FoFiX v3.1xx development thread

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Re: FoFiX v3.1xx development thread

Postby BLOODPAIN » Sun May 24, 2009 2:32 pm

I've got SP lightning issue, when I switch on starpower board lights blue as always, but there is no lightning around it.
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Re: FoFiX v3.1xx development thread

Postby WildSioux » Sun May 24, 2009 4:25 pm

Ryoma:

I don't have the real RB2 game but have played it so I can't confirm this. But don't the tails in the real RB2 game bend a little bit unless you actually wammy? It seems that with how you have them now, I don't even have to wammy and the tails bend as if you are actually wammying.

I know they are still a work in progress for you and you have done an amazing job. But is it just me or am I imagining this (don't have real RB2 game to confirm). Keep up the good work!!!

EDIT: r1524 is not as bad as what 1521 was. You must have changed it.
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Re: FoFiX v3.1xx development thread

Postby Ryoma » Sun May 24, 2009 5:22 pm

I didn't change anything. ;)
I did just a small shader, it's the developers you have to thank for the python implementation on that regard.

At the moment the tails will make small curves if you play a note and big curves if you press your whammy bar while playing a note(at least if you have pitchbend enabled). It is possible to make the curve size fully whammy dependent, it's just not implemented yet (means right now if you press your whammy bar a little bit you get the full curves)

Again: my work was implementing some functions which could bend two straight lines into curves and a graphical interface (adjustable glow for example) for that. The actual implementation (means how the curves behave ingame) is fully the devs work (mainly fenolftalein) so give credit where credit is due. :wink:
(On a side note: That is also the main reason I cannot change how the curves behave ingame)
Last edited by Ryoma on Sun May 24, 2009 5:23 pm, edited 1 time in total.
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Re: FoFiX v3.1xx development thread

Postby mentis » Sun May 24, 2009 5:23 pm

mentis wrote:Hi Guys, got a little issue... did some searching but didn't find it addressed...

I hadn't used FoF for a while, and just got back into it, so I'm using FoFix 3.100, and got everything working quite well. The only problem I'm having is that I am unable to set the display res to 1600x1200.

I'm running WinXP Pro SP2, and my desktop res is 1600x1200 at 32bit. The game doesn't seem to have any options for specifying it to run at 32bit, which is the main problem here. Is there a way to tell the game to run in 32bit? I'm using a lower res in the meantime, but it's not usually aligned properly on the screen.

If I do set the res to 1600x1200, the game becomes unresponsive to any keyboard or controller input. So the only way to get out is to kill the process, and manually change the res back in the ini file. Any help would be greatly appreciated!

Just thought I'd throw it out there again... Any help would be great ^_^.
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Re: FoFiX v3.1xx development thread

Postby Slash666 » Sun May 24, 2009 5:25 pm

Don't reqoute yourself( I did that before :smile: ). Rather post an issue on google code.

---- EDIT ----

Try to update your drivers. I can run it in 2000 x 1300. Aproximatelly.
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Re: FoFiX v3.1xx development thread

Postby WildSioux » Sun May 24, 2009 5:58 pm

Ryoma wrote:I didn't change anything. ;)
I did just a small shader, it's the developers you have to thank for the python implementation on that regard.

At the moment the tails will make small curves if you play a note and big curves if you press your whammy bar while playing a note(at least if you have pitchbend enabled). It is possible to make the curve size fully whammy dependent, it's just not implemented yet (means right now if you press your whammy bar a little bit you get the full curves)

...


Ok, but pitchbend has nothing to do with how the curve acts. Pitchbend is how the sound changes pitch (see a few pages back what I wrote about this)... https://www.fretsonfire.org/forums/viewtopic.php?f=32&t=34231&st=0&sk=t&sd=a&start=2490#p401214

And thank you fenolftalein for the implementation for the shaders!
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Re: FoFiX v3.1xx development thread

Postby akedrou » Sun May 24, 2009 6:09 pm

r1527 adds some more vocal work.... This should add support for tapping (though not tap phrases), and give better detection as to whether or not you are singing (maybe - any women or young children out there should see if the game thinks you're a person). Also some better scoring stuff. Check it out.
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Re: FoFiX v3.1xx development thread

Postby fenolftalein » Sun May 24, 2009 6:10 pm

Now tails are a little bit wavy. +-30% of it's width, time dependent.

---- EDIT ----

WildSioux wrote:Ok, but pitchbend has nothing to do with how the curve acts. Pitchbend is how the sound changes pitch (see a few pages back what I wrote about this)... https://www.fretsonfire.org/forums/viewtopic.php?f=32&t=34231&st=0&sk=t&sd=a&start=2490#p401214

And thank you fenolftalein for the implementation for the shaders!


I'm working on tails and sound pitch sync.

akedrou, great progress! I bought mic yesterday. Thanks for vocals implementation!
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Re: FoFiX v3.1xx development thread

Postby Ryoma » Sun May 24, 2009 7:09 pm

WildSioux wrote:Ok, but pitchbend has nothing to do with how the curve acts. Pitchbend is how the sound changes pitch (see a few pages back what I wrote about this)... https://www.fretsonfire.org/forums/viewtopic.php?f=32&t=34231&st=0&sk=t&sd=a&start=2490#p401214

Just because you wrote it doesn't make it right. :tongue:
Pitch bend by itself has nothing to do with graphics, it's how the sound changes pitch, like you said it.
But I think you don't seem to understand, there are several other mechanics that change if you set your Settings ->Audio -> Effects Mode to Pitchbend. Graphics for example. The shaders behave different if you flip the switch there, it's a gimmick. And that's what fenolftalein and me were referring to.
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Re: FoFiX v3.1xx development thread

Postby WildSioux » Sun May 24, 2009 8:13 pm

Ryoma wrote:
WildSioux wrote:Ok, but pitchbend has nothing to do with how the curve acts. Pitchbend is how the sound changes pitch (see a few pages back what I wrote about this)... https://www.fretsonfire.org/forums/viewtopic.php?f=32&t=34231&st=0&sk=t&sd=a&start=2490#p401214

Just because you wrote it doesn't make it right. :tongue:
Pitch bend by itself has nothing to do with graphics, it's how the sound changes pitch, like you said it.
But I think you don't seem to understand, there are several other mechanics that change if you set your Settings ->Audio -> Effects Mode to Pitchbend. Graphics for example. The shaders behave different if you flip the switch there, it's a gimmick. And that's what fenolftalein and me were referring to.


No I agree, its just the way it is set up in the code right now. The settings make the shaders behave different like you said. Like on mine, if I enable pitchbend...it crashes the game. Linux pitchbend is not working so great right now. You guys are doing an awesome job!
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Re: FoFiX v3.1xx development thread

Postby jstump91 » Sun May 24, 2009 8:25 pm

With all that has been going on, I think it's about time we feature-froze and stopped adding new stuff so we can get the things that are already in completely done and release a beta soon.

I personally would like to stay feature frozen afterward and stabilize toward releasing 3.120. Our release cycle has lagged so much... it's been a whole month since the last beta, and we can't have another four betas (think what happened with 3.100) at that rate.
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Re: FoFiX v3.1xx development thread

Postby akedrou » Sun May 24, 2009 8:28 pm

Oh sure, cut in on me there John.

Anyway, yes. Time for a feature freeze, and what that means for you is that we are going to stop adding anything new to the code. Seems like enough has happened that we should be getting a final version out to you guys pretty soon. That said, the goal is to stop adding new features until release time. Until then, we will simply refine the features we have already started work on and fix any bugs and crashes that we encounter. So please, use this forum and Google Code to get at those bugs and we'll have this version out as soon as possible.

Hope the rest of the devs are on board with this one too!
Last edited by akedrou on Sun May 24, 2009 8:30 pm, edited 1 time in total.
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Re: FoFiX v3.1xx development thread

Postby Lysdestic » Sun May 24, 2009 8:30 pm

I support the idea for a feature freeze, we've been overdue for a while. I think at this point, it is pretty vital to stop adding in new stuff, fix what is there, and put out a full release.

Once that is done, perhaps the next beta cycle can be aimed at improving performance?
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Re: FoFiX v3.1xx development thread

Postby jstump91 » Sun May 24, 2009 8:40 pm

Lysdestic wrote:I support the idea for a feature freeze, we've been overdue for a while. I think at this point, it is pretty vital to stop adding in new stuff, fix what is there, and put out a full release.

Once that is done, perhaps the next beta cycle can be aimed at improving performance?


That, and doing some general code cleanup too. I'd really like to cut (or, if it's good, revive) some of the dead code from the FoF/RF/Coffee/Alarian/otherwise-pre-FoFiX days that's stuck in there not doing anything. I want to get at the places where we hard-code enumeration constants from other parts of the code too. (Non-coders: that will make the code more maintainable should more devs come on board or current devs leave.) Since those things involve going through the entire codebase in detail, that would be a good chance to identify performance bottlenecks too. Our error handling could be nicer too (no more hundreds-of-MB logfiles from endlessly looping over the same error without aborting the program, and more meaningful error messages and recovery behavior in some situations). We can also better handle a separation between writable and read-only data so as to be more friendly toward Windows Vista and packaging for GNU/Linux distributions. The original FoF did a fairly good job at that; we lost it somewhere along the way.
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Re: FoFiX v3.1xx development thread

Postby weirdpeople » Sun May 24, 2009 9:58 pm

jstump91 wrote:
Lysdestic wrote:I support the idea for a feature freeze, we've been overdue for a while. I think at this point, it is pretty vital to stop adding in new stuff, fix what is there, and put out a full release.

Once that is done, perhaps the next beta cycle can be aimed at improving performance?


That, and doing some general code cleanup too. I'd really like to cut (or, if it's good, revive) some of the dead code from the FoF/RF/Coffee/Alarian/otherwise-pre-FoFiX days that's stuck in there not doing anything. I want to get at the places where we hard-code enumeration constants from other parts of the code too. (Non-coders: that will make the code more maintainable should more devs come on board or current devs leave.) Since those things involve going through the entire codebase in detail, that would be a good chance to identify performance bottlenecks too. Our error handling could be nicer too (no more hundreds-of-MB logfiles from endlessly looping over the same error without aborting the program, and more meaningful error messages and recovery behavior in some situations). We can also better handle a separation between writable and read-only data so as to be more friendly toward Windows Vista and packaging for GNU/Linux distributions. The original FoF did a fairly good job at that; we lost it somewhere along the way.

awesome im looking forward to the feature freaze :)
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