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VirtuallTek

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Messages by VirtuallTek

    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)

 May 23, 2018, 03:52:38 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Hi,
Thanks for sharing your creation VirtualTek. I'd like to report a "situation". I don't know if it is the program's fault or mine, but here it goes.
I get the following error, which doesn't occur on FF3.

Error in ../../Data/Mugen States.cns:0
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/ffs_0/ffs_0.def

I have a file shared among all characters; "Mugen States.cns", and my character has "mugenversion = 1.0" under [Info]

Thats really strange, why does it only happen in this FF version ? Any help? Please.
Can you send me this char?

If I try to delete or ctrl+x a code in the middle of a big file (more than 10k lines) the program freezes.
This in the current version (3.5.2)? This is like the bug in 3.5.1 I fixed in 3.5.2, can't reproduce in the latest build, tried cut and delete on many lines in a 20k lines file.

UPDATE: Reuploaded Windows and Linux versions with a patch to fix some small bugs. A patch only (files to replace) is on first post too.

Thanks!
I'm using the lastast build, I selected around 3000-5235+ lines and this happened again, maybe it's on my end?
Edit: For exemple, on vans' Kyo I select the line 5408 up to line 10643 try to cut and ff freezes.
If I try to select from the first line up to the end of the file I can cut and delete normally.
Ah, and if for some reason I have some code in the .def and try to load it as a state too I can't test the character.
OK, I'll test on this char, thanks!


Hello VirtuallTek is not an error but if part of it in the previous version is the 3.5.1 if I let it do it but not in this, what happens is that it does not let me open 2 programs at the same time with the same icon of the program, I repeat in the previous version if he left me, I would like it to be in this version, thank you.
What's the reason do you want more than one instance?

I just wanna say i love this new version, it's incredible!

All the issues i had have been resolved...cept 1. Idk if this is intentional or just the way it renders stuff...but is it normal that stuff like Outer Glows, Transparent Images and other color/glow based effects on images, look kinda...pixely? Idk if thats the right word...they look off...like their not truly PNG/Transparent.

This wasn't an issue in FF3. It's not a huge issue, it's just realy jarring. When it showed up like that i got REALLY Scared i did something wrong so i was messing around in photoshop for like 30 minutes trying to figure out what i did wrong :(

Note: Yes, Nine in both have SFF's at 1.1.
Can you send me this image?

Thanks!
    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)

 May 21, 2018, 01:55:14 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

If you install a new version, use the Import button on welcome screen to grab your last installation configs, which includes history and all configs. The ffc just saves the main configs, not the engine specific ones. I'll change it later.
Thanks!
    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)

 May 21, 2018, 06:26:06 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

If I try to delete or ctrl+x a code in the middle of a big file (more than 10k lines) the program freezes.
This in the current version (3.5.2)? This is like the bug in 3.5.1 I fixed in 3.5.2, can't reproduce in the latest build, tried cut and delete on many lines in a 20k lines file.

UPDATE: Reuploaded Windows and Linux versions with a patch to fix some small bugs. A patch only (files to replace) is on first post too.

Thanks!
    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)

 May 20, 2018, 06:24:04 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I found a new bug with the update. After quitting Fighter Factory Studio and reopening it again for later, the engines deleted themselves and will not save. Even if I save the settings in an ffc file and open it, the list will not appear and have to reconfigure it again. I know there won't be anymore public releases after this one, but can you please look at this? Because I can't play test characters like this if I have to keep adding an engine every time I open the program. This wasn't an issue with the 3.5.1 update, so I don't know how this happened.
I'll check this, but don't worry, I'm waiting some time for feedback and a patch will become available soon.

For some reason after a while, the Project and Edit menu items become highligtable, yet when I click them, the menu doesn't open. The rest work just fine.
Checking this, thanks JZ!

Known issues (already fixed, waiting more to release a patch):
- Some functions in the palettes menu are disabled (won't work)
- Advanced search freezes with empty string

Thanks!
    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)

 May 20, 2018, 04:34:12 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I'm still getting crashes when attempting to open the Open window with the 64 bit version. JZ has done a bit of troubleshooting with me and he's concluded that it's likely related to me running Windows 8.1.
Try one more thing: there's a new setting in Options window called "Use system native open dialog", disable it. If the problem persists, will be helpful if you can provide some crash dump. I'll try to get a Windows 8.1 PC to test.

Thanks!
    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)

 May 20, 2018, 01:02:04 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Version 3.5.2 released!
More details on Patreon post.

Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 May 06, 2018, 11:55:54 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Version 3.5.2 is almost done, it's so better now. I already addressed all most requested features and fixed a lot of bugs. FFS is getting very stable, and a good base to start the big new features.

But, again, to make this grow and implement huge new features I need your support on Patreon, as this way I can put more effort (time) on it.  After this version, I'll start to release private builds for our Patrons, so public releases are likely to be less frequent.

Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 May 02, 2018, 05:54:41 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Hi guys, I'll not answer one by one this time, but I'm trying to address all issues in the next version, so it will take some time to finish everything.
About sff, I already changed the save function so it complains only in the case of incompatible pixel formats and you can let FF fix them, all other errors are warnings now, so you can save without problems. The issues list was moved to a far better place, so you can check them and navigate easely. The syntax checking is being improved and a mass search & replace function will be available, so the polemic stuff can be fixed in a single click, but you can still ignore the errors and do what you want, not such drama. The empty project will be available and new capabilities are working right now as open single file, open from first argument (for command line or double-click). The new way it handle files in a project opens a lot of possibilities that will be explored further in the future. I'm fixing bugs too, of course.
As FFS is portable, I'm keeping config files inside its folder, and an "import from another installation" function will be added to solve the reconfiguration steps on fresh install of a new build. There's some problems with unicode on file system that breaks some functions, so I'm addressing this too.
About the pink pixels, the resizing algorithm is adding more colors than the source image. These are likely to introduce this "artifacts" when going back to 8bits, mainly if the palette you're using has some color close to the background one. In this case is better to convert back to 8bits using a clean palette, without any color similar to the background. Is not a problem on your system or the program, just a bad combination of resize algorithm and palette. Try making a clean palette (before resize) and converting the images to 8bits in the advanced palette editor (after resize).

Thanks and hope people can help on our end and support the development.
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 17, 2018, 06:13:21 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Got your point. Someone else?
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 17, 2018, 04:01:05 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.


Absolutely agreed. I hope they include this option.

As I said before, is unlikely that Elecbyte comes back and fix the parser (even KFM exploit undocumented behavior), but there's one thing every coder must keep in mind: exploiting parser bugs and/or undocumented things isn't good practice. If bugs get solved or undocumented stuff changes, your code won't work anymore.
The biggest changes from FF3 are stuff like Heavy, Med, ..., are gone. Even FF3 don't like Hamburger and things like this, and everything else Jesuszilla pointed out. That's not too much change from version 3.0.1 (of course, I missed some stuff people reported here and I'm adding that to the syntax database).
Replicating Mugen bugs will be more work than replicating FF3, as it accepts lots of "grammar errors". You can see the changes from FF3 to FFS looking at syntax.xml inside engines/mugen folder. FF3 was a great improvement but it fails on reporting errors with the precision level FFS aims to reach (there's, still, things I need to implement and/or fix).
It's unbelievable why people want to write, technically, grammatically incorrect code instead of good code that is fully guaranteed to work in every possible way.
Another thing to note, people seems to be scarry of their own mistakes, they don't like the program pointing out things they should fix. If you're editing SFF 1.0.1 or 2.0.0, why you want to save it after inserting 24/32bit sprites. If you do something wrong, it's best to KNOW WHY, so you won't repeat the same mistake again, than expecting the program to fix it some way, that probably, solves the problem (by brute force) but isn't the best solution. The next version will be less intrusive, so warnings that can be ignored and fixed later aren't treated as errors. This is happening in all Mugen forums. Some poeple said they will go back to FF3 because they don't want to fix their own mistakes in SFF and want a way to get rid of the error message. UNBELIEVABLE! Just fix your damn mistakes! :D

Someone can tell me why?

But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.


Absolutely agreed. I hope they include this option.

It's planned for future versions.

Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 17, 2018, 03:35:30 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Now back to the subject.

There are some syntax problems with the new ff version. The same happened with the 3rd FF version.
XAngle, YAngle, etc.. are not recognized as explod arguments, even tho they were implemented in mugen 1.1

FF3 with fixed syntax:


FF Studio:


Its not a priority, but that just makes my OCD kick in.

Using nulls as a mean to set Vars now looks 10x uglier hence the fact that they have a different kind of color with non bold fonts:

It kind of makes sense and it kind of doesn't. People that arent familiar with Null will just assume that the code won't work, since it looks like it's disabled or something.

Interpolated animations do not animate. FF3 did it in it's quircky way but at least it was something. But FF Studio just don't animate the interpolation between frames. (I've just tested with 8bit Png images).

The rest was already mentioned in this thread. There's a really RARE bug that I found with the interface that I wasn't able to replicate, but the menus on the top of the program ("Project, Edit, View, Definitions...") stoped working for some stupid reason. it happened right after I had tested a char and closed down mugen.

That's about it. Great job so far I really like some aspects of FF Studio, it's a step forward for sure.
I will check this.
About syntax, again, Studio is based entirely on Mugen docs, and only stuff from there will be highlighted as right code. If FF3 accepts your code not means it's fully Mugen "standard" compliant. Exploiting Mugen parser bugs is not an option on this version.
Thanks for reporting.

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

New SFF error message and Issues list relocated.


Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 16, 2018, 10:59:30 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 16, 2018, 07:16:29 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Thanks for all bug reports.

I'm solving them all. In the next version I will introduce some things people requested, as empty project, open single file, and option to disable the lock to save SFF if it has errors.
But disabling this is very dangerous. This was made to prevent user mistakes, as some are critical like trying to save SFF v1 with 24/32bit images or wrong sprite order (in SFF v1, wrong ordering will change the sprite's palette). These are real errors and saving SFF without fixing them will lead to data loss (you can't simply fix it later). Don't ask me after!

EDIT: I'll' add an option in the error window to let FF fix them by sorting sprites and converting 24/32bit images to 8bits, warning about possible data loss, and change the error about same group/index to warning. This way people can save the SFF more safetly with less error messages, but still, with some data loss.
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 08, 2018, 01:28:51 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I downloaded FF with Chrome. Anyway I disabled SmartScreen, but am now getting this error instead:

And it still crashes when trying to load the Open window.
Right-click the executable and uncked the "block:" checkbox (or something similar).  Try running on another folder, drive.
If the crash window points to some crash dump file, send it to me.

I will see the code signing options for next releases.

Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 08, 2018, 12:56:20 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Can confirm the sound player is better at least on Linux! There's still the odd DPI issue, though. Syntax highlighter no longer picks up "Heavy" as an issue for AnimType, however it still shows in the error list.

BindToTarget says it expects 3 parameters, but got 2; however it does have a default for the 3rd parameter which is Foot IIRC.

For SuperPause, it says it expects 2 parameters for sound, however this is completely valid:
Code:
sound = -1

For a StateDef, it says this is invalid:
Code:
;----------------------------------------------------------------------------------
; DEAD SAND
[Statedef 1106]
type = ScreenBound
movetype = AssertSpecial
physics = Null
ctrl = 0
anim = 1

[State 1106, DestroySelf]
type = DestroySelf
trigger1 = !Time

Yet once again, thanks to MUGEN's busted parser, it is valid (I do this just to mess with people lol).

It also says "Unknown parameter potarget" when I do this:
Code:
[State 147, BindToTarget]
type = BindToTarget
triggerall = NumTarget
triggerall = Time <= 1
trigger1 = Target, StateNo = 148
pos = 0,(target, Const(Size.head.pos.y)-7)
OK, I will check these errors.
About the State inside StateDef, you're hacking the buggy Mugen parser. As I said before, Elecbyte will not fix their mess, but people can, still, write code that is guaranteed to work in any situation following the docs.
EDIT: On Studio is a matter of standard, right code, not valid code exploiting bugs.
If we want to mimic Mugen bugs, I'll disable all syntax checks :D

I might know what that is, and it's not a pretty solution for VirtuallTek: you need to sign your code.

I say it's not pretty because the only way to do that is to buy what's called a code-signing certificate. The cheapest I know of is from DigiCert. The reason I know this is because we had to get around that Smartscreen crap for Windows 8 at work and that was how we managed to solve that for our customer, because Smartscreen and Norton go apeshit if your code isn't signed.

If you want, I can donate the cost to you because it's important to have as a Windows dev these days. Yes, it's total bullshit, I agree, but... we have to do it.

EDIT: Could try this, too https://www.globalsign.com/en/code-signing-certificate/code-signing-tool/
But, this happened because he downloaded using Internet Explorer or Edge right? The easiest fix is to download using another browser to bypass SmartScreen filter, no?

Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 07, 2018, 11:51:48 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Version 3.5.1 is online. I will continue releasing patches if necessary until the next major or minor build.

Thank you very much!
    

Re: Fighter Factory Studio + BIG FIX 2

 April 07, 2018, 09:06:53 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

    

Re: Fighter Factory Studio + BIG FIX 2

 April 07, 2018, 08:43:32 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

also the program keep crashing when you try to mess with the menus and also this happen when you close the program. its keep crashing...

I need to know exactly what you do in the "menus" to make it crash.

DPI scaling on Linux seems to have no effect. I tried 0.5 all the way up to 10 and I saw no differences.

Sound preview cuts off for some sounds in Linux (sound 2,1 in cvsfelicia I sent you is a good example) and it's slower than last time. If you need me to record a video, let me know.
Do you restarted FF after changing DPI scaling? It only takes effect on fresh launch.  It changes the environment variable we talked in private just like export does, so should work. For me it works, but I will double check this.

I optimized the wave viewer (in future versions will be an editor), it's a lot faster on 3.5.1. About sound cut, I will check. It cuts off in all sounds on macOS, for sure is a Qt bug, so likely I will need to replace Qt sound output by some other one that works.

Thanks!
    

Re: Fighter Factory Studio + BIG FIX 2

 April 07, 2018, 05:20:52 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Just tested the new fixes. I think the crashing is delayed, but I still occasionally get them from time to time. Now it crashes when closing 4 character tabs while in sprites, states, command, or sound and then trying to view the animations of the 5th character. If it doesn't that time, then onwards. I should also mention if you are already on animations instead when closing character tabs and then switch to states, the program will crash that way too. I have so many crash logs on my computer and I don't understand why the program keeps doing this. Right now in my opinion, the program is great for testing finished characters but not so much for making/editing them in it.
Fixed all possible cases that can lead to all crashes you're having after closing tabs and switching to another editor. Thanks!
EDIT: I successfully reproduced everything you said, and fixed all issues.

thanks for the new release!!

i've a question. if i add/modify a sprite and then save SFF, it says it find 50 errors and i've to fix them before save.

in the old FF3 this message's never appeared (in fact i'm still using ff3 right now).

since i have more than 2700 sprites to check, is there a way to know at least which sprites has "errors", so i can try to fix them?

thanks in advance. ;) ;)

This was made to avoid user mistakes, as two sprites with same group/index are useless as they can't be referenced, and corrupted ones can crash Mugen. To see the error click at the red icon on status bar. In the window that opens, double click the error/warning, FF will go to the affected sprite and you can fix the problem.

Sound navigation seems even slower, as you have to wait for the waveform to load before the correct sound plays, which can take a second or two. Playing a sound before the waveform has loaded plays the previously loaded sound before getting cut off by the currently loaded sound.
Hell yeah. I optimized the wave code, so it will be a lot faster in the next version.

Wow, the new tools and improvements look really awesome.

But I got a serious problem while testing a project of mine: sometimes when opening a stage, I eventually closed FFS and opened it up again, and then noticed my original stage files were deleted. For sure this happened a couple of times, as I had been recovering the stage using a backup folder. Not sure if the crashes regarding the sprite editor are also related to that;
Edit: maybe it's related to a engine directory bug? I just noticed there are new copies of the stage .sff file in the folders listed for the "Run the project in engine..." function. Still, the original files were completely gone;

Nonetheless, thank you guys for the updates. This looks promising! :2thumbsup:
I'm checking this right now.
EDIT: You're opening the stage from the Mugen's stage folder, right? Fixed this case.

Thanks!
    

Re: Fighter Factory Studio + BIG FIX 2

 April 06, 2018, 05:41:21 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Thank you too. Now it's close to the state which should have been since the launch. Everything is a matter of time.
I apologize for the huge amount of issues, I didn't had enough time to finish before April 4th, but no problem. The next minor build (3.5.1) is coming to save the world :D.

Very special thanks to everyone reporting bugs, this way we can fix them all lightning fast.