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Author Topic: Fighter Factory Studio 3.6 - UPDATED 04/2021  (Read 38229 times)

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Offline Magma MK-II

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Re: Fighter Factory Studio 3.5.1 (UPDATED April 07)
« Reply #25 on: April 18, 2018, 09:42:26 AM »
I believe we'll still get more updates, no? I haven't tested this yet since I'm waiting for the bug fixes.

Offline O Ilusionista

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Re: Fighter Factory Studio 3.5.1 (UPDATED April 07)
« Reply #26 on: April 18, 2018, 10:29:15 AM »
The bug fixes were already released. But he is constantly working on the too.

Offline VirtuallTek

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Re: Fighter Factory Studio 3.5.2 (UPDATED May 19)
« Reply #27 on: May 19, 2018, 07:15:53 PM »
Version 3.5.2 released!
More details on Patreon post.

EDIT: About the feedbacks:

* Performance: I upgraded to Qt 5. This version is totally based on OpenGL, is a lot faster on newer PCs but may be slower on older ones. Renaming opengl32sw.dll to opengl32.dll forces software rasterizes that can be better on low-end PCs without proper hardware acceleration. On my PC Studio is very fast, no lags, I can scroll from first sprite to the last as fast as I can. It uses all available CPU cores to speed-up loading, decoding, conversions. Older PCs wont benefit from this. On my PC, again, it loads a char many times faster than FF3, and it does more things while loading than previous versions. Qt 5 is required for macOS and Linux versions too, because Qt4 distributions are a bit rare to find out nowadays to resolve dependencies.

* No problem here with fill color, tooltip background or anything like this, on Windows, Linux and macOS, tested on all presets.

* About an installer, it is designed to be portable. In the future, maybe I make one. Auto update is a good thing to have.

EDIT2: About performance, again, will be interesting if people suffering from lags, artifacts, ... post system specs. I'm in the process of enabling OpenGL ES2 support, which uses DirectX on Windows. This may be better for older PCs. But forcing software rasterizer is highly recommended still, in this case.
 
Thanks!
« Last Edit: May 20, 2018, 03:23:25 PM by VirtuallTek »

Offline O Ilusionista

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Re: Fighter Factory Studio 3.5.2 (UPDATED May 19)
« Reply #28 on: May 19, 2018, 10:43:18 PM »
Thanks for your hard work. I will post about it in the facebook page.

Offline VirtuallTek

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Re: Fighter Factory Studio 3.5.2 (UPDATED May 31)
« Reply #29 on: May 31, 2018, 08:38:48 PM »
Reuploaded the version 3.5.2 with all bug fixes. The change this time is big so a patch would be almost a full version.
Details on Patreon page.

Thanks!

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Re: Fighter Factory Studio 3.5.2 (UPDATED May 31)
« Reply #30 on: June 01, 2018, 01:58:02 AM »
I did re-download it after your original 3.5.2 release.
The palette editor opens... I'm not sure if creating a new palette works okay in it, but when I click on "Apply palette to images", and I go to the folder, and select the images... When I load the images into FF Studio, the colors are all wrong. I hope this bit can be fixed soon too, or if it was in the patch you released. If so, :cool .
 

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Re: Fighter Factory Studio 3.5.2 (UPDATED June, 16)
« Reply #31 on: June 16, 2018, 02:17:21 PM »
Version 3.5.3 released. Bugfix only. More details on Patreon.

Offline O Ilusionista

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Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
« Reply #32 on: March 20, 2019, 09:30:33 AM »
Version 3.5.4 released


Straight from his Patreon post:

After several months of delay, I'm releasing version 3.5.4 to the public. This version introduces more features, a lot of major bug fixes and improvements.

This release was delayed many times because we decided to deploy Fighter Factory Studio as an installer like previous versions, and at same time switching to a stable package management system to perform updates too. So I decided to use Qt Installer Framework, which allow us to make an installer, perform updates and let the user customize installation, like choosing which components to install instead of them all like before. New features like extensions and engine modules will be deployed this way too.

Another great change is the way Fighter Factory Studio stores user settings. As suggested before, now it uses the proper directory on current user private folder, so even if you need to reinstall it, all settings are preserved.

The more noticeable changes, besides many bug fixes and improvements, are the Variable usage log/list coming back on M.U.G.E.N module, and the new way it writes to files, being the last one an awesome new feature, improving security, preventing data loss by a program failure (crash) while saving, power loss or whatever reason a file write operation gets interrupted, by using temporary storage instead of direct write.

============= Changes ===============

Zoom on code editors applied to "Edit animations too.
Fixed "Run in engine" when .def is used as CNS too.
Export sprites/sounds crashes if used while in another editor.
String replace crashes if it changes some comment.
Random crash while editing code.
Fixed many bugs in OnionSkin.
Configuration moved to an user directory.
Pasting a RGBA image on Indexed canvas tries to preserve transparency.
Added option to allow color slot redistribution on Advanced Palette Editor.
Better renderer selection (Native painting is activated if neither OpenGL 2.0 or DirectX 9 support is available).
Code list updates itself when some value changes.
Implemented the variable usage list/log for M.U.G.E.N.
Tree list state is preserved when switching between editors.
Texture cache is cleared on Native painting mode, saving lots of memory.
Fixed the crash when switching from definitions editor right after some change was made.
Fixed the zoom on animation editor after closing all tabs.
Fixed some crashes while editing animations.
Fixed import animations from another project.
Fixed export to HTML.
Fixed some problems with angle and scaling.
Changed Options window so each engine module can display custom settings.
Added options to change CLSN default colors on M.U.G.E.N module.
Fixed the Throw creator slider not updating animation when moving by keyboard.
Fixed the function "Use these contact boxes in all other instances of this frame".
Fixed the crash when there's just one frame in an animation with time = 0.
Fixed the bug that sends an animation to the top instead of bottom on organizer.
Implemented a progress bar to show code reparse progress while switching colorsets.
Implemented a new way to write into files, more secure, as we keep the original file while writing into another temporary one (if a failure occurs while writing you won't lose the file like before).

Very special thanks to our Patrons, M.U.G.E.N. communities and everyone helping to make this a complete success!

Download===========================================
http://fighterfactory.virtualltek.com

Patreon page===========================================
https://www.patreon.com/virtualltek

Offline O Ilusionista

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Re: Fighter Factory Studio 3.5.4 (UPDATED March, 19 - 2019)
« Reply #33 on: December 01, 2019, 07:32:39 PM »
From author's Patreon:

Version 3.6
Hello!

After a long time developing many features at the same time (and not releasing debugger support for Tier 4 to implement it in Linux and macOS first, sorry Tyler Young for not telling this until now), I'm showing some great progress of current Beta build.

I'm very busy working on a lot of things that I forgot to show progress more frequently, so sorry for our Patrons that recently left. But, as I said before, the amount of work done on this project is related to the income, so my only fault is not showing proper updates and progress. Sorry again. If someone wants to thank us for all the work done in all these years of contribution to the community (not only for current or future works), this is the right place, so very special thanks to all current and past Patrons!

About this version, a lot of things were improved and new stuff implemented. The key of this build is two big features: Debugger support and BGs editor for M.U.G.E.N.

Changes:

External debugger for M.U.G.E.N: this works gathering information directly from memory, allowing you to set data breakpoints (track value changes), inspect all sort of variables in real-time and more.
BGs editor for M.U.G.E.N.: this editor is wonderful, allowing you to edit all types of BGs (system screens too) like any other graphic editor. The time-line can be used to jump to any desired tick, and all positioning, scale, animation and controller info is updated just like in M.U.G.E.N. This is a massive time-saver feature!
Optimized rendering: I rewrote many parts of the rendering code to be far more efficient!
Completely fixed animation playback: now all aspects of the animation are simulated with extreme precision, including interpolation.
Implemented cut, copy and paste on the tree view of left panel in code editors: this was a great suggestion made by Douglas Baldan. It's possible to select multiple items too.
Added support for archives: you can open projects from .zip and .rar archives (read-only in the later). Backups are made in compressed .zip archives now. In OpenBoR alpha module, .pak is supported too.
Improved M.U.G.E.N parser.
Implemented the Script editor and improved the scripting support.
Fixed a lot of minor bugs.


The Fighter Factory Studio C++ API is close to be done, so I will release it on GitHub to allow everyone interested make their own modules.

That's it! Thanks to everyone supporting us, now and all over these years!

I hope more people engage on Patreon, making possible the release of more amazing content to Fighter Factory Studio!

Video:

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Re: Fighter Factory Studio 3.5.4 (UPDATED March, 19 - 2019)
« Reply #34 on: May 26, 2020, 02:17:51 PM »
on virtualtek site i read version 3.5.4 2018..

where i can find last update of March, 19 - 2019? or 3.6 as say o illusionista?

Offline O Ilusionista

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Re: Fighter Factory Studio 3.5.4 (UPDATED March, 19 - 2019)
« Reply #35 on: March 17, 2021, 04:52:17 PM »
Fighter  Factory Studio version 2.6 is almost done with BG editor.
As a beta tester, I can say that is A GAME CHANGER when making stages, making the process a lot easier.

Words from the author, Virtualltek:
Quote
Hello guys!

I'm doing the last adjustments and fixes before releasing version 3.6. Everything I wanted to implement in this version is done (except Debugger, which unfortunatelly will be missing).

This build is a massive step up in editing capabilities, and BGs are the main focus. You can edit BGs from everywhere (Stages, Screen packs, ...), opening room for more a specific editor later for System Screens.


Stages have more attention on this release, so you can easely test camera bounds, P1 and P2 start position, ZOffset and ZOffset link, among many other editable parameters in the Stage's panel.

Translation:

To anyone interested in translating Fighter Factory, here are the translation source files and Qt Linguist: https://www.sendspace.com/file/yrvcro

To translate you need to open each file in Qt Linguist, choose English as source language, and the language you're translating to as destination. For more details about the translation process, check this: Qt Linguist Manual: Translators | Qt Linguist Manual

Thanks!

Original post https://www.patreon.com/posts/version-3-6-is-48864994
« Last Edit: March 17, 2021, 05:02:46 PM by O Ilusionista »

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Re: Fighter Factory Studio 3.6 - Updated 04/2021
« Reply #36 on: April 05, 2021, 02:59:19 PM »
Fighter Factory Studio 3.6 released!

From Virtualltek's post at Patreon:

Hello!

Today, I'm proud to release Fighter Factory Studio 3.6. This version is the major step forward in Fighter Factory history.

Since the first version, the program was designed to edit characters, and specific tools for fonts and stages was planned (Font Factory is the only one that was born). The never released version 3.1 has BGs support, but implementing that was a challenge, as Fighter Factory 3 is, still, focused on chars, so Studio comes to the rescue. This version is designed to support a greater feature set, and it's modularity allows pretty much everything to be supported, that's my final goal.

The first step is done, backgrounds are widely used across the engine, so this editor will highly improve workflow speed and quality of life when working with this type of content. Fonts, System Pack and advanced editing/debugging features comes next.

Changes:

• Image editor no longer asks to discard changes after saving and navigating to another sprite.
• Added contiguous option to Magic Wand.
• Increased maximum Zoom level.
• An active search no longer moves cursor position while going to another editor.
• Changed format for exporting config from options to include everything in a single file.
• Welcome dialog don't show if the program finds an existing configuration.
• Improved search & replace functions to use the advanced search functionality.
• Added support to captures on regular expression replace mode (%1, %2, ...).
• Fixed some crashes while applying settings.
• Fixed selection mask not moving alongside pixels on image editor.
• Fixed a bug that might cause sprites to be incorrectly linked.
• Made changes on Sprite explorer (thumbnails) to be more generic, so now it's not exclusive to Animations editor.
• Sprite explorer can be used on Image editor to insert sprites as individual layers.
• Implemented a Play function for Image editor, so it hides all layers and then on, one at a time.
• Implemented Save layers as individual sprites (the layer's name defines the sprite identifier).
• Made a lot of changes on all presets and iconsets for the new features (including moving OnionSkin to Animations panel, which makes more sense).
• Updated the Reference Documentation (scripting documentation is on the way).
• Fixed some crashes while editing commands.
• Fixed some crashes while trying to edit a FightFX Project.
• Fixed Issues showing twice for virtual files like Animations on stages and BGs (stuff from .def).
• Updated syntax highlight for stages, storyboard, system.def and fight.def.
Implemented complete BGs support (work for Stages, Motif and Storyboard).
• Implemented Controllers panel to edit BG controllers.
• Implemented Stage panel to edit Stage specific options (affecting BG preview).
Download: http://fighterfactory.virtualltek.com

Very special thanks to all Patrons for making this possible without taking forever. You rock!

Thanks to my friends Tyler Young and Douglas Baldan for the amazing support and extensive testing.

Thanks to the community for the feedback and support all over these years of work.• 


I've beta tested it and I can say its a huge step forward, because the bg editor is a game changer!
@MatreroG @OldGamer @ELECTRO you guys should really try this version

Offline O Ilusionista

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Re: Fighter Factory Studio 3.6 - UPDATED 04/2021
« Reply #37 on: April 22, 2021, 08:44:32 AM »
A new version is available today, fixing all known issues since the last release.

Changes:

Fixed the file modification watcher showing twice and prompting the user at every external change, even if there's already a prompt active;
Fixed camera movement (up/down) on BGs editor;
Fixed a bug where incorrect indexing causes code to me moved to the wrong animation;
Fixed the crop after option on the add sprites function;
Fixed the sprite Export function for SprMake2;
Fixed default width/xscale values for new Parallax elements;
Fixed sprite not showing properly on BGs editor after undo/redo and BG type changes;
Fixed the Zoom Fit function for graphic editors;
Fixed program freezing on DirectX rendering mode (dead-locking on some machines).

Original post https://www.patreon.com/posts/version-3-6-1-is-50320301

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Re: Fighter Factory Studio 3.6 - UPDATED 04/2021
« Reply #38 on: April 23, 2021, 11:07:47 AM »
Thanks for the heads up. I'm sire the creators will appreciate this.
92% of people have moved onto rap. If your part of the 8% who still listen to REAL music, post this in your signature.

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Re: Fighter Factory Studio 3.6 - UPDATED 04/2021
« Reply #39 on: August 04, 2021, 03:20:51 PM »
From author's post: https://www.patreon.com/posts/version-3-7-mode-54238356

Version 3.7 Preview! [Simulation Mode]
Hello!

After the version 3.6 release, quite some time ago, I started to work on the biggest feature I ever made for Fighter Factory. Originally, debugging support was supposed to be released on that build alongside BGs editor, but at the time, grabing stuff directly from Mugen's process memory was a big challenge on Unix systems. Testing directly on the engine is the best scenario, but the time will take to circunvent some complexities of a Windows executable running under Wine led me to skip this for now and focus on the second debugging alternative Fighter Factory Studio supports, the Simulation Mode (don't know if this will be the final name for the feature).



Simulation Mode is the engine running inside FFS, using the program's resources. This has some disadvantages like its slower, may differ from M.U.G.E.N. slightly sometimes, but has the biggest advantages:

Faster to test (it loads only the required resources and some of them are already loaded and ready to be used by FFS itself);
Detailed information (no limits to what can be displayed and inspected);
Advanced debugging capabilities like stepping line by line, more supported breakpoint modes;
As M.U.G.E.N. isn't open source like OpenBoR, I made everything from scratch, and it's built to perform as closest as possible to M.U.G.E.N. 1.1 Beta. As shown in the video, you can test everything, from chars to system screens, or even storyboard.

Engine's global clipboard is written to the Output panel in the bottom, so you can see all information, not just the last couple of lines.

Currently, not all information is available, but I'll be adding shortly more stuff like Projectile list, Explod list, Global assert flags, Envshake, After Image and PalFX information, Animation stats and Buffering time per command (yeah, you can see if a command has matched and the time it's valid for the command trigger, and, as certain variables are editable, you can even manually trigger a command editing its buffer time).

Sound support is very limited on Fighter Factory (no mixer), so no audio for now. But I'm working to improve this so everything M.U.G.E.N. does, the program will do the same. Basic audio editing is on the way too.

When finished, you will be able to pause at any desired point, see all game variables, inspect the changes made by state controllers, know what all triggers will return before they gets executed, check what trigger lines has been activated or not. You have all the information you need to easely find and fix bugs, develop things faster and better. The ultimate tool will be in your hands.

Beta for Tier 4 soon.

Offline O Ilusionista

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Re: Fighter Factory Studio 3.6.2 - Updated Sep 03 2021
« Reply #40 on: September 03, 2021, 05:38:47 PM »
Version 3.6.2 is out.
This build fixes various issues as listed bellow:


Changes:

  • Fixed window size restoration on macOS;
  • Fixed flip on Throw Creator not flipping axis too;
  • Fixed workspace not updating after changing screen resolution on Throw Creator and Offset Viewer;
  • Fixed P1 and P2 frames and added an option to limit bind on Throw Creator;
  • Fixed some weird bugs on Animation editor after manually editing the Begin Action number in full text mode;
  • Fixed angle on Animations editor (now counterclockwise);
  • Fixed current line not being set to current frame while switching from graphic to text mode on Animations editor;
  • Fixed the autosave interval (in minutes as intended now);
  • Fixed some random freeze/crashes while editing text (affects any text-based editor);
  • Fixed some typos in the sound editor (sprite instead of sound);
  • Fixed delete sound group (was keeping the first of the group and removing the next from the group's last one);
  • Fixed the "Import" function for Sprites and Sounds freezing if there's a syntax error in the .ffe file;
  • Fixed program crashing if you use zoom fit on a very small sprite;
  • Fixed an issue where incorrect image size calculation makes M.U.G.E.N. use more memory for sprites (fixed on next time SFF is saved);
  • Improved support for 32-bit images.

Donwload: http://www.virtualltek.com
Feedback can be sent directly to the creator at his patreon page: https://www.patreon.com/virtualltek

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Re: Fighter Factory Studio 3.6 - UPDATED 11/2021
« Reply #41 on: November 03, 2021, 10:47:34 AM »
From author's Patreon Post: https://www.patreon.com/posts/version-3-6-3-is-58179294

Version 3.6.3 is out. This build fixes various issues and has many quality of life improvements as listed bellow:

Changes:
Fixed search & replace for CMD and AIR text mode;
Fixed color settings not being properly updated while applying changes;
Made text editor background/foreground colors customizable;
Increased maximum zoom level for Image editor to 32.
Implemented some security measures to avoid data corruption of binary files if something goes wrong during save;
Implemented a tooltip for tabs to display the full path of the file/project.
Implemented Edit / Code / 'Auto-indent selection' and 'Auto-format selection' functions for code formatting;
Implemented Project / 'Welcome screen' to show the first screen with recent projects as a tab;
Added the complete file path to the history menu;
Added an option to edit the history (remove items) from the Welcome screen;
Added support for OGG/FLAC/MP3 (open/import) and OGG/FLAC (save/export);
Increased maximum pen size from 24 to 128 and remap slots from 12 to 32 in the Image editor;
Moved tool options in the image editor to a toolbar at the top of the canvas area (will move to the main toolbar later);
Fixed the bug that makes impossible to manually go to a frame with time = 0 in Animations editor;
Fixed current line in full text mode changing to the first frame when you go to the [Begin Action] line in Animations editor;
Fixed "Import from another Project" functions reporting twice the ammount of items imported;
Fixed "Import animations from another Project" function not properly renaming if you do so;
Fixed .def not being saved for testing in M.U.G.E.N. if used as cns, st, ...
Added options to choose the texture upload method (Options / Graphics). This may help avoiding issues with bad OpenGL drivers.
Regarding texture upload method, the options are:

Immediate: texture is uploaded to VRAM after the image has been decoded on loading (increases loading time, unless you're running on SDD). The safest mode, nothing can go wrong;
Delayed: decoded image is stored in system memory and only upload to VRAM the first time it's requested by the renderer (increases system memory usage but decreases VRAM usage, if you do not scroll over all sprites anyway). Has a good balance between loading time and safety;
Multi-threaded: the mode used in previous versions and default. Textures are uploaded in many background threads (much faster but may cause trouble, like freeze and messed up textures on some systems). The fastest for modern hardware;
Another interesting info about the ordering which items gets added into the program from open dialogs (a lot of people are talking about this problem).

There's many ways you can control the order of files from an open dialog in Options window:

Force the list of files to be sorted alphabetically by checking "Sort file names from the open dialog", or disable it if this behavior is undesired.
Choose between Native and portable open dialogs (look for "Use system native open dialog"). The portable one, is the same on all platforms with consistent behavior.
The combination of these two options creates a lot of variety. The most consistent behavior is disabling the two, so the portable dialog will be used without file sorting. The order will be the same as you select the files (as most people seems to want). Sorting creates consistent behavior for native dialogs, as they vary from one platform to another, like the Windows one that always sort the files, no matter the order you selected (just look at the list as you select).

I hope this clarify things a bit more regarding this "issue".

Known issues:

Advanced search not working;
Some weird things happen sometimes while editing animations in full text mode.
DOWNLOAD: http://fighterfactory.virtualltek.com/download

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Re: Fighter Factory Studio 3.6 - UPDATED 04/2021
« Reply #42 on: October 07, 2022, 09:52:17 AM »
(from VirtuallTek original post https://www.patreon.com/posts/fighter-factory-71436949)

Hello!

Today, version 3.7 is officially released to the public.  After a long time of hard work, it's finally done (except some minor  issues to be fixed over time).



Changes:
Improved PCX and SFF decoding to better handle corrupted files (avoiding crash and freeze on some cases);
Texture Upload Method will reset to Delayed (some systems are having issues with Multi-threaded mode, the previous default);
Improved  texture uploading (reduced memory usage for delayed mode and fixed some  random crashes/freeze that may occur in multi-threaded mode);
Fixed Tab focus order;
Fixed window parameter for hires stages;
Fixed color customization in options going empty after changing something in a fresh install;
Fixed Offset Viewer and Throw Creator not taking the frame's offset into account;
Added  two options as a workaround to the text tabulation issue on DPI  settings not multiple of 100% ("Convert Tab to Spaces while opening" and  "Convert Spaces to Tab while saving"), as avoiding Tab and only using  Spaces fix the issue;
Added detection of WinMugen Plus select screen (may not work in all cases because sometimes is impossible to tell);
Added support for properly drawing parallax on Native painter rendering mode;
Added  debugging support (external debugger grabbing data from M.U.G.E.N's  process memory and emulator [MUGENext internal build]);
Added support for rendering in the Emulator for "Export to HTML" function (supports exporting stages too).
This  short changelog may seem a long time for just a bit of improvement, but the brand new feature of this version is massive. The external debugger working on M.U.G.E.N's process is simple indeed, but the Emulator based on MUGENext is a great leap ahead, providing a lot more information and  gives you a fast work, test, fix & repeat approach.


Emulator:


It's  a new editor, where you can setup a test environment to check issues  and see evertything in action inside Fighter Factory. It supports  testing Chars, Stages, Storyboard and Screen Packs (system.def).

While  working with Chars, more options are available like match mode (Versus  and Training), enemy (Self, Random), number of rounds, round time and  explod mode. In Training mode, all options M.U.G.E.N has are there.

The  engine installation to be used for testing is detected by the Project's  directory. If it finds M.U.G.E.N here, like working on a character in  the M.U.G.E.N's chars folder, the Project's engine will be used,  otherwise, a built-in custom version based on M.U.G.E.N 1.1 will be  setup. Random Enemy is selected from this engine installation too.

Debugger:

Both  the "regular" Debugger (Debug > Start on Engine) and the Emulator  are, in fact, debuggers. So we have two modes, inspect and control  execution directly on M.U.G.E.N (the original engine) or using Fighter  Factory's built-in build of MUGENext. The Debug panel for both is the  same, and it appers in the right side while a debugger is running.

In  the Debug panel we have a hierarchical list of variables to inspect.  Some of them are modifiable by double-clicking, and most are watchable  (can be put in the Watch lists (right-click > Watch variable (1/2)  located in the bottom of the interface).

At the top of this panel, we have a row of buttons to control execution:

Start/resume: starts or resumes execution;
Interrupt: Pauses execution;
Stop: Finish the debug session and closes the engine;
Restart: The same as Stop - Start;
Step to the next instruction without entering into functions: this steps from one State to another, jumping over triggers;
Step to the next instruction entering into functions: advance line by line (between State and triggers);
Step to the next instruction out of current function: jumps out of current scope to the next instruction (from trigger to State, State to StateDef);
Step to the next frame: self explanatory.
For  M.U.G.E.N, instruction here means an entire expression line. Only the  Emulator is capable of stepping by line, the regular debugger can only  step by frame.

Breakpoints:

These  are marks telling the active debugger to interrupt execution before that  line gets executed. Breakpoints can be added in many ways:

Debug > Add breakpoint: manually addds all kinds of breakpoints;
Left-click in the blank area before line numbers to add one at this line;
Right-click  a variable in the Debug panel, then Add data breakpoint (execution will  be interrupted when the value of this var changes).
The regular debugger only supports frame breakpoints, all other are ignored and will not work.

The  Emulator supports all except "Function Name". "File Name and Line  Number" breakpoints currently only work for State and trigger(all)  lines, so all other lines will be ignored.

Download: fighterfactory.virtualltek.com/download

Offline OldGamer

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Re: Fighter Factory Studio 3.6 - UPDATED 04/2021
« Reply #43 on: February 21, 2023, 01:10:35 PM »


.Dont know what to do.. turn out that fighter factory 3.7.2 having a issue with the font on my Samsung Gaming Smart TV 4K resolution
.I tried  going to my display setting and changing the percentage wont lower the font on the New Fighter Factory Studios 3.7.2
IF ANYONE HAVE ANYIDEA HOW TO FIX THIS PLEASE HELP ME ASAP  :jackie:

Offline O Ilusionista

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Re: Fighter Factory Studio 3.6 - UPDATED 04/2021
« Reply #44 on: February 25, 2023, 11:40:19 AM »
@OldGamer try reaching him out at Discord or Patreon

Offline O Ilusionista

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Re: Fighter Factory Studio 3.7.3 - JUly 2023
« Reply #45 on: July 08, 2023, 11:26:35 PM »
From developer Patreon Post:

Quote
Hello guys!

Finally, I'm releasing version 3.7.3 that brings a lot of bug fixes (all known issues were fixed) and improvements, alongside a new feature: audio editing in Sounds editor.

Global changes:

Updated Qt on all platforms (including Qt4 and Qt5 variants) and removed DirectX 11 dependency on Windows;
Updated Dark and Light styles to use HiDPI images;
Added two new iconsets (Flat-Dark and Flat-Light) and a new Colorset (Monokai by Jesuszilla);
Made changes to avoid multiple consecutive error dialogs while using the "Test in engine" function;
Fixed the program crashing after closing a tab (when multiple tabs are open);
Fixed the crash happening after Applying settings and closing Options window;
Fixed multiple random crashes happening while editing sprites and sounds;
Fixed a typo in the message displayed while trying to run two engine instances at same time;
Fixed a bug where after editing a sprite, navigating to another and choosing to discard the changes, the selection slider moves one more position;
Fixed the option 'Switch to the frame's sprite' resetting upon applying settings;
Fixed a crash when trying to cancel adding new sounds by closing the "Add" dialog;
Fixed icons not showing for Quick search functionality;
Fixed auto save progress notification not going away for text files;
Fixed file modification watcher not working after the file has been saved;
Fixed the file tab not updating correctly after saving the file;
Fixed a bug in the colors list in Options where using keyboard to change the selection doesn't update the color state;
Fixed a bug in quick search on non-text editors (jumping to the next element while opening or closing the search box);
Fixed a bug where replacing a sound/sprite from 'Import from another Project' doesn't count and the interface isn't updated;
Some toggle states are saved properly now (contact boxes, guides, ruler, axes);
Added support for opening files with any extension in Commands and States editors;
Added support for using the Numpad Enter key for quick search;
Added the ability to move the cursor position on Sound editor to start playing from that sample;
Implemented sample range selection on Sound editor;
Implemented some basic Sound editing functions (Remove selected, Fill silence, Fade in, Fade out, Cut, Copy and Paste);
Implemented some Audio editing tools (Move selected and resize samples);
Implemented the Pause function on Sound editor.


M.U.G.E.N. related changes:

Fixed a crash that may happen in rare conditions while editing sprites/sounds and auto save is running;
Fixed the crash happening sometimes when you type in an out of bounds var index;
Fixed a bug in the animation creation feature of the Throw Creator;
Fixed the crash that happens while switching from/to var list mode on States editor;
Fixed a crash while opening a project that contains both mugenversion tied to Win/DOS M.U.G.E.N and localcoord;
Fixed the Emulator crashing if some State has more than 128 trigger lines;
Fixed a bug preventing some old SFF v1 files from opening;
Added VictoryQuote to the SCtrls template list.
This is probably the most stable Fighter Factory build to date!

Sorry for the long delay (this should been released in February). But the wait worth the effort, as all crashes are fixed (big thanks to Jesuszilla for the great information provided about many issues).

Also, the new website is online too. MUGENext 0.1.0 Beta is the next release as soon as I finish some platform specific stuff.


I hope you guys enjoy. Thanks to everyone supporting us. Have fun!
DOWNLOAD: https://virtualltek.com/download/

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