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Latest EOF releases (9-26-2020)


raynebc

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Hi, folks. The latest hotfix (1-10-2016) is in the first post. Changes are as follows:

*Changed FHP generation so that the effective FHP is placed at the beginning of a new phrase instead of at that phrase's first note. This should avoid strange anchor behavior in songs with dynamic difficulty.

*Changed Feedback import so that notes closer than 3/32 measure are given forced HOPO notation. If the unofficial "N 5 #" notation is applied to a note, that note's forced HOPO notation is inverted.

*Fixed a rounding error in Feedback import that could cause note positions to round down instead of up to the nearest millisecond where appropriate.

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I can see that the ability to still split up chords into single notes this way without having to specifically alter their start times could be useful for some authors, but I'd probably have to create a new status to apply to chords for this. Let me know what you guys think.

 

+1 for this new status :

 - easier to do in EOF

 - mandatory for DDC logic (single notes must have the same time position to consider them like a chord)

 

About the new FHP process : Ok for me, but I need to update DDC

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Should I wait for any future toolkit releases before changing the behavior of crazy chords inside handshape phrases? Older builds of the toolkit wouldn't provide an alternate way to author something that looks like a chord box in the middle of a handshape phrase.

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Hi raynebc,

 

I tested your new "Hi-Dens" status. Here are my findings:

 

If you recall Post 1387 at the time of Hotfix 12-24-2015, where I responded to chlipouni about high density inside a hand shape and came up with this example. There was a little bit of an unexpected behaviour that now has a greater impact with your New Hotfix 01-09-2016. I am using the version of the toolkit b942ce6e released January 9, 2016 to pack the psarc that created the in-game images.

 

You mentionned "pending this new capability from the Rocksmith Toolkit." in your Hotfix notes. I thought Toolkit b3e91eeb completed the implementation but is this feature still in progress?

 

Zoomable Link

 

http://i920.photobucket.com/albums/ad41/Berneer/CustomsForgeStuff/Questions%20for%20CF/High%20density/Testing%20Hotfix%2001-09-2016_zpsoicfguqm.png

 

 

 

. I can see that the ability to still split up chords into single notes this way without having to specifically alter their start times could be useful for some authors, but I'd probably have to create a new status to apply to chords for this. Let me know what you guys think.

 

Yup, I like this. :) So controlling the density, controlling the split up of chords into single notes and the ability to add a chord box at will and it seems like all possibilities are covered. Am I wrong?

 

 

Question: Regarding your comment " unofficial "N 5 #" notation is applied to a note, that note's forced HOPO notation is inverted." what is "N 5 #". Sorry there will always be some noob in me... :)

 

Yes I'm awake at 5am. I realized something. Why give the best hours of my day to my boss when I could give them to myself, RS, and the community. So I go to bed at 9pm, like my son, then wake up at 5am and do RS related stuff till 6:30am, then wake up my son and prepare for work. LOL.... Let's see how long this lasts. Headbanging at 5am is probably not what Gene Simmons meant by "Rock'n'Roll All Night".... :)

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"A dreamer is someone who wants beyond what is reasonable. A hero is a dreamer who cannot take no for an answer." (Martin Spina)

My Released CDLC - Blaze Bayley - Stare at the Sun & MacGyver Theme Song & Iron Maiden - No More Lies

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@@raynebc, describe what you need, create issue, I need to figure out what should be changed first ._.

This is regarding Chlipouni's recent changes allowing the display of low density chords (chord boxes) even when they aren't at the beginning of handshape tags. I think the code was committed to the RST code repository, but I don't want to take functionality out of EOF until people have this new toolkit capability. If the latest test build of the toolkit implements the new chord density handling (like Berneer's post indicates), I think it's ready for me to change in EOF. I'll just want to make a point that folks will want to get the latest toolkit.

 

If you recall Post 1387 at the time of Hotfix 12-24-2015, where I responded to chlipouni about high density inside a hand shape and came up with this example. There was a little bit of an unexpected behaviour that now has a greater impact with your New Hotfix 01-09-2016

I'll need to look into this. My first guess is that I never had EOF actually force chords at the beginning of a handshape to be low density, but only the new toolkit functionality made this obvious.

 

So controlling the density, controlling the split up of chords into single notes and the ability to add a chord box at will and it seems like all possibilities are covered.

I think we'll at least be pretty well covered for a lot of things. Dummy chord boxes will probably be the last of those 3 items that I work on though, since the others are already more completed code-wise.

 

what is "N 5 #".

This is a notation in Feedback chart files (for authoring 5 button guitar charts, especially Guitar Hero). It's not relevant for Rocksmith, but I still work on non Rocksmith features every once in a while ;)
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Hi, folks. The latest hotfix (1-12-2016) is in the first post. Changes are as follows:

*Made corrections to the density status exported for chords involving handshape phrases: The first chord in a handshape is explicitly exported as low density (chord box) unless marked with the "hi dens" status. Other chords in the handshape export as high density unless marked with crazy status, regardless of how far apart it is from a previous chord or whether it matches the previous chord.

*Changed project load to calculate the non floating point beat positions by rounding to the nearest millisecond when the project is storing string representations of beat timings. This might help to avoid rounding errors with beat positions.

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Thanks for the new Hotfix! So I tested it and it works as expected now. Very cool indeed!

 

So my understanding is that this new feature discovered by @@Chlipouni would also allow displaying various different chords within a handshape, not unlike the Ghost Handshapes concept inspired by @@SmellsLikeMonkey. In fact it seems like it can/will replace the concept of Ghost Handshape.

 

So I decided to try it out. I have a couple of questions. Though I think it is all expected behaviour but I just wanted to make sure.

 

Zoomable Link

 

http://i920.photobucket.com/albums/ad41/Berneer/CustomsForgeStuff/Questions%20for%20CF/High%20density/Hotfix%2001-12-2016%20Examples_zpsfaqonqua.png

"A dreamer is someone who wants beyond what is reasonable. A hero is a dreamer who cannot take no for an answer." (Martin Spina)

My Released CDLC - Blaze Bayley - Stare at the Sun & MacGyver Theme Song & Iron Maiden - No More Lies

Check out the Tech Notes Tutorial Version 1.1 // Chordify Tutorial Rough Draft.

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I have a couple of questions.

I agree it's still expected that only the fingering for the base chord in a handshape will be reflected in-game. There's been a little discussion about nesting handshape tags inside each other, but I don't see how that ultimately gives different results in-game compared to just extending different handshapes back to back. EOF would enforce a 1ms minimum distance between notes/phrases, but that should be so small that it's considered negligible.

 

Omitting fingering for strings in a handshape's base chord is pretty specific, but I think changing the ghost note to an open string should be an easy enough way to get that result.

 

In the very near future (next hotfix or two) I'm hoping to add the "split" status for chords, at which time crazy chords in handshapes will export as just chords and no longer also export as single notes.

 

Hey guys is there any sustain status for Hand mutes and fretted hand mutes? if it is please truncate it or I'll try to cut it through SNG generator then...?

It doesn't look like EOF is killing sustain for such notes automatically, but I can make that change. I think we'd still run into the limitation that if some but not all notes in a chord are muted (and have sustain removed) and and the others have sustain, the game will override with a sustain of its choosing.

 

So we need new toolkit to utilize these updates in EoF?

The latest test build of the toolkit reportedly supports the ability to honor the highDensity attribute for chords regardless of whether or not they are at the beginning of a handshape tag, so it should allow you to have low density (by marking as crazy) or high density (by setting the "hi dens" status) chords absolutely anywhere you want in the chart.
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So potentially you could have a different chord than the original chord within the handshape (say, for example, an Am7 instead of a plain Am) that displays as high density (no note information) but which actually requires a different chord to make RS register it?

 

Players would be hitting an Am, because a repeat line suggests it, but the game is looking for an Am7 to score.

 

Obviously the charter can manage the chart as they see fit, but that sounds a bit disorientating.  I've been reading through and it seems like that is what is being asked for and has been implemented.

 

I'll have a mess about, and I know that I'm most likely wrong (again :D ) but that is the question that springs to mind so I thought I'd ask...

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Yes, that would be the current behavior. Manually defined handshapes are what I'd consider an advanced feature, so for now I'll take it for granted the author knows what he/she wants to achieve. The 3D preview should show the chord as a repeat line in this scenario if the user preference to display RS style chords is enabled.

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The high density status isn't something that you'll do lightly as a charter anyway and it can't happen by pressing a single button either so it requires a bit of awareness and that's an option that not many charter will use but only those who actually already get their nose deep into EOF and the charting in general. So i think those people are smart enough to not start throwing bad chart willingly and it won't happen by accident.

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Hi, folks. The latest hotfix (1-14-2016) is in the first post. Changes are as follows:

*Improved Rocksmith exports to suppress certain warning messages if quick save is being performed.

*Corrected Feedback import's handling of HOPO notation.

*Improved 2D rendering so that notes inside slider phrases (ie. for Phase Shift) have an 'S' notation at the bottom of the piano roll, which will make more recognizable in cases where the slider phrase is very short.

*Added a new "Split" pro guitar status that causes the note to RS2 export as single notes instead of as a chord.

*Changed RS2 export so that chords within a handshape tag that have crazy status no longer export as both a chord and as single notes. Such chords will now export as a low density chord within the handshape.

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@@raynebc,

 

  I tried the last hotfix and I have a few problems with it :

  - the "split" status on a chord generates a chord and not the associated single notes.

  - the default "highDensity" logic, should consider only the "chordId" of chords and not the position of chords inside their handShape.

  - If a handShape phrase contains only single notes, the first one is duplicated in the RS2 export file (same time position and same fret and string).

  - Too many chordTemplates are exaclty the same and that can break the "highDensity" logic.

 

  About the second issue, look at the following example :

 

     <------------------ handShape chordId="0" -------------------->

     <-chordId="0"-> <-chordId="1"-> <-chordId="1"-> <-chordId="0"->

          hd="0"          hd="1"          hd="1"          hd="1"      default highDensity generated by EOF

          hd="0"          hd="0"          hd="1"          hd="0"      expected behaviour to display only the first occurrence of each variation of a chord

 

  The first chord of a handShape should always have a low density status.

 

Thank you

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- the "split" status on a chord generates a chord and not the associated single notes.

I couldn't reproduce this for a chord inside or outside of a handshape. Could you provide an example screen shot or project file?

 

- the default "highDensity" logic, should consider only the "chordId" of chords and not the position of chords inside their handShape.

...

About the second issue, look at the following example :

 

hd="0" hd="1" hd="1" hd="1" default highDensity generated by EOF

hd="0" hd="0" hd="1" hd="0" expected behaviour to display only the first occurrence of each variation of a chord

I don't mind changing this back, but in the interest of not overlooking anything, does anybody have any arguments against this?

 

The first chord of a handShape should always have a low density status.

This is the current logic, unless the author explicitly marked the first chord as high density. Should this be disallowed?

 

- If a handShape phrase contains only single notes, the first one is duplicated in the RS2 export file (same time position and same fret and string).

Weird, I need to figure out what's going on here.

 

- Too many chordTemplates are exaclty the same and that can break the "highDensity" logic.

I'll look into this.
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@@raynebc,

 

  Sorry for the "split" status, it works as expected (I were looking in the wrong file  :huh:)

 

  About the highDensity status, DDC has to correct it automatically when the lower levels are generated.

  So, it would be better that EOF uses the same logic (as described in my previous post).

 

Thanks

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I think one of the issues I'd run into was with repeated chords in a handshape. EOF was using an alternate chord template that was the same except that the chord name was made to be blank. This was to prevent the chord name from showing up every time the chord occurs in the handshape. Unfortunately this causes a template ID change and EOF would mark this change by triggering a low density chord in what would otherwise be perceived as the player as a chord repeat. I only see two options for me to pursue on this problem:

1. Do away with that blank named chord logic. Chord name will be displayed for each repeated chord?

2. Use the blank name chord template and explicitly mark the chord as high density even though a change in chord IDs takes place. This goes against the logic DDC wants.

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I think one of the issues I'd run into was with repeated chords in a handshape. EOF was using an alternate chord template that was the same except that the chord name was made to be blank. This was to prevent the chord name from showing up every time the chord occurs in the handshape. Unfortunately this causes a template ID change and EOF would mark this change by triggering a low density chord in what would otherwise be perceived as the player as a chord repeat. I only see two options for me to pursue on this problem:

1. Do away with that blank named chord logic. Chord name will be displayed for each repeated chord?

2. Use the blank name chord template and explicitly mark the chord as high density even though a change in chord IDs takes place. This goes against the logic DDC wants.

 

In my opinion, this should not be a problem.

If you create a new template for a similar chord but without name, it's because you want to display it in the sequence, so if its "chordId" is not the same as the previous one, it will have a low density status. 

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But then this will display the second chord as a chord box instead of as a repeat line even though the chord didn't change:

http://i15.photobucket.com/albums/a354/raynebc/handshape%20chord%20ID%20change_zps6lpjiaqu.jpg

    <chordTemplate chordName="F#5" displayName="F#5" finger0="1" finger1="3" finger2="-1" finger3="-1" finger4="-1" finger5="-1" fret0="2" fret1="4" fret2="-1" fret3="-1" fret4="-1" fret5="-1"/>
    <chordTemplate chordName="F#5" displayName="F#5" finger0="1" finger1="3" finger2="-1" finger3="-1" finger4="-1" finger5="-1" fret0="2" fret1="4" fret2="-1" fret3="-1" fret4="-1" fret5="-1"/>
    <chordTemplate chordName=" " displayName=" " finger0="1" finger1="3" finger2="-1" finger3="-1" finger4="-1" finger5="-1" fret0="2" fret1="4" fret2="-1" fret3="-1" fret4="-1" fret5="-1"/>
...
      <chords count="2">
        <chord time="1.000" linkNext="0" accent="0" chordId="0" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="down">
          <chordNote time="1.000" linkNext="0" accent="0" bend="0" fret="2" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="0" sustain="0.000" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0"/>
          <chordNote time="1.000" linkNext="0" accent="0" bend="0" fret="4" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.000" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0"/>
        </chord>
        <chord time="1.500" linkNext="0" accent="0" chordId="2" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="down">
          <chordNote time="1.500" linkNext="0" accent="0" bend="0" fret="2" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="0" sustain="0.000" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0"/>
          <chordNote time="1.500" linkNext="0" accent="0" bend="0" fret="4" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.000" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0"/>
        </chord>
      </chords>
Originally the goal was to reduce screen clutter, but I don't know if it's helpful enough to offset this problem.
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But then it will display in-game with the chord name defined for the previous chord instance's template, instead of displaying with no name. It seems to be an either-or scenario, and I'm not sure if it's worth keeping the logic to try to substitute nameless chord template instances because it adds complexity as well as this problem.

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I still have to read the last half dozen posts here since I just got home from work, but the new Hotfix works like a charm!

 

Here are multiple authorings all in one handshape.

 

http://i920.photobucket.com/albums/ad41/Berneer/CustomsForgeStuff/Questions%20for%20CF/High%20density/Test-Hotfix01-14-2016-Split_and_High%20Dens_zpslhiinijr.png

"A dreamer is someone who wants beyond what is reasonable. A hero is a dreamer who cannot take no for an answer." (Martin Spina)

My Released CDLC - Blaze Bayley - Stare at the Sun & MacGyver Theme Song & Iron Maiden - No More Lies

Check out the Tech Notes Tutorial Version 1.1 // Chordify Tutorial Rough Draft.

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