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VirtuallTek

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Messages by VirtuallTek

    

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

 March 15, 2012, 10:58:26 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 +

Do you tried to edit the stylesheet?
If you change to another interface preset, the font becomes right?
    

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

 March 15, 2012, 01:27:23 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 +

In previous versions, the sff organizer put the group 9000 automatically at first, in this last versions this doesn´t happen and if you move them manually simply doesn't read the palletes in the char (1.0)
In the SFF v2 you can use any sprite order, that's the way FF3 organize sprites by group/index in this version.
If you are making a SFF v1, FF3 will organize by palette, to achieve a high compression ratio and avoid palette problems, then the 9000 group will be placed first.

Yup that's exactly what I was talking about. I didn't know it wasn't simple. I may be a programmer, but I'm nowhere near your skill level. I'm just a beginner. But if you ever do decide to do it I would love it.

As for auto completion - Nice! I can't wait till it's activated again. Just that alone would go along way to help make it more like a full fledged IDE.

Heck I stopped working on my character because I was waiting on a version of FF that included most of the main "functions" you find in an IDE. As I basically used a text editor (notepad then notepad++) and I couldn't keep track of my code easily. It was a mess. I do know that FF does have something akin to the class view from Visual Studio. But I was waiting for all the features :).

Keep up the good work m8. FF is an amazing application. I wish I had your skills.
If you have a little knowledge about Mugen, you will see that Mugen uses a State machine language. You don't have classes or any other high level construct.
The equivalent feature to the class view is the Group/block list at the left panel.

As I said before, if you read the Mugen docs first, you will understand the things better than waiting code assist features, that will speed up some things but don't will made all the work for you.
You already have an advanced feature: Syntax highlight with error/deprecation checking. I will add more later but not so soon.

Thanks!
    

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

 March 15, 2012, 03:51:15 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 think you want something like this:

This isn't simple and isn't a priority. You can read the Mugen docs to find what do you want to know about.

About the auto completion, FF already supports it, but is disabled due to improvements I'm currently working on.
    

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

 March 15, 2012, 01:53:58 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 +

Update 4 to fix a problem with text encoding. This problem will affect a small set of encodings, but is a bug anyway.  ;)

Now, I will explain some new things in the RC1 about text encoding:
- FF3 will list all suported encodings in your system.
- FF3 tries to detect the encoding when you open a file. If fails, the default encoding defined in the Text tab of the Options window will be used. If you work a lot with a specific encoding (like some guys with Shift-JIS), setting Shift-JIS as default will lead to a 99,99% success rate to display all characters correctly.
- You can change the encoding to be used to save a file clicking in the encoding info in the status bar. FF3 will ask if you want to reload the file (useful for files that the detection fails and some characters are displayed incorrectly).
- FF3 ONLY works with unicode. Then any file will be converted to unicode, you edit the file and it will be converted back to the desired encoding on save. All characters that are currently displayed incorrectly will be lost.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/13/12)

 March 14, 2012, 01:31:14 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 +

Isn't necessary because if you don't want the .act palette you can use the sprite directly.
    

Re: Fighter Factory 3 RC1 (updated 03/13/12)

 March 14, 2012, 12:02:42 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 +

If you use this function with a stage from the stages folder or that have the same SFF file name of another stage already in the stages folder, the file will be treated as temporary, overwritten and deleted. This is the one drawback of this feature now. I will test another approach to do this later.

EDIT: Updated the first post with the solution for the stages problem.
    

Re: Fighter Factory 3 RC1 (updated 03/13/12)

 March 13, 2012, 10:52:50 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 +

New update with some small adjustments in the first post:
- Unlocks the main window width (lower limit)
- Changes the exported palettes to .act
- Uses the Windows line-break mark when exporting sprites to SprMaker

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/10/12)

 March 13, 2012, 04:14:33 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 +

YESSSSSSSS!!!!!!!!!!!! I've just installed it... I'll se if I can find something (but I'm almost sure I wont ;) )

P.S:: Im loving the fact that your are currently releasing a x64 version... now this runs EVEN faster in my PC... don't ask why or how sinse this isn't supposed to increase speed, but for me at least it goes faster than previous release :)
The x64 version runs faster than the x86 one in a 64bit system because a 32bit program runs in an "emulation" layer, called WoW64 (Windows on Windows 64). And this version uses a lot of SSE instructions to do the hard work.  ;)

Just found 2 bugs:

1.- (If this one is a bug...) now palletes are exported as PNG files while exporting spres from a sff instead of act, making them unusable in photoshop (I cannot load them with the dialog because it asks for pal or act only...) makes sense, but in a certain way doesn't because they only contain color info, not the entire sprite.

2.- While exporting sprites for sprmake2, the def file is a mess while loaded in notepad, but in other editors (like PSPad or notepad++) looks fine...

Just this at the moment ;) great improvement by now :D

See ya!!! :D
Isn't really a bug, but I will change this behavior to a more common usage.

That may have been dodgy translation, but at least when top didn't work Up did.

Left, up, down, right, these are the arrow key definitions. I've shortcutted the buttons now.
Yes, is up and down, sorry.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/10/12)

 March 12, 2012, 04:28:10 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 have a minor quibble: there's a limit on how much you can decrease the width of FF in window mode; I like to work with two windows horizontally side-by-side but I'm unable to do this in FF3 because it's just too big.
Unlocking for the next update.  ;)

Edit: OK, have reconverted the stylesheet to suit myself. I have one question. What is the definition for arrow keys in the shortcut creator? I want to use ctrl+arrow to cause 1 pixel shifts but can't find out if it's looking at a code for the key or a word. And if it's a word what word that is.
Left, Top, Right, Bottom.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/10/12)

 March 12, 2012, 03:03:53 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 +

Hey! We're at RC1 phase! great! So... 6.5 Mb only? it used to be heavier. did you compress it more than before or something? Also, is it me or the program is quite fast?
Anyways, at glance all I can say this looks great. I'll take a more detailed look when I have time.
I guess now it's time to add the cool new features we have been asking for!   8)
Some devs like to have 3 builds - debug (internal testing), release (external testing) and production (final). This is my production build, it has all optimizations turned on and uses a custom build of the Qt libraries with some modifications.
And yes, the first goal is to make a stable version. Then now I will work on suggestions, new features, and so on.

Very cool, gonna test this ASAP.
Thanks for the hard work. :)
Thank you too for the good work in the most important phase of the project.  :sugoi:
I'm waiting a new wip like the Batman one now  :P

Got something weird in the 64 bits version: if you run the project in mugen 1.0 (I don't try on win), the game always read a pallete after  o_O.

for example, you got on pal.defaults = 4, and in the game show pallete 5.
It occurs in all versions. I updated the first post with an update. However, is a very small issue, update if you are uncomfortable with this.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/10/12)

 March 10, 2012, 09:40:55 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 +

First post updated with the version 3.0.1000 (RC1).
Available to Linux (32 bits) and Windows (32 and 64 bits).

Enjoy!
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 March 09, 2012, 02:36:57 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 +

Dunno if you've implemented some of these already, but I was thinking of a 'Diagnose' kinda function.
-To tell you if you're missing required sprites/anims.
-To tell you if code references anims/sounds that aren't there.
-To tell you if anims reference sprites that aren't there.
-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).
No, isn't implemented. But, this type of suggestion requires a lot of time to be done, then I make it less priority. Thanks anyway.

I'm not sure if I've asked this or if it's been asked before, but could you make it so if you try to find a sprite and forget the ,0 that it'll just go to it?
I hate searching for a statedef/animation by typing the number, then looking for the sprite and it says it cant find it. If it could just automatically go from looking for 3100 to 3100,0 when you switch to sprites that'd be awesome.
No.

I can't run it on linux...
I've downloaded all the needed packages and it don't run...
When i try to open i got an error saying that i don't have an aplication to run it
Maybe i am doing something wrong, cause i am new to linux xD
You must make ff3 executable:
chmod +x ff3

Thanks!
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 March 06, 2012, 12:50:02 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 +

Good suggestion. But hold Ctrl and click/drag any point in the workspace to see what happens.  ;)
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 March 04, 2012, 05:42:15 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 +

sudo apt-get install libPhonon4 libQtCore4 libQtGui4 libqt4-network libqt4-opengl libqt4-xml libqtwebkit4
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 March 03, 2012, 08:54:14 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 +

If you're making a stage, can you open up that stage when you run the quick test? I know how I could set it up to load, say, 2 kung fu mans, but is there any way to set the stage to be the one currently open?
Will be possible in the next version.

So I ran across a bug today. Not sure if it's been discussed.

It happens when there are too many cns files to fit on the line. The "left" button doesnt become solid until the last cns file is displayed on the line. It's kinda rare to have a character with that many cns files. I ran across MVCtabasa by ryokucha looking for ideas for my character.
Is not a bug. Is a Qt behavior. If you don't like it, don't open so many tabs  :P

Hey man thanks for GNU/LINUX package.
suggestion: Create a PPA channel in Launchpad for DEB packages.

Ubuntu is the easyest linux distro of world.

Thanks Virtuall!
Yeah, I use Ubuntu too  :sugoi:


In mugen.cfg under [Debug] look for StartStage =

Works everytime.
I already implemented the support to test the current stage opened in Fighter Factory in the next version.  ;)

Thanks!
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 March 02, 2012, 02:49:22 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 +

Yes %0 means current tab, and %n the tab at index n (1 = first, 2 = second, ...). And, it works. The principle is the same as FFU, but FFC doesn't have this feature.
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 February 28, 2012, 04:44:27 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 +

If that were true there'd be no button at all.
It's just a pain when I have to scroll down to frame 32 of 59, copy and paste. Make adjustments, save, scroll back down to frame 33, copy and paste, make adjustments, save, scroll back down to frame 34, copy and paste.
Maybe if it's easy enough to implement it might be worth putting in.
In the full text mode will be alot easier to do this, much faster and simple than a button.

I have a suggestion too!
As there is a function to show the Variables in use, it would be cool an option to show the Sound Channels in use.
It is hard to remember which state uses a certain sound channel... With this function i would be easy to know if i can reuse that sound channel in another state ^^
OK

Dunno if someone said this already, but...
When you press "Run in mugen' it first ask you which mugen to use from your list. It really annoying. Maybe adding new mugen to the list should add new button for it?
But if you want to create more than one run configuration to change the stage, define p2, ... to more than one version of Mugen. You end up with a lot of buttons. I avoid this confusion with a list/text based approach.

^ yeah I guess having it automatically run the only option if theres one option would be efficient

granted, I dont know why its so annoying to hit 'enter', but yeah.
What version do you guys are using? It's already implemented on Beta 8.4.

Thanks!
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 February 27, 2012, 03:36:47 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, I will do something.
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 February 27, 2012, 02:43:34 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 +

@_Josue_: I already panned to add features like that in the image editor. Except the crop, that work as expected. I will add support to crop based on the selection in the future, that's you want.

Is there a way of decreasing or setting the amount the zoom actually zooms in at?
The amount that it jumps is OK for low rez characters but newer, larger characters the zoom in becomes too much.
Spoiler, click to toggle visibilty
That's too much in my opinion. I'd like it to be 1.25x as big and it seems 2x bigger.
In next versions, I will add an option to choose the zoom mode: large range (current mode), small range. But notice that some zoom levels can produce inaccurate offsets.

You know what would really be handy? Something that checks if the new sprites you just added to a certain group already clash with a preexisting one.
Do you mean the same image or index/number within the group?
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 February 25, 2012, 01:08:18 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 +

All bugs reported (confirmed) so far are fixed.

the second coolest thing from FF3. The coolest thing is this:

you can make a clsn for a sprite and set the same CLSN for all frames which uses this sprite :)
Yes, Jz suggested that.

I'm planning to release Beta 9 to the public soon. It's becoming very stable from now.

Thanks!