FoFiX v3.1xx development thread

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Re: FoFiX v3.1xx development thread

Postby jstump91 » Tue Apr 07, 2009 4:13 pm

I'll update the 2.4 wiki page with the information about pyOpenGL 3, as the 2.6 instructions already include it.

(Which is why everyone who had trouble with it had some flavor of 2.4 and everyone with 2.6 was OK.)

---- EDIT ----

2.4 wiki page updated with pyOpenGL 3 and ctypes
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Re: FoFiX v3.1xx development thread

Postby death_au » Tue Apr 07, 2009 5:29 pm

Um...
I thought the main reason we weren't switching to Python 2.6 yet is the extra lag... And I thought the extra lag was because of the way pyOpenGL 3 handled the drawing code. If that's the case and now pyOpenGL 3 is required, why don't we just finalise the switch to 2.6 and put a higher priority on optimizing that drawing?

---- EDIT ----

Also, with the shaders... Are they themeable? I think it would be best if each theme can specify its own shaders (not that I know the first thing about them myself, but still)
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Re: FoFiX v3.1xx development thread

Postby kristijan_mkd » Tue Apr 07, 2009 5:59 pm

WTF is shader anyway... Can someone get me screenshots of difference, with and without shader?
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Re: FoFiX v3.1xx development thread

Postby death_au » Tue Apr 07, 2009 6:13 pm

The thing that fenolftalein's shader is doing at the moment is tinting the neck the colour of whatever note you just strummed. But it has potential for creating all sorts of lighting effects. This will mostly start to come into it's own when beat sync'd stage effects come back
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Re: FoFiX v3.1xx development thread

Postby kristijan_mkd » Tue Apr 07, 2009 6:22 pm

Got it working now.. It's little laggy for me now, the neck effects are ok, but i can't see other differences. :smile:


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Re: FoFiX v3.1xx development thread

Postby jstump91 » Tue Apr 07, 2009 6:26 pm

death_au wrote:Um...
I thought the main reason we weren't switching to Python 2.6 yet is the extra lag... And I thought the extra lag was because of the way pyOpenGL 3 handled the drawing code. If that's the case and now pyOpenGL 3 is required, why don't we just finalise the switch to 2.6 and put a higher priority on optimizing that drawing?


pyOpenGL 3 is not required - the shader code will just do nothing if pyOpenGL 2 is what is present.

But we really should work on optimizing the drawing code enough that we can finalize the move to Python 2.6 and pyOpenGL 3.
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Re: FoFiX v3.1xx development thread

Postby aduro » Tue Apr 07, 2009 7:24 pm

p_025 wrote:Yeah, in addition to that I've noticed the starpower phrases read from the MIDI aren't quite the same as they are in the console game they were ripped from. A lot of times, the note before the phrase is part of the phrase in FoF, and the last note that SHOULD be part of the phrase is not. This is really obvious in Iron Maiden - Run to the Hills (RB1). There are two possibilities for this:
A. (less likely) the MIDs aren't ripped entirely accurately or
B. (much more likely) FoFiX is reading them slightly differently than RB (trying to avoid using the word "incorrectly" lol).


There are official songs that use a different threshold, there was a small list of them on the GZ forums. Some songs had thresholds like 12th notes and fourths

I can't remember all of the songs but I do remember Last Train To Clarksville from RB being one of them
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Re: FoFiX v3.1xx development thread

Postby p_025 » Tue Apr 07, 2009 8:12 pm

Shaders working fine here, but really, what's the idea behind that effect?
Also, I haven't noticed much difference between 2.4 and 2.6 when it comes to graphical lag on my system, except for the obvious whammying long note issue.
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Re: FoFiX v3.1xx development thread

Postby death_au » Tue Apr 07, 2009 8:19 pm

p_025 wrote:Shaders working fine here, but really, what's the idea behind that effect?
I believe shaders will potentially allow much nicer shading and lighting effects to 3D elements (such as the neck) that can be programmed to respond to events in the game. Kinda like the stage lights on the old FoF, but different. It may take someone who really knows shading languages to come up with an awesome idea to show off it's potential (i.e. not me)
p_025 wrote:Also, I haven't noticed much difference between 2.4 and 2.6 when it comes to graphical lag on my system, except for the obvious whammying long note issue.
lucky you.
my FPS is practically halved. It's still plenty playable, and there are less lag "spikes" (which is a big plus). But it's still a big performance hit really.
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Re: FoFiX v3.1xx development thread

Postby SystemFailure » Tue Apr 07, 2009 9:38 pm

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Re: FoFiX v3.1xx development thread

Postby Lysdestic » Tue Apr 07, 2009 10:21 pm

SystemFailure wrote:these links might help to code FoFiX Online:
http://www.amk.ca/python/howto/sockets/
http://twistedmatrix.com/trac/


Pssh, haven't you heard. Doing anything over the intertubes is impossible with python! It will never happen! We must port to C# Or better yet Visual Basic!

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Re: FoFiX v3.1xx development thread

Postby fuzion » Tue Apr 07, 2009 10:39 pm

I like the shader effect a lot. Good work!
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Re: FoFiX v3.1xx development thread

Postby SystemFailure » Tue Apr 07, 2009 10:41 pm

Help! FoFiX Revision 1254

I did what i needed to on http://code.google.com/p/fofix/wiki/Run ... erPython26

Traceback (most recent call last):
File "FretsOnFire.py", line 247, in <module>
File "FretsOnFire.py", line 112, in main
File "GameEngine.pyo", line 518, in __init__
File "Data.pyo", line 78, in __init__
File "Player.pyo", line 262, in loadPlayers
File "Player.pyo", line 236, in getCache
sqlite3.OperationalError: unable to open database file
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Re: FoFiX v3.1xx development thread

Postby mrkcee » Wed Apr 08, 2009 12:15 am

after updating to r1254.. FoFix crashes after loading screen after I choose a song... when the song about to start it crashes..

using 2.6 environment..
E) Loading error:Traceback (most recent call last):
File "C:\FoFix\src\GameEngine.py", line 927, in main
self.view.render()
File "C:\FoFix\src\View.py", line 216, in render
layer.render(self.visibility[layer], layer == self.layers[-1])
File "C:\FoFix\src\GuitarScene.py", line 5268, in render
SceneClient.render(self, visibility, topMost) #MFH - I believe this eventually calls the renderGuitar function, which also involves two viewports... may not be easy to move this one...
File "C:\FoFix\src\Scene.py", line 286, in render
self.render3D()
File "C:\FoFix\src\GuitarScene.py", line 3966, in render3D
self.stage.render(self.visibility)
File "C:\FoFix\src\Stage.py", line 569, in render
self.scene.renderGuitar()
File "C:\FoFix\src\GuitarScene.py", line 3973, in renderGuitar
self.guitars[i].render(self.visibility, self.song, self.getSongPosition(), self.controls, self.killswitchEngaged[i]) #QQstarS: new
File "C:\FoFix\src\Guitar.py", line 2920, in render
self.renderNeck(visibility, song, pos)
File "C:\FoFix\src\Guitar.py", line 911, in renderNeck
Shader.list.disable()
File "C:\FoFix\src\Shader.py", line 129, in disable
glUseProgramObjectARB(0)
File "C:\Python26\Lib\site-packages\OpenGL\platform\baseplatform.py", line 280, in __call__
self.__name__, self.__name__,
NullFunctionError: Attempt to call an undefined function glUseProgramObjectARB, check for bool(glUseProgramObjectARB) before calling


EDIT:

Was able to fix this by commenting line number 129 of Shader.py
:D
Last edited by mrkcee on Wed Apr 08, 2009 12:48 am, edited 1 time in total.
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Re: FoFiX v3.1xx development thread

Postby gytdoo » Wed Apr 08, 2009 12:27 am

I am looking forward to more dowloadable content for career. :2thumbsup:

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