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

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holystoneH
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby holystoneH » Thu Dec 04, 2008 4:37 pm

well mfh im sure that the ph3 problem could be only a missunderstood on how to mark solo sections. that does have nothing to do with feedabck and is not a general issue

ph3 can only be fixen if every midi will be reopened in feedback, scroll till the solo and just hit there at the start position again button 8. after that the starpower path will be deleted for that solo......then save and converting it back to .midi

or you could write a logic for this :biggrin:

but the whole thing is in my eyes not a general issue maybe he should take care about this before releasing ph4. but anyway i dont know the reason why he marked the solos with starpower
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Shun » Thu Dec 04, 2008 4:56 pm

myfingershurt wrote:Alpha testers, issues 338 and 340 have been fixed - for any of you that use "Drum Misses" = "Song Start".


Thanks!
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby RinuX » Thu Dec 04, 2008 5:03 pm

@mfh

probably my suggest is stupid..... but i'll do it :smile:
can you make an .ini settings (or others settings, i don't know why) to make a difference between the rb track than the other (puppetz hero for example)
and when a rb track is recognized by the game
the solo section is marked in G8 (i use this example because i don't know how the solo section is marked....G#9 ?)
if it isn't recognized
the solo section is marked in G(what you want)
?
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Thu Dec 04, 2008 5:04 pm

OK - unless someone has a reasonable objection, I'm going to do the following for issue 344:

For ANY starpower or overdrive markings to be used from the MIDI, FoFiX will first make sure that there are at least TWO starpower / overdrive paths marked (which is indeed the minimum required for usage in the majority of all cases). If not, then starpower / overdrive paths will be automatically generated like before.

This takes care of the main problem, which was that some PH3 songs were showing up with only ONE starpower / overdrive phrase, which only rewards 25% and is not enough to activate.

No song.ini setting will be added, nor is one necessary. Fretters have complete control over whether or not starpower is marked in a song.

edit:

Rinux: no. Everything is working as intended, what you suggest only provides an unnecessary complication. Sounds like you haven't read the SongFrettersTips wiki, where I explain exactly what conventions are supported by FoFiX and why.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby kristijan_mkd » Thu Dec 04, 2008 5:22 pm

OmGGG....New songlist mode, List + CD?! RullLZ.....!!! I'll sure love 3.35... :biggrin: :biggrin:
700+ songs fretted!!
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Puppetz » Thu Dec 04, 2008 5:24 pm

Okay... now I get yeah... "someone" Told me to put the blue line there "8" in dB. To make them solosections, AND add a section name to it. Then I was wondering why... and stopped doing that. And realized it's SP! xD Anyway... Then some PH3 songs will be srewed... but that's just a minor part of this community to worry about.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Thu Dec 04, 2008 5:40 pm

Puppetz wrote:Okay... now I get yeah... "someone" Told me to put the blue line there "8" in dB. To make them solosections, AND add a section name to it. Then I was wondering why... and stopped doing that. And realized it's SP! xD Anyway... Then some PH3 songs will be srewed... but that's just a minor part of this community to worry about.


Nah don't worry Puppetz, the new logic will solve the main problem once I write it (probably later tonight) for the most part. Well, some PH3 songs with multiple guitar solos will just also only have starpower during the solos - but at least every song will offer enough starpower to activate. Also, some enterprising individual familiar with almost any language and the MIDI standard could write a simple tool / script to strip all G8 notes from a given song, or folder of songs - so that it could be easy to mass-correct on the player's side (and eventually someone will upload a pack of "corrected" PH3 MIDI files which will be small and quick to download).

BTW - I'm not volunteering to write such a script, although I certainly could figure out how if I focused on it. I'm sure it will be important enough to someone out there with a worse case of OCD than I have (lol), and it will get written at some point.

(that is to say: 1-2-3-NOT IT!)
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby blazingamer » Thu Dec 04, 2008 6:32 pm

WOW! I've been looking at the FOF 1.3 code and have seen the future for the theme.py. It's so efficient and clean, adding new options is a snap. Look at this, this is the whole theme.py, a fraction of the size of 1.2.415's!

Spoiler:

Code: Select all

#####################################################################
# -*- coding: iso-8859-1 -*-                                        #
#                                                                   #
# Frets on Fire                                                     #
# Copyright (C) 2006 Sami Kyöstilä                                  #
#                                                                   #
# This program is free software; you can redistribute it and/or     #
# modify it under the terms of the GNU General Public License       #
# as published by the Free Software Foundation; either version 2    #
# of the License, or (at your option) any later version.            #
#                                                                   #
# This program is distributed in the hope that it will be useful,   #
# but WITHOUT ANY WARRANTY; without even the implied warranty of    #
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the     #
# GNU General Public License for more details.                      #
#                                                                   #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software       #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,        #
# MA  02110-1301, USA.                                              #
#####################################################################

from OpenGL.GL import *
import Config

# read the color scheme from the config file
Config.define("theme", "background_color",  str, "#330000")
Config.define("theme", "base_color",        str, "#FFFF80")
Config.define("theme", "selected_color",    str, "#FFBF00")
Config.define("theme", "fret0_color",       str, "#22FF22")
Config.define("theme", "fret1_color",       str, "#FF2222")
Config.define("theme", "fret2_color",       str, "#FFFF22")
Config.define("theme", "fret3_color",       str, "#3333FF")
Config.define("theme", "fret4_color",       str, "#FF22FF")

def hexToColor(color):
  if color[0] == "#":
    color = color[1:]
    if len(color) == 3:
      return (int(color[0], 16) / 15.0, int(color[1], 16) / 15.0, int(color[2], 16) / 15.0)
    return (int(color[0:2], 16) / 255.0, int(color[2:4], 16) / 255.0, int(color[4:6], 16) / 255.0)
  return (0, 0, 0)
   
def colorToHex(color):
  return "#" + ("".join(["%02x" % int(c * 255) for c in color]))

backgroundColor = None
baseColor       = None
selectedColor   = None
fretColors      = None

def open(config):
  global backgroundColor, baseColor, selectedColor, fretColors
  backgroundColor = hexToColor(config.get("theme", "background_color"))
  baseColor       = hexToColor(config.get("theme", "base_color"))
  selectedColor   = hexToColor(config.get("theme", "selected_color"))
  fretColors      = [hexToColor(config.get("theme", "fret%d_color" % i)) for i in range(5)]

def setSelectedColor(alpha = 1.0):
  glColor4f(*(selectedColor + (alpha,)))

def setBaseColor(alpha = 1.0):
  glColor4f(*(baseColor + (alpha,)))

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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby NewCreature » Thu Dec 04, 2008 6:34 pm

How exactly are solos and star power marked in the MIDI file? I am going to be adding these features to EOF. Is it denoted by a note-on command to start a solo/star power section and a note-of command to end it?
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Thu Dec 04, 2008 6:53 pm

Blazingamer: that IS nice... we need to adapt that for FoFiX :)

NewCreature wrote:How exactly are solos and star power marked in the MIDI file? I am going to be adding these features to EOF. Is it denoted by a note-on command to start a solo/star power section and a note-of command to end it?


Correct. See Wiki: SongFrettersTips for details;

Adding these features to EOF is the way to go, here's the way I'd recommend it:

Allow users to add starpower / overdrive phrase marker notes (note on = start, note off = end) using the Rock Band MIDI format - just use note G#9 (note 116 in decimal).

Then, if you're feeling saucy, allow EOF users to add instrument solo markers (note on = start, note off = end) using the Rock Band MIDI format - use note G8 (note 103 in decimal). Just be sure to either not allow or warn users not to mark solo sections without marking at least two starpower / overdrive phrases (or else the solo markers will be interpreted as starpower markers, as demonstrated in issue 344).

---- EDIT ----

BTW - MIDI solo markers are not supported yet, but will be very soon (it is on my immediate to do list for 3.035).
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SlowDrag
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby SlowDrag » Thu Dec 04, 2008 7:27 pm

These G8 and G#9 features are great. It's so easy to add these notes in FLStudio. Before G8 support, I had to use external software to add solo markers.

However, what is the best strategy when adding starpower paths? I mean, how many should appear in a song? What to do and not? Things like that... any suggestions?
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Thu Dec 04, 2008 7:39 pm

SlowDrag wrote:These G8 and G#9 features are great. It's so easy to add these notes in FLStudio. Before G8 support, I had to use external software to add solo markers.

However, what is the best strategy when adding starpower paths? I mean, how many should appear in a song? What to do and not? Things like that... any suggestions?



All I have to say on this is please be sure to mark starpower on G#9 and mark at least two phrases, if you're going to mark solos on G8. Otherwise, your solos will be interpreted as starpower (the game will think they're GH MIDIs).
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby NewCreature » Thu Dec 04, 2008 7:45 pm

Allow users to add starpower / overdrive phrase marker notes (note on = start, note off = end) using the Rock Band MIDI format - just use note G#9 (note 116 in decimal).

Then, if you're feeling saucy, allow EOF users to add instrument solo markers (note on = start, note off = end) using the Rock Band MIDI format - use note G8 (note 103 in decimal). Just be sure to either not allow or warn users not to mark solo sections without marking at least two starpower / overdrive phrases (or else the solo markers will be interpreted as starpower markers, as demonstrated in issue 344).

Exactly my plan. Thanks for the info.
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EOF - A Song Editor for Frets On Fire
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SlowDrag
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby SlowDrag » Thu Dec 04, 2008 8:02 pm

Roger that but I'm reading everything you post MFH (here and on Google code) so I'm aware of the rules.
_____________________________________

Custom starpower paths can be adrenaline pumping for the player when they are well placed and I want them in my songs. It's easy to add starpower paths to a song but I'm having a hard time adding them to "fit" the song. I've looked into native RB songs to find some constant or pattern to use but all I see is anarchy. So, if anyone has suggestion on how to add SP paths to enhance the player experience, please post. Thank you.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Thu Dec 04, 2008 8:11 pm

SlowDrag wrote:Roger that but I'm reading everything you post MFH (here and on Google code) so I'm aware of the rules.
_____________________________________

Custom starpower paths can be adrenaline pumping for the player when they are well placed and I want them in my songs. It's easy to add starpower paths to a song but I'm having a hard time adding them to "fit" the song. I've looked into native RB songs to find some constant or pattern to use but all I see is anarchy. So, if anyone has suggestion on how to add SP paths to enhance the player experience, please post. Thank you.


Ah, gotcha.

From purely a player perspective with a basic knowledge of measures and beats, one important rule that seems to always apply is that starpower paths should encompass an entire measure of notes, possibly two or three in some cases. This is probably obvious to anyone with any musical background.

Another thing I've noticed is that the starpower phrases tend to be placed in one of two main categories of places, almost without fail:
1) The last measure of a section before a chorus / very recognizable part of the song (or a measure or two of the actual chorus, possibly the most recognizable part)
2) A measure or two of particularly challenging note patterns, compared to the rest of the song.

Hopefully that will either help you or help someone else more knowledgeable on this subject to chime in with better information :)

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