Frets on fire next version little information

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winniez
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Postby winniez » Fri Mar 23, 2007 6:04 am

whatakevin wrote:
nwru wrote:
whatakevin wrote:
winniez wrote:http://fretsonfire.svn.sourceforge.net/viewvc/fretsonfire/trunk/

data/ 4 27 minutes skyostil Added initial stage data.
doc/ 2 2 weeks skyostil Source import.
src/ 7 16 minutes skyostil Initial stage background graphics support. Volume settings. Memory load and perf.

is there a way to download those files so i can test it out? i cant figure out how to download em

You may have to get smart with Subversion: http://sourceforge.net/svn/?group_id=182199

that thing is confusing me, where do u download subversion? id apreciate it if somone could just like upload the files to megaupload or something

your question shows you don't even know what is cvs , compiler, ...

so, please... die();
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winniez
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Postby winniez » Fri Mar 23, 2007 6:05 am

Rogue_F wrote:so I looked at the latest version of the SVN.

1) The wavy things for held notes look much better (not as spastic as the were before)
2) HOPO partially implemented, but still needs a lot of fine tuning.
- HOPO notes are indicated by a double height note (i think it's two renderings)
- HOPO rules are not all correct (you can't hopo TO a chord)
- HOPO does not require any initial strum (if it's a hopo, you can always press the keys to get it)
- HOPO notes are done by a 'tick' rather than the time, but converted mine is anything less than 1/4 note (120 ticks) the svn is anything less than a 1/3 note, or dotted half (161 ticks). This does not reproduce the GH HOPO in the same way
- A lot of the HOPO logic looks similar to mine (just coincidence)

Do you have correct work with them or only parallel things ?

why don't you try to particpate to the cvs project ?
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Postby Rogue_F » Fri Mar 23, 2007 1:13 pm

Well one item on their todo list is to integrate my patches.

So after that's done we will see how much more work overlaps. The thing is if i do that, then you will not get any kind of update inbetween releases. I've had several releases between the last version released and the upcoming one.

Also right now I don't have a ton of time to do development. I mean I've barely worked on RFmod for almost a month. It's SO close to being ready but I just have not had time. Hopefully I'll finish soon and I can take a break for a while.

-Alex
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winniez
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Postby winniez » Fri Mar 23, 2007 1:27 pm

ok, good to hear they investigate your changes ;)
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Tsuteto
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Postby Tsuteto » Sun Mar 25, 2007 12:48 am

Yeah, thing I remember from what I was messing around with FoF. One is you could hold frets that was before a hold chord (so if the chord was red and yellow, you could tap the green on and still keep your hold). In conjunction with that, sorta, if you pressed a fret for any hold, and then released, the hold would be lost.

Any plans on fixing that?
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Postby Hybrid » Sun Mar 25, 2007 6:06 pm

Rogue_F wrote: - HOPO notes are done by a 'tick' rather than the time, but converted mine is anything less than 1/4 note (120 ticks) the svn is anything less than a 1/3 note, or dotted half (161 ticks). This does not reproduce the GH HOPO in the same way

Next version of FoF will be committed to svn tomorrow and if we don't find any bugs on it we will release it soon after that. So test it, and if you find crash bugs please report them to the FoF's sourceforges forum and we will fix those bugs before getting new release out.

And for Alex:
The time 161 is from here:

http://www.scorehero.com/forum/viewtopic.php?t=3788

How do I tell the game that certain notes are HOPO'able in the midi?
Riz wrote:
HOPOs are not defined in the midi, per se. They are defined as any note spaced equal to or closer together than 8th note triplets, which at the default GH PPQN rate of 480 ticks per quarter note, means any note seperated by < 161 ticks, that is not part of a chord, that is different from the previous note, that is not the first note of the song, and is not immediately following a chord (GH1 only, GH2 allows this) will be HOPO-able. If you use a different PPQN than 480, adjust the math appropriately (whatever 1/3 of your PPQN is).


Oh, and the installer for Windows will be back.
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Postby Hybrid » Sun Mar 25, 2007 7:56 pm

And for those who wants to have good performance with slow computers: next version will come with LightGraphics mod... so. it will run much faster with that.
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winniez
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Postby winniez » Sun Mar 25, 2007 7:59 pm

any tune-up in editor ?
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Postby Hybrid » Sun Mar 25, 2007 8:04 pm

winniez wrote:any tune-up in editor ?

No. Editor is same old :)
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winniez
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Postby winniez » Sun Mar 25, 2007 8:06 pm

ok ;)
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Postby Rogue_F » Sat Mar 31, 2007 5:29 pm

Cool. I only looked at the scorehero midi faq and it did not say that number. I'll use that value from now on.

-Alex
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Postby whatakevin » Sat Mar 31, 2007 8:26 pm

Hybrid wrote:
winniez wrote:any tune-up in editor ?

No. Editor is same old :)

aww i was hoping for at least a slow down feature and a feature where you are not only limited to the premade subdivisions
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Postby whatakevin » Sat Mar 31, 2007 8:36 pm

Rogue_F wrote:Light effects - On the stage background there are some lights they flash with the beat (probably the most visual cool thing in this version).

well have they found out a way to automatically detect the BPM yet? if not then we are SCREWED, the lights will NOT flash with the beat since almost every single song in this game (99%) doesnt have the right BPM
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nwru
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Postby nwru » Wed Sep 19, 2007 5:11 pm

Sorry for the old thread bump, but I noticed that there were a few updates made to the FoF SVN. Good to see that it's still being worked on.

"General graphics performance optimization. Installer fixes. Font rendering optimization. Switched to cx_Freeze on windows. Fixed default upload URL. Added GH80s support. Removed most Numeric dependencies. Fixed crash when Amanith isn't present."
Use the Search feature first to find answers to your questions. Chances are that they have been asked before!

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Postby Kanzleramt » Thu Sep 20, 2007 5:11 am

and when will the new version be arrived `? someone did knows that ?
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