MFH-Alarian Mod v2.900 - New releases here!

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acrox999
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Postby acrox999 » Tue Sep 09, 2008 5:42 am

Oh. I see. Your notes is not straight. It's not standing. I'll try later on my comp.
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Postby Alexfighter » Tue Sep 09, 2008 7:13 am

Question: are "Hitflames color" and "HO/PO Note Marks" options being used? I've detected them while checking for strings for translations but can't locate them in-game.

Meanwhile, I've updated my Spanish translation file for v2.985.

BTW, @ mfh

Code: Select all

[G:\Juegos\FOF_Alarian_v2.978_Unof\src\GuitarScene.py]
Line 455 :       Log.warn(_("Stage folder does not exist: %s" % stagepathfull))
Line 470 :         Log.warn(_("No practice stage, fallbacking on a forced Blank stage mode")) # evilynux
Line 477 :         Log.warn(_("No song-specific stage found")) # evilynux
Line 494 :           Log.warn(_("Default stage not found")) # evilynux
Line 515 :           Log.warn(_("No valid stage found!"))

Someone made a mistake here. These are debug strings for the log file and the game shouldn't try to transalte them. They should be changed to:

Code: Select all

[G:\Juegos\FOF_Alarian_v2.978_Unof\src\GuitarScene.py]
Line 455 :       Log.warn("Stage folder does not exist: %s" % stagepathfull)
Line 470 :         Log.warn("No practice stage, fallbacking on a forced Blank stage mode") # evilynux
Line 477 :         Log.warn("No song-specific stage found") # evilynux
Line 494 :           Log.warn("Default stage not found") # evilynux
Line 515 :           Log.warn("No valid stage found!")


Also, there's a little bug with Testing Controls: if you haven't plugged in the controller before starting the game, it crashes when you enter to Test Keys. The relevant piece of the log:

Code: Select all

(D) View: Push: KeyTester
(D) Config.get: game.analog_killsw_mode = 3
(D) Config.get: game.analog_killsw_mode_p2 = 0
(E) pygame.error: Invalid joystick axis
(N) Invalid joystick axis
(D) MessageScreen class init (Dialogs.py)...
(D) View: Push: MessageScreen
(D) Config.get: game.analog_killsw_mode = 3
(D) Config.get: game.analog_killsw_mode_p2 = 0

You see the (E) and (N) lines.
Last edited by Alexfighter on Tue Sep 09, 2008 7:22 am, edited 1 time in total.
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kawaii_kumiko69
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Postby kawaii_kumiko69 » Tue Sep 09, 2008 7:36 am

acrox999 wrote:Oh. I see. Your notes is not straight. It's not standing. I'll try later on my comp.

No, it's that the later notes are still overlapping the preceding notes.
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Spikehead777
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Postby Spikehead777 » Tue Sep 09, 2008 7:51 am

kawaii_kumiko69 wrote:
acrox999 wrote:Oh. I see. Your notes is not straight. It's not standing. I'll try later on my comp.

No, it's that the later notes are still overlapping the preceding notes.

MFH fixed that, but undid the fix because it caused other problems.

We know about the rendering order glitch already...
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http://www.fretsonfire.org/forums/viewtopic.php?f=11&t=38434 My Wii GH:WT Guitar and Drum GlovePIE script. Also supports GH3 guitars!
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x-driver
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Postby x-driver » Tue Sep 09, 2008 7:54 am

1. In which version did the bug start?
2.981

2. Do you get any information in FretsOnFire.exe.log? (Delete the file, restart game and recreate the bug)
no Log created

3. Describe what you're experiencing is happening.
When you have selected the German translation you can't change the highscores by pressing the blue fret (#4)

4. Describe what you're expecting to happen.
Normally you can change the highscores (Normal, Expert etc.) by pressing the blue fret. This doesn't work with the actual german translation

5. If possible, provide describing Screenshot(s) and/or a Video of your problem.
I think there is no need for a video

6. If you have a "FretsOnFire.exe.log" file in your game directory, you may want to post the contents of that (or upload and share the file)
no Log file. Sorry

7. You may want to post the "fretsonfire.ini" file from the game directory so we can see your settings

Code: Select all

[audio]
bits = 16
buffersize = 2048
delay = 100
disable_preview = True
frequency = 44100
guitarvol = 1.0
kill_volume = 0.0
miss_volume = 0.2
rhythmvol = 1.0
screwupvol = 0.25
sfx_volume = 0.7
songvol = 1.0
stereo = True

[coffee]
failingenabled = True
max_neck = 138
morehopo = 1
neck_choose = Neck_0
neckspeed = 50
phrases = True
songdisplay = False
songfilepath = True
themename = RbMFH

[engine]
game_priority = 2
highpriority = True
tickrate = 1.0

[game]
accuracy_mode = 2
accuracy_pos = 1
alt_keys = False
analog_killsw_mode = 0
analog_killsw_mode_p2 = 0
auto_drum_sp = False
base_library = D:\Eigene Dateien\Privat\Unterhaltung\Spiele\Frets on Fire
bass_groove_enable = 1
bass_groove_neck = 1
bass_kick_sound = False
beat_claps = True
board_speed = 0
congrats = True
decimal_places = 1
disable_libcount = True
disable_librotation = True
disable_vbpm = False
drum_highscore_nav = False
frets_under_notes = True
game_time = 1
gfx_version_tag = 1
gsolo_acc_pos = 3
gsolo_accuracy_disp = 1
guitar_solo_neck = 2
hit_window = 1
hopo_after_chord = 1
hopo_debug_disp = 0
hopo_mark = 1
hopo_style = 4
hsmovement = 1
ignore_open_strums = True
in_game_stats = 1
jurgdef = False
jurglogic = 1
jurgtype = 2
key_checker_mode = 1
kill_debug = False
killfx = 0
language = German
large_drum_neck = False
leftymode = False
lphrases = True
lyric_mode = 2
margin = 0
midi_lyrics = True
notedisappear = False
nstype = 3
p2_menu_nav = 1
party_time = 30
players = 1
pov = 3
rb_sp_neck_glow = False
rbmfx = True
rbnote = 0
rock_band_events = 1
rotate_stages = 0
script_lyric_pos = 0
selected_library = songs\1. Guitar Hero I - klorjne
selected_song = 1.5
show_unused_text_events = False
song_stage = 1
songlist_difficulty = 3
songlist_extra_stats = True
sort_order = 0
sp_notes_while_active = 1
stage_mode = 0
stage_rotate_delay = 800
star_claps = True
star_scoring = 2
starfx = True
static_strings = True
t_sound = 0
tapping = 0
uploadscores = False
uploadurl_w67_starpower = http://www.wembley1967.com/chart/uploadsp.php
whammy_saves_starpower = False

[opengl]
supportfbo = False
svgquality = 1
svgshaders = False

[player0]
akey_1 = K_F1
akey_2 = K_F2
akey_3 = K_F3
akey_4 = K_F4
akey_5 = K_F5
akey_action1 = K_RETURN
akey_action2 = K_RSHIFT
akey_cancel = K_ESCAPE
akey_down = K_DOWN
akey_kill = K_PAGEUP
akey_left = K_LEFT
akey_right = K_RIGHT
akey_star = K_PAGEDOWN
akey_up = K_UP
difficulty = 3
key_1 = K_F1
key_2 = K_F2
key_3 = K_F3
key_4 = K_F4
key_5 = K_F5
key_action1 = K_RETURN
key_action2 = K_RSHIFT
key_bass = K_SPACE
key_cancel = K_ESCAPE
key_down = K_DOWN
key_drum1a = K_a
key_drum1b = K_s
key_drum2a = K_e
key_drum2b = K_r
key_drum3a = K_t
key_drum3b = K_y
key_drum4a = K_u
key_drum4b = K_i
key_kill = K_PAGEUP
key_left = K_LEFT
key_right = K_RIGHT
key_star = 305
key_up = K_UP
leftymode = False
mode_1p = 0
name = Stefan
part = 0
two_chord_max = False

[player1]
aplayer_2_key_1 = K_F8
aplayer_2_key_2 = K_F9
aplayer_2_key_3 = K_F10
aplayer_2_key_4 = K_F11
aplayer_2_key_5 = K_F12
aplayer_2_key_action1 = K_DELETE
aplayer_2_key_action2 = K_INSERT
aplayer_2_key_cancel = K_F7
aplayer_2_key_down = K_DOWN
aplayer_2_key_kill = K_END
aplayer_2_key_left = K_LEFT
aplayer_2_key_right = K_RIGHT
aplayer_2_key_star = K_HOME
aplayer_2_key_up = K_UP
difficulty = 2
leftymode = False
mode_2p = 0
name =
part = 0
player_2_key_1 = K_F8
player_2_key_2 = K_F9
player_2_key_3 = K_F10
player_2_key_4 = K_F11
player_2_key_5 = K_F12
player_2_key_action1 = K_DELETE
player_2_key_action2 = K_INSERT
player_2_key_bass = K_l
player_2_key_cancel = K_F7
player_2_key_down = K_DOWN
player_2_key_drum1a = K_z
player_2_key_drum1b = K_x
player_2_key_drum2a = K_d
player_2_key_drum2b = K_f
player_2_key_drum3a = K_g
player_2_key_drum3b = K_h
player_2_key_drum4a = K_j
player_2_key_drum4b = K_k
player_2_key_kill = K_END
player_2_key_left = K_LEFT
player_2_key_right = K_RIGHT
player_2_key_star = K_HOME
player_2_key_up = K_UP
two_chord_max = False

[video]
disable_fretsfx = False
fps = 80
fullscreen = True
hitflame_color = 0
hitglow_color = 0
multisamples = 4
resolution = 1280x800
starspin = True



8. You may also want to post the "%appdata%\fretsonfire\fretsonfire.log" file if you experienced a crash or hang, as this can contain valuable debug information
The game doesn't crash
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Spikehead777
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Postby Spikehead777 » Tue Sep 09, 2008 8:47 am

I noticed a "possible" bug in FoF, regarding the hopo system and the strum determination logic.

I was playing Rock Band's Welcome Home by Coheed and Cambria, when I noticed it.

The note sequence is like this (H is Hopo, O is standard):

Code: Select all

<-- Earlier Later -->
G  ----O-O-O
R  ---------
Y  ---HO-O-O
B  --O------
O  ---------


If you have a set of hopos that lead into a chord, where the highest note of the chord matches the last hopo in the sequence, you have to strum twice, or once when the hopo leaves the note window. The strum hopo determination logic should detect this.

It's a shame...I would've probably gotten 100% on that song that time, but that note sequence screwed me over three times at the same part of the song. >_>

EDIT: Here's an idea for optimization:

It seems that whenever you have the killswitch active and you get the waveforms, before, it would draw all possible segment until the end of the note tail. Now, it draws all possible segments, but anything past the fretboard is clamped to remain in view. What should happen ideally is that only the segments that are in view should be drawn, and not anything past the fretboard. It's especially bad with the three note chords that are really long.

That would be a big optimization to those that want to have some feedback when they are using the killswitch.
Last edited by Spikehead777 on Tue Sep 09, 2008 10:17 am, edited 1 time in total.
PM me for my Wii or DS Friend Codes.

http://www.fretsonfire.org/forums/viewtopic.php?f=11&t=38434 My Wii GH:WT Guitar and Drum GlovePIE script. Also supports GH3 guitars!
Since "DragonFail" "sucks" so much, I won't post anything related or about them any longer.
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jolson42
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Postby jolson42 » Tue Sep 09, 2008 10:12 am

What's the deal with the congratulations sounds? They're all the same, and they're grating.
(Anyone who's heard them probably knows what I'm talking about; the ones that go "CONGRATULATIONS! YOU! ARE! A! BA-" and cut out.)

I replaced them with the crowd cheering, but they get re-replaced whenever I update.
I never know what to put here...
Try to ignore it.
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death_au
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Postby death_au » Tue Sep 09, 2008 10:21 am

jolson42 wrote:What's the deal with the congratulations sounds? They're all the same, and they're grating.
(Anyone who's heard them probably knows what I'm talking about; the ones that go "CONGRATULATIONS! YOU! ARE! A! BA-" and cut out.)

I replaced them with the crowd cheering, but they get re-replaced whenever I update.

yeah, that's because the multiple sounds were introduced in a patch. When the full version of 3.0 finally gets released (we're getting closer) then it won't be included in patches from there (I assume).
And.... That's not what the phrase is. But I'll leave it at that for now. If you really want to know, look up "South park guitar hero million points" on youtube.
That reminds me... I keep meaning to rip the "Excellent!" from Bill and Ted's excellent adventure.

By the way, I had to lol at your avatar. Olga Orly FTW! XD
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BlackJack
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Postby BlackJack » Tue Sep 09, 2008 10:27 am

French version updated for v2.985.

@MFH : no bug to report this time! :p
If anything, my only gripe (and it's a pretty minor detail) would be that some options are not sorted correctly (for example, "Screw Up Sounds" volume options are ordered like this : "Off" -> "Painful" -> "Quiet" -> "Loud" instead of "Off" -> "Quiet" -> "Loud" -> "Painful").
Random note : for some reason, in the example above, the strings seem to be ordered correctly in the code, but not in game; could it be because FoF displays them alphabetically?

@Alexfighter :
<li>some strings from the credits have been changed between 2.982 and 2.985; we'll have to update them again in our translations.
<li>"RB Multi FX" has been changed for "msgid "RB Mult Grow" since a few versions.
<li>"No tutorial found in your song library!" has been recently added as well.

See? I told you MFH's plan was to keep us busy with the translations, so that we won't bother him with new bugs. :p :;):
Last edited by BlackJack on Tue Sep 09, 2008 10:48 am, edited 1 time in total.
Than != Then. It's != Its. Of != Have. Your != You're. Their != There != They're.
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...the pain
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myfingershurt
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Postby myfingershurt » Tue Sep 09, 2008 12:29 pm

I made it possible in 2.935 to use multiple congratulations sounds for 99% and 100% so that users could change those sounds for more variety.... here is the quote:

++++When you get 100% accuracy on a song, it will randomly play one of three files: "100pct1.ogg" "100pct2.ogg" "100pct3.ogg"
++++When you get 99.0 - 99.9% accuracy on a song, it will randomly play one of three files: "99pct1.ogg" "99pct2.ogg" "99pct3.ogg"
++++Please note, these files are all currently the same (the old "myhero.ogg") - replace with other sound files as you see fit.
+++++++Please share with the rest of us if you find some good sounds!


... so far, I have seen no postings of suggested sound effects for this.

And yes, since they are part of a patch since 2.900, I have to include them in every patch until my next major release (3.000) for compatibility.


Options are all forced to sort alphabetically. This is why the Kill volume setting is not in percentage, because it went from 0% -> 10% -> 100% -> 20%.....


Spike, thanks for the report -- I will try to reproduce that problem and look into it later. However, your suggestion for animated killswitch optimization was already implemented by Blazingamer several patches ago... they used to be drawn until the end of the note, now they are drawn to the end of the fretboard. So, I'm not quite sure what you're suggesting.

x-driver, I'll add that to known issues; however, since I'm not familiar with German or the translation, I can't do anything about it.

Alexfighter, I don't think those settings are being utilized in-game anymore. However, they are required to be present in order to not cause a crash, if I remember correctly.


edit: Actually, Spike: I'm going to need you to re-create that HOPO bug while you have "HOPO Debug" set to "On" - and then, if you can, record a video of you playing the problematic song. Then send me both the video and the resulting %appdata%\fretsonfire\fretsonfire.log -- if you can't record a video at least send me the log...
Last edited by myfingershurt on Tue Sep 09, 2008 12:35 pm, edited 1 time in total.
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evil-doer
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Postby evil-doer » Tue Sep 09, 2008 12:33 pm

interesting about the bug because i had this pattern failing a lot yesterday in a song, i thought one of my buttons was going or something.

Code: Select all

Time -->
G  -------
R  -------
Y  -------
B  -O---O-
O  ---H-O-


edit -
ok i see a problem with this new version. my anisotropic filtering settings are being ignored. normally the strings are smooth looking. i havent updated my drivers or anything, and i just rebooted to make sure.
edit2 - i reinstalled 2.981 and took a second screenshot to show the difference.

ImageImage
Last edited by evil-doer on Tue Sep 09, 2008 1:02 pm, edited 1 time in total.
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Postby Alexfighter » Tue Sep 09, 2008 12:59 pm

Ok, updated my translation once again. And once again, thanks BlackJack.

I think I have to figure away to track all the strings and compare the patches to see the changes, but ignoring those that are not text strings.
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myfingershurt
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Postby myfingershurt » Tue Sep 09, 2008 1:01 pm

No idea what to tell you about the antialiasing.... the strings just don't move now when Static strings is set to Yes.
700+ songs fretted!!
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Postby Puppetz » Tue Sep 09, 2008 1:30 pm

IDEA:

What about implementing... Failing Off/On, on the score you get? Date would be good, but that probably couldn't work.
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Postby Mucky » Tue Sep 09, 2008 1:38 pm

I apologize if this has already been said and I'm being a pain, but the game crashes for me when I go to Practice. Well, like half a second before the song part starts.

And this is with the latest patch, v. 2.985.
Last edited by Mucky on Tue Sep 09, 2008 1:39 pm, edited 1 time in total.

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