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VirtuallTek

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Messages by VirtuallTek

    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 January 12, 2013, 01:49:02 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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, ...).
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 December 12, 2012, 04:19:25 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 December 03, 2012, 04:30:23 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 September 27, 2012, 06:23:18 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 August 28, 2012, 02:44:30 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 August 26, 2012, 12:41:22 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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: .


You can move the selected BG with drag and drop. The organizer is used to rename, navigate, delete and define the BG visibility too.


Express train running at simulation mode. This stage has a lot of BGs and BG controllers, all being simulated in real-time.


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!!!
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 August 24, 2012, 02:52:52 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 August 23, 2012, 03:14:12 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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.
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 August 22, 2012, 01:37:29 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 August 09, 2012, 03:51:30 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC6 (Reup + mirror)

 August 08, 2012, 04:54:56 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC6

 August 06, 2012, 04:09:21 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC5 + UPDATE 7

 July 31, 2012, 05:41:03 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC5 + UPDATE 7

 July 31, 2012, 04:07:49 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC5 + UPDATE 7

 July 31, 2012, 12:39:55 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC5 + UPDATE 7

 July 31, 2012, 12:26:09 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC5 + UPDATE 6

 July 29, 2012, 01:18:15 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC5 + UPDATE 5

 July 28, 2012, 10:48:20 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC5 + UPDATE 5

 July 28, 2012, 07:36:16 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!
    

Re: Fighter Factory 3 RC5 + UPDATE 4

 July 28, 2012, 03:15:52 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3 RC6 (Reup + mirror) (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

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!