YesNoOk
avatar

Fighter Factory 3.0.1 (Read 1562187 times)

Started by VirtuallTek, December 16, 2011, 11:37:46 pm
Share this topic:
Re: Fighter Factory 3 RC4 + Update 1
#661  July 03, 2012, 08:08:47 pm
  • ****
  • Club -SyN- in my past life
    • USA
    • negative-edge.net
Re: Fighter Factory 3 RC4 + Update 1
#662  July 04, 2012, 02:44:07 am
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
I will check the feedbacks now.

Thanks!
Re: Fighter Factory 3 RC4 + Update 1
#663  July 04, 2012, 09:35:01 am
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Re: Fighter Factory 3 RC4 + Update 1
#664  July 04, 2012, 11:26:22 am
  • *
    • Russia
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?
Last Edit: July 04, 2012, 11:33:44 am by GamerXP
Re: Fighter Factory 3 RC4 + Update 1
#665  July 04, 2012, 06:35:50 pm
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
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!
Last Edit: July 04, 2012, 10:43:08 pm by VirtuallTek
Re: Fighter Factory 3 RC4 + Update 2
#666  July 05, 2012, 06:17:56 am
  • *
    • Russia
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
Last Edit: July 05, 2012, 12:02:24 pm by GamerXP
Re: Fighter Factory 3 RC4 + Update 2
#667  July 05, 2012, 03:54:29 pm
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
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!
Re: Fighter Factory 3 RC4 + Update 2
#668  July 05, 2012, 05:06:24 pm
  • *
    • Russia
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
Re: Fighter Factory 3 RC4 + Update 2
#669  July 05, 2012, 05:13:57 pm
  • ******
    • www.justnopoint.com/
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.
Last Edit: July 05, 2012, 06:09:24 pm by Just No Point
Re: Fighter Factory 3 RC4 + Update 2
#670  July 05, 2012, 06:06:42 pm
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
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!
Last Edit: July 05, 2012, 06:11:22 pm by VirtuallTek
Re: Fighter Factory 3 RC4 + Update 2
#671  July 05, 2012, 06:12:48 pm
  • ******
    • www.justnopoint.com/
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.
Last Edit: July 05, 2012, 09:30:22 pm by Just No Point
Re: Fighter Factory 3 RC4 + Update 3
#672  July 06, 2012, 01:05:58 am
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
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!
Re: Fighter Factory 3 RC4 + Update 3
#673  July 07, 2012, 10:46:53 am
  • *
    • Russia
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
Re: Fighter Factory 3 RC4 + Update 3
#674  July 07, 2012, 10:52:01 am
  • avatar
  • ******
    • USA
It still does that? wtf that's the bug I hate the most. Really frustrating.
Re: Fighter Factory 3 RC4 + Update 3
#675  July 07, 2012, 04:51:15 pm
  • ***
  • Not enough Flow
    • USA
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.
Re: Fighter Factory 3 RC4 + Update 3
#676  July 07, 2012, 08:11:38 pm
  • *
    • Russia
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
Re: Fighter Factory 3 RC4 + Update 3
#677  July 07, 2012, 10:26:25 pm
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
@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!
Last Edit: July 08, 2012, 02:34:41 am by VirtuallTek
Re: Fighter Factory 3 RC4 + Update 4
#678  July 08, 2012, 07:57:48 am
  • *
    • Russia
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
Last Edit: July 08, 2012, 08:11:36 am by GamerXP
Re: Fighter Factory 3 RC4 + Update 4
#679  July 08, 2012, 06:34:53 pm
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
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!
Re: Fighter Factory 3 RC4 + Update 4
#680  July 08, 2012, 08:20:02 pm
  • *
    • Russia