MFH Mod (FoFiX) 3.0xx (v3.030) (OLD)

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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby BSRaven » Wed Nov 05, 2008 5:08 pm

evilynux wrote:No problem BSRaven, from your post i thought you had done it already.

I've opened and issue for it¹ and it pretty much sits on top of my TODO list. I'd be very happy to get rid of Amanith.
My only hope is that it doesn't significantly degrade performance.

¹ See http://code.google.com/p/fofix/issues/detail?id=201


You forgot to bring up the fixing of the memory leak in Python 2.5. Otherwise, quite accurate.
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby blazingamer » Wed Nov 05, 2008 5:13 pm

All we need to do is find a way to recompile it and have it use a library.zip, cause I have to say it's much easier using a library.zip with all the code in it and it organizes the data folder to some extent. Also, if use find a way to use a library.zip there's always the you don't have to compile every single time you make a change bonus, only when you release it.
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby BlackJack » Wed Nov 05, 2008 7:20 pm

blazingamer wrote:The newest version of FOF 1.3 (...) (is) built on 1.2.512, meaning there is no library.zip and it's harder to edit the source code. In fact I still haven't found anything other than the opengl library.

Edit::
Booya! Got it, the src folder is packaged with the linux build!

That's weird; the Library.zip file is present in my (Win32) distribution of FoF 1.3.110 (and no more wrapped within FretsOnFire.exe, contrary to v1.2.512).



Random note for later : the new tutorial no more works with FoFiX (since the .SVGs have been replaced with .PNGs); the symptoms are the same than when pressing Alt+Enter during the actual FoFiX tutorial.
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby death_au » Wed Nov 05, 2008 7:58 pm

I had the library.zip in my version of 1.3.110. As a test I chucked some source files (from the linux download) into the library.zip and removed the corresponding pyo files, and it still seems to work.
For the record, I replaced the pyo's for Dialogs, GameEngine, GameResultsScene, Guitar and GuitarScene. Then played through "Defy the Machine" (WTF is with all the HOPOs?) and it all worked fine. Except for lots of lag, but then I realized I forgot to set the affinity on my Dual core :tongue:
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby worldrave » Wed Nov 05, 2008 9:15 pm

I don't remember ever reading us switching over FoFiX to FoF version 1.2.512. And it definitely won't load and crash without the library file there. I do remember recently reading about supposedly using python 2.5 for linux builds, but not windows yet. Without porting over a certain requirement.
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby rednano12 » Wed Nov 05, 2008 10:16 pm

worldrave wrote:I don't remember ever reading us switching over FoFiX to FoF version 1.2.512. And it definitely won't load and crash without the library file there. I do remember recently reading about supposedly using python 2.5 for linux builds, but not windows yet. Without porting over a certain requirement.


We are talking about 1.3, not 1.2. RF released a new FoF recently.
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby RedShadow » Wed Nov 05, 2008 10:18 pm

Really??? :confused: :confused:
Havent hurd about it
lol another normal fof
whats the diference??
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby p_025 » Wed Nov 05, 2008 10:20 pm

NewCreature wrote:
The only exception I have found to this rule is the yellow fret after a red&orange fret chord, but I can't see why

I haven't played Rock Band but my guess is a HOPO after chord occurs if the single note after the chord is not one of the notes from the chord.

Oh, ****, I think you're right. Okay, I'm an idiot, I was overthinking this way too much.
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby worldrave » Wed Nov 05, 2008 10:35 pm

Ah, yeah i read about 1.3 FoF, kind of got confused I guess with FoFiX 1.3 in process. Maybe I'm wrong about thinking that it should've been a different thread made for talking about FoF 1.3 and not relating to this thread currently. Hopes are great, but it won't happen anytime soon without a lot of coding (from what i've read so far), and posts saying it's (FoF 1.3) faster then FoF 1.2.451, but not FoF 1.2.512, and buggier, albeit fixing the memory leak finally.
Nice that it's mentioned as a port To-Do for sometime in the future, but nothing to get excited about anything happening soon, or prob. worth talking about yet in this thread.
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby BlackJack » Thu Nov 06, 2008 3:31 am

RedShadow wrote:whats the diference??


- Wrote concise instructions for building and installing the game.
- Removed runtime SVG support. All images must be pre-rasterized as PNG graphics now. This also removes the dependency on Amanith, making the game simpler to build and package.
- Reworked the build system. Now an installation package can be created with a single command for Windows and Mac OS X.
- Added textured fretboard strings and bars.
- Updated the translations.




worldrave wrote:Ah, yeah i read about 1.3 FoF, kind of got confused I guess with FoFiX 1.3 in process.
Indeed, because the next FoFiX version is 3.030. :tongue: :oldwink:
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby worldrave » Thu Nov 06, 2008 3:43 am

Everyone's a comedian. :tongue2: I'm just getting confused from too many projects i'm doing to be honest. The version numbers are bleeding together. Glad i'm starting with version 1 of my GH:Aerosmith theme. And my next GH3 theme update i am going to change to 3.0 to keep with FoFiX 3.030, makes more sense that way.
Well, something other then FoF 1.3 i am workiing with is also 1.3, and i somehow got confused with things. Call me goofy :drool: dit-de-der!!!! :)
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby myfingershurt » Thu Nov 06, 2008 4:08 am

evilynux has committed some new source code this evening in which all dependencies on pyAmanith have been completely removed. Only PNG files are supported now; he's converted the remaining game SVG files. I've just finished a session of testing it, and so far so good. This is an important first step towards a possible migration from Python 2.4 to 2.5 on all platforms, which will eradicate the memory leak once and for all.

He's already started experimenting with Python 2.5 and the required newer versions of various other dependencies.

I'll be helping him test for Windows compatibility and debug as I work through the other issues I've already decided to work on for 3.030.

Good stuff :)

There might be a 3.030 beta in the near future to allow for more widespread testing of these advances.

---- EDIT ----

Removal of the amanith support files from the data folder and the library.zip result in a savings of about 1MB on the full game release package (now will be only 12MB for Windows). Party. Bonus.
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby Gothic Fighter » Thu Nov 06, 2008 4:17 am

myfingershurt wrote:evilynux has committed some new source code this evening in which all dependencies on pyAmanith have been completely removed. Only PNG files are supported now; he's converted the remaining game SVG files. I've just finished a session of testing it, and so far so good. This is an important first step towards a possible migration from Python 2.4 to 2.5 on all platforms, which will eradicate the memory leak once and for all.

He's already started experimenting with Python 2.5 and the required newer versions of various other dependencies.

I'll be helping him test for Windows compatibility and debug as I work through the other issues I've already decided to work on for 3.030.

Good stuff :)

There might be a 3.030 beta in the near future to allow for more widespread testing of these advances.

---- EDIT ----

Removal of the amanith support files from the data folder and the library.zip result in a savings of about 1MB on the full game release package (now will be only 12MB for Windows). Party. Bonus.


:2thumbsup: Hooraaaay!!!!!!!!! You're the best, man!!!! :love: When will it be finished? What new features will be added? Maybe real killswitch - whammy bar-like effects? Animated loading screens and stages. Love it!! Can't wait!!!
\m/KEEP ROCKING ON!\M/
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby death_au » Thu Nov 06, 2008 5:49 am

Gothic Fighter wrote: :2thumbsup: Hooraaaay!!!!!!!!! You're the best, man!!!! :love: When will it be finished? What new features will be added? Maybe real killswitch - whammy bar-like effects? Animated loading screens and stages. Love it!! Can't wait!!!

:thumbdown:
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Re: MFH Mod (FoFiX) 3.0xx (v3.025)

Postby trinidude4 » Thu Nov 06, 2008 6:44 am

myfingershurt wrote:evilynux has committed some new source code this evening in which all dependencies on pyAmanith have been completely removed. Only PNG files are supported now; he's converted the remaining game SVG files. I've just finished a session of testing it, and so far so good. This is an important first step towards a possible migration from Python 2.4 to 2.5 on all platforms, which will eradicate the memory leak once and for all.


This is great news. Pyamanith was impossible for me to get to work in windows with python 2.5.

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