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raynebcMember Since 17 Feb 2014
OFFLINE Last Active Today, 12:35 PM
- Group Rocksmith Custom Developer
- Active Posts 2,841
- Profile Views 9,985
- Member Title Guitar God
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- Thanked 758 times
Posted by raynebc on 02 May 2019 - 09:56 PM
*Implements an eof_lyric_gap_multiplier config file setting (can be manually edited while EOF isn't running) that will affect lyrics when they are placed or have their lengths altered with the [ or ] keys or the scroll wheel, by enforcing a gap around affected lyrics. This gap is equal to the current grid snap setting multiplied by the eof_lyric_gap_multiplier value, which is meant to be a number greater than 0 and less than 1, ie. 0.5.
*Fixed a RS import bug that could prevent tech notes from being parsed correctly.
*Adds a minor efficiency improvement to pro guitar MIDI export by omitting repeated root notes when the same chord is authored repeatedly, as suggested by Ruggy.
*Changed the Feedback import menu function name to include "(.chart)" to clarify the file type in question.
*Added a "File>Default INI settings" function where you can define song.ini entries to be automatically added to new charts.
*Changed the "Load OGG" dialog to initialize itself to the current project's folder, since EOF doesn't allow loading an OGG file from someplace else.
*Fixed a bug where drum rolls wouldn't import correctly for QB format Guitar Hero files (ie. Guitar Hero Smash Hits).
*Changed the length threshold for drum rolls in GH import to 140ms, since some official charts used drum lengths as long as 138ms even though they don't display as drum fills in-game. Drum notes that meet this length threshold are given crazy status so that they will also export to MIDI with sustain.
*Allowed disjointed and crazy statuses to be applied to drum notes, since some Guitar Hero charts author this (ie. drum swells overlapping bass drum notes). A "Disjointed" submenu was added to Note>Drums.
*Updated GH import to read accent notes and disjointed chords. When accent status is found during GH import, EOF will prompt whether it's from one of a list of specific games, which define accent notes in a different lane order. Some types of ghost notes (ie. from Warriors of Rock) are read and interpreted as snare notes and will be highlighted during import, but the definition of drum chords that include ghost notes on red/orange is unknown.
*Changed MIDI export to allow drum notes to export with sustain if they have crazy status (which disjointed notes are given automatically during GH import).
*Changed the accent status behavior so that a note can have different accent status for a given gem than that of the note at that position in another difficulty, as is done in some Guitar Hero charts.
*Removed the logic that tracks the chart's MIDI delay separately per OGG file, since this isn't handled well by the undo/redo logic and is probably more harmful than helpful to most people.
*Changed MIDI export and import to use a velocity of 127 to define accented drum notes, for future use in Phase Shift. When accented drum notes are present, "drum_accent_threshold = 127" is written to the project's song.ini file.
*Added a prompt to the Mac build suggesting the default song folder (for new projects) to be defined if it isn't already, since the default location is the program's parent folder, which in OS X is inside the application bundle and is more awkward to access.
*Fixed a bug with QB GH file import where the section events would be deleted after the prompt about whether they were in the desired language.
*Improved GH import so that if the "song_aux" instrument sections are reached and there were no notes imported from the "song_rhythmcoop" sections, EOF prompts whether to import the aux notes into PART RHYTHM instead of PART KEYS.
*Added a "Don't write INI file" export preference that will prevent EOF from writing a song.ini file during save even if MIDI files are written.
*Allowed open notes to have crazy status so they can overlap other notes, since this is used in at least one GHWT chart and is supported by Clone Hero.
Posted by raynebc on 22 March 2019 - 11:37 AM
1. Use keyboard accelerators: When a menu item has an underline, you can activate it by pressing that key on the keyboard, ie. use ALT+T to open the track menu, then press R to select the Rocksmith submenu, then press H to select the "Fret hand positions" submenu and then press S to select the Set function.
2. Use keyboard shortcuts: Some menu functions have a function key or key sequence listed to the right edge of the menu to indicate a way you can use the function without even having to open the menu. The shortcut for the set fret hand position function is SHIFT+F.
3. Increase the width of the program window. You can make EOF's window larger by using File>Display>Display and picking a pre-set window size or setting a custom size. You can also simply enable the Notes panel (File>Display>Notes panel>Enable or simply CTRL+P) to make the window 50% wider than any of the pre-set sizes.
- Mercenary likes this
Posted by raynebc on 20 February 2019 - 09:34 PM
*Fixes bugs with audio handling introduced by the previous hotfix.
*Improved Feedback import to allow the selected audio file to be named bass.ogg, keys.ogg or crowd.ogg instead of creating a copy named guitar.ogg.
*Added an "Enable open strum by default" preference that will take effect for new projects.
*Improved the new chart wizard so that if Rocksmith export is enabled, and neither FoF nor Rock Band exports are enabled, pro guitar tracks have their difficulty limits removed by default to suit Rocksmith authoring.
*Fixed a bug where clicking the "Auto-Adjust sections/FHPs", "Auto-Adjust tech notes" or "EOF leaving focus stops playback" checkbox immediately after clicking the Default button in the Preferences dialog causes the dialog to be closed.
*Improved the "Validate tempo map" function to correct the first beat's position if it doesn't match the delay value defined in Song>Properties.
Posted by raynebc on 01 February 2019 - 01:18 AM
*Re-assigned the A accelerator key from Note>Transpose to Note>Clear, since the functions in the former menu already have keyboard shortcuts.
*Fixed a bug with the "Validate tempo map" function that wouldn't correctly take non #/4 time signatures into effect.
*Added "End proximity" selection functions to select/deselect notes that end within a specified distance (or one grid snap length) of the note they precede. This will help in case you want to manually apply a specific note gap, by selecting notes that don't have at least a gap of the current grid snap length and then using [ or the scroll wheel once to shorten the selected notes.
*Renamed the "Neighbor proximity" selection functions to "Start proximity" to better identify their purpose compared to the "End proximity" selection functions.
*Added the ability to replace some of EOF's built-in graphics, fonts and sounds by saving PCX and WAV files with appropriate file names into the "resources" subfolder. A readme file is provided in that folder defining the names of some usable file names and the gem, font or sound effect the file pertains to. Allegro's "grabber" command line utility can be used on eof.dat to export any of EOF's built-in images or audio for reference/alteration.
*Fixed a bug with MIDI import where the note length wasn't correctly read for GHL open notes.
*Updated Feedback import to support Moonscraper's notation for non #/4 time signatures.
*Improved Feedback import to allow the selected audio file to be named song.ogg, drums.ogg, rhythm.ogg or vocals.ogg instead of creating a copy named guitar.ogg.
- Berneer likes this
Posted by raynebc on 16 January 2019 - 01:41 AM
*Corrected the SP pathing logic's scoring of partial points for disjointed chord sustains.
*Added a "Beat>Validate tempo map" function that will check if any beats' timestamps aren't accurately reflected by the tempo changes in the project, and if so, offers to correct the tempo changes to resolve this. This check is now automatically run when the project is loaded and at the end of the "Anchor measures" functions.
*Improved the automatic resnapping that occurs if a note loses grid snap during MIDI import due to number rounding so that it can resnap to the beat marker after it if that's the closest grid snap position.
*Fixed a minor bug where the difficulty tab highlighting wouldn't immediately update if using the , or . keys to change away from a custom grid snap and notes in the track using that grid snap became highlighted for being out of grid snap (for the built-in grid snap intervals).
*Improved the accuracy of EOF's capability to test a note's grid snap status or recover grid snap positioning during paste by having EOF now checking all intervals from 1/2 through 1/96 beat instead of just the default, built-in grid snap sizes. This should allow better recognition of strange intervals like 1/20 as being grid snapped.
*Added a "Phase cancellation" feature (ie. to remove center-panned vocals) for chart playback that can be toggled by using ALT+P or via the checkbox in File>Settings. A %PHASE_CANCELLATION% macro was added to allow this to be tracked.
*Changed the key to add vocal percussion notes from backspace to the 0 key (the normal one, not the number pad key), since some Mac keyboards don't have a true backspace key.
*Changed the Mac build so that the backspace key is treated as the delete key when no dialogs are open. This allows delete key shortcuts to be used on Mac keyboards that don't have a true backspace key.
The copy and clone clipboard formats have changed. Make sure to to re-perform copy or clone to clipboard before pasting or cloning from clipboard again or it will malfunction.
Posted by raynebc on 10 January 2019 - 12:10 PM
In "Piano Roll" input mode, the gem that is placed only depends on which lane the mouse is in and you don't have to use number keys, just right click. If you set that input mode, are you able to add/remove notes? I wouldn't expect that unzipping EOF again to get a fresh copy would do anything more than just renaming/deleting/moving the eof.cfg file in EOF's program folder in order to revert to all default settings.
- Hornet871 likes this
Posted by raynebc on 21 December 2018 - 01:28 AM
*Fixed a bug with the %CH_SP_SEEK_SP_PATH_STATUS% macro so that it correctly reports the deployment's timing when the seek position is within the scope of a star power deployment.
*Greatly improved the performance of the %TRACK_SOLO_NOTE_COUNT%, %TRACK_SOLO_NOTE_STATS% and %TRACK_SP_NOTE_STATS% macros used in the Clone Hero panel.
*Added logic to remove duplicate star power sections that may have been added when importing multiple difficulty Feedback charts, as they define star power notes per difficulty.
*Added a %EOF_FPS% macro to display the number of frames per second rendered in the main loop of EOF (ie. doesn't update when dialogs are open, etc). This has been added to the Information panel.
*Added a warning when disabling GHL mode on a track with W3 single note gems that those gems are converted to 5 note chords.
*Added tracking for the resulting star power meter level after playing each note during star power path evaluation, and added a macro to display this in the Clone Hero panel.
*Added a "Song>Seek>Next CH SP deployable note" function that will seek to the next note (after the current seek position) at which there is enough star power to deploy in Clone Hero (the SP meter is at least 50% full).
*Added more stats about slider notes to the Clone Hero panel.
*Added the function to toggle the display of the secondary piano roll to Rex Mundi input mode's context menu.
*Added information to the Clone Hero panel about the length and effective notes per second rate reflected by the current grid snap setting at the current seek position.
*Added the NPS rate of currently selected notes to the Clone Hero panel.
*Added a red backgrounded warning to the Clone Hero panel if the active track difficulty has a solo without any notes.
*Added a yellow backgrounded warning to the Clone Hero panel if the active track has any solo that starts less than one second after a previous solo, which could cause the earlier solo's bonus score to be removed too quickly to be reasonably seen in Clone Hero.
*Improved the - and = keyboard controls (which alter the tempo of the anchor at/before the seek position) so that the dynamic highlighting (for "Seek>Highlight non grid snapped notes") updates immediately.
*Updated the Info panel to display the number of highlighted notes in the active track, ie. to display how many notes are highlighted by "Song>Highlight non grid snapped notes".
*Added the ability to use SHIFT+click to set the start and end points to reflect the portion of the chart from the previously-selected beat to the start position of the newly-selected beat.
*Changed the "Set start point" and "Set end point" functions to not mark the chart as modified.
*Organized several of the Beat menu's BPM manipulation functions into a BPM submenu.
*Added "Copy tempo map" and "Paste tempo map" functions to the Beat menu, allowing parts of a tempo map to be applied in another part of the chart, a separate chart or a separate EOF instance. To use this feature, use the "Set start point" and "Set end point" Edit menu functions (or select a beat marker and use SHIFT+click to select another beat marker) to select a part of the chart containing one or more beat markers and then use "Copy tempo map". Then select a beat marker to indicate the first beat that will be altered by the copied tempo map and use "Paste tempo map". The tempo and time signature of the applicable number of beats starting from the selected one will be updated accordingly.
You can now copy/paste a portion of the tempo map to another area, project or EOF instance. If you see the framerate listed in the Information panel drop significantly under certain circumstances (ie. using a particular Notes panel, changing to a track with a high number notes of a particular special status, etc), let me know so I can see if it can be improved. For now, it's known that the Note Counts panel can be slow on tracks that have tens of thousands of notes due to the type of processing needed.
Posted by raynebc on 27 November 2018 - 03:53 PM
- Tmlt likes this
Posted by raynebc on 17 October 2018 - 12:23 AM
Posted by raynebc on 15 October 2018 - 12:44 PM
I'll see about setting the default cursor focus to the last-placed gem (if applicable) when pulling up the edit pro guitar note dialog.
Posted by raynebc on 14 October 2018 - 01:48 PM
Using the "Edit note frets/fingering" function (pressing F instead of N) may be more helpful in your case since the controls that can steal focus are further away from the fret number field. I could also see how hard it would be to automatically have this function give focus to the fret number field of whichever string was just toggled on.
Posted by raynebc on 28 September 2018 - 08:44 PM
*Updated copy/paste, clone to/from and auto adjust logic to preserve disjointed status.
*Updated the save logic to not warn about gems in the same disjointed chord being too close together to enforce the minimum note distance.
*Added a "Save separate Guitar Hero files" export preference that will specify whether ghwt_drum.array.txt, notes_gh3.mid and note_ghwt.mid are created when the project is saved.
*Corrected an issue where the new MIDI import logic (for handling disjointed chords) could cause some notes to incorrectly detected as auto HOPO notes until fixup logic redetects that they are not auto HOPOs.
*Updated MIDI import to treat "PART GUITAR COOP GHL" and "PART RHYTHM GHL" as GHL tracks.
*Updated MIDI import to read the GHL track difficulty tags ("diff_bassghl" and "diff_guitarghl").
*Updated MIDI export to write the GHL track difficulty tags even when PART RHYTHM or PART GUITAR COOP are renamed to define the GHL guitar or bass track.
*Added a message that is displayed at the end of MIDI/Feedback import if the "Imports drop mid beat tempos" preference is enabled and leads to any beats being removed during the import, which could affect the grid snapness of notes.
*Changed RS2 export to automatically add ignore status to any gem that uses a fret number higher than 22, to ensure the game correctly handles this note, which it would otherwise not score but would count against the player's mastery percentage for the song.
*Changed the border color for selected lyrics' note rectangles to red instead of white to make them more visible.
*Fixed a bug with the recent Feedback import logic (to process toggle HOPO and slider markers at the end of each track difficulty's import) that could cause notes/chords with W3 to be deleted from charts with multiple difficulties.
*Updated RS2 export to only write the first 32 bend points for each note/chordnote, since having more of them would cause the game to crash. The warning given during save was updated to reflect that this action is taken.
*Added options to the "Track>Rocksmith>Arrangement type" menu to specify whether the arrangement is the normal one (whose play stats are the one listed in learn a song and other places), a bonus arrangement or an alternate arrangement, for use in Rocksmith 2014. RS1 export will write any track that is marked as a bonus or alternate arrangement as an alternate arrangement since RS1 doesn't support bonus arrangements.
*Added a "Track>Rocksmith>Picked bass" function that will specify that exported bass arrangements for RS1 and RS2 are picked bass instead of fingered bass.