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Author Topic: Fighter Factory Ultimate talk... *UPDATED*  (Read 4683 times)

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Offline Random Regular

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #25 on: June 23, 2009, 01:41:05 PM »
Which character are you trying to open?
« Last Edit: June 23, 2009, 01:51:18 PM by Mega-Force-Power »

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #26 on: June 23, 2009, 01:50:08 PM »
Which character are you trying to open?
some characters work some don't, the one from the pic is lee by envymask666.
it work fine using the old fighter factory
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Offline Alexziq

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #27 on: June 23, 2009, 02:00:12 PM »
Hmmmn think I'll wait on this one. I was kinda hoping there would be more photoshop type of options in sprite mode anyway.

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #28 on: June 23, 2009, 02:06:00 PM »
Hmmmn think I'll wait on this one. I was kinda hoping there would be more photoshop type of options in sprite mode anyway.

I was a beta tester for FFU/the Image Editor, And I can say that this tool only was made for minor sprite editing purposes.
But since FFU will be updated from time to time, I can ask to expand it a bit with some extras.

This is only a public beta release.

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #29 on: June 23, 2009, 03:08:16 PM »
beside the character compatibility thing i mentioned i found some stuff.

-right click a def file then chose open with and browse for fighter factory exe then click it check the "always use" box, it wont register to automatically open def files of even stay in the open with menu.
i used to open my characters just by clicking the def files using the old ff btw.

-if you switch a sprite with another one while both having different pals the inserted one will still use the overwritten sprite's old pal, even when disabling the shared pal option, i don't know if that's a bug or not tho.
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Re: Fighter Factory Ultimate talk... *HUGE ANNOUNCEMENT!!*
« Reply #30 on: June 23, 2009, 04:11:44 PM »
FIGHTER FACTORY ULTIMATE IS RELEASED!!

virtualltek.com

GET IT NOW!


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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #31 on: June 23, 2009, 04:53:43 PM »
glad to hear that it has finally been released  ;D
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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #32 on: June 23, 2009, 05:34:38 PM »
-if you switch a sprite with another one while both having different pals the inserted one will still use the overwritten sprite's old pal, even when disabling the shared pal option, i don't know if that's a bug or not tho.
Same here. I purposely made a duplicate copy of a character I'm working on with a new .sff and .act, but FFU continues to use an old palette even though in the .def I removed it and exchanged it with a new one. It's like FFU won't allow you to automatically view sprites with the listed palette in the .def but only with the one that, apparently, the 1st sprite is associated with.


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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #33 on: June 23, 2009, 05:39:41 PM »
does anyone have the setup file of the old fighter factory?
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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #34 on: June 23, 2009, 06:34:34 PM »
You should've probably kept the old one & tried to see if you could install FFU too.. I know why EX, because FFU isn't compatible with making stages.. you can only make chars in FFU.

That's like.. the only bad thing about it.. lol..
 

Offline felideo

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #35 on: June 23, 2009, 07:24:49 PM »
no, it's doesn't load many characters properly, it only loads the pallets and dates for some characters.


you needs to enter in configurations and later in options and to do associations of the files, after the open char is only to also open the cns and the cmd

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #36 on: June 23, 2009, 07:55:48 PM »
Ok.. did you look at the bottom of that pic.. it says 47.6%... Maybe it's still loading.. Probably because it's either a huge char or a really old one and is trying to make it compatible with FFU.. I'm not sure though...
 

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #37 on: June 23, 2009, 07:56:23 PM »
you needs to enter in configurations and later in options and to do associations of the files, after the open char is only to also open the cns and the cmd
i'm not sure it's about that, cus it worked fine for some characters without configuring anything, and just didn't work well for some others.
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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #38 on: June 24, 2009, 06:05:59 PM »
An update has been released for FFU fixing 6 critical bugs. Please update now.

(Meaning get the Software Updater program, if you haven't already... That's the only program that updates FFU.)

virtualltek.com
 

Offline hyperion76

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #39 on: June 24, 2009, 06:32:51 PM »
I was really looking forward to this, but after a couple days I've gone back to the original. Think its best to give em time to work some stuff out, might try it again in a couple months.

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #40 on: June 26, 2009, 02:47:08 PM »
Ok.. did you look at the bottom of that pic.. it says 47.6%... Maybe it's still loading.. Probably because it's either a huge char or a really old one and is trying to make it compatible with FFU.. I'm not sure though...
lol dude, that bar belongs to a different program and it's showing the progress of my download, it's not ff related

i tried the palfx tool and it seems to have a bug as well, when inserting into editor it puts the lines like this.
invertall = 0color = 256

the lines should be separate like this

invertall = 0
color = 256

and still the file association isn't working properly, it gives an error loading characters when simply clicking a def file.
« Last Edit: June 26, 2009, 03:12:04 PM by Mr.47 »
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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #41 on: June 26, 2009, 03:14:36 PM »
Thanks for the bug reports Iron Fist :)
We are reporting bugs to VT on a daily basis, So this will come in handy.

 
some characters work some don't, the one from the pic is lee by envymask666.
it work fine using the old fighter factory


Fixed.
(Atleast it opens the files of the characters who couldn't be opened first)

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #42 on: June 26, 2009, 03:19:50 PM »
Thanks for the bug reports Iron Fist :)
We are reporting bugs to VT on a daily basis, So this will come in handy.

 
Fixed.
(Atleast it opens the files of the characters who couldn't be opened first)
good to know, gonna mess around with it a bit and i'll be posting any weird thing i find, keep up the good work.
it would be cool if he includes a color index switching tool, not the colors themselves but the index position/number like 0,1..ect, if there is one currently then i can't seem to find it.

ok..one more thing missing from the old ff, in the old ff the sprite viewed in the air editor becomes the same sprite viewed in the sff editor when switching to the sff editor which mad things a bit easier when it came to aligning sprites and animations, in this new one you'll have to have to manually highlight the sprite in the sff editor every time.
« Last Edit: June 26, 2009, 03:45:20 PM by Mr.47 »
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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #43 on: June 27, 2009, 03:25:08 AM »
Thanks again for reporting bugs/Giving opinions.
They are sent to VT (Along with other things)


FFU has been updated, Use the updater to get the updates
This time with **Major Fixes**

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #44 on: June 27, 2009, 05:42:31 AM »
Thanks again for reporting bugs/Giving opinions.
They are sent to VT (Along with other things)


FFU has been updated, Use the updater to get the updates
This time with **Major Fixes**
the updater only shows an Italian language back :-??
more stuff
-the image editor part of the sff editor doesn't show any cursor when editing or using the tools.
-when clicking search for updates from the file menu it dose nothing
-the training stage blue bg makes harder to see the blue clsn boxes

« Last Edit: June 27, 2009, 08:01:10 AM by Mr.47 »
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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #45 on: June 27, 2009, 01:25:28 PM »
The only program that updates Virtualltek's new programs is the Software Updater available on their website.. If you haven't started updating, I would do so now... You'll find at least 5 updates...

Yeah, I tried the image editor too and found no cursor.... which is weird... because then I can't even do anything in it... lol...
 

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #46 on: June 27, 2009, 01:44:34 PM »
The only program that updates Virtualltek's new programs is the Software Updater available on their website.. If you haven't started updating, I would do so now... You'll find at least 5 updates...

Yeah, I tried the image editor too and found no cursor.... which is weird... because then I can't even do anything in it... lol...
i updated it, you mean the "search for update" option in the file menu is pointless?
-still can't load a def file/character when clicking it.
-the palfx line error is still there.
-the cursor problem is still there.
-no offset cursor in the air editor as well.
-no cns tabs
« Last Edit: June 27, 2009, 01:59:08 PM by Mr.47 »
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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #47 on: June 27, 2009, 02:11:31 PM »
-the training stage blue bg makes harder to see the blue clsn boxes

You can disable that in the options menu.

Also, Bugs sent :)

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #48 on: June 27, 2009, 10:11:07 PM »
You can disable that in the options menu.

Also, Bugs sent :)
k cool, also you can't search for animations by names unlike the old ff.
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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #49 on: June 28, 2009, 12:56:42 AM »
Uh... you couldn't search by names in the old one... it was just numbers... lol...
 

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