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

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

Postby p_025 » Thu Dec 04, 2008 8:34 pm

@NewCreature: Also please take note of two other things… I wouldn't add them into EOF yet if ever since I don't believe anyone has added support for it yet. The Rock Band MIDI format was updated a little for RB2 to add support for forced HO/POs and regular notes. So, on the guitar lines, the F of every difficulty (what would be the 6th fret if it existed) forces a HO/PO (even for chords), and the F# (7th fret) forces a regular (strum) note. I'm not sure if any other MIDI format has any information on those notes (they do not matter for drum notes) but I figured it's worth mentioning.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby NewCreature » Thu Dec 04, 2008 8:54 pm

I wouldn't add them into EOF yet if ever since I don't believe anyone has added support for it yet

I'm waiting to see what is going to happen with custom HOPO. I'll add it if FoFiX supports it in the future. EOF already pretty much has the capability, it would just take a few extra lines of code to enable it.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Thu Dec 04, 2008 9:02 pm

In due time. This is planned, although not high priority. (issue 347)
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby jiiiiimmmy » Thu Dec 04, 2008 9:05 pm

I believe I have fixed the starpower issue for PH3.
Here is the midi file for Don't Cry by Guns N' Roses: Midi
Tell me if this fixes the issue or not.
If it does great! If not then damn. v.v haha

PS
I made brand new song.ini files for the PH series and the game still told me to play to advance after I had completed a song.
There may be something in the midi that is messing things up?
Though that suggestion is a long shot since I would doubt that the career mode has much to do with the midi.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby SlowDrag » Thu Dec 04, 2008 9:18 pm

myfingershurt wrote: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.


Wow! Right on. This is exactly the kind of info I need. :thumbup:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby p_025 » Thu Dec 04, 2008 10:13 pm

Another thing to consider while fretting custom StarPower phrases is a lot of times you'll notice two or more instruments have a phrase at the exact same time. In Rock Band during co-op play these sections give "unison bonuses" giving double StarPower rewards if two or more players successfully play the notes. I might create an issue for it on the Google Code page, and if I can figure out the source I might try to code it in myself. In fact, there are a few issues I'd like to add to the SVN once I'm confident I know what I'm doing on there.

EDIT: And a tip of the hat to you, hman333 (A.K.A. Qstick). You've been working on several of the smaller lower-priority issues which combined add up to quite a job. You're turning a big chunk of cheddar cheese into a bunch of swiss. You're helping to get things done a teensy bit faster. :)
Last edited by p_025 on Fri Dec 05, 2008 12:24 am, edited 1 time in total.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Thu Dec 04, 2008 10:19 pm

p_025 wrote:Another thing to consider while fretting custom StarPower phrases is a lot of times you'll notice two or more instruments have a phrase at the exact same time. In Rock Band during co-op play these sections give "unison bonuses" giving double StarPower rewards if two or more players successfully play the notes. I might create an issue for it on the Google Code page, and if I can figure out the source I might try to code it in myself. In fact, there are a few issues I'd like to add to the SVN once I'm confident I know what I'm doing on there.



Excellent, as a non-owner of Rock Band this is exactly the type of thing I need technical detail on.

---- EDIT ----

Alpha testers: issue 344 has been resolved.

Spoiler:Fixed in r524.

Example log entry when this situation is detected and corrected:

"
(W) Instrument Guitar only has one starpower path marked! ...falling back on auto-generated paths for this instrument.
"

and yes, this now occurs on an instrument-by-instrument basis. (you can have this problem on a single instrument and only that instrument will be forced to use auto-generated starpower paths).

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

Postby acrox999 » Fri Dec 05, 2008 5:38 am

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

Postby blightflesh » Fri Dec 05, 2008 6:47 am

Greetings and thank you for the work that has been done here.

After searching on the forums i cant seem to find out how to activate solo section stats ingame, i once have seen it when i first had the mod but since then it hasnt shown itself in any songs. i suspected it may have something to do with using one theme over another, ghII verse rbII in this case, is this possible?
Does anyone know how to make it so solo sections come up or any info?
Appreciate any help
Edit: cant use rbII theme now thats another reason why i asked instead of testing myself

---- EDIT ----

Further investigation has led me to scrape the last question and ask if its possible to add solo sections to gh or the main mod itself instead of being RB exclusive, RB notes are too small and the held bars also thin, well for my eyes anyway. Is there fixes to any of these?
Thanks again
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Azzco » Fri Dec 05, 2008 8:31 am

I just experienced a VERY cool bug. Was playing throuhg GH2with the rockband theme on revision 524, and all of a sudden most of the screen turned very bright, and I think it was glow.png, that was totally scaled up and scaling down to the middle of the fret buttons.

It was majorly awesome, and fortunatily I ran with the verbose flag on, so here's a copy paste showing everything from where the song started to where I paused and started typing here:

Spoiler:(D) Retrieving notes from: /home/azzco/.fretsonfire/songs/Career/Guitar Hero II/The Sword - 5 Freya/notes.mid
(D) GSOLO ON event Guitar solo 1 found at time 104560.32
(D) GSOLO OFF event verse 2 found at time 115348.184
(D) GSOLO ON event Guitar solo 2 found at time 220880.256
(D) GSOLO OFF event verse 3 found at time 236254.864
(D) GSOLO ON event Guitar solo 3 found at time 246307.488
(D) GSOLO OFF event main riff 2 found at time 256507.996
(D) View: Pop: LoadingSplashScreen
(D) View: Push: LoadingSplashScreen
(D) GuitarScene: Guitar Solo found: 104560.32-115348.184 = 60
(D) GuitarScene: Guitar Solo found: 220880.256-236254.864 = 88
(D) GuitarScene: Guitar Solo found: 246307.488-256507.996 = 56
(W) No song-specific stage found
(D) Valid background found, index (0): Stage4.png
(D) Valid background found, index (1): Ds4.png
(D) Valid background found, index (2): Ds5.png
(D) Valid background found, index (3): Ds2.png
(D) Valid background found, index (4): Ds3.png
(D) Valid background found, index (5): Stage6.png
(D) Valid background found, index (6): Stage5.png
(D) Valid background found, index (7): default.png
(D) Valid background found, index (8): Stage2.png
(D) Valid background found, index (9): Stage7.png
(D) Practice background filtered: practice.png
(D) Valid background found, index (10): Ds6.png
(D) Valid background found, index (11): Stage3.png
(D) View: Pop: LoadingSplashScreen
(D) Pause text / selected hex colors: #FFFFFF / #FFBF00
(D) Pause text / selected colors: (1.0, 1.0, 1.0) / (1.0, 0.74901960784313726, 0.0)
(D) View: Pop: Menu
(D) View: Push: GuitarSceneClient
(D) View: Push: GuitarSceneClient
(D) View: Push: Menu



Although I can't see it occuring there anywhere... In any case it was like a inversed explosion, totally awesome. Am I the only one that has experienced this? It didn't cause any performance issues, it just got a bit in the way (although There was a wide gap between the notes at the time).
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby angellinus » Fri Dec 05, 2008 9:19 am

May i ask when th following items will be available?
-The guitar hero world tour rock meter needle is visible
-The Streak Lights of guitar hero world tour will lower down
-A battle mode(don't know about gh1,2,80s and rb1,2)
-A world tour debug setting
-a slide pad action for guitar hero world tour and a second fret button action for rock band
-Vocals
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby evilynux » Fri Dec 05, 2008 9:20 am

I've started to work on porting FoFiX to python2.5¹.

To avoid getting in the way of the normal development flow, I've created a separate branch - experimental-python2.5 - available at:
http://code.google.com/p/fofix/source/b ... -python2.5

Coders² or hardcore testers can use this SVN URL:
http://fofix.googlecode.com/svn/MFH-Mod ... -python2.5

I will create separate issues in the tracker for the subtasks as this can easily be broken into many tasks (e.g. issues 348, 349, 350, 351).

Don't expect this to be done in no time:
- My availability is quite sporadic these days (serious health problems in the family).
- There might be unexpected show stoppers (e.g. MFH is currently unable to make this work under Windows, see issue 184).

That said, preliminary work with python2.5+pyopengl3.x shows great results. For the most part, i've been already able to match the performance i was getting with python2.4+pyopengl2.x.

¹ Eventually this should lead to 2.6 or even 3.0 depending on how fast those python versions gain traction among the developer community. I won't port our dependencies myself, i rely on the respective upstream authors.
² Use https instead of http.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby destinallenpiper » Fri Dec 05, 2008 10:25 am

thx for the game MFH ur so awesome :2thumbsup: and to the other ppl thx alot. i played FOF then quit it cuz it got boring and then i go to download fofix and i was blown away and now i cant stop playing it. :tongue2:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Kalma5003 » Fri Dec 05, 2008 10:49 am

I need help.

I changed the location of this game from hard drive C to D and now when I press Quickplay or Career it says "Network is down".

What should I do?
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Azzco » Fri Dec 05, 2008 11:40 am

I tried the 2.5 branch evilynux mentioned two posts ago.
I'm quite sure that I'm doing something wrong here. the main menu loads well and smoothbut entering a sub menu only results in the background and the version tag being displayed, nothign else.
When selecting play and confirming solo tour (can't see that menu either) I can see the song list as expected but no entries, although I can go up and down, and I can aslo enter folders (looking at the output in the terminal) but if I select a song nothing really happens.

I do understand that this is highly alpha and I just thought I'd drop my results.

Might be worth noting that I've switched linux distro again (had problems getting a few java programs running on debian) and I'm now on ubuntu. I'm running with python opengl2 raaph mentioned that he was running with pyopengl3 and he could see menus just fine although he mentioned some gl stack error.

Kalma5003:
start with a fresh fretsonfire.ini, run command (default shortcut is windows key + R) %appdata%/fretsonfire/ to get to the correct folder, if that path is wrong someone will have to correct me I have not used windows for more than 2 years now.
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