time = 17)) - (1 * (Time = 25 || Time = 89)) - (2 * (Time = 33)) - (7 * (Time = 41 || Time = 65 || Time = 73)) - (5 * (Time = 49)) - (6 * (Time = 57))), 32004)

Are taken as an error, while valid.

HitVelset is taken as an error because is supposed to be deprecated in mugen 1.0, but is not since the common.cns they include in mugen still uses this controller... maybe leave this as deprecated just for mugen 1.1?

Just minor stuff as you can see, the real deal works perfectly

See ya!!! :D
Title: Re: Fighter Factory 3 RC5 + UPDATE 1
Post by: FerchogtX on July 25, 2012, 01:36:06 am
Another bug found (still minor)

When trying to edit the mugen executable list, you cannot clear the list or remove them as they appear once again every restart of aplication, the xml is not being correctly written whenever you edit the executable list... you can just edit the xml file, but then the available buttons in the config dialog are useless ;)

See ya!!! :D
Title: Re: Fighter Factory 3 RC5 + UPDATE 2
Post by: VirtuallTek on July 25, 2012, 02:50:23 am
Update 2 on the first post.

Changes

- Improved the SFF and SND loading performance slighty
- New 1.1 features are disabled in the AIR editor unless you're working in this version of Mugen
- Fixed some issues in the syntax highlight/checking
- Wrong number of values promoted to warning (less important as Mugen seems to ignore or use default values)

Another bug found (still minor)

When trying to edit the mugen executable list, you cannot clear the list or remove them as they appear once again every restart of aplication, the xml is not being correctly written whenever you edit the executable list... you can just edit the xml file, but then the available buttons in the config dialog are useless ;)

See ya!!! :D
OK

Tested a bit, var(x) := var(y) = 0 in a varset controller is still being taken as an error, leading to other problems, like : as unexpected token and = with the ame error.
Still intentional. If it works only for varsets, the syntax is the same as var(exp) = value, that is a more standard syntax for parameters, unless it has a special purpose in this case.

anim values like:

Quote
anim = ifelse(MoveHit, (32013 - (3 * (Time = 17)) - (1 * (Time = 25 || Time = 89)) - (2 * (Time = 33)) - (7 * (Time = 41 || Time = 65 || Time = 73)) - (5 * (Time = 49)) - (6 * (Time = 57))), 32004)

Are taken as an error, while valid.
Fixed.

HitVelset is taken as an error because is supposed to be deprecated in mugen 1.0, but is not since the common.cns they include in mugen still uses this controller... maybe leave this as deprecated just for mugen 1.1?
It's a warning, not a error. Warning is a lightweight notification of a possible problem. Read the Mugen docs and search for deprecated sctrls.

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 2
Post by: FerchogtX on July 25, 2012, 02:58:01 am
Gotcha!!!! Checked Update 2, characters load significantly faster now ;)

See ya!!! :D
Title: Re: Fighter Factory 3 RC5 + UPDATE 2
Post by: FerchogtX on July 25, 2012, 03:01:57 am
You are gonna hate me...

-anim = ifelse(MoveHit, 32000, 32004) or similar generates an error like "unknown trigger 'i'"
- if you have a plysnd with something like value = Anim, 0, checker says you need two values for it (it spects only numbers I suppose)

See ya :(
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: VirtuallTek on July 25, 2012, 03:24:19 am
Update 3 available.
Fixed the anim = xxx problem and the mugen list issue.

- if you have a plysnd with something like value = Anim, 0, checker says you need two values for it (it spects only numbers I suppose)
The errors are checked at the same time as the highlight, and this is a sequential process. Some errors cause other errors in the sequence. In this case we expect other value than Anim, then "," or "Anim will be unexpected. The counting of values expects a valid and working expression.  ;) But update 3 solves the problem with values that can start with S,F,...

Tip: You can use the edit button instead of doing successive posts or a mod will visit you.  ;D

Thanks again!
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: DNZRX768 on July 25, 2012, 03:41:18 am
I have some bugs to report:

http://mugenguild.com/forumx/index.php?topic=143266.msg1612327#new

In this thread, it shows that FF3 marked several parameters are invalid, despite they are listed in the documentation and are present in KFM.

Can you fix it?
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: FerchogtX on July 25, 2012, 03:49:04 am
Update 3 available.
Fixed the anim = xxx problem and the mugen list issue.

- if you have a plysnd with something like value = Anim, 0, checker says you need two values for it (it spects only numbers I suppose)
The errors are checked at the same time as the highlight, and this is a sequential process. Some errors cause other errors in the sequence. In this case we expect other value than Anim, then "," or "Anim will be unexpected. The counting of values expects a valid and working expression.  ;) But update 3 solves the problem with values that can start with S,F,...

Tip: You can use the edit button instead of doing successive posts or a mod will visit you.  ;D

Thanks again!

I'll try man XD, is just that I post as fast as possible so you can see if there is something new or not :P...

Testing NAO!

EDIT: Nice work man!!!!!!! the only thing is that ProjContact = 1 trigger is reported as error (Unknown trigger)... but is just a minor thing and nothing to worry about, the real deal with sintax check is done and works properly now...
By the way... cheking teh config module for mugen executables resulted on all bugs cleared now, it works nicely too :)
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: DNZRX768 on July 25, 2012, 03:43:09 pm
I have a problem:

Every time I open FF, the Open Recent box is blink, even though I know that I had open up a character recently.

Can you fix it?
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: Rajaa Retired on July 25, 2012, 05:01:59 pm
The axis in the .sff: the negative and positive values should be reversed for both the X and the Y axes to be consistent with how Mugen handles axes values. =p
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: Jmorphman on July 26, 2012, 08:32:23 am
What? No. That's how axes are handled in sff's. Take it up with Elecbyte.
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: JustNoPoint on July 26, 2012, 03:09:05 pm
"use these CLSN in all other instances of this frame"

I assume that this just means "all instances of this frame in this particular animation".

It'd be nice if there was an option to copy all the CLSN in all instances of that frame for every sprite linked to said frame in every animation.

Thank you for all the work you're doing with this. It has been a much more enjoyable experience attempting to create this time than it was around 5 years ago because of your program.
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: FerchogtX on July 26, 2012, 08:51:50 pm
"use these CLSN in all other instances of this frame"

I assume that this just means "all instances of this frame in this particular animation".

It'd be nice if there was an option to copy all the CLSN in all instances of that frame for every sprite linked to said frame in every animation.

Thank you for all the work you're doing with this. It has been a much more enjoyable experience attempting to create this time than it was around 5 years ago because of your program.
Not actually, that means ALL this instances of the same frame, so sprite 2000, 1 used in 10 animations will get the same CLNS's you define with that command...
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: VirtuallTek on July 27, 2012, 05:04:09 am
I have a problem:

Every time I open FF, the Open Recent box is blink, even though I know that I had open up a character recently.

Can you fix it?
If you don't use cut/copy/paste (aka clipboard) in text editors this still happen?

The axis in the .sff: the negative and positive values should be reversed for both the X and the Y axes to be consistent with how Mugen handles axes values. =p
Added an option to do this, but just for the x and y fields of the SFF editor. FF3 still work in the SFF standard, and this option is disabled by default.



I finished the optimization of the dynamic text parser/processor. Now, AIR files load up many times faster (up to 10X). The char loading time decreased many times too  :ninja:
I'm currently testing the changes to make sure it works as expected. No problem so far.

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: Seravy on July 27, 2012, 03:30:55 pm
When I open a character with SFFv1, select save as on SFF, choose SFFv2, and overwrite, then I close FF3 too quickly, it crashes and the SFF becomes corrupt.
Happened twice today. It's probably because closing terminates the saving process in an unintended way/early.
Title: Re: Fighter Factory 3 RC5 + UPDATE 4
Post by: VirtuallTek on July 28, 2012, 03:15:52 am
Update 4 on the first post.

Changes
- Fixed the projcontact, projhit problem
- Fixed a crash when exiting FF (unsaved config?)
- Fixed the behavior of the progress dialog (block user from doing non-sense things like closing FF while saving a file  :P)
- Added an option to reverse the axis of the SFF editor
- Optimized the dynamic text parser/processor (huge speedup on AIR, loading)

Backup your work. The optimization can lead to AIR bugs.

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 3
Post by: DNZRX768 on July 28, 2012, 04:20:52 am
I have a problem:

Every time I open FF, the Open Recent box is blink, even though I know that I had open up a character recently.

Can you fix it?
If you don't use cut/copy/paste (aka clipboard) in text editors this still happen?

Yes, even if I just open up FF, load a character, then close FF immediately afterward, the open recent list is still empty.
No text editing here.
Title: Re: Fighter Factory 3 RC5 + UPDATE 4
Post by: DNZRX768 on July 28, 2012, 04:26:55 pm
Another bug with the AIR editor appeared:

When I try to edit the animations with the text editor, FF will act as if an entire copy of code got inserted at the beginning, making the animation perform the action twice instead of one time.
Title: Re: Fighter Factory 3 RC5 + UPDATE 5
Post by: VirtuallTek on July 28, 2012, 07:36:16 pm
Update 5 on the first post.

Fixed the AIR bug.
About the history, test this version. If the problem persists, make sure FF3 is inside a directory that doesn't require elevated privileges.

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 5
Post by: RobotMonkeyHead on July 28, 2012, 08:03:45 pm
VirtualTek you guys are freakin awesome.  It can't be said enough. Thank you so much.



Edit:  Possible bug:  When the palettes eye dropper tool is selected, the 'drag view location' glove does not work.  Intentional?   Also, this is kinda brash, but the zooming is often really difficult to control.  It seems like it would be easier if it zoomed in and out from the center pixel on the screen, rather than the scroll bar locations.  Just a thought.
Title: Re: Fighter Factory 3 RC5 + UPDATE 5
Post by: DNZRX768 on July 28, 2012, 09:25:32 pm
Update 5 on the first post.

Fixed the AIR bug.
About the history, test this version. If the problem persists, make sure FF3 is inside a directory that doesn't require elevated privileges.

Thanks!

The Open Recent History works when it is in a directory that doesn't require elevated privileges. Strange, the history used to work in the Program Files.
Title: Re: Fighter Factory 3 RC5 + UPDATE 5
Post by: VirtuallTek on July 28, 2012, 10:48:20 pm
Edit:  Possible bug:  When the palettes eye dropper tool is selected, the 'drag view location' glove does not work.  Intentional?   Also, this is kinda brash, but the zooming is often really difficult to control.  It seems like it would be easier if it zoomed in and out from the center pixel on the screen, rather than the scroll bar locations.  Just a thought.
OK. About the center of zoom you has an option to control it. Go to Options -> Image.

The Open Recent History works when it is in a directory that doesn't require elevated privileges. Strange, the history used to work in the Program Files.
You need to run FF3 as administrator to make it work this way.

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 5
Post by: RobotMonkeyHead on July 29, 2012, 12:16:55 am
About the center of zoom you has an option to control it. Go to Options -> Image.
:omg: My Bad.  Thanks

EDIT: Since the latest update, if I open a stage, and then click the X on it's tab to close it, it crashes FF.  I've been able to replicate this 3 times with 3 separate stages, and without doing anything else at all in the program while it's open. 
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: VirtuallTek on July 29, 2012, 01:18:15 am
Update 6 on the first post.

Fixed the panning issue with the color picker active, and the crash when closing stages.

Create AIR from SFF script - http://www.sendspace.com/file/mtm124
As suggested by JustNoPoint, this script generates one animation for each sprite group, and one frame per sprite index. You must use the organizer to sort animations and delete all unwanted ones. You can delete from the organizer using Delete key.
Put it under scripts/tools and activate in Tools -> Create AIR from SFF

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: FerchogtX on July 29, 2012, 03:24:59 am
NICE!!! I'll look into this script to see how it works, Thanks VirtuallTek!!!
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: JustNoPoint on July 29, 2012, 04:26:12 am
Sweet! I already finished my current sff to air manually but this will speed up my next process greatly! I'll try it out Tuesday! Thank you very very much!!! :sugoi:
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: RobotMonkeyHead on July 29, 2012, 06:44:32 am
Wow you're fast! Thanks again!
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: JustNoPoint on July 29, 2012, 11:34:01 am
Any chance of implementing a feature that lets you copy a CLSN to all instances of that sprite across all animations? I'm sorry I'm so greedy/lazy  :'( :twisted:
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: Kamekaze on July 30, 2012, 12:09:21 am
Bug report: Projguardedid is called a syntax error but works in mugen because it's obviously not. Basically FF3 doesn't know about this trigger.
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: Cyanide on July 30, 2012, 12:14:28 am
For anyone with syntax errors. If they bug you, they can be fixed by you as well, i would say feel free to upload the syntax document for VT so he doesnt' need to do it himself

Virtualtek\FF3\syntax_mugen.xml
Edit that document, triggers are near the bottom. Additional parameters can be added to sctrls.
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: Kamekaze on July 30, 2012, 12:52:25 am
oh. didnt know that lol well I'll fix it then
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: RobotMonkeyHead on July 30, 2012, 04:33:32 am
Fixed the panning issue with the color picker active, and the crash when closing stages.
If it helps, it also causes an error on my computer when just closing FF while a character is open.
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: Seravy on July 30, 2012, 11:06:30 am
For anyone with syntax errors. If they bug you, they can be fixed by you as well, i would say feel free to upload the syntax document for VT so he doesnt' need to do it himself

Virtualtek\FF3\syntax_mugen.xml
Edit that document, triggers are near the bottom. Additional parameters can be added to sctrls.
As if I could understand or fix something like
Quote
  <trigger name="hitdefattr" type="valueeq" reg_exp="(?![^a,]{0,2}a[^a,]{0,1}a)(?![^s,]{0,2}s[^s,]{0,1}s)(?![^c,]{0,2}c[^c,]{0,1}c)[asc]{0,3}(?:,[ansh][atp])*"/>
without documentation.
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: kamui 2.0 on July 30, 2012, 03:55:32 pm
sorry, but where I put update 6?
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: Cybaster on July 30, 2012, 04:00:43 pm
You first DL FF3 RC5 and extract the files from the archive.
Then you DL Update 6, extract the files, and overwrite the files from FF3RC5 with those from update 6.
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: kamui 2.0 on July 30, 2012, 06:08:02 pm
You first DL FF3 RC5 and extract the files from the archive.
Then you DL Update 6, extract the files, and overwrite the files from FF3RC5 with those from update 6.
thanks
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: kamui 2.0 on July 30, 2012, 06:45:23 pm
how I add mugen in fighter factory, I know I have to go to tools then option, after that what I do ?
(http://i934.photobucket.com/albums/ad188/kamui_fallen/30-7-201213-56-05.jpg)

I use hi-res mugen, not the 1.1, which should I choose?
(http://i934.photobucket.com/albums/ad188/kamui_fallen/30-7-201214-36-52.jpg)
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: RobotMonkeyHead on July 30, 2012, 09:53:46 pm
I have to ask, no chance of a 're-size group' feature, hey?
Title: Re: Fighter Factory 3 RC5 + UPDATE 6
Post by: Cyanide on July 31, 2012, 12:03:58 am
For anyone with syntax errors. If they bug you, they can be fixed by you as well, i would say feel free to upload the syntax document for VT so he doesnt' need to do it himself

Virtualtek\FF3\syntax_mugen.xml
Edit that document, triggers are near the bottom. Additional parameters can be added to sctrls.

As if I could understand or fix something like
Quote
  <trigger name="hitdefattr" type="valueeq" reg_exp="(?![^a,]{0,2}a[^a,]{0,1}a)(?![^s,]{0,2}s[^s,]{0,1}s)(?![^c,]{0,2}c[^c,]{0,1}c)[asc]{0,3}(?:,[ansh][atp])*"/>
without documentation.

Really? It looks like that? I have
<trigger name="hitdefattr" type="valueeq" reg_exp="(?:s?c?a?)(?:,[ansh][atp])*"/>

Which although i could not really edit makes FAR more sense than what you display.

Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: VirtuallTek on July 31, 2012, 12:26:09 am
Update 7 on the first post.
Fixed all known issues and implemented the organizer for commands.

how I add mugen in fighter factory, I know I have to go to tools then option, after that what I do ?
Look at the Mugen list. Use the Add button to insert a new Mugen to the list.

I use hi-res mugen, not the 1.1, which should I choose?
Mugen Beta. All version prior to 1.x are Beta, including hacks like Win Mugen Plus.

I have to ask, no chance of a 're-size group' feature, hey?
Possible using Lua when i add support to image manipulation for scripts.

For anyone with syntax errors. If they bug you, they can be fixed by you as well, i would say feel free to upload the syntax document for VT so he doesnt' need to do it himself

Virtualtek\FF3\syntax_mugen.xml
Edit that document, triggers are near the bottom. Additional parameters can be added to sctrls.

As if I could understand or fix something like
Quote
  <trigger name="hitdefattr" type="valueeq" reg_exp="(?![^a,]{0,2}a[^a,]{0,1}a)(?![^s,]{0,2}s[^s,]{0,1}s)(?![^c,]{0,2}c[^c,]{0,1}c)[asc]{0,3}(?:,[ansh][atp])*"/>
without documentation.

Really? It looks like that? I have
<trigger name="hitdefattr" type="valueeq" reg_exp="(?:s?c?a?)(?:,[ansh][atp])*"/>

Which although i could not really edit makes FAR more sense than what you display.
You have the old version. The latest update/version has a new syntax database with new updated regular expressions.
The regex he posted matches only if the first 3 characters before "," are different using negative lookahead (?![^a,]{0,2}a[^a,]{0,1}a)(?![^s,]{0,2}s[^s,]{0,1}s)(?![^c,]{0,2}c[^c,]{0,1}c). Then we allow the use of S, C or A, none or 3 times [asc]{0,3}. We end up with "," A, N, S or H followed by A, T or P, zero or more times.
This validates attributes in all possible ways.
Complex, but still just a regular expression.

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: Rajaa Retired on July 31, 2012, 12:30:25 am
Regular expressions also scared me at first. I was like, "What the fuck is this gibberish?" Thanks for the updates. All the things I use from the program seem fine. That's why I haven't been running across any bugs. =p

Once again, thanks for donating your time to this program. It makes everyone's Mugen hobby so much easier.
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: VirtuallTek on July 31, 2012, 12:39:55 am
Any chance of implementing a feature that lets you copy a CLSN to all instances of that sprite across all animations? I'm sorry I'm so greedy/lazy  :'( :twisted:
Forgot to reply you. FF3 already do this.

Regular expressions also scared me at first. I was like, "What the fuck is this gibberish?" Thanks for the updates. All the things I use from the program seem fine. That's why I haven't been running across any bugs. =p

Once again, thanks for donating your time to this program. It makes everyone's Mugen hobby so much easier.
Yeah. Thanks you too, my friend.  :sugoi:

Thanks again!
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: JustNoPoint on July 31, 2012, 05:08:59 am
I can't seem to find this feature. I found "Use these CLSNs for all other instances of this frame" but that's not it.  Where is this feature located at?
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: RobotMonkeyHead on July 31, 2012, 06:34:15 am
I have to ask, no chance of a 're-size group' feature, hey?
Possible using Lua when i add support to image manipulation for scripts.
Wait, does that mean people will be able to write and share scripts for the image editor, such as say... custom filters, layer manipulation, group re-size, tools, brushes, etc???

Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: VirtuallTek on July 31, 2012, 04:07:49 pm
I can't seem to find this feature. I found "Use these CLSNs for all other instances of this frame" but that's not it.  Where is this feature located at?
Is it. It does the work across all animations. Unless you don't want to copy all CLSNs of the current frame.

I have to ask, no chance of a 're-size group' feature, hey?
Possible using Lua when i add support to image manipulation for scripts.
Wait, does that mean people will be able to write and share scripts for the image editor, such as say... custom filters, layer manipulation, group re-size, tools, brushes, etc???
Yes. Some things like brushes are out of question, but tools (filters, layer manipulation, drawing, effects, ...) will be possible. I will expose the image data of the SFF so the user can change anything in the image at low-level (pixel manipulation) or high-level (painting).
At this time, you can change properties of sprite, sound, animation, frame, clsn, add new ones, delete, move, ... The one thing that isn't supported yet is image manipulation.

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: JustNoPoint on July 31, 2012, 05:00:45 pm
http://www.justnopoint.com/mugen/ryu.rar

I still can't get it to do it. Here is my file.
Animations 245 and 250 start with the same exact sprite. I go to animation 245 index 0 and press the "Use these CLSNs for all other instances of this frame" button. It asks if I want to replace all CLSNs linked to this sprite and I say yes. I go to 250-0 to check and it is still different.

I tried by selecting the frame in the organizer too. Am I just doing something wrong or is it something with my file?
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: VirtuallTek on July 31, 2012, 05:41:03 pm
Same image but different group (FF3 uses the group/index to compare the frames).
I can change to compare the image instead of group/index later, if it doesn't cause side effects. Another thing to do is to adjust the CLSN position based on the frame's axis (difference from the source axis).

Thanks!
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: JustNoPoint on July 31, 2012, 05:43:06 pm
Ok, thanks. That'd help a lot since a bunch of sprites/animations share the same CLSNs!
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: RobotMonkeyHead on August 01, 2012, 08:36:33 am
I have to ask, no chance of a 're-size group' feature, hey?
Possible using Lua when i add support to image manipulation for scripts.
Wait, does that mean people will be able to write and share scripts for the image editor, such as say... custom filters, layer manipulation, group re-size, tools, brushes, etc???
Yes. Some things like brushes are out of question, but tools (filters, layer manipulation, drawing, effects, ...) will be possible. I will expose the image data of the SFF so the user can change anything in the image at low-level (pixel manipulation) or high-level (painting).
At this time, you can change properties of sprite, sound, animation, frame, clsn, add new ones, delete, move, ... The one thing that isn't supported yet is image manipulation.
o_O ... :suttrox: Genius sir, genius! Thank you x 10000 from the future.
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: Rajaa Retired on August 05, 2012, 12:59:05 pm
The rotation tool doesn't let me choose arbitrary negatives. :(
Title: Re: Fighter Factory 3 RC5 + UPDATE 7
Post by: Ζεϱø on August 05, 2012, 04:06:59 pm
FF crashes when you delete the single palette of a 1280x720 sprite and then replace it with another random sprite. Before it crashes it asks if you want to crop the sprite, i click no and then it crashes.
Title: Re: Fighter Factory 3 RC6
Post by: VirtuallTek on August 06, 2012, 04:09:21 am
RC6 on the first post.

Changes
- Fixed all known bugs (rotation, crash, ...)
- Changed the function "Use these CLSNs for all other instances of this frame" to compare the image and adjust the CLSN position based on the axis offset from the source frame.
- Implemented the auto function for commands (organizer).
- Added syntax checking for commands
- Added the Export to HTML function

Thanks!
Title: Re: Fighter Factory 3 RC6
Post by: Ζεϱø on August 06, 2012, 05:48:44 pm
Amazing doesn't crash anymore :)

Thanks!

No, thank you! :) :)



Title: Re: Fighter Factory 3 RC6
Post by: GamerXP on August 07, 2012, 11:15:19 am
Can you make -1 state in command list opened by default? It really annoying to open it again after every change in cmd. Also, it's too small to show all commands of the char
Title: Re: Fighter Factory 3 RC6
Post by: Draox on August 07, 2012, 09:05:17 pm
Can you make -1 state in command list opened by default? It really annoying to open it again after every change in cmd. Also, it's too small to show all commands of the char

yeah, i agree with that
Title: Re: Fighter Factory 3 RC6
Post by: FerchogtX on August 08, 2012, 02:52:36 am
Tested RC6, and found that commands like $DF, $DB, $UB ,$UF are taken as unknown commands... I'm aware I can correct that by myself, but I just let you know just in case.

Nice Update BTW, nice to have a CMD parser...

See ya!!! :D
Title: Re: Fighter Factory 3 RC6
Post by: Xanaomin on August 08, 2012, 03:10:53 am
Heya. I'm pretty new to MUGEN, heh... Anywho, whenever I try to run this Fighter Factory, it says that I don't have the MSVCR100.dll file, although I do, and I don't have any idea why it won't find it. I've even followed the .dll readme word for word... So, a little help?
Title: Re: Fighter Factory 3 RC6
Post by: Zzyzzyxx on August 08, 2012, 03:45:14 am
I can't download the new version. Sendspace always tells that all free slots are being used. Please somebody post a mirror to the file.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on August 08, 2012, 04:54:56 am
Can you make -1 state in command list opened by default? It really annoying to open it again after every change in cmd.
Go to options / Text and enable "Current line navigation".

Also, it's too small to show all commands of the char
Do you use a 4k monitor or you just have 10-20 commands? :D
Edit your favorite preset and increase the view's height.

Heya. I'm pretty new to MUGEN, heh... Anywho, whenever I try to run this Fighter Factory, it says that I don't have the MSVCR100.dll file, although I do, and I don't have any idea why it won't find it. I've even followed the .dll readme word for word... So, a little help?
Install the prerequisite.

Reuped RC6 with small adjustments, fixes and mirrors too.

Thanks!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: GamerXP on August 08, 2012, 05:48:28 am
Quote
Go to options / Text and enable "Current line navigation".
Ooh. That was unoblivious. That's good for cmd, but it's annoying in the states actually. Well, not a big problem when I already increased height of the states list

Quote
Do you use a 4k monitor or you just have 10-20 commands? :D
Edit your favorite preset and increase the view's height.
Well, I mean about 30 commands at the same time, not 10. Did't think I can actually change such things in presents. Cool
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Xanaomin on August 09, 2012, 01:27:34 am
Heya. I'm pretty new to MUGEN, heh... Anywho, whenever I try to run this Fighter Factory, it says that I don't have the MSVCR100.dll file, although I do, and I don't have any idea why it won't find it. I've even followed the .dll readme word for word... So, a little help?
Install the prerequisite.

...Oh. Now I feel like an idiot. :V
Thanks, I downloaded it, and now it looks like it's working! Looks like I'll be making my own characters soon enough.
Thanks again~
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on August 09, 2012, 03:51:30 am
Quote
Go to options / Text and enable "Current line navigation".
Ooh. That was unoblivious. That's good for cmd, but it's annoying in the states actually. Well, not a big problem when I already increased height of the states list

Quote
Do you use a 4k monitor or you just have 10-20 commands? :D
Edit your favorite preset and increase the view's height.
Well, I mean about 30 commands at the same time, not 10. Did't think I can actually change such things in presents. Cool
It's a workaround for now. I'm thinking a way to auto resize the view and keep states, cmds, ... in the previous state after the update.

...Oh. Now I feel like an idiot. :V
Thanks, I downloaded it, and now it looks like it's working! Looks like I'll be making my own characters soon enough.
Thanks again~
Good luck  ;)

Thanks!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Joulz on August 12, 2012, 12:08:42 pm
i can't seem to load mugen 1.0 from FF3:

Spoiler, click to toggle visibilty

i added the path in FF3 options and everything seem in order... weird thing is i can load the exact same mugen 1.0 straight up, and there is no "can't open stage: stages/" error message!

any idea?
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: FerchogtX on August 14, 2012, 02:26:10 am
Well... I know this is crazy, but i'll leave it here just for the record. Just to let you know FF3 Works on Windows 8 (I'm testing this damn thing so I decided to try before deleting the VM), also even if it half related, mugen 1.0 also work, but executing mugen from ff3 makes mugen 1.0 crash, maybe something related with the folder I was using for both...

The important thing is that, if you are a new user or you recently upgraded to Windows 8, Mugen 1.0 and Fighter Factory 3 work in that OS too...

See ya!! :D
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: DNZRX768 on August 15, 2012, 01:26:02 pm
Hmm, just noticed that you have updated.

I'll download the new program and use it.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: RobotMonkeyHead on August 15, 2012, 09:06:12 pm
So, if you are in Sprites, and click the Save .SFF disk icon on the left, then cancel it while it's saving it corrupts the .sff 
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: FerchogtX on August 16, 2012, 06:02:32 am
Detected a lil' bug... Whenever you use the option "Edit currnt animation as text" and you delete frames from there (mainly from the end to top of the text displayed, the next animation text data appears overlapping the current information... you need to give spaces to get rid of the overlapping animation data XD...

If you need detals I can post a video if you want.

See ya!! :D
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: JustNoPoint on August 19, 2012, 07:24:46 pm
Would it be too much trouble to add in a few custom CLSN presets that can be saved by the user? With buttons to add them into the frame?
Perhaps they could be put under the CLSN buttons. It'd be best if there was no limit to how many you can have but if a limit is needed perhaps 6?

Example, while making a character the Stand, Crouch, and in Air CLSNs are used in almost every animation and they are also the base for those states in most cases. So right now I have to keep an extra text file open with those in it and copy paste. It'd increase productivity greatly if we could have presets that could load.

To add upon this it might be best to make a new file that can be saved with the character. So that it loads with a specific character.

Again this program is really helping out a lot. But man these air files take forever :P
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: GishyGleb on August 20, 2012, 11:13:37 pm
I have found a bug. If the sprites were firstly in a 32 element palette and they will be transformed to 256 element palette, they 
won't become 256 and remain 32. I will give you the project. I need to convert all the black sprites to have a 256 element palette.

https://www.dropbox.com/s/nm7yxras9l2rvu5/kfm.rar

P.S. reopening images fixes the problem, but I can't reopen all that ~250 images one by one.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: JustNoPoint on August 20, 2012, 11:26:52 pm
Are you using the newest version? I think he resolved this issue when I mentioned it a while back.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: GishyGleb on August 21, 2012, 06:33:20 am
I am using 3.0.1400.2012 version.
Give me the link to the newest or tell where can I find it (which page).
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: JustNoPoint on August 21, 2012, 01:05:28 pm
1st page of this thread :)
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: GishyGleb on August 21, 2012, 02:42:26 pm
Doesn't help. The same version.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Ζεϱø on August 21, 2012, 08:56:02 pm
Can we have something, like a button, that refreshes the loaded project because i have this stage that has some comment without ";"and its keeping FF from analyzing the syntax and opening the sff and running it in mugen unless i reopen manually.
And also something that changes the type and version of a project manually so that FF will tell the syntax error for the project you want to update instead of mugen beta, for example. my bad, those stages i was editing didn't have mugen version so i forgot and wrote this

Just thinking out loud. not really that important :P
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: JustNoPoint on August 22, 2012, 12:30:40 am
I am using 3.0.1400.2012 version.
Give me the link to the newest or tell where can I find it (which page).
My apologies. I mistook your issue as a 32bit issue. Not a 32 colors issue.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on August 22, 2012, 01:37:29 am
i can't seem to load mugen 1.0 from FF3:

Spoiler, click to toggle visibilty

i added the path in FF3 options and everything seem in order... weird thing is i can load the exact same mugen 1.0 straight up, and there is no "can't open stage: stages/" error message!

any idea?
You're trying to run a char in a Mugen configured in FF3 to run stages. Check the parameters.

So, if you are in Sprites, and click the Save .SFF disk icon on the left, then cancel it while it's saving it corrupts the .sff 
Disabled the cancel button on save operations.

Detected a lil' bug... Whenever you use the option "Edit currnt animation as text" and you delete frames from there (mainly from the end to top of the text displayed, the next animation text data appears overlapping the current information... you need to give spaces to get rid of the overlapping animation data XD...

If you need detals I can post a video if you want.

See ya!! :D
Fixed.

Would it be too much trouble to add in a few custom CLSN presets that can be saved by the user? With buttons to add them into the frame?
Perhaps they could be put under the CLSN buttons. It'd be best if there was no limit to how many you can have but if a limit is needed perhaps 6?

Example, while making a character the Stand, Crouch, and in Air CLSNs are used in almost every animation and they are also the base for those states in most cases. So right now I have to keep an extra text file open with those in it and copy paste. It'd increase productivity greatly if we could have presets that could load.

To add upon this it might be best to make a new file that can be saved with the character. So that it loads with a specific character.

Again this program is really helping out a lot. But man these air files take forever :P
I think you can do it using the clipboard container.

I have found a bug. If the sprites were firstly in a 32 element palette and they will be transformed to 256 element palette, they 
won't become 256 and remain 32. I will give you the project. I need to convert all the black sprites to have a 256 element palette.

https://www.dropbox.com/s/nm7yxras9l2rvu5/kfm.rar

P.S. reopening images fixes the problem, but I can't reopen all that ~250 images one by one.
:???: Looking at your SFF we can see that all the black sprites doesn't have the same palette as the right ones. And you're forcing it to be swapped with the 0,0 palette. Isn't a bug, you're doing it wrong. You must make sure that when you insert a sprite, all images that will use the same palette must have the same order of colors. You can use the option "Adapt to the specified palette" when adding sprites or apply the same palette to all images you want in the Advanced palette editor. Inserting sprites with palettes in a random order doesn't work.

Can we have something, like a button, that refreshes the loaded project because i have this stage that has some comment without ";"and its keeping FF from analyzing the syntax and opening the sff and running it in mugen unless i reopen manually.
And also something that changes the type and version of a project manually so that FF will tell the syntax error for the project you want to update instead of mugen beta, for example.

Just thinking out loud. not really that important :P

Just click in the status bar section that says: Enconding XX, and hit OK.
Just change the mugenversion parameter in the Info group and FF3 will re-parse all text files to check errors for the specified version.


I'm working on an amazing new feature. I will release the next version only when I finish it.

Thanks!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: GishyGleb on August 22, 2012, 05:34:36 am
They had the same order of colors and can't be normally adapted.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on August 23, 2012, 03:14:12 am
They had the same order of colors and can't be normally adapted.
Send me your sprites (images). I'm 99,99% sure you're doing something wrong, but only by looking at the SFF v2 doesn't help because i can't check the original order of the palette.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Ζεϱø on August 23, 2012, 05:19:54 am
Spoiler, click to toggle visibilty
Just click in the status bar section that says: Enconding XX, and hit OK.
Just change the mugenversion parameter in the Info group and FF3 will re-parse all text files to check errors for the specified version.
So how about the sff, when you change the name in [BGdef] spr? it doesn't update when i click Enconding.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: RobotMonkeyHead on August 24, 2012, 01:44:00 am
Hello VirtuallTek,
  I found a bug in the image editor.  If you 'detach' the layer or sprite windows and then close the image editor, the detached windows remain.  If you close those windows, then open the image editor back up, they are missing.  Hope his helps, and thanks again!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on August 24, 2012, 02:52:52 am
So how about the sff, when you change the name in [BGdef] spr? it doesn't update when i click Enconding.
:???: FF3 only read file sections and load files while opening a project. Reloading files when editing the def will be a pain. And this is useless as you can do manually and can lead to data loss if you're working on another file.

Hello VirtuallTek,
  I found a bug in the image editor.  If you 'detach' the layer or sprite windows and then close the image editor, the detached windows remain.  If you close those windows, then open the image editor back up, they are missing.  Hope his helps, and thanks again!
Right-click the menu bar in the image editor and check the desired window in the list.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Ζεϱø on August 24, 2012, 05:02:55 pm
So how about the sff, when you change the name in [BGdef] spr? it doesn't update when i click Enconding.
:???: FF3 only read file sections and load files while opening a project. Reloading files when editing the def will be a pain. And this is useless as you can do manually and can lead to data loss if you're working on another file.
I wanted a reload button because i had to reopen the project and look for it's location but, i don't need it anymore because open recent does the trick (it was so obvious how could I've missed it). Sorry, won't bother you anymore :-X
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on August 26, 2012, 12:41:22 am
Preview of the amazing new feature!!!  :swoon:

Fighter Factory RC7 will come with a new editor: BGs. This editor works directly on the .def (as AIR on stages) and supports all BG parameters (including parallax, dummy, positionlink), except window and windowdelta. You can play with the player start pos and zoffset with drag and drop, test the BGs at real-time inside FF with the simulation feature (supports pause, single step, bg ctrls). It supports zoffsetlink too and you can move the camera to test deltas, parallax and so :nutrox: .

(http://img267.imageshack.us/img267/3068/mariooz.jpg) (http://imageshack.us/photo/my-images/267/mariooz.jpg/)
You can move the selected BG with drag and drop. The organizer is used to rename, navigate, delete and define the BG visibility too.

(http://img837.imageshack.us/img837/6768/expressf.jpg) (http://imageshack.us/photo/my-images/837/expressf.jpg/)
Express train running at simulation mode. This stage has a lot of BGs and BG controllers, all being simulated in real-time.

(http://img821.imageshack.us/img821/9028/titlebgh.jpg) (http://imageshack.us/photo/my-images/821/titlebgh.jpg/)
It works with system screens too :nutrox:.

I'm working now on small tools to edit: BG controllers, PlayerInfo, StageInfo and Bounds. Menu items can be added later too
Cybaster will be happy now :P

Coming soon!!!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: JustNoPoint on August 26, 2012, 01:18:34 am
Really awesome! This will be most useful!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: GamerXP on August 26, 2012, 05:27:25 am
Wow. That's great!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: DNZRX768 on August 26, 2012, 10:35:18 pm
Wow, not only FF does characters, it will eventually can do stages!

Nice! :)
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Sinnesloschen on August 26, 2012, 10:37:51 pm
WHOA WHOA WHOA the next one'll be able to edit stages? I just might actually get into making one or two of them with this, take your time, I'm willing to wait till it's polished to a mirror sheen!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Joulz on August 26, 2012, 11:58:22 pm
god damn that is fucking sweeet!! thanks for the awesome work, sir!!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: MadkaT on August 27, 2012, 01:29:09 am
If it would be to start making stages, the name should be changed to Mugen Factory :P
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Cybaster on August 27, 2012, 07:56:37 am
Wow! That's FUCKING GREAT !!! :D
Things sound perfect with such a feature. You've nailed it man!

And LOL, talking about a big number of options on the left side of the screen. ;P
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: FerchogtX on August 28, 2012, 12:29:34 am
OMG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Youre the best Virtualltek!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I cannot wait to test RC7!!!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Suprizle on August 28, 2012, 12:46:00 am
Dude, that makes me wanna cry. This is gonna make editing my screenpack so much easier.

THANK YOU!!!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Felkazz on August 28, 2012, 12:49:17 am
VirtuallTek, you're AWESOME!
If there is another word that can describe you, sure it is a better word than AWESOME xD
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: ExShadow on August 28, 2012, 01:01:29 am
That's rather awesome

Too bad it will only make people more lazy xD
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on August 28, 2012, 02:44:30 am
Thank you guys! Your motivations boost my inspiration!  :dio:

I added support to open .fnt fonts (that will be converted to FntV2 automatically, and test motifs on Mugen (needs to be polished).
The BG editor works like debugBG is always 1, clearing the screen at every frame start, then you can find problems very fast. I found one problem in two stages I tested. One is the KFM's temple when a wrong Y delta for the Ceiling BG creates a crack when the camera goes up.
I think people will be more productive than lazy  ;)

I'm working on performance issues with hi-res/HD BGs (low-res are fine) due to the FF3 caching system that's unlikely for many consecutive drawing operations. After this RC7 can be released.

Thanks!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: darkzero779 on August 28, 2012, 02:42:23 pm
Great :D I can not wait till its full complete! Oh and well except..I have not touched FF for so long...I cant remember the basics..And
I was off of it casue I can't code...At all!!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: MightyKombat on August 28, 2012, 03:00:22 pm
I dunno if its me but it doesn't seem to load my settings whenever I open it up or DL a new update.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: FerchogtX on September 10, 2012, 11:40:48 pm
Just to report a minos stuff, I guess that is already fixed in RC7, but just in case... If you save all your work (using any of the many save buttons depending on section) and inmediately try to close, FF3 hangs, I guess is something related to the save functionality and the way you can or cannot cancel the proccess. Just minor really as it doesn't affect vital stuff.

See ya!!! :D
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Noctis on September 16, 2012, 09:07:55 am
Shit, I always hated making stages. I'll definitely become motivated now after reading that. Amazing work.

Now, this might just benefit me I don't know, but I was wondering if it would be a bad idea to add an "Apply All" button to the "Group", "Index", "X axis" and "Y axis" boxes in the animations just like the "Time", "Flip" and "transparency" boxes have...?
Just thought I'd ask in case it hasn't been asked before.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: delweynes on September 16, 2012, 09:30:21 am
Hello,

Tks for your really great work ! We love it.

I would just says something about the use of the Program that could help us.

1. Could we have an option that keeps the palette selected (group and index) of the sprite when we change of sprite ? For the moment, the group and index of the palettes always turn back to rhe first (1,1) when we change of srpite and its quite annoying.

2. In the palette on the right panel, can we keep the caracteristics of the color of the slot when we push the option "sets the color of the selected slot" to change/modify the color. For the moment it opens always in white.

3. In the palette on the right panel, can we active directly the "sets the color of the selected slot" option by double clicking the slot in the panel ?

4. In the "Image editor" option, can we have the possibility to change palettes ?

5. In the "Image editor" option, can we have an option to active the color of the backgound (ofen pink) at the place of the alternate grey and white squares background ?

6. In the "Image editor" option, it would be nice to see 2 or more sprites at the same time in different windows.

Thanks.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Seravy on September 23, 2012, 10:20:35 pm
Quote
1. Could we have an option that keeps the palette selected (group and index) of the sprite when we change of sprite ? For the moment, the group and index of the palettes always turn back to rhe first (1,1) when we change of srpite and its quite annoying.
Uncheck "Switch to sprite palette".
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: XamΣeta on September 27, 2012, 12:23:01 am

I didn't want to make a new thread just to ask about this, so here goes.

I have been using the default system.sff for Mugen 1.0's motif to create my SFIII HD screenpack and have no more use for the default renders and their palettes.

I already deleted every uneeded render but I am positive there's a bunch of leftover uneeded palettes.

Is there a way the program would detect which palettes are currently used in the SFF file so you could "one button click" delete the uneeded palettes?


Any help is appreciated and I want to thank you again VirtualTek for creating such an amazing update to my favorite mugen editing program.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Felkazz on September 27, 2012, 01:55:39 am

I didn't want to make a new thread just to ask about this, so here goes.

I have been using the default system.sff for Mugen 1.0's motif to create my SFIII HD screenpack and have no more use for the default renders and their palettes.

I already deleted every uneeded render but I am positive there's a bunch of leftover uneeded palettes.

Is there a way the program would detect which palettes are currently used in the SFF file so you could "one button click" delete the uneeded palettes?


Any help is appreciated and I want to thank you again VirtualTek for creating such an amazing update to my favorite mugen editing program.


Woow, that would be good!
This is annoyning me too when I am creating some stages using another one to make it easier xD
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on September 27, 2012, 06:23:18 pm
Palettes -> Clear all unused.

I'm very busy these days and I have no idea when I will work in FF3 again.
I will reply all questions and sugestions later.

Thanks!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Felkazz on September 29, 2012, 10:24:59 pm
Palettes -> Clear all unused.

I'm very busy these days and I have no idea when I will work in FF3 again.
I will reply all questions and sugestions later.

Thanks!

Wow, that is great o/
But does this work with characters?
I am asking this because of the characters different Palettes, there would be no sprite with that palette, but the character use that palette when the player select it with certain keys...
How does the FF3 detect these Palettes?
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Froz on September 30, 2012, 09:11:08 pm
Copy+Paste an Animation Name/Title into another Animation's Name/Title = Crash. If it doesn't happen on your end, i'll PM you the link.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: DW on September 30, 2012, 09:29:32 pm
Copy+Paste an Animation Name/Title into another Animation's Name/Title = Crash. If it doesn't happen on your end, i'll PM you the link.

Try re-DL'ing it. This was happening to me too for awhile. I re-DL'd it and the problem went away.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: FrozenDelight on October 17, 2012, 05:59:00 pm
Hi ya'll. When I run this it says version 3.0.1400, not version 3.0.1500, even though 1500 is the newest one. I only just downloaded it from the original post. Is this correct? Is this actually version 3.0.1500?

Cheers.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: FerchogtX on October 20, 2012, 12:58:12 am
Now that this is revived somehow, I'll report a bug, in the organizer, sometimes, auto organization goes nuts and organizes animations and sprites oddly, for example, placing 620 spr group to the end of sff file, or anim 7000 at the middle of air file... this is fixed whenever you close and reopen FF3 and your project... this (closing FF3) leads to a random crash before you can open it again.

See ya!!! :D
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Froz on October 28, 2012, 06:56:30 pm
Fighter Factory crashes every time i attempt to open the .sff file of a stage (included in the file as well):

http://www.mediafire.com/download.php?jmllvvmagsdvwy5
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: SCH on November 08, 2012, 11:34:40 am
no chinese language? why?
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Cybaster on November 08, 2012, 01:33:26 pm
Because no Chinese proposed to make a translation ? Maybe you can do it.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Froz on November 20, 2012, 04:35:57 am
Another Bug: Creating any new animation will send it at the end of the AIR file's order, is it too much too ask if you could update the auto organizer for the animation section? It does wonders in Sprites and Sounds, but its dreadfully slow in the animation.

It Also merges any animation i edit with another one after it, whenever said animation i edit doesn't have space at the end of the text.

EDIT: Didn't want to give details about the first bug, because it would sound ridiculously odd, but that bug only happens when i create the animation with any number from 180-189.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Infinite Daze on November 30, 2012, 04:35:15 am
Is there a new way to use the angle feature on the animations. I have used this feature to align clsn on animations for characters/attacks who would use angledraw in  previous versions FF3's. In FF3RC6 I can not choose the angle of a sprite in a animation. Was this feature taken out?
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Froz on November 30, 2012, 04:38:15 am
You can only use that via Mugen 1.1 which isn't released yet. :P
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Infinite Daze on November 30, 2012, 04:45:27 am
You can only use that via Mugen 1.1 which isn't released yet. :P
Oh, I just wanted to use it for Clsn alignment, like on the older version, but it's cool. Thanks Froz.

     Posted: November 30, 2012, 05:04:59 am
I found an old version that let's me use the function.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on December 03, 2012, 04:30:23 pm
Another Bug: Creating any new animation will send it at the end of the AIR file's order, is it too much too ask if you could update the auto organizer for the animation section? It does wonders in Sprites and Sounds, but its dreadfully slow in the animation.

It Also merges any animation i edit with another one after it, whenever said animation i edit doesn't have space at the end of the text.

EDIT: Didn't want to give details about the first bug, because it would sound ridiculously odd, but that bug only happens when i create the animation with any number from 180-189.
Send me the AIR file. Probably it's messed up. But make sure you has the latest version.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Rajaa Retired on December 05, 2012, 11:44:08 am
It should ask me if I want to reverse palette order when I use the "change" method. =p
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Blind. on December 05, 2012, 11:57:51 am
Could someone reupload to mediafire? I can't DL from the links provided.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on December 12, 2012, 04:19:25 pm
It should ask me if I want to reverse palette order when I use the "change" method. =p
:grin2:

In the next version, I will release the source code licensed under the GPLv3. In all future versions some changes will be made to make the code more readable, like adding comments and some coding standards. For now, my unique style :P is all we get.
The BGs editor is functional but lacks many options, and I'm making some changes in the rendering system. Then, the next RC will be partially functional in this case.
I made several changes and fixed a lot of things. All bugs people reported I can't reproduce, like AIR and organizer stuff. We need to wait for this release to make sure everything works.

Thanks!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Zero-Sennin on December 13, 2012, 05:31:22 am
Don't know if this one has been reported yet, but sometimes, when working with the "Edit animation as text" tool, if I modify a CLSN and hit the Apply button, the animation I'm working on disappears from the animation viewer. All of the data for the animation itself is still in the AIR file, it just doesn't display in FF3.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: RobotMonkeyHead on December 13, 2012, 08:22:29 am
In the animation window, a duplicate frame option (like sprites) would be super handy.  ;) Thanks!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: O Ilusionista on December 15, 2012, 02:52:34 pm
Don't know if this one has been reported yet, but sometimes, when working with the "Edit animation as text" tool, if I modify a CLSN and hit the Apply button, the animation I'm working on disappears from the animation viewer. All of the data for the animation itself is still in the AIR file, it just doesn't display in FF3.

It was sent to the end of the air file. This happens, as far as I see, thanks to a comment on a wrong place. Open the air in a notepad and seach for comments closer to your animation.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Tylerr on December 31, 2012, 07:48:13 am
Can you guys make it so we can name sounds like you can animations?
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: RobotMonkeyHead on January 03, 2013, 04:37:56 am
Holding shift and pressing enter in the states editor causes an unnumbered line to appear.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Felkazz on January 03, 2013, 05:43:37 pm
Holding shift and pressing enter in the states editor causes an unnumbered line to appear.

This isn't a bug...
Actually, this is useful because it isn't a new line, it is an extension from the previous line, this way, if you have a long code in one line, you can do this so the entire code is visible in the screen and the entire code is still in one line.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: RobotMonkeyHead on January 03, 2013, 10:56:25 pm
Oh, no shit!?  Thanks, yeah that makes a lot of sense now that I think about it.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Shadow0X3 on January 03, 2013, 11:15:46 pm
I could've sworn that was in FFC... Never actually tried it out in FF3, but that's a neat little feature :D
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Prodigy_LXM on January 08, 2013, 10:03:29 pm
I've probably already stated this but if not, I will again because it's getting annoying. . .

I'll import my images and have everything working, then save like 3-4 times. Even Save As! But then when I close the program and re-open it along with the character, the images I imported are not there anymore. . .I like FF3, but I might switch back to Classic or Ultimate because that gets really frustrating to re-do all over again.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Felkazz on January 08, 2013, 10:31:57 pm
I've probably already stated this but if not, I will again because it's getting annoying. . .

I'll import my images and have everything working, then save like 3-4 times. Even Save As! But then when I close the program and re-open it along with the character, the images I imported are not there anymore. . .I like FF3, but I might switch back to Classic or Ultimate because that gets really frustrating to re-do all over again.

I have some friends complaining about the same problem, but i don't know why this problem doesn't happen here...
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: VirtuallTek on January 12, 2013, 01:49:02 am
Can you guys make it so we can name sounds like you can animations?
No, the SND file doesn't support comments per sample. The same with SFF v2.

I've probably already stated this but if not, I will again because it's getting annoying. . .

I'll import my images and have everything working, then save like 3-4 times. Even Save As! But then when I close the program and re-open it along with the character, the images I imported are not there anymore. . .I like FF3, but I might switch back to Classic or Ultimate because that gets really frustrating to re-do all over again.

Probably you're trying to save on a "protected" directory like Program Files and such, that requires elevated privileges on Windows Vista+. Run FF3 as administrator or save on a common folder like some User specific one (Documents, Desktop, ...).
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Prodigy_LXM on January 17, 2013, 09:32:00 pm
I do. still happens.

I'll just be more cautious and make back-ups and what not for now. . .
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: darkzero779 on February 02, 2013, 04:24:33 pm
well..i never got into mugen anymore due to my lack of skilll...patience..and conficence of pixel art and animation...also my bad math skills....i wanna do one...but
yall think i should do sprite my way...i already tried a few sprite tutorials..but...
anyway im sorry if im sounding off topic...
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: C-r-a-v-e-r on February 06, 2013, 10:36:02 am
Is it worthwhile to work with FF3, or is it still too bugged.

Or should I first coden instead with FFC?



MFG,
Craver1990
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Алексей on February 08, 2013, 01:53:24 pm
Yes, it's very much worthwhile to be using FF3. I've been using it since it was publicly released and have had no real issues with it since the update to this latest version.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Ryon on February 08, 2013, 02:01:43 pm
Fully agreed.

I've always hated Fighter Factory, because It was confusing and or just annoying to use. I used the old ZCharCad.
Once FF3 came out. OH BOY!
It practically integrated ZCharCad into it. and Fighter Factory 3 has been a god send since.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Rajaa Retired on February 08, 2013, 02:02:29 pm
It was never too bugged. I was using it when it was an alpha during alpha testing and nothing super buggy prevented me from using it. =p
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Retro Respecter on February 08, 2013, 08:28:29 pm
All I want to know is "When is the final version coming out?".
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: GamerXP on February 09, 2013, 08:30:42 pm
Found new shiney bug and 100% way to cause it - if you open animation text editor and remove all empty lines in the end - name of the next animation will disappear. Sometimes it also removes some animations from the list (but looks like they are still in the AIR), don't know how to cause it again
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: FirePony on February 09, 2013, 08:43:02 pm
Hi! :)
I got a question: Did this version of Fighter Factory got the full support of .png pictures for the screenselect portraits for the 1.1?

Your tool is incredible and a must have, i thank you for your fantastic work. You're THE man.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: C-r-a-v-e-r on February 20, 2013, 03:39:51 pm
Hi,

where can I switch for between pallets?



MFG,
Craver1990
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Rajaa Retired on February 20, 2013, 03:46:53 pm
When you're viewing the .sff, there's a window on the right that reads "Palettes" and shows colors and reads "Palettes."

There's even a palette drop down menu at the top of the user interface.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: C-r-a-v-e-r on February 20, 2013, 05:03:37 pm
ohh I'm blind,

thanks anyway.



MFG,
Craver1990
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Odb718 on February 23, 2013, 09:27:04 pm
This may not be the case any longer, but in my version of FF3, when I click pallets nothing to view the available pallets is available.
The only way to be able to scroll through the available pallets is to turn off Organizer under View.
It's not always just there when I click on Sprites.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Cenobite 53 on February 28, 2013, 04:30:51 pm
All mirrors for the Windows x86-64 (64 bits) version don't work for me :'<

Can anybody upload it somewhere else?
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Sima Shi on February 28, 2013, 04:35:19 pm
well i guess mediafire gone apeshit again
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: AuMiO VXC on March 31, 2013, 04:51:04 pm
I download it from here
http://www.sendspace.com/file/ovi3n7 (http://www.sendspace.com/file/ovi3n7)
I can't open it. When i try. A box show me this...
--------------------------------------------------------------------------------
This application  has failed to start because MSVCR100.dll was not found. Re-stalling the application may fix this problem.
--------------------------------------------------------------------------------
Now what can I do?
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: AlexSin on March 31, 2013, 04:58:05 pm
I download it from here
http://www.sendspace.com/file/ovi3n7 (http://www.sendspace.com/file/ovi3n7)
I can't open it. When i try. A box show me this...
--------------------------------------------------------------------------------
This application  has failed to start because MSVCR100.dll was not found. Re-stalling the application may fix this problem.
--------------------------------------------------------------------------------
Now what can I do?
Download the .dll file, and if it doesn't resolve the problem (there is another window that says you can't open it because of 0000x0x I can't remember) re install the Microsoft C++ thing (I can't remember now, sorry).
I'm searching for it, wait a second.


Edit:
The error that could come up is 0xc000007b.
The Microsoft Visual C++ 2010 Redistributable Package downloads are here, if you need one of these.
32 bit
http://www.microsoft.com/en-us/download/details.aspx?id=5555
64 bit
http://www.microsoft.com/en-us/download/details.aspx?id=14632

Depending on your software, install (download, then execute) the vcredist.
It will take a while, then you can use FF3 (I know this because it happened to me too).

I hope I replied correctly to your question.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: DarkWolf13 on March 31, 2013, 10:17:13 pm
Why didn't I checked this out before..? I really enjoy this Fighter Factory a lot! Now I can edit the characters even on the go! Best Fighter Factory I ever used!
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: Odb718 on June 17, 2013, 08:16:28 am
Hey, I've just had a couple ideas for some options I'd like to see in the future.
#1 would be a width maker. Something where the current animation is displayed and you put down or pull a collision box for the front and the back of the player width, 1 yellow for the edge, 1 blue for character, Green for value. . Then it'd pop up a little text box similar to the "Animation as Text" box and would list your widths as
Spoiler, click to toggle visibilty

A second option would be able to copy only the clsn1 or clsn2 from the previous frame. I'd like that option along with the Copy All from previous button. Not sure if I mentioned it before or not. Adding hitboxes to a brand new character is tedious. I tend to only put in attack boxes until the move is working properly, unless it NEEDS clsn 2s for push purposes. Adding in the clsn 1s would go a million times faster with those buttons.
Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: PlayerOne on June 25, 2013, 10:10:34 am
Bug Report:

My FF3 x64 crashes whenever I load up a state file and hit "Insert Variable Usage Log" on the States box to the left of the screen.
This doesn't happen in Fighter Factory Ultimate.

This happens with every character and every type of state file you can think of.

The thing is, it was working fine yesterday. I tried re downloading and trying x64 x86 and I got the same results.

Title: Re: Fighter Factory 3 RC6 (Reup + mirror)
Post by: _Josue_ on July 15, 2013, 05:15:53 pm
Hi there!!! it's been quite a long time, I know. Anyways, straight to the point: I found a little problem with the latest FF3.

I was just trying to add a Clsn1Default to the animation by copying the Clsn2Default it already had and editing it.

OK, so now  I'm posting the steps to reproduce the crash:

1.- open a char's animation in text mode.
2.- go to an animation that has Clsn2Default
3.- copy the whole Clsn2 (that means both lines)

Clsn2Default: 1
  Clsn2[0] = -9, -28, 21, 2

4.-instead of deleting the number 2 in Clsn2Default and then typing 1
   select it (the way it is selected in the screenshot)
5.-press 1. in normal conditions on text editors that would replace the number 2
and you would have that line saying Clsn1Default, here in FF3 you get a crash instead.

(https://lh3.googleusercontent.com/-hoJf5_lFoFU/UeQQmKTqYlI/AAAAAAAAAPc/s_IApDC0aMs/w1278-h722-no/FF3+RC6+Crash.JPG)

Well...  everything is OK, FF3 is quite a great software and gave me no trouble besides of what I'm reporting here. Thank you VirtualTek for all your work.
with that said, I can now say see ya and God bless you!
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 22, 2013, 01:07:05 am
RC7 + BGs editor Beta released.

- Fixed many bugs.
- Improved the animation playback (accuracy and interpolation).
- Improved the drag and drop while zoomed.
- Improved the internal project system to allow new things to be added later.
- Added an option to force FF3 to save all files, even the unmodified ones (Options -> "Save only modified files" checkbox).
- Stages support and BGs editor is experimental, under Beta testing and development (use with caution).

Thanks!
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Zzyzzyxx on July 22, 2013, 01:11:11 am
An excellent surprise. Downloading now, thanks a lot.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: ZolidSone on July 22, 2013, 01:50:45 am
Has anyone encountered more bugs in the new version that in RC6? When I test characters in RC7, the character's intros started looping instead of going to his/her stance until the round starts and if a character has a dash, the frame is stuck on the last sprite. Also, if the character has a superjump, he/she can't do it. This version of FF3 feels more broken than before. Forgot to mention that this is done with DCL's characters.

Edit: When I load up any of vyn's MvC-EoH characters, the program crashes. Why does it do that while the previous version doesn't?
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: elocomon on July 22, 2013, 02:03:30 am
You sure? I tried at least 4 chars in this moment (64bit) even saving states and nothing happens, they just go on working normally....
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: ZolidSone on July 22, 2013, 02:11:03 am
You sure? I tried at least 4 chars in this moment (64bit) even saving states and nothing happens, they just go on working normally....
Yes, I am positive. I tried mostly the MvC related characters because I like them. I even choose a random character in my character folder like Darktalbain & Cray's Wolvenom and got this:

Error message: Can't find file Wolvenom_Common1.cns
Error loading chars/ff3_0/ff3_0.def
Error loading p1

And when I booted up M.U.G.E.N and choose the character, he works just fine. So I know this a FF3 problem and not the character. Also I was using the 64bit version.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: elocomon on July 22, 2013, 02:26:57 am
Mmmm dunno, I just have a KOF roster, mostly Vans, KoopaKoot, Ahuron, Jin.... and nothing weird happens, only the same "bug" than RC6, if you create a new animation, it goes automatically to the end of file when you try to arrange instead of going to its position; and sometimes "fuses" animations.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 22, 2013, 02:39:54 am
You sure? I tried at least 4 chars in this moment (64bit) even saving states and nothing happens, they just go on working normally....
Yes, I am positive. I tried mostly the MvC related characters because I like them. I even choose a random character in my character folder like Darktalbain & Cray's Wolvenom and got this:

Error message: Can't find file Wolvenom_Common1.cns
Error loading chars/ff3_0/ff3_0.def
Error loading p1

And when I booted up M.U.G.E.N and choose the character, he works just fine. So I know this a FF3 problem and not the character. Also I was using the 64bit version.
Send me one of these chars.
I changed the internal project system as i said before, we expect some trouble with exotic file names at first.
There's no problem with the char or the editing capabilities of FF3 (mostly unchanged), just a file name issue. No need for this level of harm.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: O Ilusionista on July 22, 2013, 02:49:27 am
Vt, as I said, there is a bug on the new FF.
Try my char http://brazilmugenteam.com/chars-2/chars-ilusionista/bullseye/
FF doesn't loads the common1.cns, and the file is there.

This leads to a error, because I use a custom common1.cns on this char.
The problem its at the stcommon, FF is ignoring it.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: ZolidSone on July 22, 2013, 02:52:29 am
You sure? I tried at least 4 chars in this moment (64bit) even saving states and nothing happens, they just go on working normally....
Yes, I am positive. I tried mostly the MvC related characters because I like them. I even choose a random character in my character folder like Darktalbain & Cray's Wolvenom and got this:

Error message: Can't find file Wolvenom_Common1.cns
Error loading chars/ff3_0/ff3_0.def
Error loading p1

And when I booted up M.U.G.E.N and choose the character, he works just fine. So I know this a FF3 problem and not the character. Also I was using the 64bit version.
Send me one of these chars.
I changed the internal project system as i said before, we expect some trouble with exotic file names at first.
There's no problem with the char or the editing capabilities of FF3 (mostly unchanged), just a file name issue. No need for this level of harm.
You can find Wolvenom here: http://www.infinitymugenteam.com/
Characters > Marvel > Wolvenom

The issue also applies to vyn's and DCL's characters as well and you can find it there as well. I'm not upset at all, I been working on an edit using FF3 and I would be very disappointed that the program you created destroyed my work. But it turns out the character wasn't destroyed, it just looks like it when you test it using FF3.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 22, 2013, 03:00:12 am
OK, no problem. As O Ilusionista said, the problem is just the stcommon.
I'm uploading it again.

Reuploaded. Problem fixed.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: ZolidSone on July 22, 2013, 03:34:34 am
You might want to reupload the 64bit version FF3 again. I can't the exe out because the rar is corrupted. The 32bit version extracted fine and I tried the characters again with that version. The issues I had are gone. However, when I load up any of vyn's MvC-EoH characters like his Evil Ryu, Boneclaw Wolverine, or Hayato, the program still crashes. Do you happen to know what causes this?

Edit: Forget what I said about the first sentence. I tried a mirror and it extracted fine.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 23, 2013, 01:10:37 am
Updated again.

- Fixed the crash (empty file names in the .def)
- Fixed the bug in the Export sprites function
- Updated all iconsets to add icons for the BG editor
- Some minor adjustments

For now, all bugs fixed. All issues reported (confirmed and reproduced by me) are gone.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: BlueSunStudios on July 27, 2013, 05:34:20 am
Do you update the same link or do you post new updated ones?
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Ryon on July 28, 2013, 03:40:02 am
I don't know if this was mentioned before.

but CROP does not work in the Sprite section.

Every time I press Crop, it does not crop, and it moves the sprite diagonally down by several pixels.
Please fix.

also, the crop before and after axis do not work either.

EDIT:
Also on the sprite section, the Palette panel on the right side.
In previous version I could delete the last pal without issue.
In beta 7 If i delete the last palete it will change to 0,0
and all settings with grey out.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 28, 2013, 04:27:22 am
Do you update the same link or do you post new updated ones?
This time I changed the links for the full version because I modified many files. For patches, I will include a new link with the .exe.

I don't know if this was mentioned before.

but CROP does not work in the Sprite section.

Every time I press Crop, it does not crop, and it moves the sprite diagonally down by several pixels.
Please fix.

also, the crop before and after axis do not work either.
Fixed. Thanks! Patch 1 added on the first post.


As people seems to be leaving Mugen, I have many other projects to work with, and the small feedback in the last few versions, I will start to work on FF in the same frequency people report things here. If no one is interested, the development is stopped in favor of other project. I have little time to work on personal and hobby projects, and the balance between these will be based on the community feedback.
I started to learn programming in the Z-CharCAD era, and this is the main reason I keep working on Mugen projects, because people suggested so many things in the great times of MGBR that they created Fighter Factory. I'm just the developer, the guy who wrote all the code, but the Mugen community created FF. Without people FF will, eventually, stop.

[]s
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: DNZRX768 on July 28, 2013, 04:38:33 am
Wait.

We leaving MUGEN?

Where did you get the idea?

There are plenty of people here doing MUGEN things.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Алексей on July 28, 2013, 05:45:30 am
Thank you for the update! I'll try it out ASAP. There's still a community here, so don't give up on it so soon. I understand what you're saying though. You make a valid and true point. :D
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: ZolidSone on July 28, 2013, 06:12:35 am
Your just saying that because not many people is posting on the topic. This is one of the best programs I ever used for editing characters and I thank you making such a great user friendly character maker. I tried the update and I haven't found anymore issues. The program no longer crashes when I load vyn's MvC-EoH characters. I just forgot to reply to let you know, sorry about that.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: O Ilusionista on July 28, 2013, 09:31:27 pm
Quote
As people seems to be leaving Mugen, I have many other projects to work with, and the small feedback in the last few versions, I will start to work on FF in the same frequency people report things here

I don't see "people leaving mugen" too much. People leaves, and new people comes. About the feedback, there was a lot of feedback on this topic while you were away. I was away a little (and I still am) but people are still very active here. Its your choice, though.

Maybe spend some time on *that* idea I gave you? ;)
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 29, 2013, 12:01:25 am
Yes, I know, we have many people working on Mugen here. My point is:
- I have other projects;
- In the last 10-11 months that the FF3 development was paused we had 1 page of feedback (and I keep reading feedbacks even if I don't post anything; eg.: already fixed all bugs reported in this period);
If I don't see people interested on testing FF and reporting things, I will assume that everything is OK and move on to another project. It's just a time balancing method to keep all projects alive and up to date.
I'm posting this here to let people know that if they want updates, bug fixes or any sort of improvement we need to work together, we need feedback, we need that people make my efforts worthwhile. Simple like that.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: BlueSunStudios on July 29, 2013, 03:12:59 am
- In the last 10-11 months that the FF3 development was paused we had 1 page of feedback (and I keep reading feedbacks even if I don't post anything; eg.: already fixed all bugs reported in this period);

Holy shit, that's too long for no feedback. Now I understand how you feel about that. Also, I kinda wished that maybe you put the link for FF3 on your official website (the one with FFU), that way people can download it in one large file instead of multiple patches. Also, I'm no pro with computing, but I'll download the files that I need to and see how it works. Um, which files do I have to download specifically, cause I'm really confused here.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: O Ilusionista on July 29, 2013, 03:30:23 am
maybe people stopped to give feedback because they think you had quit (many people asked me this).

About the stage editor, I opened a stage today which caused a great freeze on my pc, check it out: http://www.mediafire.com/download/pryfd7hi5ea31pl/moimir.rar
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Алексей on July 29, 2013, 04:02:19 am
About the stage editor, I opened a stage today which caused a great freeze on my pc, check it out: http://www.mediafire.com/download/pryfd7hi5ea31pl/moimir.rar

It's probably due to the BG Ctrls. It's pretty heavy on graphics too.

Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: JustNoPoint on July 29, 2013, 04:27:01 am
maybe people stopped to give feedback because they think you had quit (many people asked me this).

This. Not that we thought you quit. But that perhaps you were too busy to work on anything with it. You have to post on occasions here so people won't think you're AWOL.

Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 29, 2013, 04:32:46 am
No problem with this stage here. Do you have the latest version (I changed the full links two times)? The freeze occurs when you open the stage or later, in the BGs editor. Maybe a graphics driver fail, because the BGs editor is OpenGL only due to simulation performance.
(http://s11.postimg.org/5ri7jqvsf/Sem_t_tulo.jpg) (http://postimg.org/image/5ri7jqvsf/)
Very nice stage, being simulated in real-time at rock-solid 60fps :)
I just notice some issues in the editor, but it's very nice for the first version. I need to implement all the remaining features and improve the current ones.

maybe people stopped to give feedback because they think you had quit (many people asked me this).

This. Not that we thought you quit. But that perhaps you were too busy to work on anything with it. You have to post on occasions here so people won't think you're AWOL.
That's right too.  ;)
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: ThatIdahoGuy on July 29, 2013, 05:10:32 am
Hey, I don't know if this was ever brought up, but there's a bug in the animation text editor. If I copy and paste parts of one animation to another, It deletes the animation I was editing. As long as I don't save after applying the copy/paste, I still have it in the actual character, but it's gone from FF.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Seraphs Ares on July 29, 2013, 05:21:29 am
FF3 crashes when I try to apply a new design template (Ultimate, Classic, ect.) when I have a project currently open. It doesn't crash if I apply a new template when there are no projects open.

Just wanted to point out this bug.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: O Ilusionista on July 29, 2013, 05:28:58 am
Quote
Do you have the latest version?
For sure! you know that, excepting you, nobody have more versions of FF than me :) I think I have the last 10 updates on my machine yet (for example, the ones without the MVC thing). Maybe it was just a bug on my old pc (an old one).

I agree with waht JNP said.

As for BG editor, I realized just hours ago that you can preview the stage, that is pretty cool! I remember there is a stage from the 2013 Stage Competition (look at Mugen discussion) that the floor appears strange on the preview (cutted out) but works fine on the game. I can't remember the stage name, I THINK its the SC2 one.

btw, where is the full text editor for AIR?  When it was removed?
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: ThatIdahoGuy on July 29, 2013, 06:23:19 am
Here's what I was talking about.

http://www.youtube.com/watch?v=sG94WR8e9HQ
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Suprizle on July 29, 2013, 09:00:13 am
Yes, I know, we have many people working on Mugen here. My point is:
- I have other projects;
- In the last 10-11 months that the FF3 development was paused we had 1 page of feedback (and I keep reading feedbacks even if I don't post anything; eg.: already fixed all bugs reported in this period);
If I don't see people interested on testing FF and reporting things, I will assume that everything is OK and move on to another project. It's just a time balancing method to keep all projects alive and up to date.
I'm posting this here to let people know that if they want updates, bug fixes or any sort of improvement we need to work together, we need feedback, we need that people make my efforts worthwhile. Simple like that.

I gotta agree with the others. I wouldn't retire or halt the production completely over the lack of feedback. There's always room for improvement as well as new features similar to the BG viewer. Stopping now would be a bit premature as I feel Fighter Factory still has much more room to grow.

Anyway, BG bug report. I'm not sure if anyone else ran into this problem, but any stage I load up basically does this.
Spoiler, click to toggle visibilty

I can move the image around but it's all zoomed in super close.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: O Ilusionista on July 29, 2013, 03:29:06 pm
Here's what I was talking about.

http://www.youtube.com/watch?v=sG94WR8e9HQ

If I am not wrong, its at the end of the anim list. Its a bug with the comment above the current animation.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: AnimaniacsFan on July 29, 2013, 04:04:33 pm
i need a link!
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 29, 2013, 05:52:35 pm
Hey, I don't know if this was ever brought up, but there's a bug in the animation text editor. If I copy and paste parts of one animation to another, It deletes the animation I was editing. As long as I don't save after applying the copy/paste, I still have it in the actual character, but it's gone from FF.
OK, checking this.

FF3 crashes when I try to apply a new design template (Ultimate, Classic, ect.) when I have a project currently open. It doesn't crash if I apply a new template when there are no projects open.

Just wanted to point out this bug.
Can't reproduce.

But I will explain how to configure Windows to automatically generate crash dumps when a process crashes.

Windows XP

1) Open a command prompt, running as administrator
2) Run drwtsn32 -i. This will install Doctor Watson as the default debugger when something crashes
3) Click Ok
4) From the command prompt, run drwtsn32
5) Set the Crash Dump path to your favorite directory, or leave the default.
6) Set the Crash Dump Type to mini. Note that under some circumstances, we may ask you for a full crash dump.
7) Make sure the Dump All Thread Contexts and Create Crash Dump File options are selected.
8) Click Ok
9) If a user.dmp file already exists in the Crash Dump path, delete it.

If FF3 crashes after this, you will find a new dump file in the Crash Dump path selected above. The default path is "%ALLUSERSPROFILE%\Application Data\Microsoft\Dr Watson\user.dmp". Copy this file to a different location and then upload it with your bug report.

Windows Vista and Windows 7

1) Open RegEdit
2) Navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Windows Error Reporting
3) Under Windows Error Reporting, create a new registry key named LocalDumps.

If FF3 crashes after this, you will find a new dump file under %LOCALAPPDATA%\CrashDumps. The dump file will be named something along the lines of ff32.exe.5884.dmp.

Then you just need to send me the crash dump. I will post this in the first post later.

As for BG editor, I realized just hours ago that you can preview the stage, that is pretty cool! I remember there is a stage from the 2013 Stage Competition (look at Mugen discussion) that the floor appears strange on the preview (cutted out) but works fine on the game. I can't remember the stage name, I THINK its the SC2 one.
OK, I will test it.

btw, where is the full text editor for AIR?  When it was removed?
It's in the same place. Check the menu.

Anyway, BG bug report. I'm not sure if anyone else ran into this problem, but any stage I load up basically does this.
Spoiler, click to toggle visibilty

I can move the image around but it's all zoomed in super close.
Try to reduce the zoom level and check if the problem persists.

i need a link!
First post.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Suprizle on July 29, 2013, 09:05:33 pm
Anyway, BG bug report. I'm not sure if anyone else ran into this problem, but any stage I load up basically does this.
Spoiler, click to toggle visibilty

I can move the image around but it's all zoomed in super close.
Try to reduce the zoom level and check if the problem persists.

Still nothing. It's zooming in and out, but the BG remains the same.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Seraphs Ares on July 30, 2013, 02:24:40 am
I managed to reproduce the bug.
-Had 2 projects open.
-Open a new blank project. New > New Project > Hit Enter.
-Options -> Interface -> Preset: Classic
-Apply.
-Crash.

I saved the .dmp file. Here it is: FF3.dmp (http://www.mediafire.com/?k9vjr3a9rwv4k0x)
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on July 30, 2013, 03:36:06 am
Anyway, BG bug report. I'm not sure if anyone else ran into this problem, but any stage I load up basically does this.
Spoiler, click to toggle visibilty

I can move the image around but it's all zoomed in super close.
Try to reduce the zoom level and check if the problem persists.

Still nothing. It's zooming in and out, but the BG remains the same.
What is your graphics card?

I managed to reproduce the bug.
-Had 2 projects open.
-Open a new blank project. New > New Project > Hit Enter.
-Options -> Interface -> Preset: Classic
-Apply.
-Crash.

I saved the .dmp file. Here it is: FF3.dmp (http://www.mediafire.com/?k9vjr3a9rwv4k0x)
Congratulations, you found a bug in one of the Qt libraries!  ;)
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Seraphs Ares on July 30, 2013, 04:03:55 am
Awesome - Glad I could help.

Quick question: Is there a way to modify the syntax errors that FF3 shows me in the .CNS editor? Little things like 'helpertype =' are showing up to be syntax errors - I would like to fix that.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Suprizle on July 30, 2013, 09:08:17 am
GeForce GT 540M. I'm running FF3 off my laptop.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Mugento on August 01, 2013, 02:27:16 am
for some reason my internet not download mediafire's files
you can use the 4shared or other server?
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Erroratu on August 01, 2013, 08:31:47 am
i have been using FF Classic all this time,and i donwloaded this just now.Holy shit,its freaking awesome,i love it,its a large improvement and this ought to make stuff easier for me.Thanks
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Legend Ivanhoe on August 02, 2013, 09:17:14 am
It stops working while opening certain stages, such as "Saiyan Pride" by "NoZ"...
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Blackscale299 on August 03, 2013, 11:23:13 pm
Wow started to love the stage editor by the first second omg ! It makes the work faster and easier !!
Though it misses stuff like the 'scalestart' parameter, also sometimes the parallax was really fucked up on some stages.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: Saikoro on August 03, 2013, 11:41:52 pm
i have been using FF Classic all this time,and i donwloaded this just now.Holy shit,its freaking awesome,i love it,its a large improvement and this ought to make stuff easier for me.Thanks

I think I'll keep classic for Portrait Work and this for Stage Making. It'll be interesting when I actually get my hands dirty based off of everyone's feedback.
Title: Re: Fighter Factory 3 RC7 + BGs beta
Post by: VirtuallTek on August 04, 2013, 01:57:58 am
Awesome - Glad I could help.

Quick question: Is there a way to modify the syntax errors that FF3 shows me in the .CNS editor? Little things like 'helpertype =' are showing up to be syntax errors - I would like to fix that.
Yes, edit the SyntaxMugen.xml file.

About the BGs editor, it's just the first Beta. It misses support for certain parameters and some have a partial implementation, like parallax,
I'm working on it now.

Thanks!

EDIT: Added the steps to activate Crash Dumps on Windows and included a link to the Debug build. Anyone experiencing crashes try this version with Crash Dumps on and send me the dump file. The debug build makes my work of solving crashes more easy. Also, developers can run it inside a debugger to test FF3 too.
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug
Post by: Odb718 on August 05, 2013, 04:40:24 am
VirtuallTek, I was wondering if I could ask for another feature. I may have asked before.
I use FF3 to edit sprites ALL of the time. I find it easier than opening Paint or Photoshop and doing the whole process to change 4 pixels.
Yet sometimes I'd like to use an image and expand upon it.

Please add in an option to make the size of the images boundaries larger. Some times I need to edit hair or feet or anything but there's no room. If you could add it so when the size is increased it has the "transparency's" color.

It'd be extremely awesome if you could increase the size by clicking the option, then clicking the center of each side or one of the four corners. Then press enter to lock the changes.
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug
Post by: VirtuallTek on August 05, 2013, 05:30:05 pm
Image -> Properties, and increase the image size here.
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug
Post by: Алексей on August 06, 2013, 06:42:46 pm
Hey VirtuallTek, I have a question in regards to the latest version FF3:

When I add a sprite as an non-indexed PNG, FF proceeds to create a palette for the image upon importing. How is this determined? Sometimes I try to add a sliver of off color to be used as the BG color, but that doesn't work all the time. To me, it looks like It's looking for the darkest color and uses that as the BG color. Is there some sort of criteria I can follow to get this right? I'm trying to import an animation I made of 179 frames. The animation has a lot of dark colors in it. Reason being, it's used for lightning flashes of sorts. So, because of this, there's lot of shades of white. Those shades get picked as the BG color, which completely destroys my effect. Any advice for this? You have no idea how much I REALLY don't want to manually index each of these frames.
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug
Post by: VirtuallTek on August 07, 2013, 12:08:27 am
By non-indexed do you mean 24-32 bit?
If you are working with SFF v1 or v2.0, 24-32bit images aren't supported in these formats. When you add a new sprite in this format, FF3 will tell you that when you save the file all unsupported formats will be indexed. The palette FF3 generates for these sprites is unexpected (color quantization algorithm). If you want full control over it, you have 2 options:
1) Add a previously indexed sprite.
2) Use the built-in image editor to convert it to 8-bit and edit the palette yourself.
In FF3 the transparency must be the first color in the palette. It's the only thing you must keep in mind in that case.
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug
Post by: Алексей on August 07, 2013, 01:47:23 am
By non-indexed do you mean 24-32 bit?
If you are working with SFF v1 or v2.0, 24-32bit images aren't supported in these formats. When you add a new sprite in this format, FF3 will tell you that when you save the file all unsupported formats will be indexed. The palette FF3 generates for these sprites is unexpected (color quantization algorithm). If you want full control over it, you have 2 options:
1) Add a previously indexed sprite.
2) Use the built-in image editor to convert it to 8-bit and edit the palette yourself.
In FF3 the transparency must be the first color in the palette. It's the only thing you must keep in mind in that case.

Yes, I'm referring to PNGs that were exported from After Effects. I believe they are 24-bit images, though I don't really know for sure. Anyways, I'm getting that exact, expected warning when importing each image. This is normal and understandable because I know the images I'm importing are non-indexed. I was able to solve it earlier today actually. I added some pixel-thick lines of pure black (#000000) to the top of my comp, so that when exporting, the topmost portion would be used for the palette. The only way it seems to fail is when trying to crop during export. It for some reason ignores those top pixels I added and finds new "BG" colors. Some images even had multiple transparent colors marked for some reason. As soon as I stopped using the crop feature during import, I was able to import my images and use the top sliver of true black as my BG color.

Thanks for your response. :)
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug
Post by: Staubhold on August 15, 2013, 01:19:14 am
Using Koldskool's latest Angel update (http://mugenguild.com/forum/topics/koldskools-edits-updated-8132013-141324.0.html)
I dunno why, but your Angel crashes my newest version of Fighter Factory!  :freak: Everytime! Other chars are working fine, even other chars from you...

Just to make sure I re-downloaded Koldskool´s Angel... still the same...
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug
Post by: Joulz on August 19, 2013, 10:18:50 am
- one thing that i noticed happens sometimes is loading a character which crashes FF3 (loading bar is at 60%): it happened randomly several times loading Goku Z2 (1.0 version) & a bunch of other chars (most of winmugen chars load normally usually but some never, and some load up but there are no files, except the basic author infos etc)
- when using the auto-arrange button to order the anims chronologically, it sometimes don't do it and mixes up everything instead: attempting to use it again freezes the program & crashes it after

EDIT: hadn't seen the first page with the Windows Debug
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug
Post by: jazzpear94 on August 21, 2013, 06:02:32 pm
awesome i was waiting for ff3
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug + Patch 2
Post by: VirtuallTek on August 22, 2013, 06:33:18 am
Using Koldskool's latest Angel update (http://mugenguild.com/forum/topics/koldskools-edits-updated-8132013-141324.0.html)
I dunno why, but your Angel crashes my newest version of Fighter Factory!  :freak: Everytime! Other chars are working fine, even other chars from you...

Just to make sure I re-downloaded Koldskool´s Angel... still the same...
There are syntax errors in the lines 2507 and 3912.

- one thing that i noticed happens sometimes is loading a character which crashes FF3 (loading bar is at 60%): it happened randomly several times loading Goku Z2 (1.0 version) & a bunch of other chars (most of winmugen chars load normally usually but some never, and some load up but there are no files, except the basic author infos etc)
- when using the auto-arrange button to order the anims chronologically, it sometimes don't do it and mixes up everything instead: attempting to use it again freezes the program & crashes it after

EDIT: hadn't seen the first page with the Windows Debug
Do you can send me one of those chars that only the .def is loaded?



Patch 2 on the first post. Just need to swap the .exe.
- Fixed some things in the BGs editor.
- Fixed all bugs in the AIR editor.

Thanks!
Title: Re: Fighter Factory 3 RC7 + BGs beta + Debug + Patch 2
Post by: Norragak on August 24, 2013, 03:19:29 pm
With patch2, FF3 (either x86 or x64) will stop responding right after you draw a new clsn in Animations editor.
My OS: Win 7 SP1 x64.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: VirtuallTek on August 25, 2013, 01:47:16 am
Final Release preview on the first post.

I'm splitting FF in two versions now: The 3.0 one (current stable build without any additional (non standard) editor and the new 3.1 (Beta build with stage and motif support).
When this 3.0 build proves to be 100% stable (as seems to be), I will release it as the final FF3 version. So people can work with it without any beta code.
The 3.1 beta includes all features of 3.0 plus the new BG and Motif editors. We have many issues with Intel graphics cards due to the crappy OpenGL drivers. This is one of the reasons to split FF now, no OpenGL issues on 3.0.
I will add some 1,1 new features in 3.0 before the final release. Then during this time the preview version will be available for testing.

Note for FF3 customization (presets, iconsets, ...): You must put a valid XML header in the first line as the new files of this latest build, otherwise FF3 will display a lot of errors, and may not work properly.

Thank you very much!
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: O Ilusionista on August 25, 2013, 02:43:51 pm
Oh, that is nice to hear!
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: _Josue_ on August 25, 2013, 09:43:06 pm
Hi again! More than a bug I think this issue is a design problem. I think we need a "Center canvas" option in the view menu.

I was editing an image and after zooming in I moved the canvas (the image was 279x81) and when I zoomed out the canvas was outside the area and I could not find it anywhere to move it back.
Unable to see anything I closed the image editor and when I opened any image, the canvas was outside the viewing port, so it was impossible to know where to drag (nor even if I was actually grabbing it) to see anything again.

(https://lh6.googleusercontent.com/-lb10uE0he4Y/UhpcsfNAveI/AAAAAAAAAQE/pkxcpuE_wlM/w834-h471-no/FF3ImgEditBug.PNG)

Then, thinking all was lost I was about to close FF3 then I thought: "What if I maximize the window?" and this happened:

(https://lh4.googleusercontent.com/BpjEk-t0kuF0cxerdwI7H8FQulsUvhnhZMHKecSieA=w834-h471-no)

Terran BattleCruiser said:
I'm seeing double! shoot them both!

I know it's just an issue but I think it might be important. I think it's good to be able to move the canvas outside the viewing port, but not being able to undo that situation with a "center canvas" button is what worries me. And the little bug that happens afterwards: sprite is shown twice, two canvas are shown and if you move it, the viewport edge is in the middle.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: VirtuallTek on August 25, 2013, 10:42:41 pm
I agree with the option to center the canvas, but the other issue isn't a bug. Go to View and uncheck "Original".
The "Original" option under view displays another viewport fixed at the original size of the image, so you can work on the zoomed version and check the results in the original size at the same time, useful for pixelart artists.

Thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: Aldo on August 25, 2013, 10:58:28 pm
Final Release preview on the first post.

hoho amazing, I doubt I would find a use for OpenGL stuff so the 3.0 version is a must get for me. All this hard effort put in this is really appreciated :)
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: Zzyzzyxx on August 26, 2013, 12:04:48 am
Watch this video:

http://www.mediafire.com/download/w5m5nw7yfnxc6xw/ff3.wmv

I open 5 chars so that they can be added to the "Open Recent" option.

Then I remove one of them so that I can ask FF3 to erase him from the history.

I choose to delete Alex from the "Open Recent", but after it, he still can be seen in that field.

I open Geese and he becomes Felicia.
Haggar becomes Geese Howard.
Rare Akuma becomes Haggar
Alex, whom was supposed to be removed from the Open Recent, becomes Rare Akuma.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: VirtuallTek on August 26, 2013, 01:36:18 am
Fixed. Thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: Ryon on August 26, 2013, 04:32:49 am
I was told this by a friend.

but he said when patch 2 was made, the crop error from patch 1 , returned with it.

is this fixed or not yet?

(im using patch 1)
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: xinyingho on August 26, 2013, 10:05:29 pm
Hi all, I've just discovered this nice tool as I've never tried to create or mod a character before.
But I've discovered that the new trend is to change character portraits to match a screenpack. And for this, I have to directly modify a character .def using Fighter Factory. This can be quite annoying if I have to modify a lot of characters.
So, is there any batch mode to apply new custom portraits to several characters at once? If no, I'll be quite happy to help by adding this mode myself to Fighter Factory. I'm a professional developer proficient in C++ / C# / Java. But in order to do this, I need the source code.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: VirtuallTek on August 27, 2013, 02:14:02 am
I was told this by a friend.

but he said when patch 2 was made, the crop error from patch 1 , returned with it.

is this fixed or not yet?

(im using patch 1)
Yes, it's fixed. Try the Final release preview that's the latest version, with more bug fixes than RC7.

Hi all, I've just discovered this nice tool as I've never tried to create or mod a character before.
But I've discovered that the new trend is to change character portraits to match a screenpack. And for this, I have to directly modify a character .def using Fighter Factory. This can be quite annoying if I have to modify a lot of characters.
So, is there any batch mode to apply new custom portraits to several characters at once? If no, I'll be quite happy to help by adding this mode myself to Fighter Factory. I'm a professional developer proficient in C++ / C# / Java. But in order to do this, I need the source code.
I'll release the source under GPL later. But it's better to use the built-in Lua scripting system than relying on a custom build. This way we can share Lua scripts so everyone can enjoy the new capabilities added to FF3.

Thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: Odb718 on August 27, 2013, 09:12:34 am
Thanks for all your hard work. This tool is fantastic. I doubt half of the characters made for mugen would be so good with out fighter factory.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: xinyingho on August 27, 2013, 09:21:01 am
I'll release the source under GPL later. But it's better to use the built-in Lua scripting system than relying on a custom build. This way we can share Lua scripts so everyone can enjoy the new capabilities added to FF3.
So there's a scripting facility within FF3. Nice to hear that.
But after some thoughts, I realized that a batch mode won't do the job at all as custom portraits and characters don't necessarily share the same filename... I'll probably try to do a drag'n drop plugin for Windows Explorer based on FF3 engine, this way you'll just have to drag your portrait pcx on the character def and after dropping it'll override the character portrait automatically. It'll still be a kinda slow process but less painful than doing the full edit within FF3 ;)
I'll still try to add a batch mode though, it can still be useful.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: parse on August 27, 2013, 09:12:49 pm
When I try to change the color of line highlight, I get an xml error:
Attribute redefined. at line, 3, column 74 on'...custom.xml'

And all colors turn to black.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: ThatIdahoGuy on August 28, 2013, 12:22:05 am
New bug in the animations section. If you try to copy the CLSNs from previous frame (Either drop down menu or button), frames of the animation get dropped.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: VirtuallTek on August 28, 2013, 02:36:30 am
@parse: Fixed.
@ThatIdahoGuy: Fixed. Note that the frames are still here (see in text mode). No data loss.

Thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: Norragak on August 28, 2013, 06:14:41 am
When you paste a copied selection from one sprite to another, the new layer is not automatically activated (set to "current"), which is counter-intuitive and inconvinent for instance when you need to adjust the alignment.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: DrKelexo on August 28, 2013, 01:23:23 pm
Yeeeeah, I'm still getting a strange error where hitting the 'copy all clsns of previous frame' causes the entire AIR file to be completely scrambled. Animations get moved around, and have their frames moved to other animations.
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: ThatIdahoGuy on August 28, 2013, 05:14:43 pm
Yeeeeah, I'm still getting a strange error where hitting the 'copy all clsns of previous frame' causes the entire AIR file to be completely scrambled. Animations get moved around, and have their frames moved to other animations.

That was the same error I mentioned. Maybe I didn't explain it very well in the beginning?
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: VirtuallTek on August 28, 2013, 05:21:43 pm
When you paste a copied selection from one sprite to another, the new layer is not automatically activated (set to "current"), which is counter-intuitive and inconvinent for instance when you need to adjust the alignment.
Yes, I will change this.

Yeeeeah, I'm still getting a strange error where hitting the 'copy all clsns of previous frame' causes the entire AIR file to be completely scrambled. Animations get moved around, and have their frames moved to other animations.
The bug is already fixed as I said in reply to the first report of it. But as you see, I never released any fix I made after the Final release preview, so is obvious that the problem persists.  --;
Just wait. I'm doing some things here that will require a full recompile to produce the new "fixed" version. Until the end of this week I will release the fix for all bugs reported here plus some things I'm implementing right now.

Thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: DrKelexo on August 28, 2013, 07:04:43 pm
But as you see, I never released any fix I made after the Final release preview, so is obvious that the problem persists.  --;

oooh, my b, didn't really realize that! (also it sounded a lot different than the issue thatidahoguy mentioned but either way yay it'll be fixed thx)
Title: Re: Fighter Factory 3.0 Final Release Preview
Post by: _Josue_ on August 30, 2013, 05:22:34 pm
I agree with the option to center the canvas, but the other issue isn't a bug. Go to View and uncheck "Original".
The "Original" option under view displays another viewport fixed at the original size of the image, so you can work on the zoomed version and check the results in the original size at the same time, useful for pixelart artists.

Thanks!
I see. I guess I checked the original option when I was trying to get the canvas back. Hmm the "Original" option needs some way to know the bounds of the viewports, maybe it should show a delimiter line between them, otherwise it's hard to tell.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: VirtuallTek on August 31, 2013, 02:41:24 am
Updated the Final release preview with all latest bug fixes, and some minor things.

If it proves to be stable this time, i'll finally move to the next version and make this the final 3.0, so people can use it without the risk of data loss or any other serious issue.

Thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: ThatIdahoGuy on August 31, 2013, 07:10:37 am
I don't know if it was a bad install or a new bug, but now if I try to test a character in Mugen through FF3, I get an error saying I can only have one instance of Mugen at a time. Thing is, I didn't have Mugen open, and it wasn't running in the background according to my Task Manager processes list.

EDIT: Disregard.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Norragak on September 07, 2013, 04:27:17 am
Two more problems with Image editor:

1. When you paste any copied selection from a sprite #A to another one #B that has larger width + smaller height, or smaller width + larger width, #A will be cropped to the size of #B, missing some of its original content.

2. The rectangle selection tool is only precise when you start dragging from top-left to bottom-right. It will contain extra pixels otherwise.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: BwdYeti on September 08, 2013, 04:23:31 pm
I don't know if it was a bad install or a new bug, but now if I try to test a character in Mugen through FF3, I get an error saying I can only have one instance of Mugen at a time. Thing is, I didn't have Mugen open, and it wasn't running in the background according to my Task Manager processes list.
This bug happens to me as well, I haven't found a way around it
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Алексей on September 14, 2013, 09:16:33 pm
I don't know if it was a bad install or a new bug, but now if I try to test a character in Mugen through FF3, I get an error saying I can only have one instance of Mugen at a time. Thing is, I didn't have Mugen open, and it wasn't running in the background according to my Task Manager processes list.
This bug happens to me as well, I haven't found a way around it

Likewise. No other instances of MUGEN are running. I've tried restarting FF3 and trying again. No-go. Weird. This never happened in any of the other versions I've had.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: _Josue_ on September 15, 2013, 03:36:47 am
Hi again! I think I have a little issue with the current version (3.0.2000.2013 I think it's the last one)
My char has mugenversion = 1.1 yet FF3 doesn't recognize the space = stage parameter for explods
(documented here (http://www.elecbyte.com/mugendocs-11b1/sctrls.html#explod)for MUGEN 1.1)
The char's SFF version is still the old version, but that shouldn't matter should it? the char is still meant for 1.1 since I 'm expecting to use the new features soon.
Anyways, as usual, see ya and God bless you.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: O Ilusionista on September 16, 2013, 04:01:47 pm
Quote
I'll release the source under GPL later. But it's better to use the built-in Lua scripting system than relying on a custom build.
I do prefer the second option. About the source code...I fear that people could start to make different versions and screw it up.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Алексей on September 18, 2013, 12:03:29 am
Quote
I'll release the source under GPL later. But it's better to use the built-in Lua scripting system than relying on a custom build.
I do prefer the second option. About the source code...I fear that people could start to make different versions and screw it up.

Well, it would be their problem then. Support would be withdrawn by VirtuallTek at that point, no? If I were him, I'd support only my own code. You mess it up: your problem.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Zero-Sennin on October 11, 2013, 07:30:55 pm
Whenever I try to use the function "use CLSN from the previous frame" in the AIR editor, it doesn't work, and it reorganizes all of my animations in random order.
This also causes the AIR organizer to break.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Norragak on October 23, 2013, 07:28:29 am
Here are some suggestions:

1) The text editor should keep the UTF-8 BOM bytes when saving files.
2) The content and editor status of Text Mode of the Animations Editor should be synched with that of the graphical mode real-time.
3) The view port (or say, window scrolling) position shouldn't be reset to the cursor position when you switch viewing/editing files.
4) The file modification watcher shouldn't notify when the file is just modified inside FF3.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: BlueSunStudios on November 04, 2013, 11:04:38 pm
I have a suggestion. Is it possible that maybe in some future version of Fighter Factory 3 that you can change how hit boxes are made? Like how someone can use the remap pen to change to color of a specific area, we can use some sort of hit box pen to determine which areas should be affected?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Kreuzer on November 04, 2013, 11:31:49 pm
Is there any character pallete tutorial for 1.1 SFF version? I dont get how they are coded into character.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: BlueSunStudios on November 05, 2013, 12:02:59 am
I can tell you how later.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Infinite Daze on November 06, 2013, 10:56:47 pm
I get this error in FF3 when I try to run mugen, Oops, you can run only one instance of M.U.G.E.N at the same time. This makes me have to re-download FF3 again just to run mugen through it. I don't have any mugen process running in the background so I don't know why it is saying this. I have had to redownload FF3 about 4 times since the last update, and I didn't have this problem on the older versions of FF3.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Kreuzer on November 09, 2013, 11:39:39 pm
For some reason FF3 does not open character sounds, but FF Ultimate does, did it happend to anybody before?

     Posted: November 10, 2013, 01:42:26 pm
Ok, this is crazy, I removed pallete key map in DEF and works fine :D
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: S. Jetstream on November 16, 2013, 08:51:13 pm
man...why this? or its only to me :p
(http://sim1.subirimagenes.net/img/2013/11/16//131116085312103232.png) (http://www.subirimagenes.net/i/131116085312103232.png)
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Vans on January 02, 2014, 08:27:59 am
Hey!

I really, really love the CNS editor to death but would like to request one more feature that would be very useful. The ability to look at two CNS files in-editor at the same time side-by-side.

Just having two exact panels so it's possible to compare coding without moving from one file to another, I think this would greatly improve coding performance.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Thestarwolf123 on January 19, 2014, 01:19:49 pm
I cant Get Custom Potrait
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DOY on February 07, 2014, 03:52:30 am
Give it a heighter verion as " Fighter Factory 3.0.2000.2013 " ?

FF3 made problems wiht the Air files who are created with Fighter Factroy Classic  special when i have used the automatic set of boxes

please fix this
 i love to use this tool and miss to see it in FF3
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Jesuszilla on February 09, 2014, 03:23:01 am
That feature was fucking stupid and it was a mistake to add it. That's why it's gone. Learn how to make proper CLSNs.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DOY on February 12, 2014, 09:37:38 am
That feature was fucking stupid and it was a mistake to add it. That's why it's gone. Learn how to make proper CLSNs.

I can't agree you Jesuszilla, i think is was a usefull Feature
Rightfull used can you set with it the Boxes much better as by Hand!
And you are fast with it!

I hope VitualTek fix this Problem by loading Air files who have use this feature.
And i really hope it will be add again.


Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: AlexSin on February 12, 2014, 10:59:28 am
That feature was fucking stupid and it was a mistake to add it. That's why it's gone. Learn how to make proper CLSNs.
I can't agree you Jesuszilla, i think is was a usefull Feature
Rightfull used can you set with it the Boxes much better as by Hand!
And you are fast with it!
I support Jesuszilla's opinion. It is surely faster, but I never saw it to set boxes better than when you do it manually. Never, in all characters I have seen during my "mugen-ing" (and I'm "mugen-ing" a lot). In my opinion it's like rushing a character, you made it in a short period time and the outcome is... bad.

I think it's not a problem, but a decision (and a good one, at least for me).
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: BlueSunStudios on February 14, 2014, 04:41:26 am
CSLN's are hit boxes right? I asked for a suggestion of improving how the hit boxes operate earlier. The csln's could be coded in a way that allows us to color whichever area of sprites we like (either blue and green csln's or red csln's) like how the remap pen tool works in the image editor allowing us which areas to remap.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: FirePony on April 16, 2014, 11:44:27 pm
Hello men!
I got a question for the last version of Fighter Factory: What's the maximum size of .sff allowed?
Because it's not saving a file that is more than about 256 mb.
:)
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Darkflare on April 17, 2014, 12:30:34 am
And why the hell is your .sff file over 250 MB to begin with?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: FirePony on April 17, 2014, 12:32:17 am
Because I'm using 1080p pictures.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DNZRX768 on April 18, 2014, 05:53:49 am
Do you make sure if the sprites are properly cropped?

Having even a few of the sprites not cropped would significantly increase size of the .sff.

Also, exactly how many images you are using?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: FirePony on April 18, 2014, 09:00:38 am
Guys, It's normal if I get this size for my .sff! :) I am not asking why I got this size, but in some way, if the sff is limites to this size. :)
So if you want to know, I'm using about 80 1080p pictures.
I can try to convert all of those in 720p resolution to gain space?
I don't see how I can make this stage happens in another way.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DOY on April 21, 2014, 12:15:29 am
Sorry guys I'm writing so late!

Alex Sinigaglia & Jesuszilla i should show you how this function work well and save you real time.
If you wannte made it very good you need much time for the boxes, but if you can set this correctly the function  do it all in 1 second for you !

The "Auto CLSN Kartograph" is 100% usefull

 - - - -

What Hephaistos31 said is not so wrong the programm should suport self bigger files.
The only limit by saving a sff file should be limited by the memory of the used PC.

and all of you happy easter ^_^
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: AlexSin on April 21, 2014, 12:36:43 am
Alex Sinigaglia & Jesuszilla i should show you how this function work well and save you real time.
Thanks, but I'm not interested, I don't rely on a tool to make all the CLSNs for me, because I want to have some freedom when I do characters. Making CLSNs is not difficult, maybe I put two or three seconds more than with the tool you're talking about, so it's not a big problem. And then, if I dislike how they're made, I should adjust them, and I would waste even more time.
Jesuszilla is not here, so I cannot speak for him, but from his words I can infer that he is not interested too.

and all of you happy easter ^_^
Thanks. Happy Easter to you too.
May you have a good day/night. :)
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: JustNoPoint on April 21, 2014, 01:19:31 am
Does the auto CLSN program make it so that you can set a certain default CLSNs to all groups? Can you set certain defaults to certain groups only? It'd be nice if I could set the standing, crouching, and air default CLSNs on all appropriate groups.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: C-r-a-v-e-r on April 21, 2014, 11:44:02 am
What is actually when these additional functions, the unlocked?

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: AlexSin on April 21, 2014, 12:30:08 pm
I can't understand. What are you asking?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: C-r-a-v-e-r on April 21, 2014, 12:37:03 pm
when the "Action list" is available?!

Spoiler, click to toggle visibilty
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: FirePony on April 21, 2014, 12:38:22 pm
Ah! Thanks DOY. I'm not the only one that would love to make stages more.. HEAVY. :)
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DarthOne on May 05, 2014, 03:29:14 am
i just download it, so is it officially stable version ?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on May 08, 2014, 05:46:55 am
I'm getting a bug I've never gotten before.
Warning!
Oops, you can run only one instance of M.U.G.E.N. at the same time.

I've checked in Windows' taskmanager and mugen isnt open.
I have two versions of mugen on my laptop, but only one is useable from the "Run the current project" button. I dont get to the window to select which set up I'd like to use when I press it. Just that pop-up message shows. How can I reset this so I can get back to testing my characters easy??

I've restarted Fighter Factory a couple times. I've tried to test different, known working characters. Nothing's fixing it.

---- EDITED
I've fixed the problem.
I had to remove all of the set ups under TOOLS>Options>MUGEN.
I hit clear, apply, close. Then restarted Fighter Factory. I pressed the icon to test the character. It said I didnt define the exe. Set up my default way, and it worked.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: readytofight on May 09, 2014, 07:42:10 am
i just download it, so is it officially stable version ?

yes it is
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: zesensei on May 11, 2014, 03:07:36 pm
Hello,
I can't download the Linux version.
No more Linux ?
Regards,
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: O Ilusionista on May 12, 2014, 02:56:51 pm
I'm getting a bug I've never gotten before.
Warning!
Oops, you can run only one instance of M.U.G.E.N. at the same time.

I've checked in Windows' taskmanager and mugen isnt open.
I have two versions of mugen on my laptop, but only one is useable from the "Run the current project" button. I dont get to the window to select which set up I'd like to use when I press it. Just that pop-up message shows. How can I reset this so I can get back to testing my characters easy??

I've restarted Fighter Factory a couple times. I've tried to test different, known working characters. Nothing's fixing it.

---- EDITED
I've fixed the problem.
I had to remove all of the set ups under TOOLS>Options>MUGEN.
I hit clear, apply, close. Then restarted Fighter Factory. I pressed the icon to test the character. It said I didnt define the exe. Set up my default way, and it worked.

I got this error yesterday. I just closed FF and opened it again and its ok.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on May 26, 2014, 02:57:17 am
I have a suggestion.

I'm creating a pallet separation for Ryu. I've got his hair, gloves, skin, and belt all apart.  I'm only doing his sprites and none of the hitsparks/effects.
Well I need to import all of my hitsparks and effects, but the way I "move" the pallets so they line up, I need to move the sprites into an empty project with the re-aligned pallet. Then back into the new version of the character.

Trick is, I need to add a value to the sprite numbers. The Add button works awesome. BUT with the new values none of my code will work...

PLEASE, make a Minus button similar to the Add under Sprites > Import from another project... > Destination: box.

This way I can import using Add 10000, then import using -10000 and everything will work perfect.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on June 09, 2014, 06:46:29 am
I have a question for the image editor.

Is there a way to change the white and grey checkerboard background?  If there's ANY way I NEED to know how to do it.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: H Mr. Ton! on June 10, 2014, 01:27:31 am
Loaded png file to sprite. Went to
options > images > checked: use opengl hardware acceleration > apply > crash

reload ff, don't reopen file
options > images > checked: use opengl hardware acceleration > apply > works

load file > click pictures tab > crash

reopen ff > open file > click options > crash

After a few more crashes, it seems like it crashes very easy with 'use opengl harware acceleration' checked.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Ricepigeon on June 18, 2014, 02:36:31 am
Using the latest update in the first post (version 3.0.2000, using Windows 7 btw), attempting to manually alter the CLSN boxes of an animation in the text editor and the applying the changes causes Fighter Factory to display the animations incorrectly. ie: it'll display the animation as empty, or will display the animation as a merge between the current anim and the previous anim. Saving the changes and then opening the character in Mugen, the animations appear fine, and reloading the character in Fighter Factory seems to resolve the problem, only for it to happen again the next time you try editing the air file via FF3's text editor.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Magic|Power on July 04, 2014, 04:47:30 pm
Hello am new here i have question can this programm edit too for Mugen Char Because i need this i hope one guys answer my question :)
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: AlexSin on July 04, 2014, 06:00:38 pm
It's exactly for that!

Yes, it is.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Magic|Power on July 04, 2014, 06:28:59 pm
Grazie :) !
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: AlexSin on July 05, 2014, 12:31:12 am
Prego! ;D

You're welcome! :)
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Looney Tooney on July 15, 2014, 05:37:20 am
this thing should have you add MP3 sounds instead of just WAV.
VirtualTek, Make It Happen...
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Vegaz_Parrelli on July 18, 2014, 01:58:03 pm
I can't believe I'm here. Especially for this...but I recently got a new computer. It's got Norton and it erases all the important .exe and .dll files EVERYTIME I try to download this. Please...PLEASE! Someone provide me with a solution...please.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: BlueSunStudios on July 18, 2014, 02:08:43 pm
Norton erases everything M.U.G.E.N related among other things you don't want erased. Either Norton is faulty or there is something in this stuff that is a) genuinely harmful to CPUs or b) resembling something that's harmful to CPUs and Norton picks up on it. Seeing as how it's not just M.U.G.E.N it has to be something wrong with Norton.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DNZRX768 on July 18, 2014, 02:32:08 pm
Pro-tip: Uninstall Norton as soon as possible, it is trash.

Try getting another antivirus program as soon as possible.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Vegaz_Parrelli on July 18, 2014, 06:15:47 pm
It runs out in 3 days. I was gonna renew it but I think I'll go a different route. Well Fighter Factory classic till then...
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: StormishJustice on July 31, 2014, 06:26:11 pm
GREAT Program, i used it to make GHOST RIDER's icon to be fixed.

Now i will try use it for darkseid, ONLY MUGEN 1.1, cause MUGEN 1.0 has no confidence with it.




Have Fun using this program guys, i want to see more characters!!! and screenpacks too.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on September 13, 2014, 03:41:37 am
I have a question for the image editor.

Is there a way to change the white and grey checkerboard background?  If there's ANY way I NEED to know how to do it.
This is getting imperative. I have to edit over 2000 sprites by hand. I have to edit white pixels to be other colors on the edge of the character. It's nearly impossible for me to see them. I cant use photoshop or any other process.

If anyone knows how I can begin to learn how to do this please let me know.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DrKelexo on September 13, 2014, 07:41:20 pm
i mean i have no idea the specifics of what you are doing but cant you just temporarily use a different palette where all the colors are more visible/easier to edit?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on September 15, 2014, 06:46:09 am
i mean i have no idea the specifics of what you are doing but cant you just temporarily use a different palette where all the colors are more visible/easier to edit?
I've thought of this and actually tried it. I'll experience a lot of colorloss I believe. On top of that it's not just deleting one color. I need to replace it with the proper color. So I need to track down, say the proper red to put in it's place. If I switch colors I wont really know which color should be which. As I said, I have thousands of sprites to do with MULTIPLE passes each.  I need to replace about 6 whites for blacks, 6 whites for blues, 5 blues for blacks, and on and on thousands of times. I'm looking about 40 man hours once I can actually SEE the colors. 
It's for a good cause. I'm working with another dev to produce a character a lot of people have asked them for, for a long time. I'm excited for the character and it's not even one of my favorites.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DrKelexo on September 15, 2014, 07:24:53 am
...wait you just want to change the checkboard background? Why not just change the palette's transparency color to whatever you want with a 255 alpha channel?

Spoiler, click to toggle visibilty

I assume that would work just fine...
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on September 15, 2014, 08:10:44 am
because...
 ... . . .because..... I dont know...
Thanks for bringing out a completely obvious and simple solution. I feel like an idiot, but more importantly I feel like I can finally start making progress a lot faster! Thanks man!
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Sleepy Eskimo on September 29, 2014, 04:11:51 am
Well I tried some CLSNs practice to get a hang of the interface I used OGGY's Jank Ryuoko and remake her jumping LK
Before
(http://i.imgur.com/nwhoOKA.jpg)
After
(http://i.imgur.com/39EapRU.jpg)
Though this is my first time. I wanted to see how its done instead?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Алексей on September 29, 2014, 01:52:20 pm
That's acceptable, but there's a few rules you should be aware of Mag_. First, the less amount of CLSNs, the better. CLSNs take memory, like anything, so you want to give mugen as little as possible to keep things efficient. So you could probably remove the first blue CLSN and extend the bottom one upwards. Second, the way your red CLSN is set up, it's known as infinite priority. Basically, when doing this move, your character is not going to be able to hit if someone else attacks first on that frame. She will most likely have priority. This isn't a good thing to do. To keep things fair, make sure your blue CLSN(s) are either in front or near it some way so that she would be able to be hit and interrupted in a logical and warranted situation. Third, and least important, sometimes you might want to put the blue CLSNs around the hair as well, but this depends on the character height more than anything.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Sleepy Eskimo on September 30, 2014, 04:02:24 am
That's acceptable, but there's a few rules you should be aware of Mag_. First, the less amount of CLSNs, the better. CLSNs take memory, like anything, so you want to give mugen as little as possible to keep things efficient. So you could probably remove the first blue CLSN and extend the bottom one upwards. Second, the way your red CLSN is set up, it's known as infinite priority. Basically, when doing this move, your character is not going to be able to hit if someone else attacks first on that frame. She will most likely have priority. This isn't a good thing to do. To keep things fair, make sure your blue CLSN(s) are either in front or near it some way so that she would be able to be hit and interrupted in a logical and warranted situation. Third, and least important, sometimes you might want to put the blue CLSNs around the hair as well, but this depends on the character height more than anything.

Well I appreciate your advice, I might try.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on October 01, 2014, 06:09:15 am
A suggestion I just thought of;
When I select both blue and red clsn boxes the stripes go the same direction. I think it'd help keep track if they crossed. Maybe keep the blue as it is and flip the red?

This would be especially helpful when you have a smaller red box inside a blue box and you're not sure if both are selected or not.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Zero-Sennin on October 02, 2014, 07:32:36 pm
Basically, when doing this move, your character is not going to be able to hit if someone else attacks first on that frame. She will most likely have priority. This isn't a good thing to do. To keep things fair, make sure your blue CLSN(s) are either in front or near it some way so that she would be able to be hit and interrupted in a logical and warranted situation. Third, and least important, sometimes you might want to put the blue CLSNs around the hair as well, but this depends on the character height more than anything.

Priority isn't determined from hitboxes alone, but hitboxes +hitdef code. Covering the entire red CLSN with a blue one is a little unnecessary and I don't advise doing it; if you really want to fix what you have now, I'd say extend the bottom of the bottom blue hitbox downward a little more so that part of Ryuko's leg is covered.

It's also fine if both blue boxes stay and you just extend the top side of the bottom box upward so that there's no gap between the two of them, then maybe extend the top blue one very slightly.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: The 100 Mega Shock! on October 02, 2014, 07:45:00 pm
I think the best way to learn good hitboxes is play a real fighting game with a hitbox viewer on (except Skullgirls for the love of god don't copy the hitboxes in Skullgirls)

LUA scripts and in-game debug functions can let you see boxes for a lot of CPS2 and SNK fighting games which gives a good variety of gameplay. I think we just found the ones for KOF XIII too.

By the way I'd really like a way to grab the CLSN out of a certain anim/elem and apply it to the current frame, since there's so many situations where you can copy the idle hitboxes and be fine with it, like walking or gethits.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Websta on October 02, 2014, 07:50:26 pm
I think you can do that by copying the parameters in text mode.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: The 100 Mega Shock! on October 02, 2014, 09:06:27 pm
that requires a herculean level of effort far beyond my meager reach

alternatively i guess i can just make 0,0 the first frame of every anim when i make it and press the button that copies it to every other instance of the sprite.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: PlasmoidThunder on October 02, 2014, 09:08:19 pm
It's really not that much effort to copy the respective piece of animation code onto another animation's code.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: The 100 Mega Shock! on October 02, 2014, 09:43:36 pm
it is
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: PlasmoidThunder on October 02, 2014, 10:36:09 pm
I've done it many times.

And I'm me.

The lazy one.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on October 05, 2014, 03:57:22 am
 Highlight -> CTRL+C -> move to the new animation -> Highlight -> CTRL+V
It's actually way harder to do it any other way.
You must not know about the little red notepad icon in the animations.

But seriously, it'd be nice to have the boxes' stripes go different ways.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: The Aboriginal One on October 29, 2014, 11:52:33 am
FF seems to have trouble displaying uncompressed images

(http://i.imgur.com/A1D7DwY.png)
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: DNZRX768 on October 29, 2014, 02:04:46 pm
Woah!

What happened?

And who was that supposed to be?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Retro Respecter on October 29, 2014, 06:00:42 pm
Yikes! That needs to be addressed immediately.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Jesuszilla on October 30, 2014, 06:29:20 am
Woah!

What happened?

And who was that supposed to be?

pikachu
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: delweynes on November 16, 2014, 04:39:51 pm
Hi,

I ask here before i'm going crazy.

I cleaned my old stages I'm not able to select the default stage to test my charzcters with "run the current project in M.U.G.E.N".

I spend 1 hour to try to seek where to change it but impossible. Stupid program.

Thank you for help.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: altoiddealer on November 16, 2014, 04:56:46 pm
Stupid program.

Take that back! This program is unfreakinbelievably awesome

Sorry I can't help with your question- not sure exactly how that is... Um check your ff3 config, and where it says "current char vs kfm" with the code underneith, try adding " stagename" after.  Of course be sure the stage you are specifying exiats in the default mugen folder
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: delweynes on November 16, 2014, 05:05:31 pm
Yes this program is great ^^

But I can't find where to change it. I looked at every single option line in the option bar, and inside the "option" menu.

That's why I'm angry. And I remember I founded it somewhere before.... but it was a so long time ago...

Edit : Damn found : it's in Mugen.cfg
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Blade Art on November 20, 2014, 04:30:00 pm
the OP linux version link is down, anybody could provide a mirror please?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Sheng Long on November 22, 2014, 09:05:16 am
Can someone tell me the differences between x64, x86 versions? I'm not familiar with different windows versions.
And is the Debug version only necessary if it crashes?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Алексей on November 24, 2014, 03:51:45 pm
Can someone tell me the differences between x64, x86 versions? I'm not familiar with different windows versions.
And is the Debug version only necessary if it crashes?

The 64-bit version is compatible with 64-bit CPUs and is therefore faster. That's the only difference. Download 64-bit if you have a 64-bit processor and operating system, otherwise, 32-bit is for you. The Debug version is necessary for reporting bugs after they happen because it will provide you with more info than the release version, which instead will silently crash.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Sheng Long on November 26, 2014, 06:04:17 pm
Hmm..... Doesn't FF3 have an auto CLSN mapper? Or was that removed because no one liked it, or became useless? I realized it has more functions, and is compatible with Mugen 1.1. But.....

I tried FF3, but It's SO MUCH Different from Classic FF that I'm just used to this more than FF3. I wish there was a Classic Fighter Factory user face that was compatible with 1.1. FF3 is just So different. (;_;)
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: O Ilusionista on November 26, 2014, 06:13:28 pm
No, it was removed thanks to the bad usage of it.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Vinella on January 13, 2015, 10:19:19 am
I got this when I ran FF3
(http://i843.photobucket.com/albums/zz358/thesentinel_bucket/1.png)
is this some error?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: C-r-a-v-e-r on January 30, 2015, 05:13:38 pm
The CLSN boxes are not displayed for me.

Can one tuhen what?



MFG,
Craver

has been done
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on March 09, 2015, 06:55:25 am
Not sure if I'm the only one getting this issue or if it's been figured out yet.
But sometimes when I'm editing the AIR file with the text box it completely messes up.

If I add clsn boxes manually in the text, say I just copy/paste
Clsn2: 2
  Clsn2[0] = -27, -157, 28, -1
  Clsn2[1] = -59, -58, 48, 4
and put it in like it's supposed to be.
It'll combine the animation before the current animation.
I have to save the character and reopen it. The changes I made in the text box are there working properly after I reopen it.

Since I'm doing a new character, I have to do 800 fresh animations. This edit/save/close/open/edit/save/close/open/edit/save/close/open/ process is killing me.

How can I get FF3 to be able to use the text box to edit the air file and not have problems?!?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: H Mr. Ton! on March 09, 2015, 02:52:30 pm
Did you try just opening the air file in a text editor, adding the clsns, saving it and then opening it with FF?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on March 09, 2015, 06:58:59 pm
That'd pretty much take the same amount of time as doing the save/close/reopen.
Every once in a while, if I put a couple returns under the text FF3 works normal. It wont compress the two animations into one. I'm not sure why yet.

I also need to keep FF3 open because of the visual help. If the pose is very similar to one I've already added the clsn boxes to, I borrow them and make slight adjustments. So I copy 1 frame and go on the hunt for other frames throughout the character that match. Doing thousands of sprites one at a time is too time consuming.

No one else is getting this problem?
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: altoiddealer on March 09, 2015, 07:05:39 pm
Yeah I experience this issue all the time and it is very frustrating.  I haven't really found a rhyme or reason to it either... half the time I cut/paste code in Text Mode it works fine, and half the time it just gets all screwed up as you described.

Doing it in a text editor like Wordpad, then opening it in FF3, works.  Definitely an inconvenience compared to being able to do everything in FF3 but it is what it is.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on March 10, 2015, 05:25:39 am
So I think I'm narrowing it down.
I kinda need other people who are getting the problem to test my theory to see if it's the problem/fix.

If the animation(s) have a name it doesnt seem to have a problem.

When it does have the problem it seems to take the first frame of the next animation and puts it in front of the current animation.

So if there's animations 200 & 210, and I edit 200. Frame 210,0 jumps in front of 200,0.

If anyone's getting this problem, try to name the animations and retry it.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: altoiddealer on March 10, 2015, 06:24:51 pm
So I think I'm narrowing it down.
I kinda need other people who are getting the problem to test my theory to see if it's the problem/fix.

If the animation(s) have a name it doesnt seem to have a problem.

When it does have the problem it seems to take the first frame of the next animation and puts it in front of the current animation.

So if there's animations 200 & 210, and I edit 200. Frame 210,0 jumps in front of 200,0.

If anyone's getting this problem, try to name the animations and retry it.

I know for sure that I've experienced this with named anims.  I specifically remember the last time I had this issue, and the source/destination for the elems I copied were from named anims.

The issue I often experience is that the elems just become out of order - not that they get merged from an adjacent anim.

I'll share specifics next time I run into it.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Xaraine on March 18, 2015, 03:55:16 pm
Can someone please tell me how to use the find sprite option ??? Whatever i input it says sprite not found so... Guess I do not know how it is done :/
Please help me, i have to find the 9000 group sprites
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Алексей on March 18, 2015, 06:17:34 pm
Try scrolling to the very beginning of the sprites, press Ctrl+F and then type in 9000. That usually works for me.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Odb718 on March 18, 2015, 10:06:48 pm
you have to have the full number.
so just 0 wont work. You need to search for 0,0. and Say you have 19 sprites of anim 20. 20,18 would be the last searchable 20 sprite.
#,#
Also, one thing I do to make life easier. Make Backward, and Circular clicked... idk why backward makes it work a little better but it does.
and one last thing. The last sprite or animation doesnt seem to be searchable sometimes. It just doesnt work.
Title: Re: Fighter Factory 3.0 Final Release Preview v2
Post by: Xaraine on March 20, 2015, 12:16:41 am
you have to have the full number.
so just 0 wont work. You need to search for 0,0. and Say you have 19 sprites of anim 20. 20,18 would be the last searchable 20 sprite.
#,#
Also, one thing I do to make life easier. Make Backward, and Circular clicked... idk why backward makes it work a little better but it does.
and one last thing. The last sprite or animation doesnt seem to be searchable sometimes. It just doesnt work.


Thanks a Lot !!!!! It worked :DD
Thank you both for helping !
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: VirtuallTek on April 19, 2015, 04:26:04 am
New version in the first post.

Changes:
- Fixed some bugs in SFF v2 decoding
- Stability fixes in the AIR editor

Is all, thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Odb718 on April 19, 2015, 08:58:42 am
NO! THANK YOU!

----
Remember to uncheck the sendspace downloader box! I almost missed it
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: AlexSin on April 19, 2015, 05:49:31 pm
People asked for a Linux version, will you upload it?
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Jesuszilla on April 19, 2015, 08:22:22 pm
Holy crap, man, good to see ya back! Thanks for the release.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Kamekaze on April 19, 2015, 08:24:25 pm
An issue I've had for the last few releases is that when I text edit an individual animation in the .air editor, after saving the anim completely disappears or gets displaced with another animation until I reload the file. This issue still exists in this build. 
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: VirtuallTek on April 19, 2015, 09:20:07 pm
Do you can send your .air file and repro steps to check the issue? Can't reproduce this problem with all chars I tested. Any modification in text mode gets updated correctly for me.
I will try to fix these air issues before putting the full source code on git hub. After this I'm leaving Mugen.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: AlexSin on April 19, 2015, 10:47:54 pm
Hi.
People asked for a Linux version, will you upload it?

Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Kamekaze on April 20, 2015, 01:58:31 am
Do you can send your .air file and repro steps to check the issue? Can't reproduce this problem with all chars I tested. Any modification in text mode gets updated correctly for me.
I will try to fix these air issues before putting the full source code on git hub. After this I'm leaving Mugen.

It happens every now and then with almost any .air file and I can't exactly pin point when it does myself but here's what I do.

1. make new blank anim
2. paste some clsn/animation data
3. apply changes

Every so often it will completely remove the new animation created until I reopen the file. It will let me save the changes but it wont show up in air editor.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Odb718 on April 20, 2015, 02:11:07 am
^^^ That happens.
And if you copy cns data from one animation and paste into an existing animation it happens.
I've been working on a character that uses the same animations multiple times with different timings. When I'd copy data from say 1200 to 1210 it'd happen.
It's random. But when it starts up, even if I close the program and restart, it continues.

Also, one last request I'm not sure if I've asked before.

Can you add a "Centralize canvas" option to Sprites/Animations. Like how it is in the sprite editor.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: VirtuallTek on April 20, 2015, 04:20:33 am
People asked for a Linux version, will you upload it?
Added the latest version in the first post.

It happens every now and then with almost any .air file and I can't exactly pin point when it does myself but here's what I do.

1. make new blank anim
2. paste some clsn/animation data
3. apply changes

Every so often it will completely remove the new animation created until I reopen the file. It will let me save the changes but it wont show up in air editor.
Still can't reproduce. Tried adding new animations at random places, then pasting code in the text editor (window mode), applying changes and no way something wrong happen. Trying to see what's wrong but is hard to fix something random. We need a fixed (100% success rate) repro step to solve this issue.

Also, one last request I'm not sure if I've asked before.

Can you add a "Centralize canvas" option to Sprites/Animations. Like how it is in the sprite editor.
View -> Centralize axis
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Jesuszilla on April 20, 2015, 04:46:56 am
I think the bug usually happens on animations that don't have comments written.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: DOY on April 21, 2015, 12:45:46 am
I can send you an Air File with Error

Here my explain: in FF3 is the " Auto CLSN Kartograph "  sadly missed
(this was very very good function, if the mugen creator knows to use it. )

But all air files with moves who are generated by "Auto CLSN Kartograph" crash FF3 by loading the Air file :(
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: -Whiplash- on April 21, 2015, 01:42:34 am
An issue I've had for the last few releases is that when I text edit an individual animation in the .air editor, after saving the anim completely disappears or gets displaced with another animation until I reload the file. This issue still exists in this build. 

I've had this happen dozens of times, but I've learned that the animation doesn't actually disappear, it gets sent to the very end of the air list in the viewer, so if you scroll all the way to the end, you'll see it.

Also, the viewer sometimes merges anims together, but re-opening the character will fix it.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: VirtuallTek on April 21, 2015, 04:43:39 am
I won't say it's fixed until people who experienced the bug confirms the fix, but I found which cases it occurs and rewrote all code of the Dynamic Text Parser. This is a feature that I do not want to replace because it allow us to parse more than one data type in the same text file, in a very efficient way. It is the way FF 3.1 can edit stages (definitions, bgs, anims, in the same file), among all other mugen files. It keeps all source formatting as only the modified lines gets replaced and the graphic mode is notified sooner as a change is made, keeping all things in sync in real-time.

Patch to test the fix:
x86 - https://www.sendspace.com/file/qy2i89
x64 - https://www.sendspace.com/file/uc1gzr


For some unknown reason I commented a working code. Do not try this patch.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: C-r-a-v-e-r on April 21, 2015, 06:24:24 pm
I can send you an Air File with Error

Here my explain: in FF3 is the " Auto CLSN Kartograph "  sadly missed
(this was very very good function, if the mugen creator knows to use it. )

But all air files with moves who are generated by "Auto CLSN Kartograph" crash FF3 by loading the Air file :(

exactly, is this possible? :)
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Kamekaze on April 21, 2015, 06:30:50 pm
An issue I've had for the last few releases is that when I text edit an individual animation in the .air editor, after saving the anim completely disappears or gets displaced with another animation until I reload the file. This issue still exists in this build. 

I've had this happen dozens of times, but I've learned that the animation doesn't actually disappear, it gets sent to the very end of the air list in the viewer, so if you scroll all the way to the end, you'll see it.

Also, the viewer sometimes merges anims together, but re-opening the character will fix it.

Also aware of that lol.

I can send you an Air File with Error

Here my explain: in FF3 is the " Auto CLSN Kartograph "  sadly missed
(this was very very good function, if the mugen creator knows to use it. )

But all air files with moves who are generated by "Auto CLSN Kartograph" crash FF3 by loading the Air file :(

exactly, is this possible? :)
auto clsn teaches really bad habits imo. we're much better without it. There are tutorials here that explain good clsn habits etc.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Odb718 on April 22, 2015, 05:09:58 pm
So I'm getting a weird error with the new x64.exe

When I first opened my Sagat edit, I moved some default collisions and they sorta doubled. When I deleted one of the doubles they all disappeared except 1.
Later I had the text box open but was still working in the visual side. I moved one of the 3 boxes. A fourth box appeared. As if it was under it. When I move 2 of the boxes 2 lines update. When I move the other 2 boxes they both control 1 line. As if they're the same box.

(http://i.imgur.com/w49FScn.png)

There also seems to be a problem with

Clsn2: 4
  Clsn2[0] = -50, -82, 80, 3
  Clsn2[2] = -45, -136, 59, -80
  Clsn2[3] = -12, -152, 21, -118

I dont remember it going 0,2,3.  Is this what's causing the problem? It also says Clsn2: 4 when there's only 3 lines.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: VirtuallTek on April 23, 2015, 05:05:26 am
Hell yeah, I made shit in this fix :)
Forgot it until I fix the bug. I found a perfect repro step to the air bug and the definitive fix to all air problems will come soon.
Thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: Odb718 on April 23, 2015, 08:32:06 am
I came across the error again. I reverted back to the non-patched update version. The one in the FF3 rar, not just the exe rar.
I knew it was going to keep happening so I opened bandicam and made a small video.
Hope it helps

I added annotations on youtube as best I could.


----
I've named the 4 animations around where I was working. I also open the text box for anim 21, copy the clsn boxes, close the text box, switch animations, and reopen the text box.
When I paste the code now, I havent gotten the error.
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: VirtuallTek on April 23, 2015, 05:32:16 pm
Yeah, I found a way to make the bug happen in 2 simple steps.
I already fixed half of the problem. More time and all bugs in the air editor will be fixed (text related) and other editors that uses the same parsing system will be free of this too.
Thanks!
Title: Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
Post by: BurnDinorex on April 24, 2015, 03:39:52 am
Is too much ask for a mirror for the Windows x86 32 bits? My computer has declared revolution and I cannot download it from sendspace.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on April 24, 2015, 04:07:44 am
Final 3.0 version in the first post. Added a mirror too.
If it do not have serious bugs, I will work only in the 3.1 version that support stages, screenpacks, ... and the source code will be put on GitHub.
Thanks to everybody and hope to see you only next year!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Retro Respecter on April 24, 2015, 05:33:33 am
Does that mean you're going to make this an installer now?
Title: Re: Fighter Factory 3.0.1 Final
Post by: C-r-a-v-e-r on April 24, 2015, 05:03:39 pm
Does that mean you're going to make this an installer now?

With other Language?


MFG,
Craver
Title: Re: Fighter Factory 3.0.1 Final
Post by: PlasmoidThunder on April 27, 2015, 12:30:37 pm
Hrm. Downloaded the newest version, but the interface keeps switching back to the default every time I close it.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on April 29, 2015, 02:52:21 am
I moved the CLSNdefault for one frame in the animation and this happened:

(http://i.imgur.com/Amk5DEx.png)

That should be Jumping Light Punch, and when I went back to view the text, that's what it looked like.

EDIT: When importing sprites from another project, checking "only the indices" is totally ignored.
Title: Re: Fighter Factory 3.0.1 Final
Post by: cristopeles on May 06, 2015, 07:46:45 pm
gracias dios te bendiga
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jason Bourne on May 07, 2015, 05:11:19 pm
thanks for sharing such amazing work *bows down*
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on May 10, 2015, 04:58:56 am
@VirtuallTek:
I was hoping you could do one small update to the Image Editor inside FF3. When I copy and paste part of a sprite into a second sprite, if the width or height are larger in the first one, the dimensions of the second sprite convert to the 1st's.
I was hoping you could make it ignore the differences, or adjust the dimensions to be the largest values of X and Y.
Right now if X is thinner in the first image, the second image is cropped. Same with Y. You'll lose part of the sprite.

Right now you have to adjust the properties to be the largest of both images and then paste to get it to work properly.
Title: Re: Fighter Factory 3.0.1 Final
Post by: DOY on May 10, 2015, 09:16:39 pm
@Kamekaze
Quote
auto clsn teaches really bad habits imo. we're much better without it. There are tutorials here that explain good clsn habits etc.
Is not true.

If you know how to handle CLSN, is this very usefull function!!!

@VirtuallTek & all

if you like this function or not is not the point.
The Point is FF3 throw an critical exeption who crash FF3 by open an AIR file why CLSN was used.
Thats bad and should be fixed

But why this is a use full Function who save time i vote for a reintegration in FF3

Who think is a bad Tool maybe should learn how to use it (not bad meaned)

DOWNLOAD of corupted AIR-File: http://www.file-upload.net/download-10601895/SHENG.AIR.html (http://www.file-upload.net/download-10601895/SHENG.AIR.html)
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on May 10, 2015, 10:03:44 pm
When I go to edit the animation using the "Edit current animation in text" window, when I paste a CLSN, it reverts the CLSNs to what they were before I made the changes. This is really irritating and messes up my workflow because I copypaste CLSN data a lot.

I think it only happens with CLSN1, too, for some odd reason. It's when I copy the actual rectangle data portion from one CLSN1[x] = to another one in a different frame.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Tylerr on May 19, 2015, 03:15:57 pm
is there a way to get rid of the save to uft-8 prompt when saving animations?
Title: Re: Fighter Factory 3.0.1 Final
Post by: Sir Ghostler on May 23, 2015, 04:41:32 pm
@VirtuallTek:
May I suggest the ability to do various things to only certain layers instead of the entire sprite be added into the image editor? Being able to resize or rotate a single layer out of a bunch for an image would be very useful.

@VirtuallTek:
I was hoping you could do one small update to the Image Editor inside FF3. When I copy and paste part of a sprite into a second sprite, if the width or height are larger in the first one, the dimensions of the second sprite convert to the 1st's.
I was hoping you could make it ignore the differences, or adjust the dimensions to be the largest values of X and Y.
Right now if X is thinner in the first image, the second image is cropped. Same with Y. You'll lose part of the sprite.

Right now you have to adjust the properties to be the largest of both images and then paste to get it to work properly.

This would be great too.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Vans on May 27, 2015, 05:37:20 am
@VirtuallTek:
Hey, so I'm using the latest version of Fighter Factory, and I tried adding a portrait to one of my SFFs.

For some reason (I noticed it way too late) it corrupted my SFF and completely changed some of my sprites into things they shouldn't be.

An example:

What it is:
http://i.imgur.com/Aohn4j5.png

What it should be:
http://i.imgur.com/9hjhTLq.png

Right now I'm without a backup and kinda stumped on this. I've also had this recurring problem for many, many years and is the very reason I stay away from SFF creation.

Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on May 27, 2015, 06:36:53 am
@Vans: Without seeing the rest of FF3 I cant be sure, but the fact that you're on a different image placement number and the total image count is different, all of the sprites may be renumbered, or you could have multiple 14000,9 sprites. If you do a search it'll usually find just the first sprite named that. One thing that may let you know is the little red circle with an X in it. It could also be yellow with ! in it. They're in the bottom right. It points out if there's conflicts.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Loud Howard on June 01, 2015, 05:10:22 am
i would be happy if Virtualtek could add back the "save as animated Gif" option from the old FF
Title: Re: Fighter Factory 3.0.1 Final
Post by: Ra lord on June 01, 2015, 08:05:13 am
i would be happy if Virtualtek could add back the "save as animated Gif" option from the old FF

They do have it, Its the Cactus button next to the play button
Title: Re: Fighter Factory 3.0.1 Final
Post by: AlexSin on June 01, 2015, 01:21:52 pm
It always existed. Like ^ he said.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on June 01, 2015, 04:42:00 pm
heh, was about to put Animations>Save as Animated Gif.
ShadowArm, dont feel bad man. I think I've missed like 9 things and requested them just to have someone point them out.  >_<
Title: Re: Fighter Factory 3.0.1 Final
Post by: Loud Howard on June 01, 2015, 10:08:42 pm
i was talking about the old version of it. when you could choose the speed of the gif instead of edit 1 by 1

Title: Re: Fighter Factory 3.0.1 Final
Post by: The 100 Mega Shock! on June 07, 2015, 03:20:39 pm
I think Fighter Factory has issues launching when Windows is set to the highest DPI level (Extra Extra Large / 250%) - it freezes at the splash screen and uses a lot of CPU. Eventually the Windows application error message pops up and the program terminates.
It can be run at 200% / Extra large DPI but that makes a high-res screen slightly uncomfortable to view.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Kamekaze on June 17, 2015, 03:41:23 pm
Has anyone else encountered a bug where it says you can only have one instance of mugen running but you aren't even running it to begin with? In some cases it wont go away even after restarting the application.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Алексей on June 17, 2015, 03:50:40 pm
Has anyone else encountered a bug where it says you can only have one instance of mugen running but you aren't even running it to begin with? In some cases it wont go away even after restarting the application.

Yes, it's horribly annoying. I can't remember who (possibly Odb718), but someone in this thread provided the advice that you should remove all configured instances of mugen and add them back one by one. Rebooting is supposed to work as well, but I've had no success  with that. The former did work for me though, even though it's a huge pain in the ass if you have more than one mugen instance configured. I have four.
Title: Re: Fighter Factory 3.0.1 Final
Post by: PlasmoidThunder on June 17, 2015, 11:26:39 pm
Has anyone else encountered a bug where it says you can only have one instance of mugen running but you aren't even running it to begin with? In some cases it wont go away even after restarting the application.

You say that as I encounter this thing again for the first time since reinstalling it.

It's like it was on a timer or something :P
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on June 18, 2015, 12:53:22 am
Yeah, Алексей, that's the fix I found to work the best for me. I have like 9 different mugen launch buttons. Just use the Save button in the config area and then you can reinstall the save by hitting load after you relaunch FF3. I'll remember all the ways you like to launch mugen.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Алексей on June 18, 2015, 03:25:08 am
Yeah, Алексей, that's the fix I found to work the best for me. I have like 9 different mugen launch buttons. Just use the Save button in the config area and then you can reinstall the save by hitting load after you relaunch FF3. I'll remember all the ways you like to launch mugen.

Oh my... I don't know how I missed that but I love you for telling me about that. I was re-adding them every time, manually. Thanks once more for your advice!
Title: Re: Fighter Factory 3.0.1 Final
Post by: elocomon on June 19, 2015, 04:32:40 am
BUg Report:

Win 7, 64 bits

-If you change window when it's loading a char, the program open it in a diferent tab. that´s not trully a problem, but for report.....

-In Neo motif, sometimes when you try to open mugen to test the char runs the next message: "Oops, you could open one mugen at once" even there's no other mugen instance open anywhere. If I change it to Modern this doesn't happens.
Title: Re: Fighter Factory 3.0.1 Final
Post by: ShinZankuro on June 19, 2015, 04:48:00 am
I noticed a thing... Did this version CAN'T apply the 'A2' transparency?
Title: Re: Fighter Factory 3.0.1 Final
Post by: AlexSin on June 21, 2015, 06:54:26 pm
I noticed a thing... Can't this version apply the "A2" transparency?
Perhaps you mean the A1 transparency.
Yes, it can do that.

Transparency : Addition
Source : 256
Dest : 128

or, if you're writing an animation with the text editor, you have to write A1.

Example:
Code:
; Light Hitspark
[Begin Action 9999]
9999,0, 0,0, 1, , A1
9999,1, 0,0, 1, , A1
9999,2, 0,0, 2, , A1
9999,3, 0,0, 1, , A1
9999,4, 0,0, 1, , A1
9999,5, 0,0, 1, , A1
Title: Re: Fighter Factory 3.0.1 Final
Post by: Koop on July 10, 2015, 10:37:00 pm
I have some feedback:

-There appears to be a limitation on the highest number a sprite can have before the AIR editor stops accepting them. Having sprites with an image number higher than 43422 prevents the AIR editor from displaying the sprite. Instead of showing the frames you added, the frames are all displayed as frame 0,0.
Title: Re: Fighter Factory 3.0.1 Final
Post by: BurningSoul on August 06, 2015, 08:53:05 pm
(http://i.imgur.com/757PFWD.png?1) My problem
Title: Re: Fighter Factory 3.0.1 Final
Post by: Websta on August 20, 2015, 02:44:33 pm
I got a bug:

Whenever you save a 32bit image as aligned, half the image is doesn't show up
Title: Re: Fighter Factory 3.0.1 Final
Post by: manns422 on September 18, 2015, 08:50:56 pm
Why can't I download it... It says ERR_CONNECTION_RESET on Google, can someone help me so I can use this
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on September 18, 2015, 08:56:42 pm
http://mugenguild.com/forum/msg.2085991

You can find the Guild hosted version here. Try that one
Title: Re: Fighter Factory 3.0.1 Final
Post by: manns422 on September 19, 2015, 06:24:58 pm
Thank you...
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on September 22, 2015, 12:57:12 pm
Not sure if I've asked this before or not, But I have a request.

Please add the ability to subtract under Sprites>Import from another project>Destination>Renumber.

I'm doing a lot of palette work... I NEED THIS. It would make a certain process of mine waaaaay easier.
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on October 09, 2015, 05:49:26 pm
Sorry for the necro...

Can this thread get stickied?

I'm sure this has been suggested before, but it's just such an essential program, and it could be easily missed out on by newcomers.
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on October 09, 2015, 05:57:09 pm
It's linked to in several FAQS across the forum. I don't think the thread itself needs a sticky.
Maybe if it gets back in an update status.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Loves Pachirisu on October 09, 2015, 08:04:53 pm
For some reason, multiple alt colors for characters still don't work here. (FFU doesn't work as well). I make a new pallet for a character I am making and it doesn't show up as one. They still use the original character's colors.

Yes, I am doing this correctly.

Pal1 =  normal.act
Pal2 = alt.act

Pal2 never shows up.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on October 10, 2015, 01:27:53 am
You'll get more help in dev help with questions like that
http://mugenguild.com/forum/m-u-g-e-n-development-help.315
Title: Re: Fighter Factory 3.0.1 Final
Post by: Violin Ken on October 14, 2015, 08:30:02 pm
Not sure if this function was requested or already implemented somehow, but is it possible to load multiple sprites (with different palettes) and have the color slider affect both palettes?  For example, Tessa has her core palette.  She also has her cat's Palette, but her foot is shown where the cat morphs back into her boot.  I would like to use the palette slider on her core palette as well as her cat's. 

Thank you.
Title: Re: Fighter Factory 3.0.1 Final
Post by: BurningSoul on October 18, 2015, 07:07:46 pm
I download it from here
http://www.sendspace.com/file/ovi3n7 (http://www.sendspace.com/file/ovi3n7)
I can't open it. When i try. A box show me this...
--------------------------------------------------------------------------------
This application  has failed to start because MSVCR100.dll was not found. Re-stalling the application may fix this problem.
--------------------------------------------------------------------------------
Now what can I do?
Download the .dll file, and if it doesn't resolve the problem (there is another window that says you can't open it because of 0000x0x I can't remember) re install the Microsoft C++ thing (I can't remember now, sorry).
I'm searching for it, wait a second.


Edit:
The error that could come up is 0xc000007b.
The Microsoft Visual C++ 2010 Redistributable Package downloads are here, if you need one of these.
32 bit
http://www.microsoft.com/en-us/download/details.aspx?id=5555
64 bit
http://www.microsoft.com/en-us/download/details.aspx?id=14632

Depending on your software, install (download, then execute) the vcredist.
It will take a while, then you can use FF3 (I know this because it happened to me too).

I hope I replied correctly to your question.

I'm asking for myself another people it doesn't working it is already loaded but 0xc000007b error continues
Title: Re: Fighter Factory 3.0.1 Final
Post by: AlexSin on October 18, 2015, 07:38:18 pm
I am sorry, but I don't know how to fix it since I haven't gotten the problem since then.
Use 32 bits instead of 64 bit, maybe that's the problem. Check your PC specs and look if the OS (Operating System) is 32 bits or 64 bits then download the required Redistributable Package.
Title: Re: Fighter Factory 3.0.1 Final
Post by: P-Chan on November 12, 2015, 06:31:48 pm
I installed all Linux dependencies, but:

./ff3: error while loading shared libraries: libQtMultimedia.so.4: cannot open shared object file: No such file or directory
Title: Re: Fighter Factory 3.0.1 Final
Post by: Dannel on December 18, 2015, 07:16:57 am
I installed all Linux dependencies, but:

./ff3: error while loading shared libraries: libQtMultimedia.so.4: cannot open shared object file: No such file or directory

It's because you have not installed libQtMultimedia 4 is the same mistake that I have, for now the library is not available in Debian or ubuntu, only Arch and Fedora if I remember correctly, we hope to release soon the library in repos or Virtualtek update Fighter Factory .
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on January 03, 2016, 02:00:00 pm
!!!!!!!!
I just replaced a sound and saved the stinking character.

PLEASE, Please change the wording on                                      to
(http://i.imgur.com/63HTzhH.png)

I quickly read "Load a new WAV file for the soundS from a file..." Meaning, to me, add an additional file. I thought "Sound" meant the sound.snd.
All of the info on the sound wasn't/isn't being loaded properly, so I saved it thinking it'd be similar to the palettes; The changes are there but wouldnt be shown until a reload of the character. I quickly saved and reloaded thinking I'd fix the thing. Even on the reload those are the values.
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on January 19, 2016, 06:14:30 pm
Is there a way to import animations with a group number higher than 4 digits?

Like I want to import groups 66660-66662 but it caps what I can key in to 6666. I can't add another digit.
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on January 19, 2016, 06:45:40 pm
Well, I imagine you can work around this by just changing the source anim # to a 4 digit one, import it, then renumber it back to origjnal.
Title: Re: Fighter Factory 3.0.1 Final
Post by: O Ilusionista on January 19, 2016, 06:48:30 pm
If I am not wrong, it was a limitation for numbers higher than 65535, because it is the highest number which can be represented by an unsigned 16-bit binary number.
I thought he had fixed it on a previous version, I already spotted this long time ago.

VT, I got an error in Throw Creator:
When FF creates the first state of the throw, you forgot to put "Ctrl=0". Without this, you can move while grabbing the target, leading to a bug.

Btw, is there any chance to use the same creator of FFC? That was way more useful, because you can create animations inside the throw creator itself, without need to create the animation first.
Title: Re: Fighter Factory 3.0.1 Final
Post by: RMaster007 on February 04, 2016, 10:01:07 pm
wow i would love this but norton security sucks massive eggs
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on February 05, 2016, 11:07:22 pm
Then uninstall Norton Security and get something better like Avast... or, if you're not a complete tardo, Microsoft Security Essentials or whatever they started calling it.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Nexus Games on March 22, 2016, 08:53:53 pm
i don't know if anyone said this but when i drag the hit boxes and then scroll down at the same time
ff3 crashes can this be fixed?
Title: Re: Fighter Factory 3.0.1 Final
Post by: Bluekuma on April 25, 2016, 02:28:58 pm
Fighter factory 3 is not working its saying that the program was unable to  start correctly (0xc000007b). Click Ok to close the application.
Title: Re: Fighter Factory 3.0.1 Final
Post by: PlasmoidThunder on April 25, 2016, 09:20:27 pm
Did you install the prerequisites?
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on April 26, 2016, 01:51:34 am
Or he used the 64-bit version when he should be using the 32-bit version.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Bluekuma on April 26, 2016, 03:26:59 am
I got it to work but thanks for the help
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on May 20, 2016, 03:12:18 am
Eh, I got bored and made a monokai color set (because Sublime is fucking awesome)

http://www.trinitymugen.net/~Creator/Jesuszilla/monokai.xml
Title: Re: Fighter Factory 3.0.1 Final
Post by: DeriLoko2 on June 12, 2016, 01:24:39 am
I have selected the color for viewing animations. But, when I clicked the Animations icon, the palette for the character had been switched automatically. I think it switched to the template palette when I clicked the Animations icon.

(http://s5.postimg.org/nfda4ocyf/image.png)
(http://s5.postimg.org/pl7kz6gev/image.png)
Title: Re: Fighter Factory 3.0.1 Final
Post by: PlasmoidThunder on June 12, 2016, 01:39:00 am
Unlike previous versions (or at least Ultimate), FF3 doesn't retain your current palette index when transitioning between sprites and menus, resetting back to the sprite's default palette. I don't believe there's a way to 'fix' that.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on June 12, 2016, 03:19:50 am
You use the palette remap tool (next to last button in the list, looks sort of like a window).
Title: Re: Fighter Factory 3.0.1 Final
Post by: P-Chan on June 24, 2016, 04:03:10 pm
Finally  I ran Fighter Factory on Linux. I can't run this on debian or Ubuntu, but PcLinuxOS runs fine this linux port. Please create 64 bits version too. I am on 32  bits Linux version.
Title: Re: Fighter Factory 3.0.1 Final
Post by: PlasmoidThunder on June 24, 2016, 06:27:05 pm
One thing that slightly bothers me that I don't recall being brought up in this thread is that if you have both a stage and a character open, you can only edit the stage .def if your previous view in the character tab was its .def; if you were previously viewing the character's .cns or .sff and then switch to the stage tab, you can't edit the text.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Fob1aZ on June 28, 2016, 03:30:14 pm
Hi all! I really like this FF you've developed. Btw I noticed two things:

1) In the Sounds Panel, respect to FF Classic, the Sampling box is missing, so If I would like to convert some sounds to a different bitrate or switch them from stereo to mono I can't;
2) When I save a file, the program doesn't take me to the original folder of the file, so everytime I have to open a dozen of folders to reach the original folder;

I hope you can solve this things in a future update;

Greetings!
Title: Re: Fighter Factory 3.0.1 Final
Post by: DeriLoko2 on July 01, 2016, 01:51:09 am
This is a bit confusing. For this 1.1 stage, I have found a syntax error from a startzoom section (line 22). How is that a syntax error? Should that be fixed?

(https://s5.postimg.org/yhpt64r2v/pppasd0v_sdaf0v0e.png)
(https://s5.postimg.org/u9v0xdpnb/adsppfspdfp.png)
Title: Re: Fighter Factory 3.0.1 Final
Post by: PlasmoidThunder on July 01, 2016, 02:41:26 pm
It means that there's code there that needn't be. Startzoom only accepts one parameter, yet you have given it two.
Title: Re: Fighter Factory 3.0.1 Final
Post by: ZXMaster on August 31, 2016, 08:45:43 pm
I'm having trouble that when I open this up in either 64 bit or 32 bit (downloading their prerequisites before, of course) that the launcher just freezes. Ultimate works fine, but 3 stays on the launcher and then shows me the "ff3.exe is not responding"
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on October 13, 2016, 01:13:55 pm
This is more on the technical side, but I was wondering,

How can I adjust the pop up box that lets me select characters?
I want to change it's default height. It's width and position are fine.
I'm talking about the "Run in Mugen" pop up box.

I'd just like to change the height so I can see 3 full rows of selectable characters to fight against.
Title: Re: Fighter Factory 3.0.1 Final
Post by: rotatingdisc on December 17, 2017, 05:08:58 am

I can't seem to open it. Whenever i do, it stops responding before it even loads.
Title: Re: Fighter Factory 3.0.1 Final
Post by: rotatingdisc on December 22, 2017, 02:11:14 am
I'm having trouble that when I open this up in either 64 bit or 32 bit (downloading their prerequisites before, of course) that the launcher just freezes. Ultimate works fine, but 3 stays on the launcher and then shows me the "ff3.exe is not responding"

Same.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on December 22, 2017, 11:34:51 am
Hello, I'm back.
Hope in the next weeks I can release the new version of FF I'm working in the last six months. I rewrote most of the code and it's far better now.
Thanks for the support, see you soon!
Title: Re: Fighter Factory 3.0.1 Final
Post by: adriano gt on December 22, 2017, 12:12:28 pm
great news.... work fine in windows 10?
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on December 22, 2017, 12:31:52 pm
great news.... work fine in windows 10?
Yes.
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on December 22, 2017, 01:11:13 pm
Oh shit! Yes!!!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Masterhand128 on December 22, 2017, 01:12:44 pm
I am happy to see you again, hope your next update will be interesting!
Title: Re: Fighter Factory 3.0.1 Final
Post by: _Data_Drain_ on December 22, 2017, 01:27:35 pm
Hello, I'm back.
Hope in the next weeks I can release the new version of FF I'm working in the last six months. I rewrote most of the code and it's far better now.
Thanks for the support, see you soon!
Nice, hopefully, this will work without issue on Windows 7.

I'm looking forward to this.
Title: Re: Fighter Factory 3.0.1 Final
Post by: DNZRX768 on December 22, 2017, 01:31:04 pm
I am spinning in circles with joy about this news!  :yuno:

I am looking forward to your release of the program!
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on December 22, 2017, 01:33:35 pm
Amazing!!!

Don't be fooled by my enthusiasm though, I have very little to complain about the current version, such an awesome program.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Trololo on December 22, 2017, 01:39:37 pm
/\
Double that. I am looking forward to seeing how will you make an already great program even better.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on December 22, 2017, 08:59:40 pm
Will the source code be made available?
Title: Re: Fighter Factory 3.0.1 Final
Post by: germanvasquez on December 22, 2017, 10:14:38 pm
great news.

Looking forward to
Title: Re: Fighter Factory 3.0.1 Final
Post by: DarkWolf13 on December 23, 2017, 09:44:19 pm
I wonder what stuff will be added onto the update. It's already amazing in it's current state but now I'm wondering how you're improving this even further.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on December 25, 2017, 02:28:16 am
Thanks for the support guys!
The development is going so fast, there's a lot of things to be done but expect it to be released in the beggining of next year, without big new features but with a lot of improvements. I'm looking for the last bug reports and suggestions, so I will try to do as much as possible.
I will start a campaign on Patreon, then people can support the development and help to get things done faster. The final objective is to be able to edit everything on the engine (chars, stages, motifs,...), on multiple engines (OpenBOR is on the way).

Key new features for the first release:
- split on modules with support for multiple engines
- slightly different way of CLSN handling (I think it's faster and easier)
- better support for frame interpolation, including timeline controls
- project file explorer (will be essential for full game development)
- opengl is mandatory, but software raster is available too
- updated to latest version of Qt framework
- hybrid parser/syntax highlighter (smarter, faster and more reliable)
- built-in image editor inside sprites editor
- multi-threaded (long tasks are split across all available cpu cores)
- import from another project can import from any supported engine too :D

Planned features for the second release:
- BGs editor (for stages and motifs, timeline-based editing of bg controllers)
- Better support to other engines like OpenBOR
- Full game editing
- Simulation mode (built-in lightweight implementation of Mugen finite state machine for faster development and debugging (breakpoints :D) )

About the source code, I will put everything on GitHub as planned before. The new version is a complete rework, so I do not finished all frameworks yet.

Merry christmas! 
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on December 25, 2017, 03:03:26 am
Did you look back at some things I'd suggested? The only ones I can remember off hand is the ability to set clsn across multiple ranges of groups and/or indexes. And when you start a new animation it'd be awesome if you could type a range of group/index files for the air to generate. Instead of having to individually add each Sprite one by one or type them up in the editor.

Also the current version tends to not save my sff or snd updates sometimes. I have to remember to hit save as for those formats and over ride.

And bringing back the ability to preview rotations and scaling would be great. So I don't have to switch between 2 versions of FF.

Continue the great work and thank you!!!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Scrub Chronicles on December 25, 2017, 03:05:51 am
Thanks for the support guys!
The development is going so fast, there's a lot of things to be done but expect it to be released in the beggining of next year, without big new features but with a lot of improvements. I'm looking for the last bug reports and suggestions, so I will try to do as much as possible.
I will start a campaign on Patreon, then people can support the development and help to get things done faster. The final objective is to be able to edit everything on the engine (chars, stages, motifs,...), on multiple engines (OpenBOR is on the way).

Key new features for the first release:
- split on modules with support for multiple engines
- slightly different way of CLSN handling (I think it's faster and easier)
- better support for frame interpolation, including timeline controls
- project file explorer (will be essential for full game development)
- opengl is mandatory, but software raster is available too
- updated to latest version of Qt framework
- hybrid parser/syntax highlighter (smarter, faster and more reliable)
- built-in image editor inside sprites editor
- multi-threaded (long tasks are split across all available cpu cores)
- import from another project can import from any supported engine too :D

Planned features for the second release:
- BGs editor (for stages and motifs, timeline-based editing of bg controllers)
- Better support to other engines like OpenBOR
- Full game editing
- Simulation mode (built-in lightweight implementation of Mugen finite state machine for faster development and debugging (breakpoints :D) )

About the source code, I will put everything on GitHub as planned before. The new version is a complete rework, so I do not finished all frameworks yet.

Merry christmas! 

IKEMEN is an up and coming part of the MUGEN community, and I know since it's highly edited that it strays away from MUGEN's coding quite a lot. So any hope of getting more support or compatability for IKEMEN in the future?
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on December 25, 2017, 03:27:53 am
I'm suggesting... (will edit post)

Please make it so FF3 checks that the formatting of a WAV is actually compatible with MUGEN when adding it, and if there is a problem with the file, alert what it is.  If possible, maybe even a prompt asking to convert the bit depth which, if memory serves me right, is the common issue.
When I was developing my character, there were a number times that I added sound FX I found on the web, ripped from classic games.  These WAVs all previewed fine in FF3 and any other media player,  but some sounds would not play in MUGEN.  I was very confused at first but learned to open these problem files in WAV editing software and save using different settings.

Please show the length of sound FX in ticks (with comment "@60 ticks per second"), not just in seconds

It would be so awesome if sprite groups in the Organizer window could be expanded/collapsed, and then can also be drag/drop reorganized instead of having to Shift/Ctrl-click all the sprites to bulk move them

The cursor's X/Y position displayed in the bottom is very useful, but it would be even better if it worked for Zoom other than 100%.  I don't know if the values it shows are useful for 1.1 coding or something but as a 1.0 coder it would be nice to have correct values when zoomed in
Title: Re: Fighter Factory 3.0.1 Final
Post by: AlexSin on December 25, 2017, 03:37:54 am
And bringing back the ability to preview rotations and scaling would be great. So I don't have to switch between 2 versions of FF.

It's the skin you use that lets you have the rotation/scale previews.
In any case, certain features shouldn't be removed because of a different skin/different version. If possible there could be a Preferences menu to decide which feature and which not to use/show.
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on December 25, 2017, 03:41:54 am
Ah! Your post reminds me. Once you get past certain groups in the sff (somewhere past 35000) it can no longer display those sprites in the visual air editor.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on December 25, 2017, 05:29:03 am
Ah right. I believe that is due to using a signed short as opposed to an unsigned short for the indices.
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on December 25, 2017, 09:38:40 pm
Messing in FF right now reminded me of something else that'd be nice. The ability to duplicate the x and/or y axis across all frames of an sff/air group
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on December 30, 2017, 03:09:23 am
Please make it so FF3 checks that the formatting of a WAV is actually compatible with MUGEN when adding it, and if there is a problem with the file, alert what it is.  If possible, maybe even a prompt asking to convert the bit depth which, if memory serves me right, is the common issue.
When I was developing my character, there were a number times that I added sound FX I found on the web, ripped from classic games.  These WAVs all previewed fine in FF3 and any other media player,  but some sounds would not play in MUGEN.  I was very confused at first but learned to open these problem files in WAV editing software and save using different settings.
I will add the resample function back so you can fix these issues.

Please show the length of sound FX in ticks (with comment "@60 ticks per second"), not just in seconds
OK.

It would be so awesome if sprite groups in the Organizer window could be expanded/collapsed, and then can also be drag/drop reorganized instead of having to Shift/Ctrl-click all the sprites to bulk move them
Expanding / collapsing is almost impossible as we can't guarantee that all sprites in the same group are always grouped together.
About moving, it's a the way Qt works. I will see if I can do something to improve it.

The cursor's X/Y position displayed in the bottom is very useful, but it would be even better if it worked for Zoom other than 100%.  I don't know if the values it shows are useful for 1.1 coding or something but as a 1.0 coder it would be nice to have correct values when zoomed in
OK.

Did you look back at some things I'd suggested? The only ones I can remember off hand is the ability to set clsn across multiple ranges of groups and/or indexes. And when you start a new animation it'd be awesome if you could type a range of group/index files for the air to generate. Instead of having to individually add each Sprite one by one or type them up in the editor.
I'm looking older posts ;). You can use the thumbnails panel to add multiple frames, no need to add one by one.

Also the current version tends to not save my sff or snd updates sometimes. I have to remember to hit save as for those formats and over ride.
Fixed. Save, Save as and backup were highly improved.

And bringing back the ability to preview rotations and scaling would be great. So I don't have to switch between 2 versions of FF.

It's the skin you use that lets you have the rotation/scale previews.
In any case, certain features shouldn't be removed because of a different skin/different version. If possible there could be a Preferences menu to decide which feature and which not to use/show.
Already present on all presets. In the older ones (Classic and Ultimate) it's on the thumbnails panel on the right.

Ah! Your post reminds me. Once you get past certain groups in the sff (somewhere past 35000) it can no longer display those sprites in the visual air editor.
Fixed. The limit now is the Mugen specification. :D

Messing in FF right now reminded me of something else that'd be nice. The ability to duplicate the x and/or y axis across all frames of an sff/air group
OK.

Fixed many bugs, sff is working great on all possible versions (conversion between them is supported with just one click without issues). Some small new features are implemented while some FF3 ones will not be present in the first release (nothing essential anyway).
I'm doing my best to release it as soon as possible. Looks the same, but behind the scenes new powers will emerge :D

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Rōjenomu on December 30, 2017, 03:57:29 am
something i always wanted to know..
is it possible to be able to set "canvas size" to a color (like the transparent one) to specific x,y value so it would be able to export a whole sprite group with axis intact?
or at least is there another simpler way to export and import batch sprites without having to set x,y values for every sprite that has already been cropped?
Title: Re: Fighter Factory 3.0.1 Final
Post by: jenngra505 on December 30, 2017, 04:45:58 am
Ah! Your post reminds me. Once you get past certain groups in the sff (somewhere past 35000) it can no longer display those sprites in the visual air editor.
Fixed. The limit now is the Mugen specification. :D
You could work around the lack of display by using the negative numbers in the .air but Fighter Factory's .air display never thinks of that.
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on December 30, 2017, 05:12:09 am
something i always wanted to know..
is it possible to be able to set "canvas size" to a color (like the transparent one) to specific x,y value so it would be able to export a whole sprite group with axis intact?
or at least is there another simpler way to export and import batch sprites without having to set x,y values for every sprite that has already been cropped?
When you export a bunch of sprites "aligned", all of the sprites get padded so they have the same pixel dimensions... and FF3 gives you the X/Y coordinates to import all those sprites back into the same axis position.  This is regardless of whether the sprites were originally cropped or not.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Rōjenomu on December 30, 2017, 05:30:54 am
oww gosh darn i see the option "save as (aligned) " just now  .. all that time wasted.. -_-
thanks dealer!
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on December 30, 2017, 05:30:58 am
It would be so awesome if sprite groups in the Organizer window could be expanded/collapsed, and then can also be drag/drop reorganized instead of having to Shift/Ctrl-click all the sprites to bulk move them
Expanding / collapsing is almost impossible as we can't guarantee that all sprites in the same group are always grouped together.
About moving, it's a the way Qt works. I will see if I can do something to improve it
If there can be any way to group them, that would be fantastic.
The "sort from lowest to highest" button is nifty of course, but it's not how I want my sprites sorted :)  And once there's a few hundred sprites in yhe list, it gets very difficult to maintain.

Thank you for hearing my suggestions!
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on December 30, 2017, 06:50:38 am
Holy crap, I never messed with those air window options. CRAAAAPPPP so much time I could have saved! Thank you!
Title: Re: Fighter Factory 3.0.1 Final
Post by: mr_bourrepalestick on December 30, 2017, 08:08:54 am
Hello, I'm back.
Hope in the next weeks I can release the new version of FF I'm working in the last six months. I rewrote most of the code and it's far better now.
Thanks for the support, see you soon!

YESSSS !!! I'm sooooo happy !!! :yuno:
I'm already hype about all the features you've mentionned even if I don't understand what most of them are about.


After long months of use, the only issue i could report is that sometimes, when launching the Mugen engine from FF, for a reason I can't tell, the program thinks there's already a Mugen window running. I get that message  "ooooops ! it seems there's already a mugen blablabla".
The only way around I found is to shutdown the program, delete 2 FF files : history.xml  and config.xml .
Then restart FF, and load a previously saved config file. Then I can continue.

Maybe some of the features you're working on already adress that issue.
Title: Re: Fighter Factory 3.0.1 Final
Post by: adriano gt on December 30, 2017, 02:10:53 pm
this will to be a new version, FF4? ... or a variation of FF3, like 3.0."something"?... just curious XD
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on December 30, 2017, 04:43:06 pm
After long months of use, the only issue i could report is that sometimes, when launching the Mugen engine from FF, for a reason I can't tell, the program thinks there's already a Mugen window running. I get that message  "ooooops ! it seems there's already a mugen blablabla".
The only way around I found is to shutdown the program, delete 2 FF files : history.xml  and config.xml .
Then restart FF, and load a previously saved config file. Then I can continue.
Seconded.  I run into this issue constantly.

Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on December 30, 2017, 07:14:26 pm
You could work around the lack of display by using the negative numbers in the .air but Fighter Factory's .air display never thinks of that.
No, Mugen uses unsigned values for sprite group and number.

After long months of use, the only issue i could report is that sometimes, when launching the Mugen engine from FF, for a reason I can't tell, the program thinks there's already a Mugen window running. I get that message  "ooooops ! it seems there's already a mugen blablabla".
The only way around I found is to shutdown the program, delete 2 FF files : history.xml  and config.xml .
Then restart FF, and load a previously saved config file. Then I can continue.
Yes, the first bug I remember to get fixed, so annoying ;).

this will to be a new version, FF4? ... or a variation of FF3, like 3.0."something"?... just curious XD
Will be Fighter Factory ???, version 3.5.0 (it's a big improvement over FF3, but interface is almost the same and no new big features yet). ??? is some name you will know later :D

Some clue about the current progress:
- Interface: 70%
- Project management: 100%
- Definitions: 100%
- Sprites: 100%
- Palettes: 99%
- Animations: 100%
- Sounds (0% - it's an easy port from FF3, so don't worry)
- States/syntax: 70%
- Tools/Scripting: 0% (easy)

I'm trying to finish complex things first, so I can make the missing ones on a solid base later.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: QuickFist on December 30, 2017, 08:11:19 pm
Hey I use FF for color separations and some improvements in the sprites editor would be great, like more keyboard shortcuts, better handling of the cursor, and magic wand if possible
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on December 31, 2017, 01:11:07 am
Magic Wand should be pretty simple to implement. Just select all colors in the palette of that index. The only trouble comes with contiguous selection.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Rōjenomu on December 31, 2017, 01:36:18 am
regarding color sep, in the image editor can ctrl+shift+arrow keys not be set to pg up/down keys?
and this has been asked before i think, but more than 5 remap pen steps would be gdlk
Title: Re: Fighter Factory 3.0.1 Final
Post by: O Ilusionista on December 31, 2017, 02:29:53 am
I am already testing this new version (to be an old friend has it's advantages, lol) and it's pretty cool!
The air editor has a new thing which is pretty cool.
Title: Re: Fighter Factory 3.0.1 Final
Post by: MGMURROW on December 31, 2017, 02:47:14 am
Hey O, quick question, when making CLNS is there a way to wrap the red and blue CLNS? like when you make a red hitbox is there a button to make the exact same box a hurtbox also? i was told the feature was already implemented  but have never figured out how to do it if it is implemented in the old FF.

MGMURROW
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on December 31, 2017, 02:59:24 am
You can convert CLSN1 to CLSN2 and vice-versa, yes.
Title: Re: Fighter Factory 3.0.1 Final
Post by: DroMKDT on December 31, 2017, 04:48:00 am
How I'm losing this? Amazing news!!!
And yes, I would love to see a visual stage editor, because many of us need that. ;D

This program for me, is excellent for chars imo and deserves to continue development. Good luck in next version, VirtuallTek.
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on January 02, 2018, 03:56:39 pm
Can there be a way to export all sprites from the sff besides duplicate/linked sprites? That'd make CS or edits a lot simpler!
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on January 02, 2018, 04:00:31 pm
Can there be a way to export all sprites from the sff besides duplicate/linked sprites? That'd make CS or edits a lot simpler!
Have you not tried "Sprites > Export" then "All"?

My character's CS was very screwed up after I had already made hundreds of sprites.  I exported them all this way and was able to bring them back in easily.  Fixing the sprites was the tricky part.  I used the Actions window frequently in Photoshop to automate as much as possible.  For instance you can create an action to select pixels of an exact color, recolor those pixels, or just duplicate them to another layer and then select other pixels, etc.
Title: Re: Fighter Factory 3.0.1 Final
Post by: inktrebuchet on January 02, 2018, 04:30:54 pm
I know this is a big one but I figured I’d at least post it.

This would be really great if Fighter Factory had sprite editing set up similar to photoshop, where you could directly edit animations and have them already be indexed. So you could do all the work right there, start to finish.

Maybe something like that will come out eventually.

In photoshop you can edit and add sprites while viewing them animated. It would be amazing if Fighter Factory could too.
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on January 02, 2018, 04:33:02 pm
Have you not tried "Sprites > Export" then "All"?
That will export duplicate sprites as well. What if I want to update the CS? If I used this method I'd risk CSing sprites I've already CS'd when I come across their duplicates.
Title: Re: Fighter Factory 3.0.1 Final
Post by: dragolink1 on January 02, 2018, 05:02:04 pm
Great news!!! hopefully it can be opened with wineskin in mac
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on January 02, 2018, 05:20:22 pm
Have you not tried "Sprites > Export" then "All"?
That will export duplicate sprites as well. What if I want to update the CS? If I used this method I'd risk CSing sprites I've already CS'd when I come across their duplicates.
I never had duplicate sprites that had identical axis positions, but I did duplicate many sprites and reposition them.
I exported all  these.  I knew they were duplicates, and as such I duplicated the updated sprites into them, so I could import them right back where I had them, positioned appropriately.
When importing, FF3 detected all of these as duplicate sprites and asked if I wanted to merge them, even though they were placed in different locations on the canvas.

I don't know, but it seems like it would be weird logic for FF3 to have detected these as duplicate sprites when performing the export, then only export one of the sprites, then update the sprites that had different axis positions, and which may or may not be cropped.
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on January 02, 2018, 05:52:00 pm
Last time I tried to cs a char I exported all it exported every frame in the sff. Many frames when added back in are linked. So I'd find myself having to check and recheck if I was updating a duplicate. I simply would like this option to save myself some time. The current export all can stay as well.
Title: Re: Fighter Factory 3.0.1 Final
Post by: O Ilusionista on January 03, 2018, 06:19:38 am
Great news!!! hopefully it can be opened with wineskin in mac

Better using Virtual Box
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 05, 2018, 07:26:31 pm
IKEMEN is an up and coming part of the MUGEN community, and I know since it's highly edited that it strays away from MUGEN's coding quite a lot. So any hope of getting more support or compatability for IKEMEN in the future?
Yes. I heard about it recently, but in the new design, we can add support to any engine the community wants.

Hey I use FF for color separations and some improvements in the sprites editor would be great, like more keyboard shortcuts, better handling of the cursor, and magic wand if possible
OK. In the first release, the cursor will be the same but I will try to improve it later. About magic wand, easy to implement.

regarding color sep, in the image editor can ctrl+shift+arrow keys not be set to pg up/down keys?
and this has been asked before i think, but more than 5 remap pen steps would be gdlk
Shortcuts will be customizable. Currently, the limit of 5 is more a space issue than technical. I will try to expand it.

I know this is a big one but I figured I’d at least post it.

This would be really great if Fighter Factory had sprite editing set up similar to photoshop, where you could directly edit animations and have them already be indexed. So you could do all the work right there, start to finish.

Maybe something like that will come out eventually.

In photoshop you can edit and add sprites while viewing them animated. It would be amazing if Fighter Factory could too.
I did not understand your suggestion.

Last time I tried to cs a char I exported all it exported every frame in the sff. Many frames when added back in are linked. So I'd find myself having to check and recheck if I was updating a duplicate. I simply would like this option to save myself some time. The current export all can stay as well.
I will check it, but this function is designed to save only one copy of shared sprites. Maybe there's a little difference between them.

SND editor is almost ready. I'm working on the scripting system now to make some improvements in the interface preset. When I finish these things, just the syntax highlight, palfx, offset and throw editors will be missing.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: TheFclass97 on January 05, 2018, 08:08:14 pm
 ;D

Neat
Title: Re: Fighter Factory 3.0.1 Final
Post by: Ryon on January 09, 2018, 04:31:13 am
Oh man I cant wait for a update to FF3!

I love this all in 1 tool.

Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on January 09, 2018, 11:55:11 am
VirtuallTek thanks yet again for this awesome tool. I've been meaning to make a tutorial on how to use FF3. I think when this releases I'll end up doing the tutorial for it instead. Seeing everyone saying they've wasted a ton of time not knowing the tricks is kinda funny to me. I still come across stuff I didn't know FF3 could do. That's why I'm kinda confused as what Just No Point's color separation issue is. I _think_ I made a simple tutorial about using 2 characters to move sprites back and forth from to swap palettes.

Basically you wouldn't put the new CS'd sprites in the old SFF but make a new one and import the other groups. THAT would be a great option.
Sprites>Import from another project>
All
Group
Only these indexes
Exclude duplicated groups

Working on the Mortal Kombat ninjas I've redone their sprites a few times. It'd be nice to be able to import the FX that I didn't have. It's not terrible to do it by using group and figuring out I need groups 6000-8750 to add or whatever.


So, my suggestions would be

----
I can definitely see myself doing at least a one time deal on Patreon for you.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 09, 2018, 08:44:29 pm
VirtuallTek thanks yet again for this awesome tool. I've been meaning to make a tutorial on how to use FF3. I think when this releases I'll end up doing the tutorial for it instead. Seeing everyone saying they've wasted a ton of time not knowing the tricks is kinda funny to me. I still come across stuff I didn't know FF3 could do. That's why I'm kinda confused as what Just No Point's color separation issue is. I _think_ I made a simple tutorial about using 2 characters to move sprites back and forth from to swap palettes.

Basically you wouldn't put the new CS'd sprites in the old SFF but make a new one and import the other groups. THAT would be a great option.
Sprites>Import from another project>
All
Group
Only these indexes
Exclude duplicated groups

Working on the Mortal Kombat ninjas I've redone their sprites a few times. It'd be nice to be able to import the FX that I didn't have. It's not terrible to do it by using group and figuring out I need groups 6000-8750 to add or whatever.
Already done something similar (Check conflicts and ask to replace), but with your idea I can improve it more (Replace or ignore will do the trick).

Make it so the character list in "Run in Mugen" shows 3 full lines. Just so we can read the names. If other people's resolution shows the 3 full rows, can you make it so it remembers the positioning?
https://i.imgur.com/NLOYvje.png
OK.

The icons in the Sound section would be better if the Add sound was a + instead of a note, and the "Load a new" sound said "Replace the current" sound and was a Recycle symbol.  I messed up one of my sounds not thinking. I just read, Load a new sound and thought it meant to Add it.
I will check it. With many interface preset to make it look like previous versions, is lot of work. On Classic and Ultimate ones, I will keep everything close as possible from the original version. I recomend using the Neo preset, as it's a lot better and can be the only one in the first release maybe. FF3 files like configuration, syntax highlight, preset, iconset, colorset will be incompatible with the new version. So, I'm redoing all this stuff.

In the image editor, I would LOVE it if we could have the same type of slide bar the palettes do. Where I can drag it and it switches images instantly. Using ctrl+arrow keys is good for going from ones not too far away. But when I'm frankenspriting and I need to steal something from sprite 200,1 and I'm on sprite 1500,10, I have to exit. and I get the pop up...
The image editor now is inside the main window, as another mode of the sprites editor, so you can navigate between sprites and palettes and edit them directly.
(https://i.imgur.com/nsuQxMr.png)

It'd be nice if the Exit pop up box in Image Editor only popped up if you've edited the sprite and havent saved it. When everything is saved and you want to exit, it's a tiny bit annoying. Nothing bad, but if it wasn't there I would like it better.
This does not exists anymore :D

Animations>Edit the current animation as Text pop up box. If it could remember the size and location that'd be great. Having it pop up dead center stinks. I end up resizing it and move it to the right so I can see the current sprite. If that's not possible, I'd prefer it if it popped up on the right side. Maybe replacing the Thumbnails box.
OK.

Add Exclude duplicated groups to the Import from another Project box.
Same as above.

I can definitely see myself doing at least a one time deal on Patreon for you.
Thanks! I can work a lot more on FF if people contribute to the project, so we can support more engines and make amazing new features.

The current development state is: 80% done. Missing only scripting system, vars in states editor, finish the syntax highlighter and some things on the interface management.

Thanks people!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Memo on January 09, 2018, 08:59:29 pm
Something that just popped back in mind, an option
to create my own template, like winane's temp that's included
In FF3 but giving me the option to create my own and save the
files as a template I can open up for creating new chars so I don't
Have to copy paste code from older chars.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Nexus Games on January 09, 2018, 10:20:46 pm
it would be so cool if i could copy a group pf sprites and place them into another sff it saves time when getting sprites from other characters and make your own versions or anything else to make things a bit easy
Title: Re: Fighter Factory 3.0.1 Final
Post by: OldGamer on January 09, 2018, 10:28:21 pm
also would be nice to make Fighter Factory 3.0 can just drag and drop the sprites every time we index are images and just drag and drop the sprite to FF3.0 Instead of loading the sprite files, its sure would save us a lot times
Title: Re: Fighter Factory 3.0.1 Final
Post by: AlexSin on January 09, 2018, 10:50:48 pm
it would be so cool if i could copy a group pf sprites and place them into another sff it saves time when getting sprites from other characters and make your own versions or anything else to make things a bit easy

Import from another project -> choose the character you want to take sprites from.
Title: Re: Fighter Factory 3.0.1 Final
Post by: O Ilusionista on January 09, 2018, 10:52:09 pm
it would be so cool if i could copy a group pf sprites and place them into another sff it saves time when getting sprites from other characters and make your own versions or anything else to make things a bit easy

this is already possible since ages. I've suggested this years ago...
Title: Re: Fighter Factory 3.0.1 Final
Post by: puffolotti4iji on January 09, 2018, 11:55:50 pm
In FF3 i gave up the idea of finding the command to switch from shared palette to own palette and vice-versa.
Not a big deal, one can learn how to do it properly, but IMHO it should be a single click directly on the panel, like in FF classic.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on January 10, 2018, 12:40:24 am
That's because SFF doesn't work that way anymore.
Title: Re: Fighter Factory 3.0.1 Final
Post by: yaminogun on January 10, 2018, 01:26:36 am
hi virtualtek can you fix the glitch when making HD 720p INTRO for mugen. sff will broken if too big 2gb filesize
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on January 10, 2018, 01:28:39 am
Sounds like a MUGEN problem, and besides, how the fuck do you plan to load a 2GB file into memory?


Just... no. Stop whatever you're doing, because it's wrong. I know MUGEN doesn't have video support, but my god, 2GB?
Title: Re: Fighter Factory 3.0.1 Final
Post by: yaminogun on January 10, 2018, 01:49:10 am
not a mugen problem.. if i save as sff with too many 720p sprites, ff will glitches make the sff less than 1MB if it reach higher than 2gb sff

yes theres workaround for mugen intro video using batch script like:

start video.mp4
timeout 10 >nul
TASKKILL VLC.exe
mugen.exe
Title: Re: Fighter Factory 3.0.1 Final
Post by: Nexus Games on January 10, 2018, 02:56:32 am
i mean highlight a group of sprites (sprite numbers) from the show/hide the organizer (right panel)

the just use Ctrl+C then go to any character then open them up then go to show/hide the organizer (right Panel) the click on the sprite number you want to paste the sprites you copied in between it would keep the position they had in the other sff you copied from
Title: Re: Fighter Factory 3.0.1 Final
Post by: puffolotti4iji on January 10, 2018, 08:55:13 am
That's because SFF doesn't work that way anymore.

What i mean is, every property of a cel (a "sprite" in SFF or a frame in AIR) should be clearly represented on the user interface.
When the user gives the command "Use palette 1,5 for the cel 200,4" the effect of the command should be represented, like the axis and the CLSN

Edit:
 I apologize in advance if my poor english makes me sound as if i'm not grateful for an amazing tool that allowed countless people to "get into the business", and made possible what for most people would be impossible, my appoint was based on my memories of the troubles i encountered when i started.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 11, 2018, 03:20:52 am
Something that just popped back in mind, an option
to create my own template, like winane's temp that's included
In FF3 but giving me the option to create my own and save the
files as a template I can open up for creating new chars so I don't
Have to copy paste code from older chars.
OK.

In FF3 i gave up the idea of finding the command to switch from shared palette to own palette and vice-versa.
Not a big deal, one can learn how to do it properly, but IMHO it should be a single click directly on the panel, like in FF classic.
Shared palette and linking is done automatically for you, no need to have an option to check as previous versions. If using SFF v1 you must take care about sprites order only.

hi virtualtek can you fix the glitch when making HD 720p INTRO for mugen. sff will broken if too big 2gb filesize
As Jesuszilla said, avoid doing this. But I will check anyway.

i mean highlight a group of sprites (sprite numbers) from the show/hide the organizer (right panel)

the just use Ctrl+C then go to any character then open them up then go to show/hide the organizer (right Panel) the click on the sprite number you want to paste the sprites you copied in between it would keep the position they had in the other sff you copied from
You can do the same on 'Import from another project' in the new version

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: JustNoPoint on January 11, 2018, 09:39:10 am
Was "replace from other project" already suggested? And any chance of an auto save function that can be toggled on and off?
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on January 11, 2018, 03:01:06 pm
Oyea, one thing I've done for myself is to add
Statedef
to the State Controllers list.

This is my sample one
Spoiler, click to toggle visibilty

It's not bad to have.

----
Also, The Hitdef has a typo.
...
;snap = 0,0
sprpriority = 1
;p1facing =
...
Please change it to P1Sprpriority and add P2Sprpriority.
Title: Re: Fighter Factory 3.0.1 Final
Post by: puffolotti4iji on January 11, 2018, 10:35:29 pm
Now that i think about it, there is a thing i'm gonna do by hand, that could be helpful if automated.

For my project i'm going to prepare, alongside with spritesheets, ( SFF ) a text file, i call it: "Presumed collision info" where i store the CLSN boxes used in a sprite, in the end it kinda looks like a AIR paragraph where the cels of the SFF are listed as if they were part of the animation that would be obtained by sliding from first to last.

Quote
9000, 0

9000,1

9000,2

Clsn2: 2
 Clsn2[0] = -13,  0, 16,-79
 Clsn2[1] =   5,-79, -7,-93
0,0, 0,0, 6

Clsn2: 2
 Clsn2[0] = -13,  0, 16,-79
 Clsn2[1] =   5,-79, -7,-93
0,1, 0,0, 6

Clsn2: 2
 Clsn2[0] = -13,  0, 16,-79
 Clsn2[1] =   5,-79, -7,-93
0,2, 0,0, 6

;... and so on...

When i'll do a new move in the AIR, i'll pick the CLSN from said file, because there will be a lot of reuse. (perhaps even more than Guile's "Jack-knife kick" sprite in SF2, ghghgh! )

Basically what i'm doing is like putting the CLSN in the SFF, and when i use a cel in the AIR, i'll check if i'm happy with the "presumed" position and CLSN

Generating a "Presumed Collisions Info" file (that is absolutely not needed for a character) by putting "fake" CLSN in the SFF editor alongside with the SFF and then putting a button in the AIR editor that retrieves the presumed position and CLSN info for that particular cel may help spare time in character that reuse the cels a lot.
Title: Re: Fighter Factory 3.0.1 Final
Post by: altoiddealer on January 11, 2018, 10:42:56 pm
^
Sounds like you're suggesting being able to save CLSN data as "Favorites"?

I really like that idea.  But in my mind, I'm thinking it would be a windowed list where you can save (or remove) CLSN data while giving it a meaningful title.
So I might save anim 0 CLSN as "Stand".  Then anywhere I want I could choose "Stand" from the window and it would apply that CLSN.

*fingers crossed* that would be awesome

Edit Or, at least, it would be nice to be able to choose an anim/animelem to copy the CLSN from, instead of having to enter the text editor to select/copy/paste.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on January 12, 2018, 12:50:46 am
I actually made something similar for my engine (Blugen) that's stored in the .AIR file: stand, air, and crouch defaults. It looks like so:

Code:
[Stand Defaults]
Clsn0: 1
  Clsn0[0] = -21,-68,21,0
Clsn2: 3
  Clsn2[0] = -5, -80, 17, -62
  Clsn2[1] = -23, -65, 29, -34
  Clsn2[2] = -22, -34, 28, 0

[Crouch Defaults]
Clsn0: 1
  Clsn0[0] = -21,-48,21,0
Clsn2:3
  Clsn2[0] = -4, -59, 20, -39
  Clsn2[1] = -24, -52, 20, -32
  Clsn2[2] = -28, -32, 36, 0

[Air Defaults]
Clsn0: 1
  Clsn0[0] = -24,-52,24,-12
Clsn2:1
  Clsn2[0] = -30, -56, 30, -8

Now while obviously Fighter Factory and other IDE's (such as the one I'm working on) won't be able to detect state just from animation like the engine would, this data could still be stored in memory to use to apply to CLSNs from a menu.

I found a while back that you can actually store a lot of data in MUGEN's files and it won't break anything. Its parser only looks for data it can recognize, so you can easily add things such as this to be forward-compatible and whatnot. In other words, you can totally add what I just said to a .AIR file and MUGEN won't complain. It also won't complain if you do this in a .def file:
Code:
[PalInfo]
1  = CFJ default, Capcom
2  = Vampire Savior MP, Capcom
3  = Vampire Savior HP, Capcom
4  = Vampire Savior LK, Capcom
5  = Vampire Savior MK, Capcom
6  = Vampire Savior HK, Capcom
7  = MvC2 A1, Capcom
8  = MvC2 HK, Capcom
9  = MvC2 A2, Capcom
10 = Vampire Savior PPP, Capcom
11 = Vampire Savior KKK, Capcom
12 = MvC2 HP, Capcom
13 = Vampire Hunter HP, Capcom
14 = Vampire Hunter LK, Capcom
15 = Vampire Hunter MK, Capcom
16 = Pocket Fighter SP, Capcom
17 = Vampire Savior LP, Capcom
18 = A little something custom, Jesuszilla
19 = SSTK Cham-Cham, Jesuszilla
20 = JJBA Polnareff, Jesuszilla
21 = JJBA Midler, Jesuszilla
22 = Custom, Corntortillas
23 = Red and Orange, Orochi_Hadou
24 = Aisha Clanclan, Jesuszilla
25 = CvS-style LK, DGO
26 = CvS-style MK, DGO
27 = CvS-style HK, DGO
28 = CvS-style LP, DGO
29 = CvS-style MP, DGO
30 = CvS-style HP, DGO
31 = Lilith, YamoriX
32 = Reversal, YamoriX
33 = Wat, YamoriX
34 = Watermelon, YamoriX

But anyway, back to the Stand/Air/Crouch defaults: you can store any CLSN type in there.

CLSN0 = Push (Blugen)
CLSN1 = Attack
CLSN2 = Hurt
CLSN3 = Throwable (Blugen)
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 12, 2018, 05:41:38 am
Was "replace from other project" already suggested? And any chance of an auto save function that can be toggled on and off?
The new import from another Project will allow you to choose collision resolution, so you can let it replace instead of add.
About the auto save, I will think something.

Now that i think about it, there is a thing i'm gonna do by hand, that could be helpful if automated.

For my project i'm going to prepare, alongside with spritesheets, ( SFF ) a text file, i call it: "Presumed collision info" where i store the CLSN boxes used in a sprite, in the end it kinda looks like a AIR paragraph where the cels of the SFF are listed as if they were part of the animation that would be obtained by sliding from first to last.
When i'll do a new move in the AIR, i'll pick the CLSN from said file, because there will be a lot of reuse. (perhaps even more than Guile's "Jack-knife kick" sprite in SF2, ghghgh! )

Basically what i'm doing is like putting the CLSN in the SFF, and when i use a cel in the AIR, i'll check if i'm happy with the "presumed" position and CLSN

Generating a "Presumed Collisions Info" file (that is absolutely not needed for a character) by putting "fake" CLSN in the SFF editor alongside with the SFF and then putting a button in the AIR editor that retrieves the presumed position and CLSN info for that particular cel may help spare time in character that reuse the cels a lot.
I think it's needless as you have a function in AIR editor to copy all CLSNs of this frame to all other frames with the same sprite. This should do the trick.

^
Sounds like you're suggesting being able to save CLSN data as "Favorites"?

I really like that idea.  But in my mind, I'm thinking it would be a windowed list where you can save (or remove) CLSN data while giving it a meaningful title.
So I might save anim 0 CLSN as "Stand".  Then anywhere I want I could choose "Stand" from the window and it would apply that CLSN.

*fingers crossed* that would be awesome

Edit Or, at least, it would be nice to be able to choose an anim/animelem to copy the CLSN from, instead of having to enter the text editor to select/copy/paste.
This already can be done on FF3, look at View -> Clipboard container (on AIR you must be in full text mode to copy and paste Clsn code).
I will add support for CLSNs selected from the graphic mode, so no need to enter the text editor.

I actually made something similar for my engine (Blugen) that's stored in the .AIR file: stand, air, and crouch defaults.
Wow, you're making a new engine based on Mugen? Interested to see more info about this.

I found a while back that you can actually store a lot of data in MUGEN's files and it won't break anything. Its parser only looks for data it can recognize, so you can easily add things such as this to be forward-compatible and whatnot. In other words, you can totally add what I just said to a .AIR file and MUGEN won't complain. It also won't complain if you do this in a .def file:
Yes, and it's a bad design. Is good for this purpose, but makes harder to see your mistakes as it only complains about very critical errors.
I'm in the team of strict parsers. You can still ignore some things, but what you recognize must be exactly as you wanted, with no exception, as majority of serious programing languages.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: vgma2 on January 12, 2018, 06:53:21 am
I apologize in advance if this had already been suggested.

How about a way to quickly bring up / load the page of the documentation of an sctrl upon ctrl + clicking on it?
Basically the idea would be similar to how one could ctrl + click on a function in a coding IDE to bring up its declaration.

To add onto that, maybe a way to quickly jump to a state when ctrl + clicking on a place where it's used?
I'd imagine that it would be difficult to detect which values are supposed to represent a state, and which state to jump to if a lot of math is involved.  But maybe this could work for simple ChangeStates, where the state to change to is a specific value.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on January 12, 2018, 07:23:49 am
To add onto that, maybe a way to quickly jump to a state when ctrl + clicking on a place where it's used?
I'd imagine that it would be difficult to detect which values are supposed to represent a state, and which state to jump to if a lot of math is involved.  But maybe this could work for simple ChangeStates, where the state to change to is a specific value.

I do this by just using the Find button. Say I'm launching a helper 1650 and now I need to jump to that statedef. I just type in
1650]
in Find and press Enter. 9 times out of 10 times it jumps to the exact spot I need. The 1 out of 10 is because I need to go to statedef 400, or something very similar, and it jumps me to 1400]. Pressing Enter a second time gets me to 3400], but the 3rd time cycles back up and brings me to [Statedef 400].
I think it'd be a nice option to have under Code. Kinda like how the comment/uncomment works. But it could be Find Statedef? I think the problem would come back to people highlighting bad characters. Heck, I bet 7 out of 10 people here dont know about the uncomment function on right click.  (It's also Ctrl+;))
Now that I'm thinking about it.

Can you make it so when you highlight something and press Ctrl+F it copies it to the Find box and searches??

@VirtuallTek: Did you see my last two suggestions (http://mugenguild.com/forum/msg.2390702)?
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 12, 2018, 12:37:49 pm
I apologize in advance if this had already been suggested.

How about a way to quickly bring up / load the page of the documentation of an sctrl upon ctrl + clicking on it?
Basically the idea would be similar to how one could ctrl + click on a function in a coding IDE to bring up its declaration.
OK.

To add onto that, maybe a way to quickly jump to a state when ctrl + clicking on a place where it's used?
I'd imagine that it would be difficult to detect which values are supposed to represent a state, and which state to jump to if a lot of math is involved.  But maybe this could work for simple ChangeStates, where the state to change to is a specific value.

I do this by just using the Find button. Say I'm launching a helper 1650 and now I need to jump to that statedef. I just type in
1650]
in Find and press Enter. 9 times out of 10 times it jumps to the exact spot I need. The 1 out of 10 is because I need to go to statedef 400, or something very similar, and it jumps me to 1400]. Pressing Enter a second time gets me to 3400], but the 3rd time cycles back up and brings me to [Statedef 400].
Now that I'm thinking about it.

Can you make it so when you highlight something and press Ctrl+F it copies it to the Find box and searches??

@VirtuallTek: Did you see my last two suggestions (http://mugenguild.com/forum/msg.2390702)?
OK, I will make the find function grab the current selection. About what you said, why not search the string 'statedef 400'. Another thing you could do is the use of regular expression to catch some complex pattern.
About the last two suggestions, yes. Sorry not mentioning it.

EDIT: Done, now it grabs the current selection and you can exit pressing Esc. Another thing that came in my mind, if you want to jump to some state or statedef, isn't faster to click on the tree (left panel)?
Drag and drop on organizer will be possible :D. I'm checking it right now.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: REDHOT on January 13, 2018, 04:20:31 pm
Hi, I apologize in advance if this had already been suggested.

I want to know if it´s or will be possible to select and copy a certain amount of sprites of one character and paste it to another character, with the same values (X and Y).. for example, for effects.
I´m working with various characters.. and upload every single sprite/effect and change all the values it´s sometimes a pain in the ass.

I know that you can do this with the AIR file opening with notepad.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on January 13, 2018, 04:25:46 pm
That's been possible for years and even mentioned in one of the previous posts.

Sprites > Import from another project
Title: Re: Fighter Factory 3.0.1 Final
Post by: REDHOT on January 13, 2018, 04:59:28 pm
That's been possible for years and even mentioned in one of the previous posts.

Sprites > Import from another project

Shit I never knew that.. it would be great that i knew it before haha.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on January 16, 2018, 10:20:08 pm
Another thing that came in my mind, if you want to jump to some state or statedef, isn't faster to click on the tree (left panel)?
Drag and drop on organizer will be possible :D. I'm checking it right now.
I use both. I personally like having just 1 CNS file so I can quickly jump from state to state. More than a few devs use multiple CNS files. With 1, the left panel becomes very long, so you have to scroll down it and look. Sometimes the exact statedef you want doesn't JUMP out at you so you move up and down the line a couple times before finding it. Often the states arent in perfect numerical order. But when I need to jump from state to state and they're close together I prefer just clicking on them on the list.

One idea that came to mind while typing this,

Could you make it so if I do search for
500]
and the creator uses multiple CNS, the Find function will search and put an alert or change the tab color of another CNS file that contains 500]?

It should work just like normal, but maybe change the tab to yellow or something. Maybe a ! or * on the CNS that has it?
One reason is Common.cns. If a creator has the standard states outside of their common file it'd be nice to know with just one search. I've had it where I edit the common file to fix a problem, but mugen is using the statedef in the main cns file. After some aggravation I figure it out and fix it. I've had more than a few people in Dev Help with the same problem.
Title: Re: Fighter Factory 3.0.1 Final
Post by: mr_bourrepalestick on January 16, 2018, 10:40:00 pm
Another thing that came in my mind, if you want to jump to some state or statedef, isn't faster to click on the tree (left panel)?
Drag and drop on organizer will be possible :D. I'm checking it right now.

Thanks!

Do you mean we would be able to reorganize statedefs' order, or even drag and drop statedef sections between multiple cns files with some kind of tree panel ?? THAT WOULD BE AWESOME !

I'm already dreamin, so i'll go even further with a suggestion :
Would it be possible to display 2 cns files (edit: 2 cns files from 2 different projects), one next to the other, like for a comparison sake ?
(like in Notepad++ . I have very little coding software experience, so that's the only example that came into my mind)

Thank you once more for all your efforts and also for your time to answer us here in the forums.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 18, 2018, 03:12:09 am
One idea that came to mind while typing this,

Could you make it so if I do search for
500]
and the creator uses multiple CNS, the Find function will search and put an alert or change the tab color of another CNS file that contains 500]?

It should work just like normal, but maybe change the tab to yellow or something. Maybe a ! or * on the CNS that has it?
One reason is Common.cns. If a creator has the standard states outside of their common file it'd be nice to know with just one search. I've had it where I edit the common file to fix a problem, but mugen is using the statedef in the main cns file. After some aggravation I figure it out and fix it. I've had more than a few people in Dev Help with the same problem.
OK.

Do you mean we would be able to reorganize statedefs' order, or even drag and drop statedef sections between multiple cns files with some kind of tree panel ?? THAT WOULD BE AWESOME !

I'm already dreamin, so i'll go even further with a suggestion :
Would it be possible to display 2 cns files (edit: 2 cns files from 2 different projects), one next to the other, like for a comparison sake ?
(like in Notepad++ . I have very little coding software experience, so that's the only example that came into my mind)

Thank you once more for all your efforts and also for your time to answer us here in the forums.
No, haha. About the split view for two files, I will put it on my to do list.

I'm running Fighter Factory on macOS right now.  So, a version for this system is likely to be released too.
Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: C-r-a-v-e-r on January 18, 2018, 12:08:34 pm
I can send you an Air File with Error

Here my explain: in FF3 is the " Auto CLSN Kartograph "  sadly missed
(this was very very good function, if the mugen creator knows to use it. )

But all air files with moves who are generated by "Auto CLSN Kartograph" crash FF3 by loading the Air file :(

can this be fixed without fighter factory crashes?


will an internet address go online again when fighter factory is published?
http://www.virtualltek.com/
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 19, 2018, 02:12:49 pm
I can send you an Air File with Error

Here my explain: in FF3 is the " Auto CLSN Kartograph "  sadly missed
(this was very very good function, if the mugen creator knows to use it. )

But all air files with moves who are generated by "Auto CLSN Kartograph" crash FF3 by loading the Air file :(

can this be fixed without fighter factory crashes?

will an internet address go online again when fighter factory is published?
http://www.virtualltek.com/
This function is very polemic :D, but I will try to add it back. I never experienced any crashes on the new version while loading files.
About the web page, It will become available on the first release.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on January 19, 2018, 07:19:51 pm
I'm running Fighter Factory on macOS right now.  So, a version for this system is likely to be released too.
Thanks!

YES

This will be very handy for future Blugen developers, as Blugen is macOS compatible (well, I got a test running a while back, but now I'm getting System.EntryPointNotFoundException for NLua)
Title: Re: Fighter Factory 3.0.1 Final
Post by: yaminogun on January 19, 2018, 08:02:40 pm
32 bit png palette editor possible?
Title: Re: Fighter Factory 3.0.1 Final
Post by: Falcon Rapper on January 19, 2018, 08:38:35 pm
Well... I'm not here to make complaints or give suggestions to this program, but to thank for several hours in which I could take advantage of free time for single editions or full chars ... Thank you Virtualltek, for creating this a creation machine called Fighters Factory, from the first or "classic", to Ultimate and FF3, the tool that has always evolved according to the evolution of the MUGEN engine ... For this creation there is a Brazilian who works and during his spare time tries some basic issues, where he ends up having an option, since where I live what can be done to pass the time is somewhat scarce (Or the person goes to the world of crime or turns drunk hahaha), where I ended up knowing and like this creative machine ... No more words, "É Nois" ... :)

Spoiler: PTBR, meu inglês é uma bosta, pura tradução (click to see content)
Title: Re: Fighter Factory 3.0.1 Final
Post by: EgyLynx on January 20, 2018, 03:39:11 pm
Well... I'm not here to make complaints or give suggestions to this program, but to thank for several hours in which I could take advantage of free time for single editions or full chars ... Thank you Virtualltek, for creating this a creation machine called Fighters Factory, from the first or "classic", to Ultimate and FF3, the tool that has always evolved according to the evolution of the MUGEN engine ... For this creation there is a Brazilian who works and during his spare time tries some basic issues, where he ends up having an option, since where I live what can be done to pass the time is somewhat scarce (Or the person goes to the world of crime or turns drunk hahaha), where I ended up knowing and like this creative machine ... No more words, "É Nois" ... :)
What else can say?  Nice words... but... i know...

Title: Re: Fighter Factory 3.0.1 Final
Post by: mr_bourrepalestick on January 20, 2018, 05:52:54 pm

Do you mean we would be able to reorganize statedefs' order, or even drag and drop statedef sections between multiple cns files with some kind of tree panel ?? THAT WOULD BE AWESOME !

I'm already dreamin, so i'll go even further with a suggestion :
Would it be possible to display 2 cns files (edit: 2 cns files from 2 different projects), one next to the other, like for a comparison sake ?
(like in Notepad++ . I have very little coding software experience, so that's the only example that came into my mind)

Thank you once more for all your efforts and also for your time to answer us here in the forums.
No, haha. About the split view for two files, I will put it on my to do list.

I'm running Fighter Factory on macOS right now.  So, a version for this system is likely to be released too.
Thanks!

Thank you for your answers ! :°) 
And cool to hear about macOS ! If i'm not mistaken, that means it could also run under Linux systems without going through WINE (as macOS has a Linux core) ? That'd be really cool !

Thanks once more and keep it up VirtualTek !
Cheers
Title: Re: Fighter Factory 3.0.1 Final
Post by: diletDis on January 20, 2018, 07:21:45 pm
Planned features for the second release:
- BGs editor (for stages and motifs, timeline-based editing of bg controllers)
- Simulation mode (built-in lightweight implementation of Mugen finite state machine for faster development and debugging (breakpoints :D) )
THIS! Is really going? Thatd be some serious workflow improvement
Also many thanks for FF best software i have used (using since first one)

Keep up the good work
Title: Re: Fighter Factory 3.0.1 Final
Post by: Mysticus92 on January 21, 2018, 06:06:05 pm
Am I too late for the party?
I'm so glad to see you back, VirtualTek!
There sure are so many future updates.
Title: Re: Fighter Factory 3.0.1 Final
Post by: cldz on January 21, 2018, 06:37:05 pm
hello VirtuallTek

for convenient sake, can you add a feature to convert all/group of 8 bit sprites into 32
also resize all/group of sprites if possible.

auto semi trans pal based on the image transparency when indexing with ff3...hope you get waht i mean
if you dont get it or it's not possible...then nvm,don't know if ppl would find it useful...well,who knows.

more option for indexing/pal editor, i use xnview sometimes if i want to make pal from a 32bit image
just so i can arranged the color with less effort and time later on with ff3.

pal based on an image, lets say there's this image represent a pal structure
if ff3 able to adopt it as pal that would be awesome.

can you also make ff3 able to merge 2 project into 1
i mean merge the sprites,this should probably come in handy for those who would like to do cs
i can only do copas 1 by 1 on ff3[copy from 1 project and then paste to the other]
maybe i missed something?...or maybe i jsut don't know waht i'm doing,i use only ff3 when tried to do cs btw
and dont follow any tutorial...i was just messing with this app,now i'm not sure if it's a good idea.

current ff3 is great already
just suggestion, dont know if those can be done

tyvm

Title: Re: Fighter Factory 3.0.1 Final
Post by: O Ilusionista on January 21, 2018, 10:38:32 pm
Quote
This function is very polemic :D, but I will try to add it back.
Oh God, please no. People will use it in the wrong way and blame the tool for it.

I am beta testing this tool and I can say that VT is making a GREAT work!
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 22, 2018, 02:15:07 am
32 bit png palette editor possible?
What do you mean? Alpha channel? Or palette for 32bit png which is impossible.

Well... I'm not here to make complaints or give suggestions to this program, but to thank for several hours in which I could take advantage of free time for single editions or full chars ... Thank you Virtualltek, for creating this a creation machine called Fighters Factory, from the first or "classic", to Ultimate and FF3, the tool that has always evolved according to the evolution of the MUGEN engine ... For this creation there is a Brazilian who works and during his spare time tries some basic issues, where he ends up having an option, since where I live what can be done to pass the time is somewhat scarce (Or the person goes to the world of crime or turns drunk hahaha), where I ended up knowing and like this creative machine ... No more words, "É Nois" ... :)

Spoiler: PTBR, meu inglês é uma bosta, pura tradução (click to see content)
Glad to know that you took this path. É nóis!


Do you mean we would be able to reorganize statedefs' order, or even drag and drop statedef sections between multiple cns files with some kind of tree panel ?? THAT WOULD BE AWESOME !

I'm already dreamin, so i'll go even further with a suggestion :
Would it be possible to display 2 cns files (edit: 2 cns files from 2 different projects), one next to the other, like for a comparison sake ?
(like in Notepad++ . I have very little coding software experience, so that's the only example that came into my mind)

Thank you once more for all your efforts and also for your time to answer us here in the forums.
No, haha. About the split view for two files, I will put it on my to do list.

I'm running Fighter Factory on macOS right now.  So, a version for this system is likely to be released too.
Thanks!

Thank you for your answers ! :°) 
And cool to hear about macOS ! If i'm not mistaken, that means it could also run under Linux systems without going through WINE (as macOS has a Linux core) ? That'd be really cool !

Thanks once more and keep it up VirtualTek !
Cheers
FF3 already has a Linux version. The new FF is being half-developed on Linux due to awesome tools like Valgrind, so expect a version for this system too. It's already fully functional and looks great due to the better support for larger fonts and DPI configurations. But you will need Wine to run Mugen anyway.

Planned features for the second release:
- BGs editor (for stages and motifs, timeline-based editing of bg controllers)
- Simulation mode (built-in lightweight implementation of Mugen finite state machine for faster development and debugging (breakpoints :D) )
THIS! Is really going? Thatd be some serious workflow improvement
Also many thanks for FF best software i have used (using since first one)

Keep up the good work

These features are planned for future releases. Some, probably, will be some goal on Patreon campaign as they require a lot of work.

Am I too late for the party?
I'm so glad to see you back, VirtualTek!
There sure are so many future updates.
Yeah, thank you!

hello VirtuallTek

for convenient sake, can you add a feature to convert all/group of 8 bit sprites into 32
also resize all/group of sprites if possible.

auto semi trans pal based on the image transparency when indexing with ff3...hope you get waht i mean
if you dont get it or it's not possible...then nvm,don't know if ppl would find it useful...well,who knows.

more option for indexing/pal editor, i use xnview sometimes if i want to make pal from a 32bit image
just so i can arranged the color with less effort and time later on with ff3.

pal based on an image, lets say there's this image represent a pal structure
if ff3 able to adopt it as pal that would be awesome.

can you also make ff3 able to merge 2 project into 1
i mean merge the sprites,this should probably come in handy for those who would like to do cs
i can only do copas 1 by 1 on ff3[copy from 1 project and then paste to the other]
maybe i missed something?...or maybe i jsut don't know waht i'm doing,i use only ff3 when tried to do cs btw
and dont follow any tutorial...i was just messing with this app,now i'm not sure if it's a good idea.

current ff3 is great already
just suggestion, dont know if those can be done

tyvm
* Resize is already done. Convert to 32bit can be added later.
* I will take alpha channel into account on palette generation then ;)
* Not sure what do you mean by palette based on image
* You can import sprites from another opened Project

Quote
This function is very polemic :D, but I will try to add it back.
Oh God, please no. People will use it in the wrong way and blame the tool for it.

I am beta testing this tool and I can say that VT is making a GREAT work!
The only thing that comes in my mind when I think about it is that people can draw a bunch of hit boxes by hand too, nothing stops them from doing crazy things.

There's little things left to finish the first version. Very special thanks to O Ilusionista. He's helping a lot testing FF. We can avoid some crashes and bugs Thanks to him.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on January 22, 2018, 03:00:11 am
I wouldn't spend too much time on the auto-CLSN thing. Just toss in the algorithm you used last time (unless you REALLY want to have fun having it detect perfectly the non-alpha regions of sprites and creating the boxes to fill that area since that is an interesting problem).

Also, if you need ANY testing, especially on macOS, I'd be more than happy to help! I've helped you the last few times and feel it's only appropriate that I continue doing so! I also have a lot more experience debugging than I did 9 years ago.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on January 22, 2018, 04:11:56 pm
When I tried to use the auto generation of clsn boxes it'd pump out 20 to 30 boxes.
I think if you do put it in, it should have a pop up box asking the number of boxes to produce.
Either that or do 3 or 4 maximum.
Title: Re: Fighter Factory 3.0.1 Final
Post by: cldz on January 22, 2018, 06:29:58 pm
@VirtuallTek

let's forget about palette based on image

i know i can import sprites, i mean merge the sprites
group 0,0 from 1 project into group 0,0 of other project,etc
fusion...lets just forget about this too

1 more sugestion
when croping can you add an option to not fully crop all of the sprites
lets say 1 of the sprite if croped is "60x60" i want it to be "80x80" so there's 5 pixel space
option for space or something

thanks again
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on January 23, 2018, 10:17:29 am
Image>Properties is the closest thing to what you want. It uses the center. If you reduce or enlarge the borders it will take from the middle outward.
You could crop, then use Properties to adjust the overall size. There is no Add. You'd have to do the math and put in the final value(s).
Title: Re: Fighter Factory 3.0.1 Final
Post by: cldz on January 23, 2018, 06:24:48 pm
i dont really get waht you trying to say

i'm jsut giving a suggestion to add another option with the crop feature
so if i crop all of the sprites there can be 5 pixel space on each side of all the sprites
----edit-----


@VirtuallTek
sry if my explaination somehow hard to understand,if the words i use in my post offended you,i apologize
i don't speak engish too well and my vocabulary is limited
if the forget thing gets to you i apologize,i just can't explain very well about the matter, so it would be better to forget about it
i hope this time you understand what i'm trying to say

about the crop thing,i was hoping maybe you can add another option
an option so the croping can occur 5 pixel before the edge of the croping take place[left,right,up,down]
that 5 is just for example

if it can't be done or you still dont get what i'm saying...let's forget together.

i'm just glad that you actually going to update ff3
good luck with the update ;)



Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 24, 2018, 06:38:47 pm
I wouldn't spend too much time on the auto-CLSN thing. Just toss in the algorithm you used last time (unless you REALLY want to have fun having it detect perfectly the non-alpha regions of sprites and creating the boxes to fill that area since that is an interesting problem).

Also, if you need ANY testing, especially on macOS, I'd be more than happy to help! I've helped you the last few times and feel it's only appropriate that I continue doing so! I also have a lot more experience debugging than I did 9 years ago.
If this feature comes back, I will need to put limits as people don't see that it's fully customizable, so you can generate less boxes if you fine tune it.
About testing, I will send you something when i manage to compile the latest version on macOS. I'm having some strange issues now :D

When I tried to use the auto generation of clsn boxes it'd pump out 20 to 30 boxes.
I think if you do put it in, it should have a pop up box asking the number of boxes to produce.
Either that or do 3 or 4 maximum.
That's the problem, it's fully customizable, so you can produce less boxes fine tuning it. But as I said above, if this feature comes back, for sure, I will put limits.

@VirtuallTek
sry if my explaination somehow hard to understand,if the words i use in my post offended you,i apologize
i don't speak engish too well and my vocabulary is limited
if the forget thing gets to you i apologize,i just can't explain very well about the matter, so it would be better to forget about it
i hope this time you understand what i'm trying to say

about the crop thing,i was hoping maybe you can add another option
an option so the croping can occur 5 pixel before the edge of the croping take place[left,right,up,down]
that 5 is just for example

if it can't be done or you still dont get what i'm saying...let's forget together.

i'm just glad that you actually going to update ff3
good luck with the update ;)
Oh, no problem :D
About suggestions, I will do something ;)

EDIT:
Finished the new preset system plus complete support for high DPI. Tested on 300ppi display and it looks awesome on Windows 10 - 200% scaling.
Full support for alpha channel done. Palette generation and 'adapt to palette' can be used on 32bit images to make 8bit sprites with anti-aliasing (will work on Mugen 1.1 only, to save you must use PNG and will be editable only on FF as Photoshop will open these as RGB, not indexed).
It's almost done. I will finish some things in the scripting system to bring back templates and I think FF will be ready for a first release.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Melcore on January 24, 2018, 07:08:15 pm
fucking awesome, there honestly should be a star made for extra recognition or contributions as big as fighter factory...  so many creators benefit from this tool.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Jesuszilla on January 24, 2018, 07:48:01 pm
Eeeeeee I can’t wait!
Title: Re: Fighter Factory 3.0.1 Final
Post by: DarkWolf13 on January 24, 2018, 08:51:42 pm
I'm looking forward for this
Title: Re: Fighter Factory 3.0.1 Final
Post by: Mysticus92 on January 24, 2018, 09:01:42 pm
I can't wait for it!
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on January 27, 2018, 09:16:21 pm
First version is ready!
I will debug it a little more, but expect a release in the next days (time to finish some things, upload the new site and start the campaign on Patreon)!

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: adriano gt on January 27, 2018, 09:38:32 pm
(https://media1.tenor.com/images/42ae90314e47b3340e671e51e5beb065/tenor.gif)
Title: Re: Fighter Factory 3.0.1 Final
Post by: mr_bourrepalestick on January 29, 2018, 08:24:55 pm
First version is ready!
I will debug it a little more, but expect a release in the next days (time to finish some things, upload the new site and start the campaign on Patreon)!

Thanks!

yeeepeeee !!!!!!!!!!

thank YOU !
Title: Re: Fighter Factory 3.0.1 Final
Post by: coky on January 31, 2018, 08:44:04 pm
Very excited about the source code becoming available, any idea for when that might take place?
Title: Re: Fighter Factory 3.0.1 Final
Post by: Mysticus92 on January 31, 2018, 10:19:34 pm
My body is ready.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on February 04, 2018, 01:50:16 pm
@VirtuallTek: Sweet Jesus I almost forgot to request an old feature be put back in!!
PLEASE PLEASE PLEASE make it so if I don't have the default palette selected, the animations will play with that palette!
Like if palette 1,4 is active in Sprites and I switch to Animations it doesn't go back to 1,0.
Title: Re: Fighter Factory 3.0.1 Final
Post by: PhantomD on February 04, 2018, 02:39:23 pm
I haven't read to check if anyone else has asked this but, will there be a 64bit version?

Either way, Really looking forward to this Virtualtek, you're a true legend XD
Even the current version is awesome enough but to hear about all these improvements & high DPI support is awesome.
Keep up the good work!
Title: Re: Fighter Factory 3.0.1 Final
Post by: DarkWolf13 on February 05, 2018, 12:14:46 am
@VirtuallTek: Sweet Jesus I almost forgot to request an old feature be put back in!!
PLEASE PLEASE PLEASE make it so if I don't have the default palette selected, the animations will play with that palette!
Like if palette 1,4 is active in Sprites and I switch to Animations it doesn't go back to 1,0.

Yes please!! I'm with Odb718 on this one! I totally forgot about that small issue! And will this update fix a bug where if you edit the fighter's .def in Fighter Factory and try to close that fighter's tab, the app will crash.
Title: Re: Fighter Factory 3.0.1 Final
Post by: QuickFist on February 05, 2018, 12:28:41 am
@VirtuallTek: are you making changes in the remappal tool? It would be extremely useful to have more than 5 colors selected at once, since many chars use more than 5 shades of color
Title: Re: Fighter Factory 3.0.1 Final
Post by: DNZRX768 on February 05, 2018, 01:01:11 pm
First version is ready!
I will debug it a little more, but expect a release in the next days (time to finish some things, upload the new site and start the campaign on Patreon)!

Thanks!

That is great news! I will be waiting for the release!

Who knows, this might be the spark for me to get back into MUGEN!
Title: Re: Fighter Factory 3.0.1 Final
Post by: DroMKDT on February 05, 2018, 03:42:24 pm
Cannot wait!!! ;D
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on February 07, 2018, 01:37:19 am
I'm doing final adjustments, It's close! :D

Very excited about the source code becoming available, any idea for when that might take place?
I don't know. I need to comment things better and make some tips about how to compile it. It's being developed by one person all time so to speed up things the code has little comments and some weird identifiers :D But, make sure yout C++14 compiler ready for it.

I haven't read to check if anyone else has asked this but, will there be a 64bit version?

Either way, Really looking forward to this Virtualtek, you're a true legend XD
Even the current version is awesome enough but to hear about all these improvements & high DPI support is awesome.
Keep up the good work!
Yes. Windows (32 and 64bits), Linux (64bits), macOS (64bits).

@VirtuallTek: Sweet Jesus I almost forgot to request an old feature be put back in!!
PLEASE PLEASE PLEASE make it so if I don't have the default palette selected, the animations will play with that palette!
Like if palette 1,4 is active in Sprites and I switch to Animations it doesn't go back to 1,0.

Yes please!! I'm with Odb718 on this one! I totally forgot about that small issue! And will this update fix a bug where if you edit the fighter's .def in Fighter Factory and try to close that fighter's tab, the app will crash.
You can use the Palette remap window to view animations with alternate palettes (Palettes -> Remap).
Yes, fixed.

@VirtuallTek: are you making changes in the remappal tool? It would be extremely useful to have more than 5 colors selected at once, since many chars use more than 5 shades of color
As I said before, I will try, but we have a space issue on lower resolution displays.

This version doesn't have big new features, but for sure, It's a massive improvement over FF3.
Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Retro Respecter on February 07, 2018, 04:40:59 am
Will your new website host the latest Fighter Factory?
Title: Re: Fighter Factory 3.0.1 Final
Post by: C-r-a-v-e-r on February 07, 2018, 12:05:39 pm
Will your new website host the latest Fighter Factory?

Yes
Title: Re: Fighter Factory 3.0.1 Final
Post by: ZolidSone on February 08, 2018, 11:36:07 pm
Can't wait to see the new improvements of Fighter Factory. Hope the bug where the program will sometimes not run M.U.G.E.N for testing purposes when I never ran it in the first place or is already closed. Even sometimes it won't run at all even after closing Fighter Factory and reopening it again.

Will your new website host the latest Fighter Factory?
Yes
He wasn't talking to you, how would you know?
Title: Re: Fighter Factory 3.0.1 Final
Post by: PlasmoidThunder on February 09, 2018, 12:35:32 am
Because he's mentioned it before (http://mugenguild.com/forum/msg.2391805).
Title: Re: Fighter Factory 3.0.1 Final
Post by: O Ilusionista on February 09, 2018, 02:06:42 am
I've been using both Windows and mac versions, and they are great. Mac version runs very nice on the iMac that i work on (27" 5k resolution". Too bad we can't run Mugen natively on Mac, because using Wine causes a bug and you can't run it directly from the FF.

I can't wait for the OpenBor support!
Title: Re: Fighter Factory 3.0.1 Final
Post by: dospec123 on February 10, 2018, 07:12:05 pm
I'm doing final adjustments, It's close! :D

soo progress?

Title: Re: Fighter Factory 3.0.1 Final
Post by: Odb718 on February 11, 2018, 08:26:30 am
We've waited this long. A month more would be fine by me.
And I think this build is just a bonus all around. I thought 3 was supposed to be final.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Lynel on February 12, 2018, 03:42:12 pm
I hope the new version is compatible with Debian Linux.  The trouble with the other version is that the dependencies it uses are hard to find now, so it doesn't work on my system.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on February 19, 2018, 04:04:50 am
It's done. Finished all things I wanted to do in this version,
Now, I'm doing some things unrelated to programming to release it as soon as possible.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: DNZRX768 on February 19, 2018, 04:06:38 am
It's almost here! I am awaiting its release!

By the way, when you say "unrelated to programming," what do you mean?
Title: Re: Fighter Factory 3.0.1 Final
Post by: JarianDaProducer on February 19, 2018, 04:07:23 am
INCREDIBLE!!!!!! :)
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on February 19, 2018, 04:10:08 am
By the way, when you say "unrelated to programming," what do you mean?
Site, documentation, icon & preset adjustments, things like this.
All builds are ready. :D

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Yoshin222 on February 19, 2018, 04:16:44 am
Practically giddy, can't wait dude!
Title: Re: Fighter Factory 3.0.1 Final
Post by: PhantomD on February 19, 2018, 07:00:41 am
(https://i.imgur.com/DbYSs2u.gif)

Excitement levels over 9000+
Title: Re: Fighter Factory 3.0.1 Final
Post by: Mysticus92 on February 20, 2018, 02:28:18 pm
Hurry!
I can't hold exciment for any longer!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Nexus Games on February 25, 2018, 12:02:58 pm
since you allow people to edit images we it would if cool if you can add the line tool where you can ether have a straight line or curve lines for those who want to edit more without going back and forth to fighter factory and paint programs :)
Title: Re: Fighter Factory 3.0.1 Final
Post by: Memo on February 25, 2018, 12:15:29 pm
since you allow people to edit images we it would if cool if you can add the line tool where you can ether have a straight line or curve lines for those who want to edit more without going back and forth to fighter factory and paint programs :)

your late buddy, i think the current build is finished already.
he should have it up any day now.
Title: Re: Fighter Factory 3.0.1 Final
Post by: Ramon Garcia on February 26, 2018, 02:05:08 pm
Hi VirtuallTek and testers, good updates to make, or add to the new Fighter Factory program if you want:

I do not know if I can say that and whether you will be welcome or not, or can help improve the program. Or maybe I'm late to say that. But who knows the creator of the program see this or the people who test the program before launching can speak this to the creator of the program, but anyway it goes there:

There is an option that does not currently exist in Fighter Factory 3 and would be great for anyone who wants to convert chars to HI-RES using only the program '' Fighter Factory 3 '' and '' ImageResizer-r133.exe '':

That is to add an option to select multiple groups at the same time in the '' Image Editor / File / Open from / Current Group ''
Already after I select several groups I could go in the part: '' Image / Properties '',
And change the image background size of all those selected group at the same time.
And then go into '' Image / Resize '' and be able to resize all these groups of images at the same time.
Then in the end we go in the part that already exists that is '' Save one or more sprites as image file '' and select the '' Everything '' option.

Soon if those new options were created it will save a lot of people time to convert chars images to HI-RES.


PT-BR
Oi VirtuallTek e testadores, boas atualizações para fazer, ou adicionar ao novo programa Fighter Factory se você quiser:

Não sei se eu posso falar isso e se será bem vindo ou não, ou pode ajudar a melhorar o programa. Ou talvez eu esteja atrasado para falar isso. Mas quem sabe o criador do programa veja isso ou as pessoas que testam o programa antes de lançar possam falar isso para o criador do programa, mas de qualquer forma ai vai:

Tem uma opção que ainda não existe no Fighter Factory 3 atualmente e seria muito bom para quem quer converter chars para HI-RES usando apenas o programa ''Fighter Factory 3'' e ''ImageResizer-r133.exe'':

Que é adicionar uma opção de selecionar vários grupos ao mesmo tempo no ''Editor de imagem/Arquivo/Abrir de/Grupo Atual''
Ai depois que eu seleciona-se vários grupos eu pudesse ir na parte: ''Imagem/Propriedades'',
E mudar o tamanho do fundo da imagem de todos esses grupo selecionados ao mesmo tempo.
E depois ir em ''Imagem/Redimensionar'' e poder redimensionar todos esses grupos de imagens ao mesmo tempo.
Ai no final a gente vai na parte que já existe que é ''Salvar um ou mais sprites como arquivo de imagem'' e seleciona a opção ''Tudo''.

Pronto se essas opções novas forem criadas vai economizar muito tempo da gente na hora converter imagens dos chars para HI-RES.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VGames on February 26, 2018, 03:01:40 pm
(https://i.imgur.com/DbYSs2u.gif)

Excitement levels over 9000+

This says it all. LOL
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on February 26, 2018, 04:41:27 pm
since you allow people to edit images we it would if cool if you can add the line tool where you can ether have a straight line or curve lines for those who want to edit more without going back and forth to fighter factory and paint programs :)
I will add more tools later.

Hi VirtuallTek and testers, good updates to make, or add to the new Fighter Factory program if you want:

I do not know if I can say that and whether you will be welcome or not, or can help improve the program. Or maybe I'm late to say that. But who knows the creator of the program see this or the people who test the program before launching can speak this to the creator of the program, but anyway it goes there:

There is an option that does not currently exist in Fighter Factory 3 and would be great for anyone who wants to convert chars to HI-RES using only the program '' Fighter Factory 3 '' and '' ImageResizer-r133.exe '':

That is to add an option to select multiple groups at the same time in the '' Image Editor / File / Open from / Current Group ''
Already after I select several groups I could go in the part: '' Image / Properties '',
And change the image background size of all those selected group at the same time.
And then go into '' Image / Resize '' and be able to resize all these groups of images at the same time.
Then in the end we go in the part that already exists that is '' Save one or more sprites as image file '' and select the '' Everything '' option.

Soon if those new options were created it will save a lot of people time to convert chars images to HI-RES.
(https://i.imgur.com/jWAsWYx.jpg)
Just one click.

Thanks!
Title: Re: Fighter Factory 3.0.1 Final
Post by: Ramon Garcia on February 26, 2018, 04:52:15 pm
(https://i.imgur.com/jWAsWYx.jpg)
Just one click.

Thanks!

VirtuallTek Thanks, I hope this solves it.
Title: Re: Fighter Factory 3.0.1 Final
Post by: O Ilusionista on February 27, 2018, 08:34:38 pm
It's done. Finished all things I wanted to do in this version,
Now, I'm doing some things unrelated to programming to release it as soon as possible.

Thanks!

I can surely say you made a great job! And it was an honor to beta test your work again :)
Now I think you could post your Patreon page, because I think you deserve support for such hard work all over the years.
Title: Re: Fighter Factory 3.0.1 Final
Post by: VirtuallTek on February 28, 2018, 12:31:47 am
We are glad to announce the next version of Fighter Factory. It's written from scratch along the last year, based on version 3 but all code has been reworked to achieve better modularity, performance and opening room to massive improvements and new features.

Almost all functions of Fighter Factory 3 will be present in the first release (some less relevant ones will be missing) and many suggestion people made here too. This version is the beginning of our path to make a full IDE for not just M.U.G.E.N. but other 2D engines as well. Our goal is to be able to edit every single asset, on every engine we add support. All of this unified in just one tool, with focus on keeping things simple and accessible to everyone, allowing you to focus on content creation, in a fast and clear workflow.

Fighter Factory Studio will be released on April, 4. Stay tuned for more information and tips along the next weeks on our Patreon page - https://www.patreon.com/virtualltek (https://www.patreon.com/virtualltek). About it, developing a huge free software is a time-consuming project. We have been working on Fighter Factory for years, helping the M.U.G.E.N. community as much as possible. With donations you can show your appreciation for this effort and at the same time support the development.

Very special thanks to everyone that support us and makes this possible!

In this interval, I will show some cool new stuff and improvements, while I do the final adjustments for the first release.

I can surely say you made a great job! And it was an honor to beta test your work again :)
Now I think you could post your Patreon page, because I think you deserve support for such hard work all over the years.
The honor is mine, words can't describe how much I thank you for the hard work along all these years, from the first FF version to now. Thank you very much, my friend!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Memo on February 28, 2018, 01:32:36 am
April 4th....im sad now
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VirtuallTek on February 28, 2018, 02:04:40 am
I still need time to finish the site, documentation, do fine adjustments, fix things (found some bugs) and try to address as much as possible, as some surprises :D.
I think is better to have a release date now than extending it forever. I'm pushing myself to the limit, no one wants to see it done more than me, for sure.
Thanks!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: DarkWolf13 on February 28, 2018, 02:06:24 am
Well, we can definitely hold on longer. Can't wait to see the day it's released.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: ShinZankuro on February 28, 2018, 02:24:42 am
The wait is worthy! I know you guys are going to do a masterpiece of job on the new FF :D

Keep it coming!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: vgma2 on February 28, 2018, 05:23:33 am
Woohoo!
Everything you've done with Fighter Factory has been amazing.  Keep it up!
I'm excited for Studio's release!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Mysticus92 on February 28, 2018, 09:38:17 am
4th April...
It's OK. I can still wait any longer.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Odb718 on February 28, 2018, 11:19:23 am
As long as it's not April 1st....
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Memo on February 28, 2018, 05:19:35 pm
Dont mind me I'm just impatient like a motha flower.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: JustNoPoint on February 28, 2018, 05:26:45 pm
2 days after my birthday ^_^
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VGames on February 28, 2018, 09:41:55 pm
Fighter Factory Studio. That sounds great. Take your time.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Falcon Rapper on February 28, 2018, 10:19:36 pm
Yes!!! Good news, no doubt it will be a perfect tool, thank you VirtualTek, and the name (Fighters Factory Studio) really looked great ... :)
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Masterhand128 on February 28, 2018, 10:23:44 pm
A really big surprise, I can´t wait the next release.
Good luck for your next release Virtualtek. :)
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Henry Hero on February 28, 2018, 11:31:12 pm
Fighter Factory is the only reason Mugen is so accessible today.
You've done a lot for this community, thanks!!!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Slivern on February 28, 2018, 11:47:00 pm
I REALLY think we should make an updated documentation/e-textbook surrounding MUGEN development and the Fighter Factory Studio IDE.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Mature4evr on March 01, 2018, 09:14:51 am
Apart from severing a personal complacency with MCM and Z-CharCAD, Fighter Factory has indeed proven itself to be an honest-to-goodness blessing to this community.  Thank you, VirtualTek. :megusta:
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: PhantomD on March 01, 2018, 12:45:55 pm
haha holy shit, i totally 4got about MCM and Z-CharCAD! and that other one, what was it? like N.O.M.E.N or something, for creating the sffv2 files.
Man i stopped touch those like a squillion years ago. Praise Virtualtek, and praise GABEN
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VirtuallTek on March 04, 2018, 09:55:31 pm
I finished testing half of all functions in the program and fixed all bugs in the process. Now, I'm trying to eliminate as much bugs as possible, so later just documentation will be missing.

haha holy shit, i totally 4got about MCM and Z-CharCAD! and that other one, what was it? like N.O.M.E.N or something, for creating the sffv2 files.
Man i stopped touch those like a squillion years ago. Praise Virtualtek, and praise GABEN
GABEN is Gabe Newell? :D

Thanks!

Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: AlesRos on March 05, 2018, 01:12:46 am
I'm really looking forward about the new Fighter Factory. The reason? HIRES chars. :)
As Ramon said on the previous page, we are hoping that the process of turning chars into HIRES become easier.
Currently it is necessary to transform the sprites group by group through the option of image editor and this unfortunately takes a lot of time.
I mean, basically you need to:
Image Editor> Open From> Current Group> Image> Properties> Image (Again)> Resize and repeat the process for each group...

An easy way to fix this would be to allow you to select all the sprites of char (and not just the groups) and through that make the resize process only once. It would be incredible....
Yes, I saw the image posted by Virtual Tek on the previous page and now i'm so excited, can't wait anymore :)

-EDIT-
English:
I have a suggestion (which I do not know if it was already suggested or even added in the version you're doing your Fighter Factory)
When you have to add new sprites on the SFF, you need to tell them which group you are adding these sprites, as we can see in the image below:

(https://i.imgur.com/LzPjnRZ.jpg)

My suggestion:
The program could detects the group and the sprite according to the file name.
For example, if you have the sprite file with the name of 0,0 in the folder, this means that Fighter Factory will understand that this file will be part of group 0 and therefore sprite 0.
So if you have a folder with several sprites such as 0,0, 0,1, 0,2 (and so on) these sprites when they are added will automatically drop into the Group and Sprite related number.
That would make it a lot easier and would be great!

Portuguese:
Eu tenho uma sugestão (que eu não sei se já foi sugerido ou até mesmo adicionado na versão que você está fazendo do Fighter Factory)
Quando você manda adicionar novos sprites no SFF, você precisa dizer para ele em qual grupo você deseja adicionar os tais sprites, como mostra a imagem abaixo:

(https://i.imgur.com/LzPjnRZ.jpg)

A minha sugestão seria o seguinte:
O próprio programa detectar o grupo e o sprite de acordo com o nome do arquivo.
Por exemplo, se você tem o arquivo de sprite com o nome de 0,0 na pasta, isso significa que o Fighter Factory vai entender que esse arquivo vai fazer parte do grupo 0 e portanto sprite 0.
Então se você tem uma pasta com vários sprites como por exemplo 0,0, 0,1, 0,2 (e assim por diante) esses sprites quando forem adicionados irão automaticamente cair no número de Grupo e Sprite relacionados.
Isso facilitaria bastante e seria ótimo! Fica aí a sugestão!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: EgyLynx on March 05, 2018, 07:56:07 am
Is that... FREE? Anyway... I can´t believe this--- ealier version said the last one... well...
Let´s see truth... FF Studio?? Haha...
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Ramon Garcia on March 07, 2018, 02:25:20 am
Hi ''VirtuallTek'' I have another tip, of course if you find it interesting, if you can add it to the program or if you want:

It is the option to be able to add image conversion plugins same exists in photoshop, or add more image plugins in the program itself when changing the size of the image, type the '' alien skin blow up 3 '' the '' OnOne.Perfect .Resize.Premium.Edition.v9.5.0.1640.x64 '' the '' VHRUnsharpMask '' and the ''XBR 4x [NoBlend]'' 'plugin that comes bundled with the program ImageResizer-r133.exe'
If you can add this option in Fighter Factory Studio it will greatly help people who use the program to create or edit chars and easily convert the images to HI-RES, filtered images etc.
This will give you more features and more attention to game publishers.

PT-BR
Oi ''VirtuallTek'' Eu tenho outra dica, claro se você achar interessante, se puder adicionar ao programa ou se quiser:

É a opção de poder adicionar plugins de conversão imagem igual existe no photoshop, ou adicionar mais plugins de imagem no próprio programa na hora de mudar o tamanho da imagem, tipo o ''alien skin blow up 3'' o '''' o ''VHRUnsharpMask''  e o plugin ''XBR 4x [NoBlend]'' ''que vem junto com o programa ImageResizer-r133.exe''
Se você puder adicionar essa opção no Fighter Factory Studio vai ajudar muito as pessoas que forem usar o programa a criar ou editar chars e converter facilmente as imagens em HI-RES, imagens filtradas etc.
Com isso o programa terá mais recursos e chamará mais ainda a atenção de editores de jogos.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Henry Hero on March 13, 2018, 02:04:28 am
@VirtuallTek
I wonder if you ever thought about an option to change all sprites axis (or you could select the ones you want), for instance, move all of them up 3 pixels on their Y axis, so that they align better with the floor on MUGEN, you know?
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: altoiddealer on March 13, 2018, 03:13:52 am
@VirtuallTek
I wonder if you ever thought about an option to change all sprites axis (or you could select the ones you want), for instance, move all of them up 3 pixels on their Y axis, so that they align better with the floor on MUGEN, you know?
FF3 can do this already, I think its in the top menu bar Sprites > adjust position (or something like that)
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Henry Hero on March 13, 2018, 03:32:29 am
@VirtuallTek
I wonder if you ever thought about an option to change all sprites axis (or you could select the ones you want), for instance, move all of them up 3 pixels on their Y axis, so that they align better with the floor on MUGEN, you know?
FF3 can do this already, I think its in the top menu bar Sprites > adjust position (or something like that)
oh yeah! it's called "alignment tool" apparently.
thanks, and sorry for not paying attention hehe
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Odb718 on March 14, 2018, 12:09:40 pm
A simple request. (hopefully)
In Image Editor. Image>Properties Ctrl+P
The pop up box. Can you make O, or Alt+O, or Ctrl+O, activate the OK box, and C, or Alt+C, or Ctlr+C activate the Cancel box.
Switching from keyboard to mouse sucks when you do a ton of images in Image Editor.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Gladiacloud on March 14, 2018, 12:20:29 pm
I've a request too: the function of searching for certain "types" (trans, screenbound, etc.) simultaneously in a cns file. It can be useful when you need to convert a character to mugen 1.0.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: JustNoPoint on March 14, 2018, 06:05:55 pm
Can we please move the "Close all other projects" button FAR away from the save buttons? I get tired of accidentally clicking it trying to save =p
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: R565 on March 14, 2018, 06:45:29 pm
Can we please move the "Close all other projects" button FAR away from the save buttons? I get tired of accidentally clicking it trying to save =p

I second this, get super annoying when you make progress and then that happens.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: EgyLynx on March 14, 2018, 07:06:27 pm
Be carefully good ... makers!  Sorry...
 ... Isn´t there these pictures? Anyway...

Are it is really allowed get base at that Kung fu man? Base to woman??
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VirtuallTek on March 15, 2018, 04:45:31 pm
Hi ''VirtuallTek'' I have another tip, of course if you find it interesting, if you can add it to the program or if you want:

It is the option to be able to add image conversion plugins same exists in photoshop, or add more image plugins in the program itself when changing the size of the image, type the '' alien skin blow up 3 '' the '' OnOne.Perfect .Resize.Premium.Edition.v9.5.0.1640.x64 '' the '' VHRUnsharpMask '' and the ''XBR 4x [NoBlend]'' 'plugin that comes bundled with the program ImageResizer-r133.exe'
If you can add this option in Fighter Factory Studio it will greatly help people who use the program to create or edit chars and easily convert the images to HI-RES, filtered images etc.
This will give you more features and more attention to game publishers.
I will add more filters later, and some sort of extension/plugin system to extend support for new file formats, filters, ...

A simple request. (hopefully)
In Image Editor. Image>Properties Ctrl+P
The pop up box. Can you make O, or Alt+O, or Ctrl+O, activate the OK box, and C, or Alt+C, or Ctlr+C activate the Cancel box.
Switching from keyboard to mouse sucks when you do a ton of images in Image Editor.
OK = Enter, Cancel = Esc.

I've a request too: the function of searching for certain "types" (trans, screenbound, etc.) simultaneously in a cns file. It can be useful when you need to convert a character to mugen 1.0.
You can use regular expression, like this: trans|screenbound . You will need to enable RegExp (the first button on quick search) to use it.

Can we please move the "Close all other projects" button FAR away from the save buttons? I get tired of accidentally clicking it trying to save =p
:D The new version do not close if you have unsaved changes, it asks if you want to discard changes, so this problem is avoided and you won't lose anything not saved. But I will put a separator so you gain a little more room.

Thanks!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: JustNoPoint on March 15, 2018, 04:52:59 pm
Yeah it's not an issue about not saving. I like to have several up so I can pool code from them. That closes them all and I just have to spend time reopening the chars.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Gladiacloud on March 15, 2018, 05:04:47 pm
I've a request too: the function of searching for certain "types" (trans, screenbound, etc.) simultaneously in a cns file. It can be useful when you need to convert a character to mugen 1.0.
You can use regular expression, like this: trans|screenbound . You will need to enable RegExp (the first button on quick search) to use it.

Thank you very much :)
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: David11 on March 18, 2018, 06:57:16 pm
Cool that we are getting a new version soon, great work so far VirtuallTek.
I'd like to report a bit of a bug, that happens only with specific images (not indexed Png images) and Fighter Factory 3's crop tool.
I do not know if that was corrected in the new version, but hey, here we go:

Sometimes when you use the crop tool to trim the image, it also deletes some of the "actual" used pixels in the image. It's kinda hard to explain so I recorded it happening, and i'll provide the same image for test purposes. That's can be really annonying if you work with 8-bit Png Effects for example, and every time you use that tool you get some images that are getting trimmed away, which can be really troublesome if you don't have a backup of your effects.

This does not happen with all 8-bit png images, as showed in the video, just with some of them.

Spoiler, click to toggle visibilty
https://s10.postimg.org/smq3ylr6x/image.png (https://s10.postimg.org/smq3ylr6x/image.png)

That's bout it. Keep up the good work!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VirtuallTek on March 20, 2018, 03:56:47 am
Cool that we are getting a new version soon, great work so far VirtuallTek.
I'd like to report a bit of a bug, that happens only with specific images (not indexed Png images) and Fighter Factory 3's crop tool.
I do not know if that was corrected in the new version, but hey, here we go:

Sometimes when you use the crop tool to trim the image, it also deletes some of the "actual" used pixels in the image. It's kinda hard to explain so I recorded it happening, and i'll provide the same image for test purposes. That's can be really annonying if you work with 8-bit Png Effects for example, and every time you use that tool you get some images that are getting trimmed away, which can be really troublesome if you don't have a backup of your effects.

This does not happen with all 8-bit png images, as showed in the video, just with some of them.

Spoiler, click to toggle visibilty
https://s10.postimg.org/smq3ylr6x/image.png (https://s10.postimg.org/smq3ylr6x/image.png)

That's bout it. Keep up the good work!
Fixed. FF3 uses the color of index 0 (the transparency for Mugen), or the first one at upper left corner. Now it's smarter, thanks!

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

Finished the first version. Fixed all bugs I found after testing every single function. After the first round of optimizations, now, it's very, very fast and more responsive. It will try to use as many CPU cores as possible, so the faster is your PC, faster it will run.

I'll take the time until launch to make the latest adjustments and optimizations.

Thanks!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Odb718 on March 20, 2018, 03:11:16 pm
These next two weeks will go by fast.  Will I have to uninstall FF3 to use FFS? (Not ForFucksSake)
Also, Will I be able to import my *.ffc3 file(s)? Not that making 12 set-ups to launch to debug is a big deal. I was just wondering.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VirtuallTek on March 20, 2018, 04:53:03 pm
Will I have to uninstall FF3 to use FFS? (Not ForFucksSake)
No.

Also, Will I be able to import my *.ffc3 file(s)? Not that making 12 set-ups to launch to debug is a big deal. I was just wondering.
No, configuration file is a bit different now, and engine set-ups to launch are stored in the engine's module configuration file. But the syntax is almost the same, so you can edit the xml in some text editor and copy your set-ups easily.

Thanks!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Taffy on March 21, 2018, 01:36:07 pm
Will the apply to all frames thingy for alpha and time be applied to position in any way? and for the sprite numbers too?
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Mysticus92 on March 21, 2018, 01:48:55 pm
2 weeks left...
I can still wait.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: GDPenguin on March 23, 2018, 06:32:19 am
Would it be possible to add a "layerno for animation" feature for the victory screen as well?
Like there is on the versus screen?
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Odb718 on March 24, 2018, 10:13:43 am
I just squashed a bug in one of my characters. And I noticed something that FF3's State Controllers could use.
Some, like TargetDrop, will produce debug flood if you dont have certain triggers to stop it.
2OS was kind enough to make this post (http://mugenguild.com/forum/topics/necessary-triggeralls-redirects-and-some-sctrls-debug-141934.0.html) a while back that shows how to stop the flood.

I think it'd be super useful if FFS came with updated state controllers with common TriggerAll = commented out.
Also, If Ignore hitpause and persistent were preloaded with non-default values but still commented out it'd help out a lot. Something like
Spoiler: TargetDrop (click to see content)

The only reason I say to add the non-default values is because when they get commented in, it's to switch to being on.  I'd say 99.9% of the time I use ignorehitpause I set the value to 1.

If this sounds like a good idea, and you don't want to do the edits let me know how I can do them so you can use the changes and I'll do it.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VirtuallTek on March 24, 2018, 01:41:40 pm
I just squashed a bug in one of my characters. And I noticed something that FF3's State Controllers could use.
Some, like TargetDrop, will produce debug flood if you dont have certain triggers to stop it.
2OS was kind enough to make this post (http://mugenguild.com/forum/topics/necessary-triggeralls-redirects-and-some-sctrls-debug-141934.0.html) a while back that shows how to stop the flood.

I think it'd be super useful if FFS came with updated state controllers with common TriggerAll = commented out.
Also, If Ignore hitpause and persistent were preloaded with non-default values but still commented out it'd help out a lot. Something like
Spoiler: TargetDrop (click to see content)

The only reason I say to add the non-default values is because when they get commented in, it's to switch to being on.  I'd say 99.9% of the time I use ignorehitpause I set the value to 1.

If this sounds like a good idea, and you don't want to do the edits let me know how I can do them so you can use the changes and I'll do it.

That's great idea. I can do the edits, but it will take more time as I have lots of things to do. If someone want to help doing this will be awesome, and I can include the changes in the first release ;)

Thanks!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Odb718 on March 24, 2018, 07:32:25 pm
If I edit the *.sctrl files in
C:\Fighter Factory 3 x64\sctrls
Will that be good enough?
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: David11 on March 24, 2018, 07:56:17 pm
I have already edited all sctrls since may of last year, that makes things a bit easier to code but that will not avoid all the spam in the debug,. since there are no NumRoot, NumParent triggers, i've corrected that by using playerId:
PlayerIdExist(Root, Id)
PlayerIdExist(Parent, Id)
Since all helpers summoned have their root and player id saved upon spawn.

And there are also numerous others debug errors that can't be fixed by just putting a triggers. Not Ceil/Floor-ing values is another common mistake.

Also ignoreHitPause should've been default set 1, but since it's not i've edited all my sctrls to have it active, it's really rare the case where you don't need them to be on or off. (That's a elecbyte problem, not VirtuallTek's).
Persistent is Default set to 1, so there's no difference in writing them or not, unless you want a value other than 1.

The main problem is that mugen coders nowadays do not read the goddamn DOCs, so you see a lot of good chars everywhere, but all of them with 100s of debug errors. I'd suggest to add the Docs to the new FF version instead of actually editing all the Sctrls. And if you press F1 for example, you'd get the docs. like a lot of other engines do.

Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Ramon Garcia on March 25, 2018, 01:38:54 am
Hi ''VirtuallTek'' I have another tip, of course if you find it interesting, if you can add it to the program or if you want:

It is the option to be able to add image conversion plugins same exists in photoshop, or add more image plugins in the program itself when changing the size of the image, type the '' alien skin blow up 3 '' the '' OnOne.Perfect .Resize.Premium.Edition.v9.5.0.1640.x64 '' the '' VHRUnsharpMask '' and the ''XBR 4x [NoBlend]'' 'plugin that comes bundled with the program ImageResizer-r133.exe'
If you can add this option in Fighter Factory Studio it will greatly help people who use the program to create or edit chars and easily convert the images to HI-RES, filtered images etc.
This will give you more features and more attention to game publishers.
I will add more filters later, and some sort of extension/plugin system to extend support for new file formats, filters, ...


Thank you so much VirtuallTek if you do this will be amazing.
The best filters that i found and use to convert sprites to HI-RES until now was ''XBR 4x'' ''XBRz 4x'' founded in the program: ImageResizer-r133.exe  and '' Photoshop plugin: Alien Skin Blow Up 3 '' if you could add only one of this 3 filters will be amazing to convert chars to filtered sprites, popularly known as HI-RES.


And another tip VirtuallTek:
One thing I really miss when I'm going to convert sprites to HI-RES and make the whole process much faster and easier is:

The option to be able to change and save the properties and resolution of several image groups at the same time, where we can select only the groups that we will want to change the properties and then the resolution.
This really is missing and would leave the process of converting sprites much faster and easier.
If you can do this it will help a lot in converting speed from several chars to HI-RES. And it will attract many editors and content creators to the new Fighter Factory Studio.
This really is missing and would leave the process of converting sprites much faster and easier. ;)

And who can support / encourage VirtuallTek by donating some value through the site https://www.patreon.com/virtualltek so that this great editing program continues to be evolved and improved over time. :thumbsup:

Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VirtuallTek on March 27, 2018, 03:56:25 am
Thanks @Odb718!

About the docs, people suggested before, and I will try to implement some sort of link on SCtrls to jump to docs.

About resize plugins, XBR is a great candidate as it's OpenSource. Perfect Resize or Blow Up are proprietary software, thus impossible to add support.

Thanks!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Duke of Corvus on March 28, 2018, 05:49:48 am
I have a question regarding FF3 use.., probably a noob question. I'm only recently stepping into character building territory.
is it possible to add all exported sprites to a new sff file at once?
I'll try to explain:
FF exports all sprites as individual files, and names them according to group and index, for example "char_XX_YY.png" where XX is the group and YY the index
ok, so after doing whatever I had to do with the sprites, now I need to rebuild the sff file from the previously extracted sprites
so far I can only add bulk sprites limited by group, that comes in handy when there are several sprites in that group, but becomes a pain when the group only has one sprite and there 500+ different groups.
so my question is if there is an option in FF to import back all previously exported sprites into a new sff file without having to do it group by group?
like reading the string in the name and automatically assigning a group an index based on  "char_XX_YY" or something?
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Odb718 on March 28, 2018, 06:56:22 am
I think this was a requested feature for Studio, but FF3 doesn't have this option.
One thing you can do is import them all as one group and edit their group's name individually.
The "5000" sprites, they're pretty much the same exact sprite 3x with different X,Y positions. You can just duplicate 1 and rename it.
This is one of the reasons I try to do all my editing inside FF3.
In the grand scheme of things, importing all your sprites doesn't take that long. Yeah it sucks, but it shouldn't take more than a few hours lol.
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: VirtuallTek on March 28, 2018, 05:35:46 pm
This can be done with the "Export" function on Sprites menu. It exports all sprites and a INI-like text file describing group, index, axis, palette, ...
You can edit exported sprites and use the "Import" function to rebuild the SFF from this text file.

On Studio you can do what you said as it have an option to detect group and axis from file name and collision resolution (can choose to replace existing ones).

Thanks!
Title: Re: Fighter Factory Studio coming on April, 4 - support us now!
Post by: Duke of Corvus on March 29, 2018, 04:36:00 am
oohhh! it works!
my mistake was exporting the sprites with the "save one or more images as files" instead of exporting them with the proper export function.
lol, that makes sff rebuilding a loooot easier.
Title: Re: Fighter Factory 3.0.1
Post by: Odb718 on April 04, 2018, 01:04:08 pm
(https://i.imgur.com/EzOFTY7.gif)please*
Title: Re: Fighter Factory 3.0.1
Post by: Henry Hero on April 04, 2018, 01:29:19 pm
(https://i.imgur.com/EzOFTY7.gif)please*

it's 8am here in brazil. lol
VirtuallTek is probably just waking up and having breakfast (while I haven't slept yet, damn)
Title: Re: Fighter Factory 3.0.1
Post by: Zazamyon2 on April 04, 2018, 01:58:25 pm
Well ill be here till midnight waiting goddammit (https://i.imgur.com/emzAKP7.gif)
Title: Re: Fighter Factory 3.0.1
Post by: PlasmoidThunder on April 04, 2018, 02:06:38 pm
Y'all are impatient :P
Title: Re: Fighter Factory 3.0.1
Post by: IkuTronHD on April 04, 2018, 02:35:30 pm
Y'all are impatient :P

I do not xD
Title: Re: Fighter Factory 3.0.1
Post by: Taffy on April 04, 2018, 02:54:25 pm
The hype is reaaaaal
Title: Re: Fighter Factory 3.0.1
Post by: VirtuallTek on April 04, 2018, 03:06:09 pm
Released, guys!

I made another topic as this is more focused on FF3.

Thanks for the support!
Title: Re: Fighter Factory 3.0.1
Post by: SLZero on November 07, 2020, 07:31:47 pm
This program is buggy as all hell and I am never using 3.0 UNTIL THEY FUCKING REMOVE THE MUGEN PROCESS LIMITIATION!
I QUIT USING YOUR SHITTY PRODUCTS!
Title: Re: Fighter Factory 3.0.1
Post by: Melcore on November 07, 2020, 07:36:51 pm
Jesus, calm down.  This tool is universally loved and is being improved.
secondly, that is not even remotely close to giving good feedback.
Take a deep breath and use your words to explain what is wrong so it can be reviewed and possibly fixed if applicable.
Title: Re: Fighter Factory 3.0.1
Post by: PlasmoidThunder on November 07, 2020, 08:38:42 pm
They're not working on FF3 anymore.
Title: Re: Fighter Factory 3.0.1
Post by: KannaCrossing on March 15, 2021, 01:13:30 pm
More updates came out since then, their Patreon is far more updated since the first post in this thread.
The current version is 3.5.7 (https://www.patreon.com/posts/version-3-5-7-47073430)
Title: Re: Fighter Factory 3.0.1
Post by: PlasmoidThunder on March 15, 2021, 01:46:36 pm
3 (this topic's subject) and Studio (the one you're referring to) are different versions.
Title: Re: Fighter Factory 3.0.1
Post by: MankiOtakuton on June 18, 2021, 04:05:14 am
When I try to download the 32xbit version of this, it said it wasn't available...