Hering mod - Song failing, open fret, more to come

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dadudemandude
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Postby dadudemandude » Sat Feb 09, 2008 8:56 am

I like this mod a lot, but I came across a few problems (And I'm gonna tell them to you, whether you like it or not :D)

First, when I try to start certain songs they remain stuck on the 'tuning guitar' part. The two songs I found out having this problem are: Psychobilly freakout and Cherry pie, and maybe more I haven't yet found...

Second, there appears to be a problem with hopo's on a lot of songs, mostly on the ones with a high BPM. In 'rock this town' I get something like this (h = hopo note):

0 0 0 0
h 0 h 0
h 0 0 0
0 0 h 0
h 0

Decontrol, FTK and some other songs with high BPM have spots at which a hopo is turned into a normal note while it obviously shouldn't be.
The low-BPM songs work fine...
Last edited by dadudemandude on Sat Feb 09, 2008 8:57 am, edited 1 time in total.
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Postby Antipode » Sat Feb 09, 2008 3:36 pm

Compilation won't even load for me. Screen flickers and kicks me back to the desktop with an error message:

Traceback (most recent call last):
File "FretsOnFire.py", line 69, in ?
File "GameEngine.pyo", line 207, in
File "Input.pyo", line 77, in
File "Player.pyo", line 198, in
File "Player.pyo", line 191, in keycode
AttributeError: 'module' object has no attribute 'None'


This is with and without copying the gameresults images. Helpsplz?
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blazingamer
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Postby blazingamer » Sat Feb 09, 2008 3:54 pm

Just get a complete compilation of this mod, like WR's GHIII mo, it's easier than installing each part separately.
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Postby Antipode » Sat Feb 09, 2008 4:13 pm

Isn't that what I just said I did? This is the 1.1.324_compilation.rar that I downloaded from the Rapidshare link on hering's site.
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blazingamer
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Postby blazingamer » Sat Feb 09, 2008 4:31 pm

That's Hering's mod version 1.9

You want Hering's mod 1.99a, that's the comilation, update, and queue fix. It fixes a lot of problems. That's why I said get the GH III mod, it has all those things together and more. If you get that, chances are you won't have this problem.
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Postby Kalber » Sun Feb 10, 2008 8:32 am

nice mod ty
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Postby BSRaven » Sun Feb 10, 2008 6:35 pm

Any chance of having eighthnote_hopo added? Just that I WAY prefer this mod over 1.2.451 with RFMod4, but some songs (e.g. Green Grass and High Tides) have way too many strummed notes that really should be hopos...

EDIT: DDMD, that's an RFMod 'bug'. (I used the inverted commas because RF delibrately put it in to fix a bug that was more annoying)
Last edited by BSRaven on Sun Feb 10, 2008 6:36 pm, edited 1 time in total.
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Postby Delahue » Mon Feb 11, 2008 5:55 am

I'll also ask for the 1/8th ho/po so i can enjoy puppetz hero =P
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Postby ateshu » Mon Feb 11, 2008 11:43 am

Delahue wrote:I'll also ask for the 1/8th ho/po so i can enjoy puppetz hero =P

Indeed, that would make puppetz songs a lot easier. (1/8th note for 1.1.324 that is ofcource :p )
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Postby h3r1n6 » Mon Feb 11, 2008 4:25 pm

What do you mean with 1/8th note? no motivation to search for it
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Postby BSRaven » Mon Feb 11, 2008 4:38 pm

Let's take this example:

Y Y
B

At 70 BPM, for example, these would be 16th notes, therefore, HOPOable. But at 140 BPM (which we'll say our song is at), they are 8th notes, and therefore must be strummed... But the song itself has it down as a "Hold-Tap-Release" HOPO sequence.

I know you'd probably think "Well just change the BPM then.", but if the song in question is one of the known GH2 songs that use the 8thnote_hopo marker, then it won't be counted as a GH2 song.

Capo made CMod 5 contain the ability to use the eighthnote_hopo tag to make the GH2 songs accurate.

EDIT: For readability reasons.
Last edited by BSRaven on Tue Feb 19, 2008 12:46 pm, edited 1 time in total.
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Postby Soxfnz86 » Sat Feb 16, 2008 2:59 am

Whenever I try to play the compilation of FoF and the mods I get a black screen and an error message.


Traceback (most recent call last):
File "Session.pyo", line 66, in signalMessage
File "Session.pyo", line 87, in handleMessage
File "World.pyo", line 248, in handleSceneCreated
File "SceneFactory.pyo", line 40, in create
File "Scene.pyo", line 223, in
File "GuitarScene.pyo", line 176, in createClient
TypeError: showMessage() takes exactly 2 arguments (1 given)
Traceback (most recent call last):
File "FretsOnFire.py", line 69, in ?
File "GameEngine.pyo", line 207, in
File "Input.pyo", line 77, in
File "Player.pyo", line 198, in
File "Player.pyo", line 191, in keycode
AttributeError: 'module' object has no attribute 'None'
Traceback (most recent call last):
File "FretsOnFire.py", line 69, in ?
File "GameEngine.pyo", line 207, in
File "Input.pyo", line 77, in
File "Player.pyo", line 198, in
File "Player.pyo", line 191, in keycode
AttributeError: 'module' object has no attribute 'None'
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BSRaven
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Postby BSRaven » Tue Feb 19, 2008 12:47 pm

What exactly did you do?
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Postby mr fof » Wed Feb 20, 2008 8:23 pm

I tried to download worldrave's gh3 fof mod but it didn't work. can somebody PLEASE give me a link to download the fof failing thing?
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Postby smedricksman24 » Thu Feb 21, 2008 12:11 am

BSRaven wrote:At 70 BPM, for example, these would be 16th notes, therefore, HOPOable. But at 140 BPM (which we'll say our song is at), they are 8th notes, and therefore must be strummed... But the song itself has it down as a "Hold-Tap-Release" HOPO sequence.

How does tempo affect subdivision? If you take a piece of sheet music, the total amount of time a note gets is determined partially by the tempo, but it's always the same length in relation to the notes around it (assuming a constant tempo).
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