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firekorn

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Everything posted by firekorn

  1. The 100% mastery bug happened with the remastered update as there was a discrepencies between how CDLC and ODLC were made that cause the game to count chords in the score multiple times. This can be repaired by using CFSM (that's a huge part of why we made such a mass repair option) and any song post 2017 shouldn't have that bug or they break our rule. There's a "true tuning" checkbox that should be used on ignition for songs that uses a different reference pitch than A440. If the tuning is wrong in game or that checkbox isn't checked in ignition, it breaks our rule and should be reported.
  2. The X is when there is no arrangement for the path you are on (lead or rhythm or bass), you just need to press ctrl to switch path.
  3. You can't, either edit the track as you want in GP or import in two different EOF track and then copy/paste thing in EOF
  4. No, that doesn't matter.
  5. User Riff Repeater (press space when playing the song) to practice the section you want without having to go through the rest. There isn't version that are only the solo.
  6. Except that the tuning is wrong as my post explained, if you do it for guitar with A440, the tuning should be -4 -2 0 +2 0 0 but the tunning is defined as 8 10 0 2 0 0 which will have the lowest two string an octave higher than it should.
  7. Rocksmith assumes that the guitar tuning reference is E std at A440 (A4 at 440Hz). So the reference is E2 A2 D3 G3 B3 E4 when all strings are set to 0. But bass on the other hand reference E std an octave lower with E1 A1 D2 G2 with all strings set to 0. If you are not familiar with the note naming + octave convention, the rest will get tougher. Cello are using C2 G2 D3 A3. From the guitar reference, that gives : -4 from E2 to C2 -2 from A2 to G2 0 from D3 to D3 +2 from G3 to A3 but then you have 2 unused strings on the display. This doesn't require you to alter the frequency of reference because there isn't any offset that is further than 12 semitone. But from the bass reference that is an octave lower you get : +8 from E1 to C2 +10 from A1 to G2 +12 from D2 to D3 +14 from G2 to A3 And here you end up with 2 value that are at 12 or more semitone away from the reference (but you don't get useless strings on the display). This then requires you to alter the A frequency to shift the reference. When bass at A440 is E1 A1 D2 G2, bass at A880 is E2 A2 D3 G3. By doubling the frequency, you go up an octave. This then give you the same offset as you would on guitar (-4 -2 0 +2) but without the extra strings allowing it to work more efficiently in the game. As for the @440 tuning in the toolkit, yes it's wrong, i don't recall who integrated it but it seems like it wasn't done all too well.
  8. If you don't adjust the tuning frequency, you will be off on the octave you are playing. This is necessary because RS don't allow for a tuning that is further than an octave from standard (+/-12) so if you want to go 14 above standard, you need to adjust the frequency to get a +12 offset (440Hz to 880Hz) and then add +2 from the tuning). As for tone, that's not something that can be managed by default that easily especially since you could want to add some specific effect to it to fit the song if you are not doing a classical piece (see Apocalyptica that uses pedalboard with their cello).
  9. Have you restarted steam? There is no obvious reason that it doesn't show up so make sure to restart everything first and that you have no filter in the game that could hide it and it should be there.
  10. They adjust the string color to make it more user friendly.
  11. #2 is possible but it requires some weird use of handshape to make it work. You need to create a handshape with the fret you want the player to be on with an added open note for the handshape to be doable without it showing an additionnal fingerprint. It's a bit convoluted and not that readable in game but it does display the information.
  12. Some natural harmonic position already have trouble getting recognized but it's not necessary by default.
  13. You don't need the ignore status, those note can be recognized by the game properly.
  14. Which version of wwise did you install? You might also want to check the you have the package mentionned in your toolkit folder.
  15. Hard to say just like that, i don't encounter crash often if at all so i don't have many reason to give from the top of my head. If you could share the EOF project or the psarc, it might be easier to find what's happening.
  16. There isn't a way to display a 7th strings. But you can use your 7 strings guitar to play any song you want like you would with a 6 strings.
  17. There is a beta build available for Big Sur user : Password is : RockTheMacintosh
  18. It's usually cause by not using the same audio file between the toolkit and EOF.
  19. firekorn

    New Layout

    https://ignition4.customsforge.com/
  20. You would need to go back to EOF (preferably cutting out the DD first) to make it largely easier but depending on how properly the CDLC was made, it can still be a very tedious effort to adjust things properly.
  21. @iminashiIndeed it's fixed, thanks for the swift fix.
  22. @SrMouraSilva That's not the question though. A relative part of it that makes sharing code problematic is that we don't want people to create scrapping both without us knowing and our consent about it. This decision is caused by a few factor. And yes, the code is already in a private git repo. The problem is about opening it to the broad public.
  23. So i've encountered a little odd case : This is likely link to the "fix one level phrases" part of the process when it handle the very first phrase of a track. The problem is that the anchor definition doesn't get copied on subsequent level breaking the note display. Here is the xml after DDI was used PART REAL_BASS_RS2.xml As you can see, the anchor at 22.950 on fret 2 is only on the difficulty 0 and not on any other difficulty level. If you need more file to fix that little bug, feel free to ask but i reckon that should give you enough information to work with.
  24. @or7egaIt's fixed, thanks for the info and if you have anything to say about the content itself, feel free.
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