Hering mod - Song failing, open fret, more to come
The Final Darkness
- dadudemandude
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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 )
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...
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.
Compilation won't even load for me. Screen flickers and kicks me back to the desktop with an error message:
This is with and without copying the gameresults images. Helpsplz?
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?
- blazingamer
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- blazingamer
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Now Mudkip Flavour!
- BSRaven
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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)
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.
I'll also ask for the 1/8th ho/po so i can enjoy puppetz hero =P
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- BSRaven
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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.
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.
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'
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'
- smedricksman24
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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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