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VirtuallTek

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Messages by VirtuallTek

    

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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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 Final Release Preview v2 (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.
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 29, 2013, 04:32:46 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.

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.  ;)
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 29, 2013, 12:01:25 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 28, 2013, 04:27:22 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 23, 2013, 01:10:37 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 22, 2013, 03:00:12 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

OK, no problem. As O Ilusionista said, the problem is just the stcommon.
I'm uploading it again.

Reuploaded. Problem fixed.
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 22, 2013, 02:39:54 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 22, 2013, 01:07:05 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!