FoFiX v3.1xx development thread
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Uncle Fester
- slantyr
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Re: FoFiX v3.1xx development thread
thanks akedrou, i did turn the print fps on and forgot about it.
having trouble uploading scores with the 2.6 alpha
i am getting a message that says " score uploaded - but there was no new high score" i can post a ss if needed
erased all the highscores hoping maybe it was a new hash or something, while waiting for the cache to rebuild i started thinking, is there a way to update the cache when returning to the songlist after a song is played? this would greatly speed up the initial load of the song lists. fof would still have to check for changes but if there's none it's greasy fast.
also the missed notes still don't dissapear
having trouble uploading scores with the 2.6 alpha
i am getting a message that says " score uploaded - but there was no new high score" i can post a ss if needed
erased all the highscores hoping maybe it was a new hash or something, while waiting for the cache to rebuild i started thinking, is there a way to update the cache when returning to the songlist after a song is played? this would greatly speed up the initial load of the song lists. fof would still have to check for changes but if there's none it's greasy fast.
also the missed notes still don't dissapear
...the pain
- myfingershurt
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Re: FoFiX v3.1xx development thread
worldrave wrote:Yeah, i did fix that a while back, changing the animated hitflames to the right position and proper height. I'll have to look at that. I haven't seen anyone else post about that yet.
Edit- Yup, the proper numbers for the height and size got reverted somewhere in a SVN change by someone. I'll try to put the correct numbers back in for the animated hit flames.
TortoiseSVN context menu -> Blame...
it takes a minute or two to put together but it should make clear who the last one to change a particular line was :)
If it wuz me, mah bad!
(edit: it should also tell you in which revision each line was last changed. Quite handy.)
Blue Heaven!
- death_au
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Re: FoFiX v3.1xx development thread
The menu folder section of the ThemeUsableImages wiki page is practically done.
After looking at the code for menus, it's no surprise that there are so many unused options... it's coded so that any Menu object with the "name" attribute specified automatically has support for graphical submenus. Which is a brilliant implementation, really. It just makes it tough to map all the files that are used.
As a test, I tried throwing some currently non existing menu files in too a rock band theme to see if they'd work (for example "careerpause.png" and "careerpausetext6.png") and occasionally I get this error:Doesn't happen all the time, and I can restart the game without changing anything and it'll work fine again...
Also, I'm confirming not being able to upload high scores
After looking at the code for menus, it's no surprise that there are so many unused options... it's coded so that any Menu object with the "name" attribute specified automatically has support for graphical submenus. Which is a brilliant implementation, really. It just makes it tough to map all the files that are used.
As a test, I tried throwing some currently non existing menu files in too a rock band theme to see if they'd work (for example "careerpause.png" and "careerpausetext6.png") and occasionally I get this error:
Code: Select all
Traceback (most recent call last):
File "I:\FoFiX\src\Session.py", line 66, in signalMessage
handler.handleMessage(sender, message)
File "I:\FoFiX\src\Session.py", line 87, in handleMessage
return f(sender, **message.__dict__)
File "I:\FoFiX\src\World.py", line 248, in handleSceneCreated
scene = SceneFactory.create(engine = self.engine, name = name, owner = owner
, session = self.session, **args)
File "I:\FoFiX\src\SceneFactory.py", line 40, in create
return getattr(m, name + "Client")(engine = engine, owner = owner, session =
session, **args)
File "I:\FoFiX\src\Scene.py", line 223, in __init__
self.createClient(**args)
File "I:\FoFiX\src\GuitarScene.py", line 1801, in createClient
], name = "careerpause", fadeScreen = False, onClose = self.resumeGame, font
= self.engine.data.pauseFont, pos = (self.pause_text_x, self.pause_text_y), tex
tColor = self.pause_text_color, selectedColor = self.pause_selected_color)
File "I:\FoFiX\src\Menu.py", line 137, in __init__
self.menux = Theme.submenuX[self.gfxText]
KeyError: 'careerpausetext6'
Also, I'm confirming not being able to upload high scores
Re: FoFiX v3.1xx development thread
@MFH,
Nice feature i haven't used before. OOOOhhhh, it says you? Naw, It was actually Blazingamer changes you were merging in for him. LOL. And it was actually back on Revision 1110, i can't believe we didn't notice this til now. I am looking further now at the actual changes so i can change the figure's back.
Edit- There's so much change, it's gonna take some time to weed through it. It's somewhere between line 2313-2752 though.
Edit 2- Just figured out after making a change. I changed the one line i found drastically so i would see the change easier, and found a bug. As least it's a bug in my eye's. FoFiX is currently showing BOTH Animated hitflames AND static hitflames.
I changes line 2994
to
And that's when i noticed that of course the animated hitflames are shown halfway up the screen (normal since the change), YET the static hitflames are ALSO showing on the screen in the normal spot. Which is showing wrong. That's I am thinking is why we THOUGHT the figure's got reverted, when in fact it IS showing correct, BUT the Static Hit Flames are ALSO being shown when they shouldn't. I'm guessing a fall back isn't there to NOT show if Hitflames animation image is found. I hope this helps.
Nice feature i haven't used before. OOOOhhhh, it says you? Naw, It was actually Blazingamer changes you were merging in for him. LOL. And it was actually back on Revision 1110, i can't believe we didn't notice this til now. I am looking further now at the actual changes so i can change the figure's back.
Edit- There's so much change, it's gonna take some time to weed through it. It's somewhere between line 2313-2752 though.
Edit 2- Just figured out after making a change. I changed the one line i found drastically so i would see the change easier, and found a bug. As least it's a bug in my eye's. FoFiX is currently showing BOTH Animated hitflames AND static hitflames.
I changes line 2994
Code: Select all
glTranslate(x, y + .665, 0) #Worldrave - Adjusted Animated Hit Flame position
to
Code: Select all
glTranslate(x, y + .665, 8) #Worldrave - Adjusted Animated Hit Flame position
And that's when i noticed that of course the animated hitflames are shown halfway up the screen (normal since the change), YET the static hitflames are ALSO showing on the screen in the normal spot. Which is showing wrong. That's I am thinking is why we THOUGHT the figure's got reverted, when in fact it IS showing correct, BUT the Static Hit Flames are ALSO being shown when they shouldn't. I'm guessing a fall back isn't there to NOT show if Hitflames animation image is found. I hope this helps.
FoF 1st Dual Meter.|.......FoFiX Site......|.. WR's GH3 Theme..|...WR'S GH5 Theme....|WR'S GH:A Theme


O.o
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Re: FoFiX v3.1xx development thread
akedrou wrote:Slantyr and Spaztic_one - do you have "Print FPS" turned on?
If you do, turn it off. (Advanced settings menu -> Advanced Settings -> Debug)
So, I assume there is some sort of bug in the FPS display line because I do have it turned on.
space warrior
- akedrou
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Re: FoFiX v3.1xx development thread
death_au wrote:it's coded so that any Menu object with the "name" attribute specified automatically has support for graphical submenus. Which is a brilliant implementation, really. It just makes it tough to map all the files that are used.
As a test, I tried throwing some currently non existing menu files in too a rock band theme to see if they'd work (for example "careerpause.png" and "careerpausetext6.png") and occasionally I get this error:
Yep. I designed that just in case we had any future menus that wanted graphics. As for your error, you should note there needs to be a defined Theme.ini for the key - careerpausetext6 = x, y, scale, vspace - in order for it to work properly.
Spaztic_One wrote:akedrou wrote:Slantyr and Spaztic_one - do you have "Print FPS" turned on?
If you do, turn it off. (Advanced settings menu -> Advanced Settings -> Debug)
So, I assume there is some sort of bug in the FPS display line because I do have it turned on.
The FPS display is meant as a debug, which is why it's buried in the menus. It outputs via print, which may cause a problem if you are not running from sources. I was considering changing it, but I'm trying to only do one thing at a time...
Last edited by akedrou on Fri Mar 06, 2009 2:11 am, edited 1 time in total.
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Re: FoFiX v3.1xx development thread
Got the runtime error again, and this time with the FPS writing off.
Also, the notes, lyrics (as it is RB) and sounds all seemed out of synch. For example, I was playing bass, and I could hear bass notes that were not present on screen what-so-ever, and I was playing on expert, so don't say anything about that.
---- EDIT ----
Well, as I just noted, I have turned it off and still gotten a crash.
Also, the notes, lyrics (as it is RB) and sounds all seemed out of synch. For example, I was playing bass, and I could hear bass notes that were not present on screen what-so-ever, and I was playing on expert, so don't say anything about that.

---- EDIT ----
akedrou wrote:The FPS display is meant as a debug, which is why it's buried in the menus. It outputs via print, which may cause a problem if you are not running from sources. I was considering changing it, but I'm trying to only do one thing at a time...
Well, as I just noted, I have turned it off and still gotten a crash.
space warrior
- akedrou
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Re: FoFiX v3.1xx development thread
Spaztic_One wrote:Got the runtime error again, and this time with the FPS writing off.
That's a different error. Make sure you have the right versions of the dependencies. Specifically, make sure you have the proper versions of numeric/numpy/pygame for your version of Python.
Also some songs have bad rhythm tracks. Check the file.
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Re: FoFiX v3.1xx development thread
Ah, didn't even look at the log, just made copypasta for ya. The error window was the same, which is all I noticed.
So, um, numpy?
Pardon my ignorance, and lack of attention to details (like actually looking at the log) it's after two in the morning and I had a long day. >_<;
in fact, I shall be going to bed now...
So, um, numpy?
Pardon my ignorance, and lack of attention to details (like actually looking at the log) it's after two in the morning and I had a long day. >_<;
in fact, I shall be going to bed now...
space warrior
- akedrou
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Re: FoFiX v3.1xx development thread
Spaztic_One wrote:Ah, didn't even look at the log, just made copypasta for ya. The error window was the same, which is all I noticed.
So, um, numpy?
Pardon my ignorance, and lack of attention to details (like actually looking at the log) it's after two in the morning and I had a long day. >_<;
No worries. http://code.google.com/p/fofix/wiki/Req ... rceModules will explain it all for 2.4. There's a link explaining the versions you need for 2.6 on that page, if that is what you're running.
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Re: FoFiX v3.1xx development thread
Oh! For running from source! Doh! I'm not running from source. No wonder I didn't know what numpy was. Yeah, I know next to nothing about Python, my only programming experience is in C++, and a fairly old one at that.
The reason I was printing the FPS to the screen is that I'm just a performance-curious guy. For whatever reason, I love to know my FPS when playing something. *shrugs*
The reason I was printing the FPS to the screen is that I'm just a performance-curious guy. For whatever reason, I love to know my FPS when playing something. *shrugs*
Re: FoFiX v3.1xx development thread
I can't play FoFiX with Python 2.6.
Here is my log.
Please,help me
.
Here is my log.
Please,help me

Sorry if I made grammar mistakes
...
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Wait what
- evilbobthebob
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Re: FoFiX v3.1xx development thread
Looks like you didn't install a module correctly. Go through and check the google code site to make sure you have all the required source modules.
FoFiX Dev/Mod Squad
- jstump91
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Re: FoFiX v3.1xx development thread
supurgem wrote:I can't play FoFiX with Python 2.6.
Here is my log.
Please,help me.
You're missing pywin32. The link to download it is on the 2.6 wiki page (http://code.google.com/p/fofix/wiki/Run ... erPython26).
jstump91, a.k.a. john.stumpo, a.k.a. stump jstump.com | stump's blog | FoFiX development | My own code Can't find a Windows build of the Python module you need? Try my mediafire! Don't say "Python can't do [insert task here]." Python can do anything with the right modules - said modules may just not have been written yet. "Python - why settle for snake oil when you can have the whole snake?" --Mark Jackson Did you search before you posted? Did you read the rules for the subforum you are posting in? | ![]() ![]() |
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Re: FoFiX v3.1xx development thread
Game froze. I failed in the middle of a song and then hit escape a couple times to exit the menu and then exit the program. I noticed a few minutes later that it had done neither. I ended up ending the processing thread via the task manager. I have quite an extensive log as FoFiX was looping something including the part that writes the error to the log.
note that the bit here:
(E) Loading error:Traceback (most recent call last):
File "GameEngine.pyo", line 861, in main
File "View.pyo", line 216, in render
AttributeError: 'NoneType' object has no attribute 'render'
is repeated from lines 248 where it first shows up til lines 214071 where I realized the program was still running and terminated it.
note that the bit here:
(E) Loading error:Traceback (most recent call last):
File "GameEngine.pyo", line 861, in main
File "View.pyo", line 216, in render
AttributeError: 'NoneType' object has no attribute 'render'
is repeated from lines 248 where it first shows up til lines 214071 where I realized the program was still running and terminated it.
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