FoFiX v3.1xx development thread

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ffcloud2000
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Re: FoFiX v3.1xx development thread

Postby ffcloud2000 » Sat Mar 07, 2009 6:46 pm

hi.. im having issues importing songs to show up in fofix.. i extracted them into a folder but when i run the game and locate the folder the songs just dont show up... just shows me [parent] :(

edit: seems if the main folder isn't named songs it won't let you set it as a directory :S my bad
Last edited by ffcloud2000 on Sat Mar 07, 2009 7:24 pm, edited 1 time in total.
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Re: FoFiX v3.1xx development thread

Postby hannon » Sat Mar 07, 2009 7:23 pm

ffcloud2000 wrote:hi.. im having issues importing songs to show up in fofix.. i extracted them into a folder but when i run the game and locate the folder the songs just dont show up... just shows me [parent] :(


keep going until you reach the drive or the directory to where the songs are then press or select "accept directory"
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Re: FoFiX v3.1xx development thread

Postby Azzco » Sat Mar 07, 2009 7:25 pm

hannon wrote:
ffcloud2000 wrote:hi.. im having issues importing songs to show up in fofix.. i extracted them into a folder but when i run the game and locate the folder the songs just dont show up... just shows me [parent] :(


keep going until you reach the drive or the directory to where the songs are then press or select "accept directory"

More vital is that the directory you want to use to store songs in must be named "songs".
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Re: FoFiX v3.1xx development thread

Postby acrox999 » Sat Mar 07, 2009 9:43 pm

Well, I still wanna test 2.6, because it is useless when I update the SVN because I can't play.
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Re: FoFiX v3.1xx development thread

Postby jstump91 » Sat Mar 07, 2009 10:04 pm

acrox999 wrote:Well, I still wanna test 2.6, because it is useless when I update the SVN because I can't play.


As I said before, 2.4 is still completely supported. You do not need 2.6 to continue following svn, but if you want it anyway, the 2.6 instructions are available at http://code.google.com/p/fofix/wiki/Run ... erPython26.
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Re: FoFiX v3.1xx development thread

Postby acrox999 » Sat Mar 07, 2009 10:38 pm

Well, I've tested it, and not so smooth as 2.4, but I still like it. The new HOPO frequency handicap is great. I always use Least as my HOPO frequency. :2thumbsup: And I noticed something that the neck glow when we gain overdrive the neck strings will fade in and just disappears like that. I think we need the strings to glow like fade in and fade out. That looks more smoother. :D Anyway, I've compressed all required and optional modules in one .RAR archive for 2.6. Here's the link:
FoFiX 2.6 Required Source Modules
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Re: FoFiX v3.1xx development thread

Postby CappY » Sun Mar 08, 2009 9:00 am

I hope my post is in right category... :)
How to add Cyrillic support in FoFiX v.3.100 ? :) I want to translate it into Bulgarian, but i will try to translate something for 1st time and I don't know how to add cyrillic support.
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Re: FoFiX v3.1xx development thread

Postby BlackJack » Sun Mar 08, 2009 9:57 am

CappY wrote:How to add Cyrillic support in FoFiX v.3.100 ? :)

IINM you only have to replace FOFiX standard fonts (in the theme(s) folder(s) as well as the international.ttf file in the /data directory) with ones that have Cyrillic characters.

This reminds me I had posted, a few months ago, a feature request about that, because foreign languages support is currently messed up since we forked from the original FoF :

BlackJack, roughly 4 months ago wrote:(...) many of the old translations (from the original FoF -- IINM Russian, Hebrew, Polish, and Swedish) aren't displayed correctly, because they use characters not included in the themes's fonts. Forcing these to use international.ttf [*] (and replacing international.ttf with one that includes, inter alia, cyrillic and hebrew characters) should work (at least concerning Russian and Hebrew).

[* random note : currently, international.ttf is only used, AFAIK, to display the score and the countdown at the beginning of a song, if your FoFiX is set to use any other language than English.]


Alas, it doesn't seem to have been accepted, as it was nowhere to be found on the Issues list, last time I checked.
Blame the coders not to be Finnish anymore. :tongue: :wink:

---------- EDIT ----------
Note to developers : this reminds me of a silly "bug" related to foreign languages that I believe hasn't been fixed yet : for languages where stuff is written from right to left, every character will be displayed from right to left... including scores and whatnot! :woot:
Last edited by BlackJack on Sun Mar 08, 2009 10:11 am, edited 3 times in total.
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Re: FoFiX v3.1xx development thread

Postby holystoneH » Sun Mar 08, 2009 10:09 am

i had to move from python 2.6 back to 2.4 but now the svn runs fast and playeble
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Re: FoFiX v3.1xx development thread

Postby bruce142 » Sun Mar 08, 2009 1:06 pm

worldrave wrote:@MFH,
Nice feature i haven't used before. OOOOhhhh, it says you? Naw, It was actually Blazingamer changes you were merging in for him. LOL. And it was actually back on Revision 1110, i can't believe we didn't notice this til now. I am looking further now at the actual changes so i can change the figure's back.
Edit- There's so much change, it's gonna take some time to weed through it. It's somewhere between line 2313-2752 though.
Edit 2- Just figured out after making a change. I changed the one line i found drastically so i would see the change easier, and found a bug. As least it's a bug in my eye's. FoFiX is currently showing BOTH Animated hitflames AND static hitflames.

I changes line 2994

Code: Select all

glTranslate(x, y + .665, 0) #Worldrave - Adjusted Animated Hit Flame position

to

Code: Select all

glTranslate(x, y + .665, 8) #Worldrave - Adjusted Animated Hit Flame position

And that's when i noticed that of course the animated hitflames are shown halfway up the screen (normal since the change), YET the static hitflames are ALSO showing on the screen in the normal spot. Which is showing wrong. That's I am thinking is why we THOUGHT the figure's got reverted, when in fact it IS showing correct, BUT the Static Hit Flames are ALSO being shown when they shouldn't. I'm guessing a fall back isn't there to NOT show if Hitflames animation image is found. I hope this helps.


Where is the code of Animated Hit flames in the Svn version please (r1142)
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Re: FoFiX v3.1xx development thread

Postby supurgem » Sun Mar 08, 2009 1:34 pm

Yes, Python 2.6 made my FoFiX very laggy and unplayable too. Now I'm using 2.4, it's very nice!

EDIT: A problem, again :sad: ...
Here's the log:

Spoiler:Traceback (most recent call last):
File "FretsOnFire.py", line 38, in ?
File "GameEngine.pyo", line 31, in ?
File "OpenGL\__init__.pyo", line 26, in ?
File "OpenGL\GL\__init__.pyo", line 2, in ?
File "OpenGL\GL\GL__init__.pyo", line 2009, in ?
File "Numeric.pyo", line 93, in ?
File "Precision.pyo", line 26, in ?
File "Precision.pyo", line 23, in _fill_table
File "Precision.pyo", line 18, in _get_precisions
TypeError: data type not understood

Sorry if I made grammar mistakes :) ...
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Re: FoFiX v3.1xx development thread

Postby blazingamer » Sun Mar 08, 2009 2:04 pm

It for some reason hasn't been compiling correctly for awhile. You have to play from source if you're using the svn.
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Re: FoFiX v3.1xx development thread

Postby myfingershurt » Sun Mar 08, 2009 2:15 pm

Compiles fine here, wierd.
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Re: FoFiX v3.1xx development thread

Postby jstump91 » Sun Mar 08, 2009 2:56 pm

blazingamer wrote:It for some reason hasn't been compiling correctly for awhile. You have to play from source if you're using the svn.


2.4 and 2.6 both build and run from source just fine for me.
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Re: FoFiX v3.1xx development thread

Postby blazingamer » Sun Mar 08, 2009 2:57 pm

Hmm, whenever I compile I get that precisions error still. Oh well, I'm fine just running from source, but I'd like a solution to it at least.

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