FoFiX v3.1xx development thread

Discussion particular to FoFiX, its development, and themes
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Mafiu
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Re: FoFiX v3.1xx development thread

Postby Mafiu » Tue Jun 16, 2009 11:30 am

The lastest's SVN versions are very stable, good work.

But, now sing is imposible, always fail xD...
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Re: FoFiX v3.1xx development thread

Postby akedrou » Tue Jun 16, 2009 9:06 pm

Lobby!

I've been up to a fair amount today and the Lobby should now be ready for launch.

Avatar select is now available from the edit character menu (Yellow Fret at Character Select) - it looks in data\avatars and data\theme\THEMENAME\avatars for its avatars.
Theme neck support is available by character! - random neck chosen from data\theme\THEMENAME\necks

And a few more settings to this end. (WR is working on sticking that in the theme page)

Also I did a bunch of work on solos, so they should work properly now
And 'phantom difficulties' are a thing of the past! (At least I hope so... let me know!)

Release time nears...
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Re: FoFiX v3.1xx development thread

Postby death_au » Tue Jun 16, 2009 9:51 pm

akedrou's sig wrote:hooray to you!

Hooray to you, sir!
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Re: FoFiX v3.1xx development thread

Postby fatdog » Wed Jun 17, 2009 7:43 am

tried making a new character and after making the character instead of going back to the character select screen the game went back to the main menu in a locked up state, shows this in the log

Spoiler:(D) 19 Theme Avatars found; 20 total.
(D) View: Pop: LoadingSplashScreen
(D) View: Push: AvatarChooser
(D) View: Pop: AvatarChooser
(E) Loading error: Traceback (most recent call last):
File "C:\fofix\MFH-Mod\src\GameEngine.py", line 998, in main
done = Engine.run(self)
File "C:\fofix\MFH-Mod\src\Engine.py", line 133, in run
self._runTask(task)
File "C:\fofix\MFH-Mod\src\Engine.py", line 124, in _runTask
task.run(ticks)
File "C:\fofix\MFH-Mod\src\Input.py", line 404, in run
self.broadcastEvent(self.keyListeners, "keyPressed", event.key, event.unicode)
File "C:\fofix\MFH-Mod\src\Input.py", line 315, in broadcastEvent
if getattr(l, function)(*args):
File "C:\fofix\MFH-Mod\src\Lobby.py", line 716, in keyPressed
self.saveCharacter()
File "C:\fofix\MFH-Mod\src\Lobby.py", line 662, in saveCharacter
shutil.copy(self.engine.resource.fileName(self.avatar),self.engine.resource.fileName(os.path.join("users","players",self.choices[0]+".png")))
File "C:\Python24\lib\shutil.py", line 81, in copy
copyfile(src, dst)
File "C:\Python24\lib\shutil.py", line 48, in copyfile
fdst = open(dst, 'wb')
IOError: [Errno 2] No such file or directory: u'D:\\_stuff\\fof\\users\\players\\CPU 1.png'

(E) IOError, exceptions.IOError: [Errno 2] No such file or directory: u'D:\\_stuff\\fof\\users\\players\\CPU 1.png'Traceback (most recent call last):
File "C:\fofix\MFH-Mod\src\GameEngine.py", line 1025, in run
return self.mainloop()
File "C:\fofix\MFH-Mod\src\GameEngine.py", line 998, in main
done = Engine.run(self)
File "C:\fofix\MFH-Mod\src\Engine.py", line 133, in run
self._runTask(task)
File "C:\fofix\MFH-Mod\src\Engine.py", line 124, in _runTask
task.run(ticks)
File "C:\fofix\MFH-Mod\src\Input.py", line 404, in run
self.broadcastEvent(self.keyListeners, "keyPressed", event.key, event.unicode)
File "C:\fofix\MFH-Mod\src\Input.py", line 315, in broadcastEvent
if getattr(l, function)(*args):
File "C:\fofix\MFH-Mod\src\Lobby.py", line 716, in keyPressed
self.saveCharacter()
File "C:\fofix\MFH-Mod\src\Lobby.py", line 662, in saveCharacter
shutil.copy(self.engine.resource.fileName(self.avatar),self.engine.resource.fileName(os.path.join("users","players",self.choices[0]+".png")))
File "C:\Python24\lib\shutil.py", line 81, in copy
copyfile(src, dst)
File "C:\Python24\lib\shutil.py", line 48, in copyfile
fdst = open(dst, 'wb')
IOError: [Errno 2] No such file or directory: u'D:\\_stuff\\fof\\users\\players\\CPU 1.png'



I have my song folder external to the game, it seems like its using the song path rather than the games path in those errors
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Re: FoFiX v3.1xx development thread

Postby qba767 » Wed Jun 17, 2009 9:39 am

akedrou wrote:And 'phantom difficulties' are a thing of the past! (At least I hope so... let me know!)

ThankyouThankyouThankyouThankyou!!!!

I was correcting those in EOF :)
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Re: FoFiX v3.1xx development thread

Postby BLOODPAIN » Wed Jun 17, 2009 9:45 am

just updated from r1659 to r1712 and game shuts down after few seconds after start.

Code: Select all

Traceback (most recent call last):
  File "FoFiX.py", line 274, in <module>
    main()
  File "FoFiX.py", line 137, in main
    engine = GameEngine(config)
  File "E:\GAMEZ\FoF\src\GameEngine.py", line 541, in __init__
    self.video.setMode((width, height), fullscreen = fullscreen, multisamples =
multisamples)
  File "E:\GAMEZ\FoF\src\Video.py", line 103, in setMode
    icon = Image.open(self.icon)
  File "C:\Python26\Lib\site-packages\PIL\Image.py", line 1892, in open
    prefix = fp.read(16)
AttributeError: 'NoneType' object has no attribute 'read'
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Re: FoFiX v3.1xx development thread

Postby kristijan_mkd » Wed Jun 17, 2009 10:05 am

qba767 wrote:
akedrou wrote:And 'phantom difficulties' are a thing of the past! (At least I hope so... let me know!)

ThankyouThankyouThankyouThankyou!!!!

I was correcting those in EOF :)

Wtf is phantom difficulties, and btw how to go back to pypitch..
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Re: FoFiX v3.1xx development thread

Postby qba767 » Wed Jun 17, 2009 10:08 am

kristijan_mkd wrote:Wtf is phantom difficulties

Some difficulties had only one, or a few notes. And you could choose them from the list but they were useless to play.
Wait what
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Re: FoFiX v3.1xx development thread

Postby evilbobthebob » Wed Jun 17, 2009 10:36 am

PyPitch is currently unusable because it crashes when you try to play a song. The option is in the debug menu. I've made an Issue for the crash, number 844.
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Re: FoFiX v3.1xx development thread

Postby jstump91 » Wed Jun 17, 2009 11:26 am

The pypitch revival requires at least pypitch r9. Don't post about it unless you updated pypitch and still have problems.

(We are fully aware of it being difficult to make it detect singing in-game right now. This is due to formant processing not working quite right with pypitch. Don't post about this, either.)
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Re: FoFiX v3.1xx development thread

Postby evilynux » Wed Jun 17, 2009 12:19 pm

@BLOODPAIN: Did you forget to svn update your data/ folder?!
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Re: FoFiX v3.1xx development thread

Postby Simograndi » Wed Jun 17, 2009 12:21 pm

I still have controllers issues in r1712 under Windows with Python 2.6 (GH World Tour PS3 guitar):

- in lobby "yellow" fret creates a new character and "pick up" edits... :confused:
- when creating a new character it doesn't save it... (with default guitar it works as yellow fret also edits...)
- analog slide is maybe too sensitive, and how can be seen testing controller from options if I hold "green" and do hammer-on or pull-off with "yellow" for example many times it puts a "red" inside (of course I care of pressing the fret in the middle... absolutely not touching the red fret) This means that songs like "Thunderstruck" are quite impossible to do with analog slide without having a continuous broken note streak (and I have the impression that hit-window is tighter than the ho-po one... :huh: )
- when pausing the game, at resume the music goes on but neck, notes and everything on the screen remains still (nothing in the log)

BTW amazing work as usual guys thanks!! If I think that 1 year ago things like microphone or 4 players were a joke... :thumbup:
Last edited by Simograndi on Wed Jun 17, 2009 12:36 pm, edited 1 time in total.
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Re: FoFiX v3.1xx development thread

Postby BLOODPAIN » Wed Jun 17, 2009 12:29 pm

evilynux wrote:@BLOODPAIN: Did you forget to svn update your data/ folder?!

No, I've updated it too.
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Re: FoFiX v3.1xx development thread

Postby raynebc » Wed Jun 17, 2009 2:46 pm

akedrou wrote:And 'phantom difficulties' are a thing of the past! (At least I hope so... let me know!)


What is the minimum number of notes in an instrument difficulty before the new logic will offer it as a playable difficulty?
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Re: FoFiX v3.1xx development thread

Postby Borisdsp » Wed Jun 17, 2009 2:50 pm

raynebc wrote:
akedrou wrote:And 'phantom difficulties' are a thing of the past! (At least I hope so... let me know!)


What is the minimum number of notes in an instrument difficulty before the new logic will offer it as a playable difficulty?

I dont know, but it should be only 5, if there are six, there are notes more than one time sure, so it is a chart.
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