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

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smeuuh
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Postby smeuuh » Fri Dec 28, 2007 2:10 pm

I think it's only that your python isn't configured the way our is. If you could provide an easy way to compile it (or to freeze it, whatever those weird python things are), the problem should be solved. As for the distribution of RF-mod, i don't think linux people mind compiling it, and having a proper build system should facilitate the creation of .deb and .rpm.
Or is there an easy way to compile it ? I tried different methods, replacing the source code of FoF by your .py and launching the makefile, even looking into the .deb of the official repositories, and had no success.
Rogue_F
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Postby Rogue_F » Fri Dec 28, 2007 2:14 pm

In order to run it from source, you need all the library dependencies

There is no 'compiled' version really. cx_freeze just attempts to collect up all those libraries and put them in a single place. it SHOULD work on various versions of linux, but there's some missing pieces.

-Alex
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BraveFencer
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Postby BraveFencer » Fri Dec 28, 2007 6:03 pm

hey, alex!
the key glow off didnt worked.
the square aura still there......
like i said before:
there's ANOTHER way to turn it off or a version without it?
smeuuh
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Postby smeuuh » Fri Dec 28, 2007 6:17 pm

Well, i'd like to build it from source, in part because i want to start hacking it, in part because I just like to see how things like this work.
I'm in no way an expert at these sort of things, but here is what i did :
I looked at the makefile.unix from the official site (which is clearly faulty btw, cx_freeze has no reason to be in ~), and froze the binary :
~/cx_Freeze-3.0.3/FreezePython --target-dir dist --include-modules encodings.string_escape,encodings.iso8859_1,xml.sax.drivers2.drv_pyexpat,SongChoosingScene

,GuitarScene,GameResultsScene src/FretsOnFire.py

I also did the other instructions in the makefile (cp /usr/lib/some libs dist, and so on. I did make sure I had all the libs btw), except for the data part where i moved your data dir into mine. I then ran the FretsOnFire script and i was greeted by :
pygame.error: No available audio device
So i looked into the FretsOnFire script, and found a line about a SDL driver. I removed it and then I got the big great bug that has been preventing me of building FoF official :
RuntimeError: ('Unable to find any output handler at all (not even ctypes/numpy ones!)', 'Failure in cConverter <OpenGL.converters.SizedOutput object at 0x822b72c>', [GL_VIEWPORT], 1, <OpenGL.wrapper.glGetIntegerv object at 0x82599ec>)

Do you know what i could do ?


BraveFencer, by square aura do you mean something like a rectangle that goes into the air ? I have this, along with a small white border around notes, when i do too much alt+enter to change between fullscreen and windowed. Don't do it :)
Last edited by smeuuh on Fri Dec 28, 2007 6:43 pm, edited 1 time in total.
Phoosh
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Postby Phoosh » Fri Dec 28, 2007 6:51 pm

For some reason, the notes that are supposed to be tapped by the fret rather than plucked ( i think they are called the HOPO notes) have disappeared since i got the mod. Every setting change i have tried has failed to bring them back. Now every note has to be plucked. Does anyone know how i can get these back?
Rogue_F
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Postby Rogue_F » Fri Dec 28, 2007 6:53 pm

BraveFencer wrote:hey, alex!
the key glow off didnt worked.
the square aura still there......
like i said before:
there's ANOTHER way to turn it off or a version without it?

It works fine for me. My guess is you're not using the right version (4.14)

there is no other way to turn it off, there is no other version.

-Alex
Last edited by Rogue_F on Fri Dec 28, 2007 6:54 pm, edited 1 time in total.
Rogue_F
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Postby Rogue_F » Fri Dec 28, 2007 6:58 pm

Phoosh wrote:For some reason, the notes that are supposed to be tapped by the fret rather than plucked ( i think they are called the HOPO notes) have disappeared since i got the mod. Every setting change i have tried has failed to bring them back. Now every note has to be plucked. Does anyone know how i can get these back?

Did you read the readme? or my post? the HOPO settings in this version are different than the last versions. So you must manually go reset the HOPO settings.

Settings->RF-mod Settings->HO/PO settings

you probably want:
HO/PO YES
HO/PO Note Marks: RFmod
HO/PO Key Style: RFmod2

If you are referring to there being less HOPOs than in the default FoF, that's correct. The ones in the default FOF are not correct. There are far too many.

If you want the default (incorrect) HOPO behavior) then you want:
HO/PO: YES
HO/PO Note Marks: FoF
HO/PO Key Style: FoF

You will not get any of the RFmod advantages in the better algorithm, HOPO strumming, or HOPO streak restarting.if you use the FoF defaults.

-Alex
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R4L
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Postby R4L » Fri Dec 28, 2007 11:39 pm

Hey I got one question. I searched this whole thread but nothing came up.

How do I customize my Point of View? I looked in all the readmes bundled with your mod and it doesn't explain how to change the POV.

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fofdave
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Postby fofdave » Sat Dec 29, 2007 1:32 am

I'm new (about a week) to FoF. Tonight I found the thread for RF-mod, and other threads indicating why I was having so much crash trouble (every two songs and occasional full system crashes!) with 1.2.5x -- so I went back to 1.2.4x and downloaded RF-mod.

The good: It's very cool. I definitely want to use it.

The bad: To go back in time about 50 pages (forgive me if this has been closed as an issue -- I'm only up to page 18 so far, and anyway the problem exists in the version of RF I have), I too find undeniable, without-a-doubt problems with HOPO. Yes, I'm new to FoF. But the results are as clear as night and day (in fact, possibly because I currently have very noobish, limited skill, so it's very sensitive to my mistakes, where as an expert might not notice).

I'd been trying out new songs, slowly getting better, and then I installed RF-mod, and played with all of the settings, adjusting them to my liking. This over the course of a few hours. I then played some for fun. I've got Defy down pretty good (two 100% perfects on medium so far). With Sweet Child o' Mine, I found that if I messed up anywhere in the HOPO main melody parts, I was extremely hard pressed to recover. Extremely. It takes maybe 10-15 tries, and I find that I have to deliberately lag a bit behind the notes by a fraction of a second (A/V delay is at default 100ms) to finally succeed and recover. And, I can only recover on a strong beat; if I try to recover on an upbeat, forget it, I never get it right. Most of the time, I'll get one or two HOPOs and then it goes dead again. Like I said, extremely hard.

Well, I'm new at this. So, I chalked it up to simply sucking at the game so far. No big deal, I'm having fun, and I'll get better in time.

Then I found this thread. I noticed the argument that broke out back in the early pages, about HOPO problems. Hmm. So I went back and ran native 1.2.4x.

To my surprise, I can recover inside the Sweet Child HOPOs virtually every time. No problem at all, I pick it right up and go.

Something is definitely adversely affecting HOPO in the mod.


(Now I'll resume reading the thread and probably find out that it was stated somewhere 20 pages ago that such-and-such fix exists or whatever; ah well, I'm just reporting my findings to help the effort.)
Phoosh
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Postby Phoosh » Sat Dec 29, 2007 4:50 am

I checked that out, but the only HOPO setting i can find is HOBO Blue >yes< or >no<. There are, however options for each individual mod note and key settings. For each mod there is a spot, dot, and ring option.

I'm not having any HOPO lag issues, they are simply not there. they seem to be defaulting back to regular notes. Like i said. the only option that says "HOPO" in it is the option to turn it blue or something. i never noticed a difference with it on or off.
Last edited by Phoosh on Sat Dec 29, 2007 4:52 am, edited 1 time in total.
piccia
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Postby piccia » Sat Dec 29, 2007 5:17 am

well, don't worry, you're right. There's definitely something "wrong" with rf-mod hopos, even if the author refuses to admit it :D

Ok, sorry Alex :). But seriously... I think I've got some news on this front. First, please read my post number 436 in this thread:

https://www.fretsonfire.org/cgi-bin....y108660

and watch the two videos I linked in post 485:

https://www.fretsonfire.org/cgi-bin....y110639

I did again the same tests, the first using fof/fof hopo settings, the second using rfmod/rfmod2 settings, and the results are still more or less the same.

BUT

I know hopos are meant to be played like this: if you have G followed by hopo R and Y, then you should pick G as usual and then press R WHILE KEEPING G pressed, and finally press Y while keeping G and R pressed.
Unfortunately my keyboard has some not-working key combos, so I generally don't play this way, and I release the already played notes. Playing this way makes me fail almost all the rfmod hopos, while it works like a charm with fof hopos.

So I did another test: the pattern is the same you can see in the above links, but shifted on R-Y-B-P notes, which I can press all together with my keyboard, and tried to play it with the "keep notes pressed" style. Initially it was a bit hard since I'm not used to this way of playing, but after a bit of practice, I managed to have much better results!!!


Alex, if you're using a good keyboard or a guitar controller, this could explain why you never noted the problem...

What do you think about it? If you need further tests, I'll be happy to help :)
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Rogue_F
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Postby Rogue_F » Sat Dec 29, 2007 5:45 am

You never mentioned this before (about you holding notes differently) in previous posts. I can't see what you are doing with your fingers in any of the videos.

RFmod HOPOs don't work that way. Plain and simple, that's the way it's designed. The hammeron to the right and pull off to the left was a GH1ism, and not reflected in GH2 (which is much more lenient)

RFmod keystyle you can hammer on or pull off in either direction, it doesn't matter. In order to achieve this when 'hammering on' it's just registering the new keypress, and doesn't matter about the old keypresses. when pulling off, it 'fakes' a keypress of the next note that is already held down. You will get bad results if you go from

(in a GRB sequence) if you pick G (and hold), hammer R (and hold) release G, and hammer and hold R and B.

A lot of the interaction gets a bit sketchy because of the way goofy keyboards don't always allow you to press 3 keys, and if you DO press 3 keys, depending on the timing, you may not get the 2 keys you expect.

You have the opposite experience everyone else seems to have. Stock FoF 1.2.X does not allow easy pickup of HOPO streaks, nor does it allow easy strumming of HOPO notes. RFmod modifies both of those behaviors.

I don't really know why you're playing so differently than most other people, but if FoF HOPOs work for you, then use them. I've not been able to reproduce any of the problems you have mentioned, so it's highly unlikely anything will be 'fixed'.

Maybe what is 'wrong' is the way you play?

-Alex
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Postby Rogue_F » Sat Dec 29, 2007 5:46 am

Phoosh wrote:I checked that out, but the only HOPO setting i can find is HOBO Blue >yes< or >no<. There are, however options for each individual mod note and key settings. For each mod there is a spot, dot, and ring option.

I'm not having any HOPO lag issues, they are simply not there. they seem to be defaulting back to regular notes. Like i said. the only option that says "HOPO" in it is the option to turn it blue or something. i never noticed a difference with it on or off.

HOPO settings are under

Settings->RF-mod Settings->HO/PO Settings

-Alex
piccia
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Postby piccia » Sat Dec 29, 2007 6:40 am

You never mentioned this before (about you holding notes differently) in previous posts. I can't see what you are doing with your fingers in any of the videos.


of course I'm telling you this today, because only today I realized this could be the main source of problems (anyway, in the video you can see the pressed keys, that's why I made them)

You will get bad results if you go from
(in a GRB sequence) if you pick G (and hold), hammer R (and hold) release G, and hammer and hold R and B.


well, this explains everything, at least we tracked down the problem :)

You have the opposite experience everyone else seems to have. Stock FoF 1.2.X does not allow easy pickup of HOPO streaks, nor does it allow easy strumming of HOPO notes. RFmod modifies both of those behaviors.


I'm not having the opposite experience, I recognise rfmod hopos are much better than fof ones, for example in resuming a lost hopo sequence. The only problem I have is the one described above, about releasing keys...

I don't really know why you're playing so differently than most other people, but if FoF HOPOs work for you, then use them.


I already explained why I'm playing this way. I simply MUST do this way because my keyboard doesn't recognize some key combos. In the example above, I simply cannot press G, play R while keeping G pressed, and play Y while keeping G and R pressed, because G+R+Y doesn't work in my keyboard. Since this kind of problem is very common in many keyboards, I think I'm not the only one playing this way.
And no, FoF hopos don't work for me, because they have some known problem that, as you say, are fixed in rfmod hopos. That's the point. Currently, neither fof hopos nor rfmod hopos are working for me, for different causes. Otherwise I wouldn't be here annoying everyone with my long posts :D.

Maybe what is 'wrong' is the way you play?


at this point, this is true for sure. I'm playing not the way hopos are intended to be played in rf-mod. Just keep in mind that it's probably a way of playing more common than you believe :)

PS: actually the first times I played FoF I started playing hopos this way also because it's not written anywere in the docs how the hopos should be played!
Last edited by piccia on Sat Dec 29, 2007 6:42 am, edited 1 time in total.
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kaki123
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Postby kaki123 » Sat Dec 29, 2007 8:02 am

Hey, Alex, will all of the RF-mod features and Capo Mod features you're gonna put in the next RF-mod release be in the regular FoF?

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