Kotti wrote:EDIT:
Almost forgot, does FoF star scoring still exist?
Yes, you can enable it in the options.
First category I think, Star Scoring System or something like this, and you can choose between FoF, GH and RB

myfingershurt wrote:Should THAT fail, I will post at: http://fansonfire.tk/
slantyr wrote:all the song folders must be named "artist - song name" (example = Survivor - Eye of the Tiger)
these folder names were copied directly from camas thread. (except Janes Additiction - Mountian) was named muntian
In progress: 3.015 - "Optimizations"
Done:
++Updated to Blazingamer's unofficial 3.011 w/revised Dialogs.py
++Changed default neck speed mode to "BPM & Diff" instead of "Percentage" as it more closely matches the console game behavior (and should keep speeds above the threshold where close notes overlap for the most part)
++Replaced countless player count array length function calls during gameplay with a predetermined variable
++Wrote logic to precalculate the viewport geometries and remember them instead of recalculating multiple times per frame
++Fixed themes when running from sources (the existing solution did not work for me, I changed evilynux's code src folder code to that found in GameEngine.py)
++Completely rewrote an equivalent, much simpler problematic HOPO determination logic - doesn't even need pre-marking of problematic note patterns or ANY note hunting -- beta testers: v3.015 beta1 (packaged as a standard patch from 3.0xx)
Gothic Fighter wrote:Hey! Awesome work! But I have a little problem(?). When I choose quickplay or solo tour, I don't get any neck selection screen. I've set a random neck from the settings but I wonder why there isn't any neck selection when I am choosing a song.
2)The sound FX aren't there. They are 10/10 volume but at the star of the song I don't get any clappings or things like this.
Thanks!
I already answered this recently...death_au wrote:@kristijan_mkd - This was on purpose so that you didn't have to go through quite as many screens to play and so it didn't have to load all necks every time the game started, greatly reducing load times.
Spikehead777 wrote:@BlackJack: In the video I posted, the killswitch animation takes on the color of their respective notes of the chord closer to the start of the note, but when the end of the note's tail comes into view, it seems to turn completely white and fully opaque.
myfingershurt wrote:Initial testing has been perfect thus far. I'm releasing a 3.015 beta1, in the form of a normal patch, for anyone who wants to try the first couple optimizations out:
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