FoFiX 4.0.0 Development Thread

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evilbobthebob
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Re: FoFiX 4.0.0 Development Thread

Postby evilbobthebob » Fri Oct 02, 2009 3:10 pm

Well, for a start I know that al lot of the pygame libs are written in C or C++. So those can be discounted straight away. The biggest problem to performance seems to be the pyOpenGL libraries.
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Re: FoFiX 4.0.0 Development Thread

Postby DesertDiamond » Fri Oct 02, 2009 4:07 pm

evilbobthebob wrote:Well, for a start I know that al lot of the pygame libs are written in C or C++. So those can be discounted straight away. The biggest problem to performance seems to be the pyOpenGL libraries.

Exactly, that code has to run more efficiently.
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Re: FoFiX 4.0.0 Development Thread

Postby Italo_Hellboy » Fri Oct 02, 2009 8:30 pm

these codes is broken in last rev?

obar_hscale = 0.97
obar_3dfill = True
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Re: FoFiX 4.0.0 Development Thread

Postby caiowatanabe » Fri Oct 02, 2009 8:48 pm

hey guys when i try to update or checkout anything on tortoise svn it stops on 100 bytes
on internet or firefox, torrent client i can download anything using windows 7
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Re: FoFiX 4.0.0 Development Thread

Postby crushedsoul1298 » Sat Oct 03, 2009 10:49 am

ok i want to test out 4.0 but i dont want to go through the SVN. can someone zip it and post it on a PM 4 me?
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Re: FoFiX 4.0.0 Development Thread

Postby evilbobthebob » Sat Oct 03, 2009 11:02 am

The latest revisions make very little difference to 3.120. It certainly isn't a 4.0.0 yet for the alpha release :tongue:
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Re: FoFiX 4.0.0 Development Thread

Postby weirdpeople » Sat Oct 03, 2009 12:41 pm

evilbobthebob wrote:The latest revisions make very little difference to 3.120. It certainly isn't a 4.0.0 yet for the alpha release :tongue:

yeah
crushedsoul1298 wrote:ok i want to test out 4.0 but i dont want to go through the SVN. can someone zip it and post it on a PM 4 me?

and go ahead and set up the svn its not really that hard
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Re: FoFiX 4.0.0 Development Thread

Postby crushedsoul1298 » Sat Oct 03, 2009 1:14 pm

i dont install stuff on my pc. i usually get it in a zip cuz id rathere click on a file and hit delete than go through a whole uninstall process.


onmouseout="this.style.cursor='default'" alt="" />



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Re: FoFiX 4.0.0 Development Thread

Postby raynebc » Sat Oct 03, 2009 1:22 pm

crushedsoul1298 wrote:ok i want to test out 4.0 but i dont want to go through the SVN. can someone zip it and post it on a PM 4 me?


FoFiX rules wrote:#3 Don't release unofficial pre-built packages.


You'll have to either set up for SVN use or use official releases.
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Re: FoFiX 4.0.0 Development Thread

Postby crushedsoul1298 » Sat Oct 03, 2009 1:29 pm

ok then.


onmouseout="this.style.cursor='default'" alt="" />



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Re: FoFiX 4.0.0 Development Thread

Postby Bruut » Sat Oct 03, 2009 1:34 pm

You don't have to uninstall fofix when using svn, you can just delete the folder.
Only thing you install is tortoise svn, which is a very handy program.

Question:

I was editing an ini from one of the earlier RBDLC's (from mr. faust's thread) and they have 'unlockr_id' instead of 'unlockb_id' (like all the ini's in the 'rb dlc uncracked' thread) for bass, and unlockb for band.
When the feature will be implemented in FoFiX, does anyone know if it's going to be r or b?

Personally I prefer unlockb_id for bass and unlock_id for band (partly because I already edited half of mr. fausts ini's). Maybe rhythm.ogg could be changed to bass.ogg too to avoid confusion.
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Re: FoFiX 4.0.0 Development Thread

Postby evilynux » Sat Oct 03, 2009 3:25 pm

ecreif wrote:hi

i am a c++ game developer.
i love the game but i have trouble with performance. i only got around 20fps
thats way to low to play accurately.
i think the lack of performance is due to python or libs that are used by python
so i decided to ask if it is possible or appreciated for the fofix developers to use a c++ lib for time critical functions..
i really would like to write such a lib and help increasing the performance of fofix.
is there any interest?

ecreif


Note that we already use quite alot of C/C++ libraries either directly (e.g. John's pitchbend) or indirectly (e.g. pygame uses SDL).
Still, more efficient or new python bindings to existing and maintained C/C++ libraries would sure be much appreciated.

PyOpenGL 3 is currently our bottleneck.
If I understand correctly, there are 2 reasons for this:
- ctypes aren't as fast as using SWIG;
- Starting with version 3, direct rendering (glBegin/glEnd blocks) are much much slower. Therefore we must do array-based drawing or use VBOs (see FoFiX issue 350).

IIRC, in terms of code architecture, PyOpenGL 3 is VERY different from version 2.

In any case, contributions are always welcome and thanks alot for your interest!
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Re: FoFiX 4.0.0 Development Thread

Postby weirdpeople » Sat Oct 03, 2009 3:31 pm

evilynux wrote:
ecreif wrote:hi

i am a c++ game developer.
i love the game but i have trouble with performance. i only got around 20fps
thats way to low to play accurately.
i think the lack of performance is due to python or libs that are used by python
so i decided to ask if it is possible or appreciated for the fofix developers to use a c++ lib for time critical functions..
i really would like to write such a lib and help increasing the performance of fofix.
is there any interest?

ecreif


Note that we already use quite alot of C/C++ libraries either directly (e.g. John's pitchbend) or indirectly (e.g. pygame uses SDL).
Still, more efficient or new python bindings to existing and maintained C/C++ libraries would sure be much appreciated.

PyOpenGL 3 is currently our bottleneck.
If I understand correctly, there are 2 reasons for this:
- ctypes aren't as fast as using SWIG;
- Starting with version 3, direct rendering (glBegin/glEnd blocks) are much much slower. Therefore we must do array-based drawing or use VBOs (see FoFiX issue 350).

IIRC, in terms of code architecture, PyOpenGL 3 is VERY different from version 2.

In any case, contributions are always welcome and thanks alot for your interest!

maybe he could start working on the pitch bend module to make it better because it don't really bend the pitch well it makes static mostly :P
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Re: FoFiX 4.0.0 Development Thread

Postby Typhus » Sat Oct 03, 2009 6:02 pm

Hello!

To all developers I address you:

Please don't kill me after reading the next few lines, ok?

Ok...So it's just that today, for the first time I've played GH:M (the original one...on a PS3) and I've decided to play BASS, on expert. And I was like :woot: for the difficulties I've encountered (on the really fast songs) because of the (now is the time to "don't kill me") open strum notes. It is really, but really much more fun to play BASS with them. I know this has already been discussed before, and I know there is a FoFiX Issue reporting this but I've noticed that this, is a feature, that doesn't exist on the "Wiki: Road map". :sad: That makes me kind of sad because today I really had fun playing BASS...like, for the first time that happened to me. This open strum note is really tricky (specially playing "Creeping Death").

And so, I would really want to know if you're planning on making this possible. :blush: It would be great if you did.

Please don't kill me... :unsure:

Keep up the AWESOME work!

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Re: FoFiX 4.0.0 Development Thread

Postby special jerry » Sat Oct 03, 2009 7:03 pm

sry if this is an inappropriate place to post
an option to automatically switch to a theme per song would be cool
like when i pick a song to play from the GH3 set list, its set to automatically use the GH3 theme
or a song from RB2 loads the RB2 theme. etc.
-maybe something in the song.ini which gets ignored if there is no matching theme present? idk

huge props to everyone involved in this incredible project. atb
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