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VirtuallTek

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Messages by VirtuallTek

    

Re: Fighter Factory 3 RC3 + Update 1

 May 21, 2012, 07:05:32 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 +

Nice release... it's more stable with the sound module, but still has issues when you use looped playback, the first being that there is istill a gap when FF3 loops the sound (this sound I use is "perectly" cut so it loops without gaps)... but only seems to happen with sounds that are wider than 10 seconds i guess...
The second is that, if you use the looped playback, and click on stop, you need to wait until FF3 actually gos to the last part of the sound, then it stops, otherwise it continues, normal playback stops correctly whenever you click the button :)

See ya!! :D
Yes, I know the problem. I just can't fix it now using the built-in Qt functions that are the cause, not my fault. I will change to another playback system later.

Update 1 on the first post.

You changed list to icons as you said earlier. That's good thing. But...
Before this update to launch 1st mugen you had to click Launch Mugen icon (1) and ok button (2)
To launch some other mugen in the list you had to click Launch Mugen icon(1), open list (2), select mugen (3), click  ok (4)

But now, no matter which mugen you want to launch, you must click Launch Mugen (1), Select icon (3), and click ok (3)

It didn't become better! Why won't you make it possible to actiavte icon on double click or better just on normal click?

PS. Crop function in image editor works wrong - instead of deleting transparent area it find its width and delete width/2 from both sides of the sprite

:???: Now you just must do one click (select mugen in the list). You can use a shortcut to the Run in Mugen function and Enter to the OK button. But, i agree with the double click thing. I will force the first item or the last used to be selected automatically, then we can use only the keyboard to launch Mugen.

I sucessfully reproduced some problems like the SFF save function that won't work sometimes. Later I will release onother fix.

Thanks!
    

Re: Fighter Factory 3 RC3 + Update 1

 May 20, 2012, 05:05:47 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 +

Update 1 on the first post.

Changes
- Fixed the crop alignment problem.
- Added an error message to prevent a SFF with empty palettes and/or sprites to be saved (causes a 0Kb file to be write).

I will check all other things later.

About corrupted files, crashes and so, please, send me the file. I requested corrupted files many times, except 0Kb ones. I'm not psychic. Is near impossible to fix a bug with the info reported here.

About the xml issue:
- Check if the FF3 folder is in a directory that doesn't require elevated privilegies.
- Check all xml files you modified, it may contains a syntax error and can't be parsed.

Thanks!
    

Re: Fighter Factory 3 RC3

 May 04, 2012, 02:26:54 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 +

Just found a bug... when in the sound editor mode, if you try to stop a sound, FF3 can't send the command to actually do it, it gets worse when playing a sound using the loop option, if you try to stop it, FF3 refuses to respond and after a while trying to do so, crashes (you need to close the program forcing its shutdown)

Also, something happens that, everytime FF3 loops the current sample (usin g the loop button), it delays the playback (there is a gap that is noticeable)... this didn't happen in older RC's

See ya!! :D
I will test. About the sound playback, i'm currently using the build-in Qt functions. I can't control anything. I'm using it since the first release, so all versions use the same system to reproduce sounds. If you noticed a problem in one version, probably all other ones suffer from the same issue, unless the framework changed and bugs where introduced.

Yes, sir. You know how Fighter Factory automatically assigns the group and index numbers of new palettes from new sprites? I want the option to group and index the palettes myself. Also, being able to sort it when I enter it would also be a nice boost. Have it has a a clickable option in the sprite enter interface, and make its defaults the same as it's been, but make them alterable.
OK

Also, when I enter new palettes via the right palette menu, it automatically reverses the order of the palette, and that's problematic! =p
It depends of the source format. I can't detect the right order because you can create the palette in another program in a reverse order, and some programs reverse the palette to some specific formats. If you are loading palettes from PNG images, probably the order will be reverses because FF3 assumes that you setup it correctly. I will add an option to reverse the palette in the same window you define the group and index, that would do the job. But you can reverse manually in the advanced palette editor too.

The program has become more than apt for everything. Keep up the good work. I'm going to look into the LUA scripting. I wanna see what that's capable of.
;) The Lua scripting system is very functional, i will complete the documentation and introduce new functions in new releases. It currently lacks control over images. Now you can do everything on def, cmd, cns, air, palettes and some things on sprites.

Thanks!
    

Re: Fighter Factory 3 RC3

 May 03, 2012, 04:02:16 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 +

Can I has option to group and index the palette of newly entered sprites?
:???:
Do you mean to define the group and index of the palette to be inserted if it already doesn't exists (image's own palette option)?

Not sure if this was addressed, but searching for an anim number only searches from the current anim onward in the anim viewer. For example, If I was currently viewing anim 1000 and wanted to skip back to anim 105 using the search function, it'll tell me that the anim doesn't exist, yet if I manually scroll back to the first anim in the AIR file (anim 0), then it works fine. Something similar occurs in the cns viewer regarding text searches and I don't see an option to search backward from the current position.
You has both the backward option and the circular search one. Look at the buttons on the left.

Thanks!
    

Re: Fighter Factory 3 RC3

 April 30, 2012, 02:57:21 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 once suggested to add Start Mugen button for every mugen you add to the list, but you don't seem to want it. But could you at least add different hotkeys to launch different mugens? It really annoys to choose 2nd or 3rd mugen in the list every time
No, but i changed the window to show a list with icons instead of a combo box to reduce the number of clicks and the icons are customizable too.

Another suggestion of mine is a built-in DOS to Windows converter for all those works made for the D.O.S. M.U.G.E.N.
Can be made in Lua later.

After being seriously annoyed by this, in future installments is it possible for you alter the prevclsn button and make it not remove the clsn1 of the current frame? I know its used to copy the clsn from the frame before it but more often than not I need the clsn1 that is the current frame if the one before it has none.
Place this: http://www.sendspace.com/file/u3zdeq under the scripts/tools folder. Go to the desired frame and activate the script under Tools -> Copy previous CLSNs (keep current).
People aren't looking to the most powerful feature of FF3.  :(
Most functions are very customizable with a lot of options, but it doesn't cover all possible cases, that are very nasty to do. If you want a more specific function or a variant of a current one, Lua is the way to go.
But, if you have an idea of this type, i'm happy to make the script too  ;)

Thanks!
    

Re: Fighter Factory 3 RC3

 April 29, 2012, 02:43:57 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 +

RC3 on the first post.

Changes
  • updated all presets and iconsets to the new changes
  • added new options and functions (latest suggestions)
  • fixed small bugs

We are going to the final 3.0 version. After this, i will start to work on new things like:
  • BG editor (using the same AIR text system)
  • Suggestions?

About the crop, we have just one function now, with option to choose the current, group or all sprites. I can't optimize this function more for 3 reasons:
  • Cache system (one load/decode/encode/store per sprite)
  • Undo system (many undo operations to be stored in the undo stack cache)
  • Implicit sharing (data comparision with all sprites per crop)

Thanks!
    

Re: Fighter Factory 3 RC2 + Update 3

 April 27, 2012, 03:43:58 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 +

Sometimes I have to wait over 40 minutes just because I wanted to crop one anim (therefore one group) because FF will go through the 3000 images  (jiggsaw) and the 10 x 200 frames anims preceeding the group i wanted to crop.
On the top of that, the crop all can fuck up some of the 3000 images jiggsawed by deleting some of them. It already happened to me a few times.
And if I update the stage later, I have to wait another 40 minutes or plus, since I added a couple more anims for the update for example.
If you have an uncropped SFF, send to me please. Then I will profile the crop function to improve the performance. And in the next versions I will include the crop groups function.

VirtualTek, wouldn't there be a way to include sprmaker in the back-end, as an option, and when using the cropping tool, it would give you the option to use sprmaker. FF would then do all the decompile/recompile stuff without having the user do anything more than pressing a button ?
I will test this. The big problem now is the FF3 cache system. It compress all data to reduce the memory usage. When cropping all sprites, FF3 need to recompress the new image to store in the cache. The decompression/compression takes 90%+ of the cropping time.

Thanks!
    

Re: Fighter Factory 3 RC2 + Update 3

 April 22, 2012, 11:14:48 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 +

What is the advantage of cropping individual groups over all sprites? The crop function is reasonable fast, unless you have a special usage to "non-cropped" sprites.

About the scale, angle, interpolation in the AIR editor, it's new features of Mugen introduced in the version 1.1. 1.0 users must ignore it now.

Thanks, and your stages are awesome!  :sugoi:
    

Re: Fighter Factory 3 RC2 + Update 3

 April 22, 2012, 09:30:57 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 +

Time to add new features as the bugs are out for now. Update 3 on the first post.

Changes:
- Add new layer from a sprite (image editor).
- Draw lines using click, shift + click (image editor).
- Sprite selector in the advanced palette editor (the commit sprite now changes the current selected one).
- Palette selector in the advanced palette editor (the commit palette now changes the current selected one).
- The advanced palette editor is resizable now.
- Option to choose the center of the zoom (axis [current] and center of workspace).

Enjoy!
    

Re: Fighter Factory 3 RC2 + Update 2

 April 22, 2012, 04:30:33 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 2 on the first post.

Changes:
- Fix for the Jz and Zero-Sennin problem (they already have the fix).
- Cut, copy and paste (image editor).
- Select, deselect and invert (image editor).
- Move selection tool (image editor).
- Some improvements in the image editor.

An icon is missing, in the next RC it will be present.

Enjoy!
    

Re: Fighter Factory 3 RC2 + Update 1

 April 20, 2012, 12:04:37 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 +

This message is exactly what it means, asking you to save the palettes of the .def.

Why FF3 does it?
FF3 is designed to provide all features of SFF v2, and we know that in this version ALL palettes are INSIDE the SFF. If you're working with SFF v1, how FF3 will save the .act palettes of your char?
In the v1, if you edit one of these palettes, even if you save the SFF, the palettes will not be saved, ONLY the SFF.
This message is an option to automate this task, without the need to save the .act palettes one by one.

About the 3 options, it appears ONLY when you use save as (that means a new file), or the newly created file wasn't saved. Otherwise, FF3 will save in the source version.
    

Re: Fighter Factory 3 RC2 + Update 1

 April 15, 2012, 06:27:16 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 +

That's nice ;D most of the missing work are things from the User Interface, that means a more Solid Application, thanx and congrats Virtuall. I hope to see it advanced soon, and how about the translation system? Is abandoned? :P
I will make more things before the release of another translation source. Thanks!

Vtek: I put the opacity slider all the way to the right and Onion Skin still is not working; re-downloaded RC2 and applied Update 1, it still does not work.
Can't reproduce, the same with the Jz's problem. It occus with all chars? Do you can send-me your configuration file?

If I decided that I want a bunch of the same palettes inserted in my .sff, Fighter Factory allows me to do so, however, when I reload the character, the sprites are somehow messed up. I don't know exactly what's going on. It's palettes 1, 0 - 1, 12. The duplicated palettes within that range adopt the palette that is directly after that group. So:

1, 1
...
1, 12
6000, 0

All the palettes between 1,3 and 1,12 become the same as 6000,0, assuming that the first two palettes (1,1 and 1,2) are different.

Let me know if I have an option disabled and am a dumbass. But I don't know why it would get rid of duplicate character palettes and then make those same palettes duplicates of another palette. =p
Can't reproduce. Do you tried this in the Update 1? Because this case produces linked palettes, that is the problem of the RC2 without update1. Tested here and no problem. Let me know if you find anything.  ;)

Thanks!
    

Re: Fighter Factory 3 RC2 + Update 1

 April 12, 2012, 08:54:34 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 had a crash that I'm not sure if it's been reported or not.
I had Samus open and I wanted to edit her sound file. Actually, I needed to create one from scratch so I hit new project and hit Add on the sounds. I selected the 127 sounds. Loaded and saved them after renumbering and reorganizing them.
 I hit the close [ x ] on the project2 box and FF3 crashed.
I will try to reproduce this.  ;)

Currently using RC2 + Update 1, and found this bug--onion skin doesn't seem to work. The scroll bar moves when I click it and drag it but I get no onion images at all.
Go to Options -> Image and make sure that the OnionSkin opacity isn't very low, making it invisible.

I will release another update when I get my computer working, because I lost another hard drive these days.  >:(

Thanks!
    

Re: Fighter Factory 3 RC2 + Update 1

 April 09, 2012, 01:22:29 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 on the first post. Fixed the AIR bug and some problems in the code snippet system.

Updated the documentation (revision 2) to be downloaded in a separate link:
- Finished the preset and iconset descriptions.
- Started the Scripting system section.
- Started the Script classes and functions page.
  * Color encoding/decoding functions.
  * Project, TextDocument, Sprites, Palettes and Animations classes explained.
  * List of each class with enumerations, properties and functions.
We have a lot of other classes to add, but with this information is possible to do many tasks on animations, palettes, sprites and text files.
Example, Jz suggested a tool to copy some colors of a palette to other palettes. This is simple to do with a script.

[]s
    

Re: Fighter Factory 3 RC2

 April 07, 2012, 06:30:45 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 +

Found a lil' bug... I don't know if it was intended for RC2, but in the animations section, when in full text mode, there is no sintax highlighting (RC1 had)

See ya!!! :D
If the first non-space character in the text isn't ; or [, FF3 will disable the syntax highlight, check your file. Tested now and no problem found.

Although the image editor is awesome and it contributes heaps to FF3 as an all in one creation tool. Don't ask too much of it huh? It's got more functionality than MSpaint which also sorta costs nothing and you want MORE out of it?

I've found it awesome for emergency edits. But nothing beats doing it within an image editing program properly BEFORE you put it into your character and for most people i would still recommend this.

Yes, is better to use a specialized program. The main goal of this editor is:
- Fast changes.
- Edit at pixel index level (all editors I know edit at color level, you can't control what color will be used in a pixel without color separation with different colors).
- Provide tools that are very useful at pixel index level and you doesn't find in other programs, like the color replace tool (based on the palette colors, multiple replaces at same time).
You have the palette, you know the indexes, then you can control each pixel index very fast and much easier than any other program, that's the main purpose of this.
I know a creator who is doing smart palettes (the char can change his clothes according to the palette) with the replace tool, easier and faster than ever.  ;)

Thanks!

EDIT:
@Cyanide: No, you can't modify the Advanced palette editor. And the sprites slider can be used only in the SFF editor. What is your idea about this? I will think something later then.
    

Re: Fighter Factory 3 RC2

 April 06, 2012, 11:21:34 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 +

RC2 on the first post. More bugs fixed, and more information  :).

Updated the documentation to describe how the Iconset and Preset system works. Still incomplete, but is better than nothing  ;D.
Now, you can customize the FF3 interface knowing what you can do.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 04/02/12)

 April 05, 2012, 06:20:49 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 +

Yeah, confirmed. Only SFF v2.x with "linked" palettes are affected (generally, those generated by SprMaker 2).

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 04/02/12)

 April 03, 2012, 05:10:34 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 +

Make sure that:
1) The file isn't corrupted. The size of the x86 version is 6,5MB and the x64 one is 7,55MB.
2) Install the pre-requisite (Microsoft Visual C++ 2010 SP1 Redistributable).
3) Download the update and extract it on the FF3 folder, replacing the executable by the new one.

Fighter Factory should work after this.
    

Re: Fighter Factory 3 RC1 (updated 04/02/12)

 April 03, 2012, 02:26:50 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 +

New update and more bugs fixed.

Thanks!
    

Re: Fighter Factory 3 RC1 (updated 03/31/12)

 April 01, 2012, 04:53:36 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 11 on the first post to fix some bugs.