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Fighter Factory 3.0.1 (Read 1565079 times)

Started by VirtuallTek, December 16, 2011, 11:37:46 pm
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Re: Fighter Factory 3.0 Final Release Preview v2
#1041  November 24, 2014, 03:51:45 pm
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Can someone tell me the differences between x64, x86 versions? I'm not familiar with different windows versions.
And is the Debug version only necessary if it crashes?

The 64-bit version is compatible with 64-bit CPUs and is therefore faster. That's the only difference. Download 64-bit if you have a 64-bit processor and operating system, otherwise, 32-bit is for you. The Debug version is necessary for reporting bugs after they happen because it will provide you with more info than the release version, which instead will silently crash.

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Re: Fighter Factory 3.0 Final Release Preview v2
#1042  November 26, 2014, 06:04:17 pm
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Hmm..... Doesn't FF3 have an auto CLSN mapper? Or was that removed because no one liked it, or became useless? I realized it has more functions, and is compatible with Mugen 1.1. But.....

I tried FF3, but It's SO MUCH Different from Classic FF that I'm just used to this more than FF3. I wish there was a Classic Fighter Factory user face that was compatible with 1.1. FF3 is just So different. (;_;)

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Re: Fighter Factory 3.0 Final Release Preview v2
#1043  November 26, 2014, 06:13:28 pm
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No, it was removed thanks to the bad usage of it.
Re: Fighter Factory 3.0 Final Release Preview v2
#1044  January 13, 2015, 10:19:19 am
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I got this when I ran FF3

is this some error?
Re: Fighter Factory 3.0 Final Release Preview v2
#1045  January 30, 2015, 05:13:38 pm
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The CLSN boxes are not displayed for me.

Can one tuhen what?



MFG,
Craver

has been done
Last Edit: January 30, 2015, 05:32:32 pm by C-r-a-v-e-r
Re: Fighter Factory 3.0 Final Release Preview v2
#1046  March 09, 2015, 06:55:25 am
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Not sure if I'm the only one getting this issue or if it's been figured out yet.
But sometimes when I'm editing the AIR file with the text box it completely messes up.

If I add clsn boxes manually in the text, say I just copy/paste
Clsn2: 2
  Clsn2[0] = -27, -157, 28, -1
  Clsn2[1] = -59, -58, 48, 4
and put it in like it's supposed to be.
It'll combine the animation before the current animation.
I have to save the character and reopen it. The changes I made in the text box are there working properly after I reopen it.

Since I'm doing a new character, I have to do 800 fresh animations. This edit/save/close/open/edit/save/close/open/edit/save/close/open/ process is killing me.

How can I get FF3 to be able to use the text box to edit the air file and not have problems?!?
vVv Ryuko718 Updated 10/31/22 vVv
Re: Fighter Factory 3.0 Final Release Preview v2
#1047  March 09, 2015, 02:52:30 pm
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Did you try just opening the air file in a text editor, adding the clsns, saving it and then opening it with FF?
Re: Fighter Factory 3.0 Final Release Preview v2
#1048  March 09, 2015, 06:58:59 pm
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That'd pretty much take the same amount of time as doing the save/close/reopen.
Every once in a while, if I put a couple returns under the text FF3 works normal. It wont compress the two animations into one. I'm not sure why yet.

I also need to keep FF3 open because of the visual help. If the pose is very similar to one I've already added the clsn boxes to, I borrow them and make slight adjustments. So I copy 1 frame and go on the hunt for other frames throughout the character that match. Doing thousands of sprites one at a time is too time consuming.

No one else is getting this problem?
vVv Ryuko718 Updated 10/31/22 vVv
Re: Fighter Factory 3.0 Final Release Preview v2
#1049  March 09, 2015, 07:05:39 pm
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Yeah I experience this issue all the time and it is very frustrating.  I haven't really found a rhyme or reason to it either... half the time I cut/paste code in Text Mode it works fine, and half the time it just gets all screwed up as you described.

Doing it in a text editor like Wordpad, then opening it in FF3, works.  Definitely an inconvenience compared to being able to do everything in FF3 but it is what it is.

Re: Fighter Factory 3.0 Final Release Preview v2
#1050  March 10, 2015, 05:25:39 am
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So I think I'm narrowing it down.
I kinda need other people who are getting the problem to test my theory to see if it's the problem/fix.

If the animation(s) have a name it doesnt seem to have a problem.

When it does have the problem it seems to take the first frame of the next animation and puts it in front of the current animation.

So if there's animations 200 & 210, and I edit 200. Frame 210,0 jumps in front of 200,0.

If anyone's getting this problem, try to name the animations and retry it.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Fighter Factory 3.0 Final Release Preview v2
#1051  March 10, 2015, 06:24:51 pm
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So I think I'm narrowing it down.
I kinda need other people who are getting the problem to test my theory to see if it's the problem/fix.

If the animation(s) have a name it doesnt seem to have a problem.

When it does have the problem it seems to take the first frame of the next animation and puts it in front of the current animation.

So if there's animations 200 & 210, and I edit 200. Frame 210,0 jumps in front of 200,0.

If anyone's getting this problem, try to name the animations and retry it.

I know for sure that I've experienced this with named anims.  I specifically remember the last time I had this issue, and the source/destination for the elems I copied were from named anims.

The issue I often experience is that the elems just become out of order - not that they get merged from an adjacent anim.

I'll share specifics next time I run into it.

Re: Fighter Factory 3.0 Final Release Preview v2
#1052  March 18, 2015, 03:55:16 pm
Can someone please tell me how to use the find sprite option ??? Whatever i input it says sprite not found so... Guess I do not know how it is done :/
Please help me, i have to find the 9000 group sprites
Re: Fighter Factory 3.0 Final Release Preview v2
#1053  March 18, 2015, 06:17:34 pm
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Try scrolling to the very beginning of the sprites, press Ctrl+F and then type in 9000. That usually works for me.

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Re: Fighter Factory 3.0 Final Release Preview v2
#1054  March 18, 2015, 10:06:48 pm
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you have to have the full number.
so just 0 wont work. You need to search for 0,0. and Say you have 19 sprites of anim 20. 20,18 would be the last searchable 20 sprite.
#,#
Also, one thing I do to make life easier. Make Backward, and Circular clicked... idk why backward makes it work a little better but it does.
and one last thing. The last sprite or animation doesnt seem to be searchable sometimes. It just doesnt work.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Fighter Factory 3.0 Final Release Preview v2
#1055  March 20, 2015, 12:16:41 am
you have to have the full number.
so just 0 wont work. You need to search for 0,0. and Say you have 19 sprites of anim 20. 20,18 would be the last searchable 20 sprite.
#,#
Also, one thing I do to make life easier. Make Backward, and Circular clicked... idk why backward makes it work a little better but it does.
and one last thing. The last sprite or animation doesnt seem to be searchable sometimes. It just doesnt work.


Thanks a Lot !!!!! It worked :DD
Thank you both for helping !
Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
#1056  April 19, 2015, 04:26:04 am
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New version in the first post.

Changes:
- Fixed some bugs in SFF v2 decoding
- Stability fixes in the AIR editor

Is all, thanks!
Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
#1057  April 19, 2015, 08:58:42 am
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NO! THANK YOU!

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Remember to uncheck the sendspace downloader box! I almost missed it
vVv Ryuko718 Updated 10/31/22 vVv
Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
#1058  April 19, 2015, 05:49:31 pm
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People asked for a Linux version, will you upload it?
Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
#1059  April 19, 2015, 08:22:22 pm
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Holy crap, man, good to see ya back! Thanks for the release.
Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE
#1060  April 19, 2015, 08:24:25 pm
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An issue I've had for the last few releases is that when I text edit an individual animation in the .air editor, after saving the anim completely disappears or gets displaced with another animation until I reload the file. This issue still exists in this build. 
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