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

Discuss mods and get help with mods ONLY
User avatar
Azzco
Member
Posts: 1308
Joined: August 15th, 2007
Location: Trelleborg, Scania, Sweden
Reputation: 0
Contact:

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

Postby Azzco » Tue Feb 03, 2009 11:55 pm

jurgen constantly enabled, according to the result screen, seems to be fixed.
Nice. :smile:
Image
(k)Ubuntu 8.10 skyscraper 2.6.27-11-generic i686 GNU/Linux KDE 4.2.0
It's not like I dislike sleeping, I really do like it to be honest. It's the whole wake up/go to sleep business I don't like.
User avatar
Qstick
Member
Posts: 362
Joined: September 30th, 2008
Location: South Carolina
Reputation: 0

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

Postby Qstick » Wed Feb 04, 2009 12:14 am

Azzco wrote:jurgen constantly enabled, according to the result screen, seems to be fixed.
Nice. :smile:


Good i finally got it right, now off to bed, big day tomorrow.
User avatar
Eze_2k
Member
Posts: 282
Joined: April 13th, 2007
Location: Argentina
Reputation: 0

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

Postby Eze_2k » Wed Feb 04, 2009 12:46 am

r913 dindt help either

stills crashin on BRE

Spoiler:(W) Pitch bending is not supported; install john.stumpo's pitchbend module (r7 or higher) if you want it.
(D) GameEngine class init (GameEngine.py)...
(D) FoFiX v3.100 alpha (r913) starting up...
(D) pygame version: 1.7.1release
(D) Initializing audio.
(D) Audio configuration: (44100, -16, 1)
(D) Initializing pygame.mixer & audio system at 44100 Hz.
(D) Initializing video.
(D) Enabling high priority timer.
(D) 0 joysticks found.
(D) 8 drumscw sounds found in sounds: drumscw1.ogg - drumscw8.ogg
(W) Rock Band 2\sounds\ failsound.ogg not found -- using general failsound.ogg instead.
(W) Rock Band 2\sounds
escue.ogg not found -- using staractivate.ogg instead.
(W) Rock Band 2\sounds\coopfail.ogg not found -- using stardeactivate.ogg instead
(D) Default animated stage for Rock Band 2 theme = Normal
(D) 10 accept sounds found in themes\Rock Band 2\sounds: accept1.ogg - accept10.ogg
(D) Ready.
(D) 6 guitscw sounds found in sounds: guitscw1.ogg - guitscw6.ogg
(D) 6 guitscw sounds found in sounds: guitscw1.ogg - guitscw6.ogg
(D) 6 bassscw sounds found in sounds: bassscw1.ogg - bassscw6.ogg
(D) View: Push: MainMenu
(D) View: Push: Menu
(D) Graphic menu enabled for submenu: solo
(D) View: Push: Menu
(D) Starting server.
(D) Connecting to host 127.0.0.1.
(D) View: Pop all
(D) View: Pop: MainMenu
(D) View: Pop: Menu
(D) View: Pop: Menu
(D) View: Pop: MainMenu
(D) Session #1 connected.
(D) View: Pop: Menu
(D) View: Push: Lobby
(D) 1 phrases taught.
(D) 2 phrases taught.
(D) Connected as session #1.
(D) Learned about World.CreatePlayer, 1 phrases now known.
(D) 1 phrases taught.
(D) Learned about World.PlayerJoined, 1 phrases now known.
(D) Learned about World.StartGame, 2 phrases now known.
(D) 2 phrases taught.
(D) 3 phrases taught.
(D) 4 phrases taught.
(D) 5 phrases taught.
(D) Learned about World.GameStarted, 2 phrases now known.
(D) View: Pop: Lobby
(D) Learned about World.SceneCreated, 3 phrases now known.
(D) Song select submenu position tuple: (0.42499999999999999, 0.10000000000000001)
(D) Learned about World.EnterScene, 4 phrases now known.
(D) Learned about World.SceneEntered, 5 phrases now known.
(D) View: Push: SongChoosingSceneClient
(D) Songlist artist colors: (0.25098039215686274, 0.50196078431372548, 1.0) / (0.25098039215686274, 0.50196078431372548, 1.0)
(D) song_cd_xpos found: None
(D) song_cdscore_xpos found: None
(D) song_list_xpos found: 0.12
(D) song_listscore_xpos found: 0.8
(D) song_listcd_cd_xpos found: 0.78
(D) song_listcd_cd_ypos found: 0.615
(D) song_listcd_score_xpos found: 0.6
(D) song_listcd_score_ypos found: 0.515
(D) song_listcd_list_xpos found: 0.16
(D) Dialogs.loadCollection() function call...
(D) View: Push: LoadingSplashScreen
(D) Song.getAvailableLibraries function call...library = songs\Varios
(D) Dialogs.libraryListLoaded() function call...
(D) Dialogs.py: Finished inserting blank spaces in self.songs.
(D) Dialogs.py: Finished filtering doubled blank spaces in self.songs.
(D) Dialogs.songListLoaded.
(D) View: Pop: LoadingSplashScreen
(D) View: Push: SongChooser
(D) View: Push: SongChoosingSceneClient
(D) Retrieving difficulties from: ..\data\songs\Varios\12. Dancing Days (Live)\notes.mid
(D) Retrieving difficulties from: ..\data\songs\Varios\13. Whole Lotta Love (Live)\notes.mid
(D) Retrieving difficulties from: ..\data\songs\Varios\14. Rock and Roll (Live)\notes.mid
(D) Retrieving difficulties from: ..\data\songs\Varios\15. The Ocean (Live)\notes.mid
(D) Retrieving difficulties from: ..\data\songs\Varios\16. Bring It On Home (Live)\notes.mid
(D) Retrieving difficulties from: ..\data\songs\Varios\Megaman 3 - SnakeMan\notes.mid
(D) Retrieving difficulties from: ..\data\songs\Varios\OdAndFillsOnly\notes.mid
(D) Retrieving difficulties from: ..\data\songs\Varios\breFillAndOdTests\notes.mid
(D) Retrieving difficulties from: ..\data\songs\Varios\Stone Temple Pilots - Sour Girl\notes.mid
(D) View: Pop: SongChooser
(D) Retrieving sections from: ..\data\songs\Varios\breFillAndOdTests\notes.mid
(W) Song.py: Using auto-generated note count sections...
(D) Practice start position retrieved: []
(D) Retrieving parts from: ..\data\songs\Varios\breFillAndOdTests\notes.mid
(D) View: Push: ItemChooser
(D) View: Push: Menu
(D) View: Pop: Menu
(D) View: Pop: ItemChooser
(D) View: Pop: ItemChooser
(D) Retrieving difficulties from: ..\data\songs\Varios\breFillAndOdTests\notes.mid
(D) View: Push: ItemChooser
(D) View: Push: Menu
(D) View: Pop: Menu
(D) View: Pop: ItemChooser
(D) View: Pop: ItemChooser
(D) 3 phrases taught.
(D) 4 phrases taught.
(D) Learned about World.DeleteScene, 3 phrases now known.
(D) 6 phrases taught.
(D) 7 phrases taught.
(D) Learned about World.SceneDeleted, 6 phrases now known.
(D) Learned about World.CreateScene, 4 phrases now known.
(D) Learned about World.SceneLeft, 7 phrases now known.
(D) View: Pop: SongChoosingSceneClient
(D) GuitarSceneClient init...
(D) View: Push: LoadingSplashScreen
(D) GuitarScene keysList: [[262144, 16384, 32768, 65536, 131072, 524288, 1048576, 2097152, 4194304]]
(D) loadSong function call (song.py)...
(D) Song with only a single audio track identified - single-track miss volume applied: 0.9
(D) Retrieving notes from: ..\data\songs\Varios\breFillAndOdTests\notes.mid
(D) RB-style Overdrive marking note found! Using RB-style MIDI special notes.
(D) Big Rock Ending section event marker found at 6640.625
(D) View: Pop: LoadingSplashScreen
(D) View: Push: LoadingSplashScreen
(D) Drum part found, scanning for drum fills.... 3 freestyle markings found (the last one may be a Big Rock Ending).
(D) Last drum note located at time = 14984.375
(D) Last note (number 1) found for player 0 at time 14984.375000
(D) P1 MIDI Drums Solo found from: 4500.0 to: 5750.0, containing 7 notes.
(W) No song-specific stage found
(D) Valid background found, index (0): default.png
(D) Practice background filtered: practice.png
(D) Practice background filtered: practicebass.png
(D) Practice background filtered: practicedrum.png
(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: Pop: LoadingSplashScreen
(D) 5 phrases taught.
(D) Learned about World.EnterScene, 5 phrases now known.
(D) View: Push: GuitarSceneClient
(D) View: Push: GuitarSceneClient
(E) Loading error:Traceback (most recent call last):
File "D:\FOF\src\GameEngine.py", line 790, in main
done = Engine.run(self)
File "D:\FOF\src\Engine.py", line 135, in run
self._runTask(task, tick)
File "D:\FOF\src\Engine.py", line 123, in _runTask
task.run(ticks)
File "D:\FOF\src\GuitarScene.py", line 3337, in run
self.playerList[num].totalStreakNotes -= 1
NameError: global name 'num' is not defined



thats the first lines of the error log

Spoiler:(E) Loading error:Traceback (most recent call last):
File "D:\FOF\src\GameEngine.py", line 792, in main
self.view.render()
File "D:\FOF\src\View.py", line 216, in render
layer.render(self.visibility[layer], layer == self.layers[-1])
File "D:\FOF\src\GuitarScene.py", line 5475, in render
pos = self.getSongPosition()
File "D:\FOF\src\GuitarScene.py", line 3760, in getSongPosition
self.lastSongPos = self.song.getPosition()
File "D:\FOF\src\Song.py", line 2547, in getPosition
pos = self.music.getPosition()
File "D:\FOF\src\Audio.py", line 141, in getPosition
return pygame.mixer.music.get_pos()
error: mixer system not initialized

this repeats
Pardon my crappy english
Songs:
Megaman 3 - Snake man
Megaman 3 - Boss
Dr. Professor Logic
User avatar
Lysdestic
Member
Posts: 2939
Joined: December 14th, 2007
Reputation: 7
Contact:

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

Postby Lysdestic » Wed Feb 04, 2009 1:01 am

Don't know about BRE's crashing the game, as my game is crashing in drum fills and I can't even make it to a BRE, but my guess is they are related to each other.

In any case, I have more news on that front as posted here in FoFiX issue 525.

Myself, on the relevant Google Code issue. wrote:Okay, so I kept downgrading until I found the issue. The issue happens between r901 &
r902; meaning drum fills are fine in r901, but crash in r902. So I am guessing that
whatever changes were made to BRE's in r902 are causing the drum fills to ****
themselves.
User avatar
Eze_2k
Member
Posts: 282
Joined: April 13th, 2007
Location: Argentina
Reputation: 0

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

Postby Eze_2k » Wed Feb 04, 2009 1:20 am

how do i downgrade?
Pardon my crappy english

Songs:

Megaman 3 - Snake man

Megaman 3 - Boss
Blue Heaven!
User avatar
death_au
Member
Posts: 3991
Joined: December 12th, 2007
Location: Australia
Reputation: 7
Contact:

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

Postby death_au » Wed Feb 04, 2009 2:56 am

The graphical submenus do add more than I thought to the feel of the thing, but at the moment they seem quite slow. If I may make a suggestion, I think it may help if the graphical submenus were pre-loaded when the game starts. If this adds some load time to the very start of the game, I don't mind. At least it means it will be responsive when you hit "options" (or solo in the RB2 theme)
I haven't looked at the code, so if this is a non-trivial task, then feel free to discard the idea for now.

Eze_2k wrote:how do i downgrade?
You mean from SVN? If you use tortoiseSVN, then you can select the "update to revision" option and specify a revision number to "update" to.
Same with the command like client. You just have to specify the revision number as an argument.
Dr. Professor Logic
User avatar
Lysdestic
Member
Posts: 2939
Joined: December 14th, 2007
Reputation: 7
Contact:

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

Postby Lysdestic » Wed Feb 04, 2009 9:46 am

In Linux:

Code: Select all

svn up -r901 http://fofix.googlecode.com/svn/MFH-Mod/trunk/ FoFiX-SVN


With -r### being the revision number you want.

With windows it's a matter of right clicking as Death_au described.
User avatar
Eze_2k
Member
Posts: 282
Joined: April 13th, 2007
Location: Argentina
Reputation: 0

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

Postby Eze_2k » Wed Feb 04, 2009 10:29 am

thx a lot

now i can finally play

901 worked like a charm

---- EDIT ----

If I may make a suggestion, I think it may help if the graphical submenus were pre-loaded when the game starts. If this adds some load time to the very start of the game, I don't mind. At least it means it will be responsive when you hit "options" (or solo in the RB2 theme)
seconded
Pardon my crappy english

Songs:

Megaman 3 - Snake man

Megaman 3 - Boss
The Photoshop Wizard
User avatar
kristijan_mkd
Member
Posts: 945
Joined: August 27th, 2008
Location: Zzz
Reputation: 0

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

Postby kristijan_mkd » Wed Feb 04, 2009 10:55 am

We talked about that idea with akedrou too. (see issue 515) I personally think it should have 3 preloading options.

Preload all graphical menus.
Preload just instrument/difficulty menu. (cuz it realy neads preloading for functionality)
Preload animated background. ( I have some new concept here on my RB2 project --> http://xp-dev.com/bugs/804/view/ i don't think it lag too much with this concept cuz just small graphics are animated. THIS IS NOT TALKED FOR IMPLEMENTATION NOW ITS JUST MY IDEA)
Preload none.

If the game preloads something you get startimage.png with text --> Loading Game...
Then u get "press any key to continue" text and the game starts.

My idea. :smile:
Feko
Member
Posts: 1
Joined: December 3rd, 2008
Reputation: 0

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

Postby Feko » Wed Feb 04, 2009 12:26 pm

I am facing a strange behavior in FoFiX 3.030...
I'm running OpenSUSE 11.1, into an Aspire 4530. I can play FoF with no problems, but after installing FoFiX, when i try to run it, it says "There is no SoundCard". It's not true, Sound card is OK. I can hear all sounds inside FoF, else the music. I can rear the noises, the crowd... Else the music. What could it be?
Dared00
Member
Posts: 188
Joined: August 27th, 2008
Location: Poland
Reputation: 0

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

Postby Dared00 » Wed Feb 04, 2009 4:22 pm

Is it possible to add missed notes counter to In-Game Stats?
Dr. Professor Logic
User avatar
Lysdestic
Member
Posts: 2939
Joined: December 14th, 2007
Reputation: 7
Contact:

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

Postby Lysdestic » Wed Feb 04, 2009 4:47 pm

Feko wrote:I am facing a strange behavior in FoFiX 3.030...
I'm running OpenSUSE 11.1, into an Aspire 4530. I can play FoF with no problems, but after installing FoFiX, when i try to run it, it says "There is no SoundCard". It's not true, Sound card is OK. I can hear all sounds inside FoF, else the music. I can rear the noises, the crowd... Else the music. What could it be?


I'm almost wondering if that is a PulseAudio issue. I never liked SuSE's implementation of that. (Part of the reason I switched.)

However, pulse never gave me that issue.

I had a similar issue where only one guitar track would play, as opposed to all of the split RB tracks, and it turned out to be a missing PyOgg. However, it should be noted I am running from svn, and I was doing that when I had the issue.
User avatar
Azzco
Member
Posts: 1308
Joined: August 15th, 2007
Location: Trelleborg, Scania, Sweden
Reputation: 0
Contact:

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

Postby Azzco » Wed Feb 04, 2009 7:56 pm

It's true that with pyogg you won't be able to play more than one track. I've never been a fan of PulseAudio myself (Thankfully it's not implemented in kubuntu as opposed to how it's set by default on ubntu), but that shouldn't really be a issue. Can you run normal fof, without that issue?

When I was using fedore (right when they added PA too), I had problems with fof constantly switching output device from my integrated and my PCI soundcards (that was hell), later I started to fool around with paman, and set one device as default and IIRC that helped me.

In any case if other sounds works as they should (running like a normal alsa application) they should run fine with pulse audio. One thing you can do is check if your alsa device is recognixed as pulse audio (alsamixer, Card: PulseAudio or something like that).

This is getting a bit off topic, so if you want to continue this discussion start a thread in tech support, I believe that this is not a FoFiX specific problem.
Image
(k)Ubuntu 8.10 skyscraper 2.6.27-11-generic i686 GNU/Linux KDE 4.2.0
It's not like I dislike sleeping, I really do like it to be honest. It's the whole wake up/go to sleep business I don't like.
...the pain
User avatar
myfingershurt
Member
Posts: 1796
Joined: April 9th, 2007
Location: Northern Nevada, USA
Reputation: 0

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

Postby myfingershurt » Wed Feb 04, 2009 8:28 pm

I see what I did wrong - FoFiX issue 525 (and FoFiX issue 513) should be fixed in r915.

---- EDIT ----

Dared00 wrote:Is it possible to add missed notes counter to In-Game Stats?


Yes. Not a bad idea, although not high priority either: FoFiX issue 529

---- EDIT ----

Merged Blazingamer's code for Dialogs.py for FoFiX issue 524 in r916.
(note to B: merged all changes except those you made involving self.diffNice - those chunks of translation logic looked incomplete and like they might negatively impact those using other languages)
User avatar
KillerQ
Member
Posts: 216
Joined: July 26th, 2008
Reputation: 0

no sound....GOOD!

Postby KillerQ » Wed Feb 04, 2009 9:33 pm

Hey all,

I tried to disable drum fills earlier, and now when I play, the drum fill 'sections' are still there (you know, the hi-lighted lanes) however there is no sound when I hit the pads whatsoever....and.... I LOVE IT!!!!! i totally prefer this way. As a (non-rockband) drummer, this allows me to play freely during the drum fill sections without the lag in sound messing me up, or anything sounding out of place. The feeling and sound of my sticks hitting the pads during those sections is satisfaction enough.... This way, I won't be offbeat by any lag in sound....and can come right back int the sound without missing a beat (pun NOT intended).

I love it, i love it, i love it..... Give it a shot - it's great!!!


later,

Matt!
I'm happy with my Ion Rocker kit and Roland KD-8 double bass kick trigger!

Return to “FOF Mod Discussion and Support”

Who is online

Users browsing this forum: No registered users and 5 guests