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Posted by iminashi
on 24 September 2018 - 01:56 PM
I was just thinking the other day that I knew there was something broken and weird with ignores, but I couldn't remember what.
So this issue aside, there is no problem with using ignores (in relation to them messing up scores or the percentage when completing the song)?
One thing what I find weird about ignores is that the game won't display "miss" but may display "late".
Hopefully all the bugs with ignore are fixed. The issue where any ignores you would cause wrong mastery was fixed a long time ago and a while back, I fixed another bug that had to do with calculating the total notes in a song, but I don't know if that one actually caused any problems in practice. In any case it should match ODLC now so any possible updates to the game shouldn't break things either.
In official content, if any of the notes in the chord have linkNext, the chord itself has linkNext. Cases where only some of the notes in the chord have linkNext aren't that common, but I can find no exceptions (there are no chords with linkNext=0 that have chordNotes with linkNext=1).
The crowd events that you can place in EOF didn't seem to match the way they are used in ODLC so I tried to find out how exactly they work.
E3, D3, E13
E3: Start ovation/applause.
D3: Same as E3, except depends on your performance. Miss all the notes and nothing will happen.
E13: End applause gradually. Used after both E3 and D3.
In ODLC, E3 is often used very early in the song. In RS1 this works, but in RS2014 the venue takes a long time to appear and often you cannot actually see the crowd applauding. D3 is used at the end of a song.
Apparently you cannot use E3 more than once per arrangement (and I assume the same is true for D3).
e0, e1, e2
These control the crowd excitement type/speed.
e0: Waving hands side to side slowly.
e1: Hands in the air, jumping around.
e2: Similar to e1, but faster?
The game defaults to 1, but in RS2014 one of these is always used at the first beat of an arrangement.
Can be used multiple times in a song. For example, a song might start with e2, switch to e0 in a quiet part, then switch back to e2.
32 seems to be the maximum number of bendvalues/bend tech notes you can have on a single note. 33 or more and the game will crash after tuning.
The limit can be bypassed by using linknext. I tried it by making an xml file that had a G string 7th fret note with 32 bendvalues linked to a G string 7th fret note with 32 bendvalues and the game didn't crash.
I build the custom with bass and vocals and it works. I include Rhythm or Lead and the custom plays the intro music, but as soon as you press "go" it fails and locks the game up.
Any help would be great
Using the DD XML files that you provided, the game will freeze like you said. If I use the non-DD XML files straight from EOF (which is what I did at first), both guitar arrangements can be played without problems, even if you generate DD using the .psarc file.
The showlights are causing the issue. The Toolkit seems to have problems generating them if you use those DD XML files. cst_showlights.xml is generated only(?) when the order of the arrangements is rhythm, lead, bass in the arrangement list.
Whats a UTF file, is it something normal EoF users can get?
By using the PART VOCALS_RS2.XML file you are already using a UTF file.
The vocals XML file is encoded in UTF-8 (Unicode) whereas the _EXT file is encoded in Windows-1252. You don't need to worry about that. Just know that the _EXT file does not work properly with the Toolkit.
ã is not in the default lyrics font so it will not work. Since it's written into the UTF lyrics file, it would seem that EOF's character filtering is not working correctly.
For the _EXT file the filtering does work properly; ã is filtered out.
The + characters for line breaks are not being written into the _EXT file.