RF-mod-4 Discussion - Questions, suggestions, whining

Discuss mods and get help with mods ONLY
This topic is 8 years and 3 months old. Instead of replying, please begin a new topic, or search for another related topic that may be more suitable.
The Silent . .
User avatar
tarrende
Member
Posts: 114
Joined: August 16th, 2007
Location: Hamburg, Germany
Reputation: 0

Postby tarrende » Tue Sep 25, 2007 6:36 am

Rogue_F wrote:Sometimes you do not see the results phrase because your computer is just too fast.

Those screens are generally just shown and immediately the next scene is loaded, so you only see it if it takes a while to load the scene.

I have found the GHII multi track songs take longer to load (larger midi files) when a song is over to do things like counting up the score.

-Alex

Ah okey.. thanks for the answer and thanks for the mod, you did a really great job. <3
Image
Kero128
Member
Posts: 39
Joined: April 2nd, 2007
Location: Europe
Reputation: 0

Postby Kero128 » Tue Sep 25, 2007 7:02 am

Rogue_F wrote:Were you using just standard RF-mod-3.5 or were you also using C-mod (or any of the other 1.1.X mods that incorporate C-mod)

The margins and timings between RF-mod-3.5 and RF-mod-4 are the . The timings between RF-mod and C-mob are not.

C-mod uses mostly a fixed hit margin which is much larger than default FoF.

THere are also some differences between FoF-1.1.X and FoF-1.2.X, but I believe that those are not what people are 'feeling'. It's really the C-mod change.

-Alex

Well as far as I'm concerned, I was using 3.5 alone (I've never used C-Mod, and I've never tested 1.2 without rf-mod 4), and I DID notice a huge difference in ho/pos between 3.5 and 4.11
I can't tell whether it's a hit margin related problem or something else (might it has to do with doing real hammers on / pulls off versus simply tapping notes ?), but I did notice a difference and really, I swear the only two implementations of ho/pos I've ever used are basic RF-Mod 3.5 and basic RF-Mod 4.11 : never C-Mod nor FoF1.2. And many of the ho/pos I would easily pass in 3.5, I fail them every time in 4.11.

I know you set the same hit margins for both, but maybe, once again, the problem isn't with timings. Maybe there's a difference in FoF1.2 that made RF-Mod behave different ? I just don't know, but I'm damn sure there IS a difference between 3.5 and 4.11, at least on some computers including mine.

And yes : I did delete fretsonfire.ini and I did fix my A/V delay.
Rogue_F
Member
Posts: 1504
Joined: November 2nd, 2006
Reputation: 1

Postby Rogue_F » Tue Sep 25, 2007 2:09 pm

Kero128 wrote:
Rogue_F wrote:Were you using just standard RF-mod-3.5 or were you also using C-mod (or any of the other 1.1.X mods that incorporate C-mod)

The margins and timings between RF-mod-3.5 and RF-mod-4 are the . The timings between RF-mod and C-mob are not.

C-mod uses mostly a fixed hit margin which is much larger than default FoF.

THere are also some differences between FoF-1.1.X and FoF-1.2.X, but I believe that those are not what people are 'feeling'. It's really the C-mod change.

-Alex

Well as far as I'm concerned, I was using 3.5 alone (I've never used C-Mod, and I've never tested 1.2 without rf-mod 4), and I DID notice a huge difference in ho/pos between 3.5 and 4.11
I can't tell whether it's a hit margin related problem or something else (might it has to do with doing real hammers on / pulls off versus simply tapping notes ?), but I did notice a difference and really, I swear the only two implementations of ho/pos I've ever used are basic RF-Mod 3.5 and basic RF-Mod 4.11 : never C-Mod nor FoF1.2. And many of the ho/pos I would easily pass in 3.5, I fail them every time in 4.11.

I know you set the same hit margins for both, but maybe, once again, the problem isn't with timings. Maybe there's a difference in FoF1.2 that made RF-Mod behave different ? I just don't know, but I'm damn sure there IS a difference between 3.5 and 4.11, at least on some computers including mine.

And yes : I did delete fretsonfire.ini and I did fix my A/V delay.

Well, I play 3.5 and 4.1 all the time. I did lots of comparisons myself and I did not have any significant timing problems.

The way I gauge that is by my scores. And right now my 3.5 scores and 4.1 scores are pretty much the same. Why don't you play stock 1.2 and then see if that's different for you or not.

-Alex
User avatar
Evil Ken
Member
Posts: 382
Joined: September 13th, 2007
Reputation: 0

Postby Evil Ken » Tue Sep 25, 2007 3:13 pm

when release 4.13 ??
My W.I.P
Gaara's Compilation

My Youtube Channel
GaaraGCM
kaki123
Member
Posts: 281
Joined: August 15th, 2007
Location: zaka
Reputation: 0

Postby kaki123 » Wed Sep 26, 2007 9:24 am

In the hopo marking options, what's the difference between RFmod and RFmod2?
User avatar
purplee
Member
Posts: 80
Joined: January 30th, 2007
Location: Australia
Reputation: 0

Postby purplee » Wed Sep 26, 2007 9:56 am

Dunno if this was purposly done, but when doing hammer ons/pull offs in frets on fire(with either rf-mod), if you press a different fret mid sequence, you are required to strum again in the hopo sequence.

An example:
1 #
2 #
3 #
4
5 #

If I slide my fingers across 1,2,3,4,5, the sequence is cancelled as I hit the 4th fret and the 5th fret is not detected.

In guitar hero, this does not happen.
Purple's a fruit.

Image
kaki123
Member
Posts: 281
Joined: August 15th, 2007
Location: zaka
Reputation: 0

Postby kaki123 » Wed Sep 26, 2007 10:10 am

this doesn't happen to me as long as I press the 5th fret at the right time
denny671
Member
Posts: 3
Joined: September 19th, 2007
Location: washington
Reputation: 0

Postby denny671 » Wed Sep 26, 2007 4:53 pm

how can i get it were i can press 3 frets at a time?
Sunblood
Member
Posts: 74
Joined: December 20th, 2006
Location: Illinois
Reputation: 0

Postby Sunblood » Wed Sep 26, 2007 9:22 pm

denny671 wrote:how can i get it were i can press 3 frets at a time?

That's an issue with your keyboard, not the game.

Enable 2-note chords in the RF options and you will only have to press the outermost notes when playing a chord.
Image
Rogue_F
Member
Posts: 1504
Joined: November 2nd, 2006
Reputation: 1

Postby Rogue_F » Wed Sep 26, 2007 11:40 pm

kaki123 wrote:In the hopo marking options, what's the difference between RFmod and RFmod2?

Ah I was wondering when someone would ask me about that.

RFmod2 is a new much better method of being able to pick. It helps dramatically in restarting a HOPO sequence or restart a fast sequence

Bascially stock FoF (1.1.X and 1.2.X) require you to play the first currently unplayed note.


If you have:

G
Y <-early margin
R -------------
B <-late margin

You must play B in FoF. If you play R or Y it's a miss.

With RFmod2 key type you can play B or R or Y (all fall within the hit margin).

If you play R, B is missed
if you play Y R and B is missed.

If you play G you miss (outside the margin)

People have a tendency to give up on notes past the line even though the hit margin would allow it.

Also there's a bug in RF-mod-3.5 (also in anyone else who uses it) where the late margin (allowing you to play B) is zero in certain cases. While normally this would be bad, it helps a bit in picking up the HOPO streak.

So this change helps a lot in picking back up the HOPO streaks, but it's not quite ready for primetime replacement yet as the default. There are still some weird cases where you can skip notes that I have not finished debugging. If you want to try it it's fun, but I'm trying to get some easy cases of the note missing so I can fix it, but it's hard.

-Alex
silentcircuit
Member
Posts: 9
Joined: March 10th, 2007
Location: Charleston
Reputation: 0

Postby silentcircuit » Thu Sep 27, 2007 12:20 am

EDIT: Problem fixed. Sorry -- might want to make it clear in future "readme" that the song directory still has to be called "songs" or it's not recognized as such.
Last edited by silentcircuit on Thu Sep 27, 2007 1:05 am, edited 1 time in total.
User avatar
purplee
Member
Posts: 80
Joined: January 30th, 2007
Location: Australia
Reputation: 0

Postby purplee » Thu Sep 27, 2007 2:15 am

Another possible hopo bug I found. Only checked in rf3.5, but if there's a series of fast notes coming up (even its its just two) of the same colour, the first one will not be a hammer on note. This is very noticeable in songs like freebird (before the solo)

Eg.
Hammer on sequence

1 #
2 #
3 ##

While the underlined note should be a hammer on, it is not counted as one for some reason, due to it being close to another note of the same colour.
Last edited by purplee on Thu Sep 27, 2007 2:16 am, edited 1 time in total.
Purple's a fruit.



Image
kaki123
Member
Posts: 281
Joined: August 15th, 2007
Location: zaka
Reputation: 0

Postby kaki123 » Thu Sep 27, 2007 4:07 am

Rogue_F wrote:
kaki123 wrote:In the hopo marking options, what's the difference between RFmod and RFmod2?

Ah I was wondering when someone would ask me about that.

RFmod2 is a new much better method of being able to pick. It helps dramatically in restarting a HOPO sequence or restart a fast sequence

Bascially stock FoF (1.1.X and 1.2.X) require you to play the first currently unplayed note.


If you have:

G
Y <-early margin
R -------------
B <-late margin

You must play B in FoF. If you play R or Y it's a miss.

With RFmod2 key type you can play B or R or Y (all fall within the hit margin).

If you play R, B is missed
if you play Y R and B is missed.

If you play G you miss (outside the margin)

People have a tendency to give up on notes past the line even though the hit margin would allow it.

Also there's a bug in RF-mod-3.5 (also in anyone else who uses it) where the late margin (allowing you to play B) is zero in certain cases. While normally this would be bad, it helps a bit in picking up the HOPO streak.

So this change helps a lot in picking back up the HOPO streaks, but it's not quite ready for primetime replacement yet as the default. There are still some weird cases where you can skip notes that I have not finished debugging. If you want to try it it's fun, but I'm trying to get some easy cases of the note missing so I can fix it, but it's hard.

-Alex

umm.. I don't understand what you wrote XD
could you explain it more simple?

Oh, BTW, I have a suggestion for RF-mod, Why not fix the bug that you can't pause while FoF counts 5 4 3 2 1 when starting/restarting a song
Last edited by kaki123 on Thu Sep 27, 2007 4:24 am, edited 1 time in total.
User avatar
JMT391
Member
Posts: 250
Joined: June 7th, 2007
Location: New York
Reputation: 0
Contact:

Postby JMT391 » Fri Sep 28, 2007 11:57 pm

kaki123 wrote:umm.. I don't understand what you wrote XD
could you explain it more simple?

Oh, BTW, I have a suggestion for RF-mod, Why not fix the bug that you can't pause while FoF counts 5 4 3 2 1 when starting/restarting a song

I actually have noticed that and it's so annoying but i never thought to put it here

is there a reason why it can't that's making it unfixable or something
Image
User avatar
poison
Member
Posts: 2458
Joined: June 5th, 2007
Location: My room
Reputation: 0

Postby poison » Sat Sep 29, 2007 12:26 am

purplee wrote:Another possible hopo bug I found. Only checked in rf3.5, but if there's a series of fast notes coming up (even its its just two) of the same colour, the first one will not be a hammer on note. This is very noticeable in songs like freebird (before the solo)

Eg.
Hammer on sequence

1 #
2 #
3 ##

While the underlined note should be a hammer on, it is not counted as one for some reason, due to it being close to another note of the same colour.

fairly sure he said this is beyond his control cause the HOPO note is the same color. as the one approaching and it's too close or something. i apologize for sounding retarded and nontechnical.
blah blah blah...
Songs Made: 3
Latest:
Good Charolette - Keep Your Hands off my Girl

Return to “FOF Mod Discussion and Support”

Who is online

Users browsing this forum: No registered users and 3 guests