FoFiX v3.1xx development thread
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FoFiX Dev/Mod Squad
- jstump91
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Re: FoFiX v3.1xx development thread
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
(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
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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- death_au
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Re: FoFiX v3.1xx development thread
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)
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)
The Photoshop Wizard
- kristijan_mkd
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Re: FoFiX v3.1xx development thread
WTF is shader anyway... Can someone get me screenshots of difference, with and without shader?
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- death_au
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Re: FoFiX v3.1xx development thread
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
The Photoshop Wizard
- kristijan_mkd
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Re: FoFiX v3.1xx development thread
Got it working now.. It's little laggy for me now, the neck effects are ok, but i can't see other differences. 



@rokerot on twitter
FoFiX Dev/Mod Squad
- jstump91
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Re: FoFiX v3.1xx development thread
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.
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? | ![]() ![]() |
Re: FoFiX v3.1xx development thread
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
Sexier than you
- p_025
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Re: FoFiX v3.1xx development thread
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.
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.
Desktop:
OS: Windows XP Professional, Service Pack 3 (Build 2600); Windows 7 Ultimate x64 Beta (Build 7048) | CPU: Intel Core 2 Duo E6600 (2 CPUs, 2.40GHz) | RAM: 2x Corsair XMS 2GiB DDR2, 2x Corsair XMS 1GiB DDR2 (6GiB total, 3.25 recognized by XP) | Video: EVGA NVidia GeForce 8800GT 512MiB | Audio: Sound Blaster X-Fi XtremeMusic
OS: Windows XP Professional, Service Pack 3 (Build 2600); Windows 7 Ultimate x64 Beta (Build 7048) | CPU: Intel Core 2 Duo E6600 (2 CPUs, 2.40GHz) | RAM: 2x Corsair XMS 2GiB DDR2, 2x Corsair XMS 1GiB DDR2 (6GiB total, 3.25 recognized by XP) | Video: EVGA NVidia GeForce 8800GT 512MiB | Audio: Sound Blaster X-Fi XtremeMusic
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- death_au
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Re: FoFiX v3.1xx development thread
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:Shaders working fine here, but really, what's the idea behind that effect?
lucky you.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.
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
these links might help to code FoFiX Online:
http://www.amk.ca/python/howto/sockets/
http://twistedmatrix.com/trac/
http://www.amk.ca/python/howto/sockets/
http://twistedmatrix.com/trac/
Re: FoFiX v3.1xx development thread
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!
</sarcasm>
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Re: FoFiX v3.1xx development thread
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
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
Re: FoFiX v3.1xx development thread
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
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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