RF mod, Danilo's.... starter what the ? - what is the best to use

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dionzorrr
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Postby dionzorrr » Sun Dec 30, 2007 7:28 pm

yeah yeah yeah im lazy i couldnt be f*cked finding any topic on this discussion, so i just want to know what is the best for performance, easy playing and well done note and keys and such , ive tried to play RF mod but it seems that you have to be quite freaking perfect to hit notes =\ , and danilo's you cant set FOF Setting like

settings->rf mod->HO/PO settings->HO/PO key style.
that ***** me cos neither are good , both need to hit them pretty accurately or they dont hit

so please what do YOU RECOMMEND to me ?
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Postby Rogue_F » Mon Dec 31, 2007 5:34 pm

Well,

nearly all the compilations are based upon 1.1.324+RF-mod-3.5+whatever else.
There's a few based upon 1.1.451+RF-mod-4, but no compilations that I know of.

On the positive side:
There are more mods for 1.1.324+RF-mod-3.5 than anything else. A lot of people liked stuff that was in 1.1.324, and at the time 1.2.451 had issues.

On the negative side:
RF-mod-3.5 has not been worked upon since April. So no fixes or improvements have been made to it since then.

Then we have 1.2.451+RF-mod-4:

On the positive side:
RF-mod-4 is currently being worked upon, but it's in it's final months of life. It has tons of improvements and fixes in it.

On the negative side:
Many people didn't like some of the differences between 1.1.324 and 1.2.451 in the stock versions.

For the other mods on top of that I don't think any of them improve performance any. And in fact hering's mod has some performance reductions in the menus and other places people have commented on.

Most of the mods change appearance or gameplay in some way or another.
GH-mod added a number of appearance items to help make the GH theme work well.
C-mod added hit flames, and thin tails, and some new bars to make things look cooler. There's also a change to the hit margins to make notes during high bpm easier to hit.
Hering's mod changed stuff to add the possibility of some other graphics (like the amp), as well as adding song failing, and jurgen power. Also the menu system was changed to have things on the same page, as well as having a song queue.


C-mod, GH-mod, Herring Mod, and some of the mods that have implemented the different versions of the amp are available for 1.1.324+RF-mod-3.5

C-mod, and GH-mod are available for 1.2.451+RF-mod-4, though GH-mod has already been incorporated into RF-mod, and most of C-mod has as well. The rest should be incorporated into the next version.

As far as what do I recommend. Well 1.2.451+RF-mod-4.14 is current. So I'd recommend using that. But if you want some of those other features, then use the other ones. Or perhaps make your own.


-Alex
Last edited by Rogue_F on Mon Dec 31, 2007 5:35 pm, edited 1 time in total.
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Postby nobby76 » Mon Dec 31, 2007 9:12 pm

just go with rfmod 4, there is no difference in difficulty, some people think the game is harder with rf mod.. but its not
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Postby herb » Tue Jan 01, 2008 1:36 am

nobby76 wrote:just go with rfmod 4, there is no difference in difficulty, some people think the game is harder with rf mod.. but its not

I just have to say one thing, Rf-mod rocks! thanks rogue for your hard work on it :p

i found that using RF-mod was actually easier than normal FoF (weird, heh)
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Postby rednano12 » Tue Jan 01, 2008 9:56 am

If it has HOPO's I like using it. I use a custom compilation; of Duckmeister's mod, (RF-Mod, C-Mod, and all the features you could possibly ever want). and Worldrave's GH3 mod for looking cool. :cool:
Last edited by rednano12 on Tue Jan 01, 2008 9:56 am, edited 1 time in total.
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Postby dionzorrr » Wed Jan 02, 2008 8:59 am

but in in RF mod i find it that it's harder to hit notes then it is too in a compilation i downloaded as in such and it's annoying me cos the compilation is 1.1.324 , sorry that iam picky but as in a topic that is being discussed atm that in gh it's more tollarent on the fact on timing of hitting notes as in fof it's more stricter, can't we make a way that allows to change that fact anyway possible ? cos im not the best player but ive broken most of my finger and there not as fresh as they used to be and im pretty good at gh i can play most of them on expert diff, but on say ..... cross by Ozielzinho on amazing is especially hard for me even wold and raven ...... i just need a really big break =] and im getting really bored with gh3 ALREADY.... thanks to alex for the excellent explaining on this topic :)
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Postby nobby76 » Wed Jan 02, 2008 10:12 am

i think herrings mod did something with the "strictness " of hit margins, meaning you had a bigger window of oppertunity to hit the note. as i said I THINK its HERRINGmod, have a check in the mods section.
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Postby dionzorrr » Wed Jan 02, 2008 10:14 am

nobby76 wrote:i think herrings mod did something with the "strictness " of hit margins, meaning you had a bigger window of oppertunity to hit the note. as i said I THINK its HERRINGmod, have a check in the mods section.

thanks dude chekcing it out ...

well checked but said nothing about it =\
Don't PM me about my 'Potty-Mouth' kk.

Song's made: dragon ball z - American theme , rouge trader's - do you wanna



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Postby Rogue_F » Wed Jan 02, 2008 6:55 pm

nobby76 wrote:i think herrings mod did something with the "strictness " of hit margins, meaning you had a bigger window of oppertunity to hit the note. as i said I THINK its HERRINGmod, have a check in the mods section.

no, that comes from c-mod.

-Alex
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Postby i_pk_pjers_i » Wed Jan 09, 2008 7:36 pm

Rogue_F wrote:Well,

nearly all the compilations are based upon 1.1.324+RF-mod-3.5+whatever else.
There's a few based upon 1.1.451+RF-mod-4, but no compilations that I know of.

On the positive side:
There are more mods for 1.1.324+RF-mod-3.5 than anything else. A lot of people liked stuff that was in 1.1.324, and at the time 1.2.451 had issues.

On the negative side:
RF-mod-3.5 has not been worked upon since April. So no fixes or improvements have been made to it since then.

Then we have 1.2.451+RF-mod-4:

On the positive side:
RF-mod-4 is currently being worked upon, but it's in it's final months of life. It has tons of improvements and fixes in it.

On the negative side:
Many people didn't like some of the differences between 1.1.324 and 1.2.451 in the stock versions.

For the other mods on top of that I don't think any of them improve performance any. And in fact hering's mod has some performance reductions in the menus and other places people have commented on.

Most of the mods change appearance or gameplay in some way or another.
GH-mod added a number of appearance items to help make the GH theme work well.
C-mod added hit flames, and thin tails, and some new bars to make things look cooler. There's also a change to the hit margins to make notes during high bpm easier to hit.
Hering's mod changed stuff to add the possibility of some other graphics (like the amp), as well as adding song failing, and jurgen power. Also the menu system was changed to have things on the same page, as well as having a song queue.


C-mod, GH-mod, Herring Mod, and some of the mods that have implemented the different versions of the amp are available for 1.1.324+RF-mod-3.5

C-mod, and GH-mod are available for 1.2.451+RF-mod-4, though GH-mod has already been incorporated into RF-mod, and most of C-mod has as well. The rest should be incorporated into the next version.

As far as what do I recommend. Well 1.2.451+RF-mod-4.14 is current. So I'd recommend using that. But if you want some of those other features, then use the other ones. Or perhaps make your own.


-Alex

i removed my compilation because of flamers :D
Last edited by i_pk_pjers_i on Thu Jan 10, 2008 7:15 pm, edited 1 time in total.
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Postby whatakevin » Thu Jan 10, 2008 1:46 am

Rogue_F wrote:
nobby76 wrote:i think herrings mod did something with the "strictness " of hit margins, meaning you had a bigger window of oppertunity to hit the note. as i said I THINK its HERRINGmod, have a check in the mods section.

no, that comes from c-mod.

-Alex

that was only to fix a bug that when there was variable BPM, the hit margin stayed the same. with C-mod when the bpm changes so does the hit margin with it.
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Postby Rogue_F » Thu Jan 10, 2008 2:07 am

whatakevin wrote:
Rogue_F wrote:
nobby76 wrote:i think herrings mod did something with the "strictness " of hit margins, meaning you had a bigger window of oppertunity to hit the note. as i said I THINK its HERRINGmod, have a check in the mods section.

no, that comes from c-mod.

-Alex

that was only to fix a bug that when there was variable BPM, the hit margin stayed the same. with C-mod when the bpm changes so does the hit margin with it.

No, there's a cap on how small the hit margin will become. It doesn't get any smaller than it would with a 110bpm song. Meaning if it's over 110bpm, it does not affect the hit margins any.

In the boardspeed section 180bpm is defined as amazing, and 128.57bpm is defined as easy. So the cap isn't even letting the hit margins be as large as it would be for a easy bpm song.

-Alex

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