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VirtuallTek

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Messages by VirtuallTek

    

Re: Fighter Factory 3 RC1 (updated 03/23/12)

 March 24, 2012, 01:29:11 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 still get the replace all error. When I try to use replace all, the name of the state's file turns blank. I can click another state and then click back on the state I used replace all on, and its name will return, but if I try to save the file and reload the character, anything that was done by the replace all is not saved.
OK, fixed now. (I probably undo the fix in the last broken updates  ;))

- Also, in the state editor, the inner states of statedefs are still shown automatically in the left panel. The statedef jumping works, but it's rather annoying when one just wants to jump around the statedefs and not the inner states. Everything is always moving, it's too inconsistent. I suggest just making the inner states only visible with a double click or something. Perhaps just set an option to toggle between the two behaviors.
Go to Options -> Text and disable the Current line navigation.

Sorry. I thought I said that it crashes FF... Actually, I'm almost positive I did. Wtf?
Anyways, rotate an image, undo it with ctrl+z and it should crash.
What version are you using? I tested on four different computers (with different systems as well) and no problem. It occurs with all images or a specific one?

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/23/12)

 March 23, 2012, 11:03:11 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 +

PCX viewer, HUGE improvement! For the majority, it's great, but there are still some issues here and there:
Some programs creates a non-standard PCX file. Then I'm using some tricks to decode it properly. If you have an image with problems, send it to me.

Yeah, the thumbnails sometimes appear in black for me, for an unknown reason.
Install the version 3, you are using an older version.

That thumbnail viewer is for Windows 7 and Vista only, right?

Anyways, open the image editor, rotate something by 90.00 with "Nearest Neighbor" selected, press okay. Hold down ctrl and press z.
I'm sure it's if you undo anything, but that's exactly what I did.

I didn't download the latest update yet, so you might of already fixed it, but...
About that earlier bug I posted about, the tiny clsn. In case you didn't get the error, choose a clsn (I'm always using the blue when it happens), click to draw one, but just move the mouse by as little as possible, making the smallest clsn you can. And crash.
I just did it now, but for some reason it took a LOT longer than usual. I had to click around like crazy making a bajillion clsns.
1) Yes
2)  :???:
3) Fixed now.

Don't worry about this but just letting you know.

Update 5 broke my sff. I fixed it and saved. Now i've moved onto update 7. My sff was reclassed as broken. To fix i imported to another sff file. (export gave me all black sprites when imported) i then had to remove and recreate the second palette. I also had to reapply palette 1,1 to a variety of sprites, mostly duplicates in the required which had picked up palette 1,2 for some reason (probably update 5's fault)

It's all working now but for anyone else who may have had a broken sff file from update 5, the above will resolve it.
Yeah, any SFF broke in the update 5-6 can be recovered in the update 7+. You just need to reapply some palettes.

Update 10
- Fixed all known crashes.
- Changed the file menu of the Image editor to be more intuitive.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/21/12)

 March 22, 2012, 12:52:56 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 PCX Thumbnail Handler to the version 3.

Before updating, use the Windows Disk Cleaner to clear the thumbnail cache.
If you already have it installed, just replace with the new .DLLs.

It sounds like you fixed it in update 9, but FF crashes when I make an excruciatingly small clsn. Like 1-2 pixels worth.
I don't fixed it, because it never occurs with me. Detailed steps to reproduce, please.
Yeah, reproduced now.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/21/12)

 March 21, 2012, 11:37:02 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 +

Update 9 in the first post.

Changes:
- Improved the string sort algorithm
- Fixed many bugs in the AIR alignment tools
- Unlocked the drag and drop in all text editors
- Enabled the statedef navigation from the left panel list

To scale CLSNs, you must enter the percentage. Eg.: 1,5x = 150

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/20/12)

 March 20, 2012, 11:38:49 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 +

Update 8 in the first post.

Fixed:
- Crash in the AIR editor.
- Insert selected/all to the current animation (thumbnail panel).
- Problem with 24bit PCX files.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/18/12)

 March 20, 2012, 04:35:55 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 +

OK, confirmed. I can fix it in a few minutes when a get back to home. Then you can stop using FF until I release the fix to avoid problems (just wait a few hours).

I apologize for my mistakes in these updates. I'm trying to release bug fixes as soon as possible to avoid problems. But the lack of time and other things make me broke the RC1 stability.

The cause:
- Update 5: changed some information messages about problems in the SFF (introduced a small error in some SFF v2).
- Update 6: fixed the error message but blocked sprites from using a 5bit palette.
- Update 7: fixed the palette problem, but broken SFFs can crash the AIR editor, then I changed the AIR code to prevent this.
- Update 7.1: changed other things in the SFF and AIR code to improve the file corruption support (probably, I forgot to change a few lines of code in the AIR editor that becomes unprotected now).

The problem is very easy to solve. I will revise all SFF and AIR code to make RC1 stable again. And thanks to everyone that is trying to help rather than just complain, like Cyanide, FerchogtX among others.

Sorry!
    

Re: Fighter Factory 3 RC1 (updated 03/18/12)

 March 20, 2012, 03:09:57 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 first post with an update that improves the support to broken SFFs.
If you have a corrupted SFF, the program can crash in some cases, blocking you from recovering the file.
In this update FF3 supports many types of SFF corruption like no image on non-empty sprite, invalid sprite/palette linkage, sprite with a nil palette, and more.

Still gettin' hippy dippy mushroom trip thumbnails:

I'm almost certain the issue is only with non-indexed PCX images.
OK, I will work on this issue now.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/18/12)

 March 19, 2012, 06:34:00 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 +

Found a new bug... Add selected or add all to current animation buttons don't do nothing... they are broken :(

See ya!! :D
Works fine for me. Maybe a more specific situation?

@VirtualTek - Feel free not to answer, but why can't you use debug mode? Does your programming methodology not allow it? Meaning the program your using for development, or how your programming Fighter Factory.
No, I'm talking about the Windows Shell Extension.

I apologize for telling people to back their stuff up before testing a program that is still in development! Wait, what?! o_O

Nah, I'm just messing with you, VirtuallTek! I will be more specific in the future. I was just under the notion that my .sff was messed up without a back up. =p
:o No problem, I understand.  ;D

just change the anim, and crash ::)
Spoiler, click to toggle visibilty
:omg: My God. Please, before posting check if you already have installed the latest update.
Just download the update 7 and voilá. You are using the buggy update 6.

Thanks!


    

Re: Fighter Factory 3 RC1 (updated 03/18/12)

 March 19, 2012, 12:59:37 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 to the version 2.1 now. Seems that it solves all problems.
I sucessfully reproduced the Froz problem and it is fixed (for me  ;D) in this version.
    

Re: Fighter Factory 3 RC1 (updated 03/18/12)

 March 19, 2012, 12:28:53 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, the syswow64 is the folder for the 32bit emulation layer for a 64bit system. Microsoft decided to keep system32 as the default folder for system files, even in a 64bit system. As I mentioned before WoW64 means Windows (32) on Windows 64.
I'm still investigating the problem Froz reported. It's very hard to test this type of extension because I can't run it in debug mode.
    

Re: Fighter Factory 3 RC1 (updated 03/18/12)

 March 18, 2012, 11:54:31 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 +

Try to change what?  :???:

Updated the PCX Thumbnail Handler to the version 2.
    

Re: Fighter Factory 3 RC1 (updated 03/18/12)

 March 18, 2012, 08:03:02 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 don't understand the surprise, I stopped to work with Mugen 1.1 because Elecbyte doesn't seems to release it soon (read the FF topic in the projects sections and you will find it).
Only a small group of people has this version, then I'm focused on bugs and other features for the current public versions.
Posts about Mugen 1.1 will be ignored unless it's a serious bug.
    

Re: Fighter Factory 3 RC1 (updated 03/17/12)

 March 18, 2012, 04:04:35 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 +

Found the problem. New update in 3, 2, 1, .....  ;D

EDIT: New update in the first post.

More info about the problem

If you saved a SFF v2.x in the Update 6, all 5bit images (32 color palettes) are targeted to a nil palette. Don't worry, the SFF isn't corrupted. In the Update 7 you can fix the problem by re-applying the palette in these sprites.

Important!!!

People, please, be less impulsive. I'm sorry if I post stupid answers, but just for stupid questions. If you found a problem:
  • Post "your" problem. Don't try to connect with another bug report that seems similar or anything you "think" that is the same thing.
  • Post what you made prior to the bug. Seems stupid, but this way I can fix it in a few minutes.
  • Don't overwrite files that you think corrupted, because in many cases the file is recoverable after the fix. I'm more your friend than God :P, and you will save hours of work to remade a thing that isn't fully broken.
  • Pay attention to any message the program displays. Many of the "bugs" I've seen here begins with user mistakes.
  • Don't start to say "Ah, the program ruined my work. I recommend to everyone stop using this". You can ruin the program, not your work, because most people will start to think the same thing, and a hard work of more than one year go to the ***. As in the case above that a problem has been fixed in a few hours turned into a scandal unnecessarily in one exalted post.

To be clear, I'm not trying to blame the users, just avoiding future mistakes. And this isn't to someone in particular (like Rajaa, I already talked with him by PM, and he is a very nice guy that I have great respect and appreciation for the great help in the first betas).
The program is quite stable (except the update 6), the chance of loosing your work is low, the chance of recover a "lost" work is high. Because of it the first Betas were private, to avoid scandals and limit the "extent" of a data loss to just a few users. Thanks this mainly to Jesuszilla and O Ilusionista, that lost a bunch of files and hours of work in earlier Betas.

Sorry for the inconvenience!
    

Re: Fighter Factory 3 RC1 (updated 03/17/12)

 March 18, 2012, 03:25:43 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 +

OK, no problem. I'm trying to find something wrong.

About the AIR bug, you mean that it crashed when changing between animations? If is it can be related to the SFF issue. The SSF's problems is with palettes, not linked sprites as people are thinking.
If it occurs a next time, send me the file, we have a big chance that I can recover it.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/17/12)

 March 18, 2012, 03:03:26 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 +

It fucks up something with regards to linked sprites. Totally fucking RUINED my SFF. God. Dammit.


EDIT: Shit it's not even today's update... I don't remember which I have. 10th?
Send me the file.

Forgot if I posted this, but I can't get the 7 PCX thumbnails thing to work on a 64-bit system. It registers pcxthumb32.dll just fine, but says theres an error with pcxthumb64.dll. I'm more than positive these files are in the right location.
What is the error?

I'm not sure if it's the encoding or not, but the tab button functionality isn't standard.

It seems that if the cursor is after a point on any line, the tab button automatically jumps to a specific column. I was expecting fixed behavior.

This is an annoying problem when one is trying to make their code more readable. =p

Any way for ANSI encoding? I don't know what that is, but it's what Notepad++ uses and I'm used to coding in java and stuff in it. =p
Some problems appeared after I updated to Qt 4.8.0 that seems to be very buggy. Probably I will switch back to 4.7.4.

Crashes when sifting through the animations in the animation list.
Steps to reproduce please.

When I used the latest version, I got this error after a reload from the crash of the animation bug:



It's not our fault, it's the program's fault.  The bug doesn't go away because the .sff is literally ruined and literally does have bugs because the program put them there.

If I hold enter and click through the errors, I can get to using the program, but it doesn't load anything besides the animation, the def, and the ruined sff.

Also, ruined a couple of sprites in my .sff. I need to remember to start backing these things up. Rogue is canceled. It fucked my .sff up. Linking sprites and stuff. I don't even know how to explain it. :freak:

Reminder for people to only test programs with Kung Fu Man. Any other character and you're risking your work. Either that or just back stuff up.
Stop crying and send me the file.

Please, when posting a bug, try to provide more information as possible. "Ah, my SFF is ruined!!": I can't do anything, I'm not psychic.

EDIT: Anyone with SFF corruption used undo/redo in the Sprites editor?
    

Re: Fighter Factory 3 RC1 (updated 03/17/12)

 March 18, 2012, 04:35:52 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 noticed something similar, but only affects the preview.
If possible, send me one of these SFFs that a sprite points to the wrong palette to test.

EDIT: Fixed the problem with the preview ("swap to the palette"). New update in the first post.
But all sprites of all SFFs that I tested show up with the right palette. I see no SFF with the problem you reported.
    

Re: Fighter Factory 3 RC1 (updated 03/17/12)

 March 18, 2012, 02:12:20 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 +

FF will ask if you want to adapt the palette to the image or not, then choose No.
Looking at the palette and the colors I'm sure you chose Yes.
    

Re: Fighter Factory 3 RC1 (updated 03/17/12)

 March 18, 2012, 01:38:41 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 +

thx for the update !  ;D
but the img is 32 bits not using palettes  :o
Yes, then read the fourth fix I made in this update.  ;)

for the Windows PCX Thumbnail, the thumbnails of large files are black but it shows up fine in the preview
OK, I will check.

I forgot some answers:

you might want to refine the way to introduce new sprites into the sff file:
let's say i have 27 sprites im going to introduce into the sff file, as one group (example: group 2305), if i insert them the way they are, sprites 10-19 will be inserted after sprite no. 1 and sprites 20 -27 will be inserted after sprite no. 2
Just insert 10-19 at a time, and 20-27 later. No need to add more useless functions and complexity.

Im having problems downloading it :/
it keeps telling me unexpected end of archive..
Can anybody help me out with that?
Try to redownload or use Internet Explorer (yes, it works  ;D).
    

Re: Fighter Factory 3 RC1 (updated 03/17/12)

 March 17, 2012, 09:48:55 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 +

someone explain to me this error.
FF3RC1 SFF2.1
Sprites RGBA

Check your eyes. It says PALETTES!!!

Update 5 in the first post:
- Fixed the font issue
- Fixed the undo/redo in the SFF (aded support to palettes)
- Fixed the CNS problem after testing in Mugen
- Fixed the palette link message that appears on non-indexed images
- Fixed the crash with Delete in the AIR editor

In the RC1, FF3 will try to load a SFF even if an error occurs, like incorrect linkage, then you can fix the problem replacing the image.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/14/12)

 March 16, 2012, 05:25:46 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 I resize a hitbox, the opposite side of the hitbox moves a little bit by itself.
So far, the recent FF3 update is fantastic, but....
Found an error. Choose a clsn, click on the screen without drawing a clsn, and press Delete. Crashes.
I haven't experimented to see if other buttons crash it.
As for the palettes window. Sometimes when I click on the "Image or Palette" circle, the "Character" circle will stay chosen, so now both are chosen, and I have to click back and forth to get it on the right one. And when I use the turkey baster looking thing to find a color, sometimes it unselects itself once or twice before it actually works. I think it's involved with the first palette error I mentioned.
Found another.
When you delete a palette and try to undo it, FF3 crashes.

When I resise a hitbox, the opposite side of the hitbox moves a little bit by itself.
It does that for me too, but it doesn't actually change the size. It's completely harmless.
OK

I'm sorry if my last post was stupid, but I really don't know why RC1 doesn't work. It says it's missing a dll file, but it works fine on Vista......Is this a problem with the computer itself or is it a bug in the program? I'm only asking because I don't know, sorry if it bothers anyone.
Do you saw the pre-requisites in the first post?