YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
VirtuallTek is Offline
Contact VirtuallTek:

VirtuallTek

Contributor

Messages by VirtuallTek

    

Re: Fighter Factory 3.0.1 Final

 April 24, 2015, 04:07:44 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 23, 2015, 05:32:16 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 23, 2015, 05:05:26 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 21, 2015, 04:43:39 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 20, 2015, 04:20:33 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 19, 2015, 09:20:07 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 19, 2015, 04:26:04 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

New version in the first post.

Changes:
- Fixed some bugs in SFF v2 decoding
- Stability fixes in the AIR editor

Is all, thanks!
    

Re: Fighter Factory 3.0 Final Release Preview v2

 August 31, 2013, 02:41:24 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3.0 Final Release Preview

 August 28, 2013, 05:21:43 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3.0 Final Release Preview

 August 28, 2013, 02:36:30 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

@parse: Fixed.
@ThatIdahoGuy: Fixed. Note that the frames are still here (see in text mode). No data loss.

Thanks!
    

Re: Fighter Factory 3.0 Final Release Preview

 August 27, 2013, 02:14:02 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3.0 Final Release Preview

 August 26, 2013, 01:36:18 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Fixed. Thanks!
    

Re: Fighter Factory 3.0 Final Release Preview

 August 25, 2013, 10:42:41 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3.0 Final Release Preview

 August 25, 2013, 01:47:16 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC7 + BGs beta + Debug + Patch 2

 August 22, 2013, 06:33:18 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Using Koldskool's latest Angel update
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!
    

Re: Fighter Factory 3 RC7 + BGs beta + Debug

 August 07, 2013, 12:08:27 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3 RC7 + BGs beta + Debug

 August 05, 2013, 05:30:05 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Image -> Properties, and increase the image size here.
    

Re: Fighter Factory 3 RC7 + BGs beta

 August 04, 2013, 01:57:58 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 30, 2013, 03:36:06 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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
Congratulations, you found a bug in one of the Qt libraries!  ;)
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 29, 2013, 05:52:35 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 Final (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.