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iminashi

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Everything posted by iminashi

  1. They are actually. This can be easily fixed by filtering out the periods somewhere. Here, for example.
  2. Represent is either 1 or 0. If it's 1 then it's the main arrangement for the path (rhythm, lead, bass) and its stats will be the ones displayed in the Learn a Song list and elsewhere.
  3. The "represent" attribute would be used for that.
  4. 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.
  5. Bump. This is still an issue. EOF should definitely export 23rd and 24th fret notes with an ignore status automatically.
  6. Uploaded a new version that fixes an issue of some characters not being included in the font because they were considered linguistically equivalent by the default string comparer, e.g. ー and 々.
  7. Using two (or more) fonts in one song is possible, I've been planning on trying it out sometime. As for overlapping vocal parts, I don't think that there's anything that can be done.
  8. Here, although there's nothing special in it. https://drive.google.com/open?id=1wqEb5GnWk66v80yUrxkRX-o_5KNctDXt At 02:13 in the lead arrangement there is a split double stop which causes the previous handshape to be extended to cover it.
  9. It doesn't make sense to extend the handshape with slides such as this: The handshape is also incorrectly extended when an unrelated split chord follows a chord, e.g.:
  10. While I'm talking with myself, here's a new custom build of the toolkit. The one before could produce poor quality cover images.
  11. Uploaded a new version with a quick fix for incorrect character spacing when using "accurate inner rects".
  12. Rocksmith 2014 Custom Font Generator Using the Program Basic usage should be pretty obvious. With "Display Bounding Rectangles" enabled, hovering over a character will display it in a tooltip (using the default UI font, which in Windows 10 is Segoe UI). When you save a font, in addition to the DDS file, a glyphs.xml file is also saved. This file is required, so don't delete it. If you rename the DDS file, you must rename this file too. If you install a new font while the program is running, you must restart it in order to see it in the list. Using the Font in the DLC Builder The custom font can be added when selecting a vocals arrangement. When adding a Japanese vocals arrangement, if the filename contains "jvocals" (or "jlyrics"), and the project folder contains a file called "lyrics.dds", the custom font will be applied automatically. Using the Font in the Toolkit Edit a vocals arrangement, click the "..." next to the arrangement type to open the window where you can set the path to the custom font. Word Spacing As far as I know, you cannot change the space between words. The space character in the custom font is only used if it is included in the lyric itself. For example, in this picture "exist as it is" is a single "word": Colors In the texture file red means white/light gray and blue means black. The lyrics seem to be monochrome so different colors cannot be used. You could invert the colors but in that case the blue karaoke highlighting of the current syllable would be on the shadow: Unicode Combining Characters You should avoid combining characters and use precomposed characters if possible. If you have a combining character like "o̺" and also have a regular "o" in the lyrics, the game seems to pick the regular o. This can be made to work by making changes to the lyrics file itself and I will add support for it if there is need. Requirements: Windows (or wine) .NET Framework v1.2 Download at GitHub
  13. @@Rockfirstlast You can ignore them, it's just adjusting the gap between two handshapes to be at least a 32nd note, which I believe is the closest handshapes can be in ODLC.
  14. Released v1.1 with a few minor changes. I decided to make a cross platform version to see how hard it would be (It wasn't too bad). The UX is not as good as the Windows version, but the core functionality is the same.
  15. It seems to me that there's only three heights the note tail can be in and the height for anything beyond a whole step bend is the same as a whole step bend. There is a bend like this in "Sloe Gin" and the situation is the same.
  16. It's clearly not split since it has that double stop panel thingy.
  17. Well, I have a custom where this (bending up from whole step to 1.5 steps) wasn't working even before Remastered.
  18. I think that's a limitation of the game itself.
  19. No, don't know if I've come across any.
  20. You could also use ignore to make it work:
  21. As for frethand mutes that start a handshape, the Toolkit currently makes files that would look different if you were to play them in the non-Remastered RS2014. The first frethand muted chord would be displayed as a full chord whereas in Remastered it would be a repeat panel. This could be easily changed though.
  22. It's not utilized in RS1 either? I wonder what it was actually supposed to be then.
  23. @@I)ark_Seph Funny, when I try the program in a Ubuntu VM, the Configuration works, but Help crashes the program. (Edit: Because I forgot to install corefonts :ph34r:) An actual Mac version would be quite a bit of work I imagine. In any case, I do plan on releasing the source code eventually™.
  24. There are some changes in the latest beta version of the Toolkit to the way chords are handled. They were mainly made to fix this issue: This has some implications to making customs: 1. "Hi Dens" is now meaningless. You can forget about it. It is a leftover from RS1 that is never used in RS2014 ODLC. Where you before needed to set chords as "Hi Dens", now you only need to mark the handshape. 2. A few things that you could do before no longer work. -Cases such as this where you have manually marked a handshape and a repeated chord would need to be displayed as a full chord: Your options are to either remove the handshape or give the second chord a different name which technically makes it a different chord. -You can no longer set the first chord of a handshape to be displayed as a repeat panel (high density) anymore. This is never done in official songs anyway. I have seen it happen unintentionally in some old CDLC repaired in CFSM: 3. Chords inside arpeggios can now be implemented in EOF like partial chords inside handshapes are implemented. If you come across anything broken regarding chords that you think should work, please post here.
  25. @@Yojimbo1989 Here it is.
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