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iminashi

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Posts posted by iminashi

  1. FWIW I've been working on an editor. For now it's just a list of the notes and the GUI would need to be changed to something else to actually make more extensive editing of the showlights convenient.

     

    0MO3fUL.png

     

    And for the past two days I've been trying to get this thing working:

     

    gLG62LD.jpg

    • Like 1
  2. This was an issue that @@I)ark_Seph mentioned to me.

     

    Here's an example XML:

    https://drive.google.com/open?id=1Pk4yEd8KB2vDTFTVX7Z5HXJEVQK5c9Rq

     

    DDC will create a new empty phrase at 5.167, which breaks the handshape in game.

     

     

    Somewhat related, I noticed that in one of my own customs there is an 8 bar phrase that ends with three empty bars and then a single sustained note. DDC creates an empty phrase for the three empty bars and places the last note into its own phrase. I guess I can live with that, though it is a bit silly to have a phrase with just one note in it.

  3. This reminded me that I had ran into this too but then forgot about it.  :P

     

    https://drive.google.com/open?id=19KLiGZPTX--m_r6VbwYkn3-SsSYvSOC6

     

    Here's an XML with a single phrase where it happens. DDC generates levels where the slide out has three notes when the chord itself has two notes.

     

    Another issue with this phrase is that a muted strum at the end (at 15.895) gets the sustain of the previous chord when it is reduced to a single note.

  4. Could you make it so that DDC keeps the FHP set at the beginning of a noguitar section? In case one wants to move to the new position right away, as is done in ODLC sometimes.

     

    Another, somewhat more important issue. A phrase/section that ends like this (no notes after, handshape spans two bars):

     

    2ReGEpC.png

     

    DDC will add a new empty phrase at the beat around 14s, which breaks the handshape.

  5. @@Berneer

     

    I've been reading the tutorial and here are some thoughts:

     

    -In Figure 5a, linkNext will not actually be used since the Toolkit ignores it in this case. Also, in the last three pictures (and in many of your other example screenshots), EOF optimizes the notes into a single note when you link one note into another one that has identical techniques (none in this case).

     

    -The Toolkit selects the longest sustain of a chord's chordNotes and uses that as the sustain of the chord. In the SNG file, chordNotes do not have the attribute "sustain", so it is impossible for them to have different sustains. If you wanted to do that, linkNext is required (which is pretty much what chordify does):

     

    TIptvPU.png

     

    -I tried creating the example in Figure 5 and it crashes the game for me... (and the culprit is not the showlights file ;))

     

    -You can think of masks as on/off switches. In RS, the notes have masks for PALMMUTE, HAMMERON, SLIDE, etc. In the SNG file, linkNext is actually two masks: PARENT and CHILD. PARENT doesn't affect the appearance of a note, but CHILD causes the note to not be drawn.

     

    -Open notes glitch:

     

    0Ph2qAx.jpg

     

    The technical reason for why this happens is that a chord has an open note, but the chordNote doesn't have the OPEN mask. A chord that has open notes, but doesn't have chordNotes will cause this.

     

    -As for the example from Tenacious D – The Metal; I don't own it so I can't look at the XML file, but it is not related to the sustain limitation of chordNotes since it doesn't use chords. I tried creating something similar quickly, and interestingly enough, I ran into the linkNext issue in the Toolkit:

     

    QYOakAz.png

  6. I'll need some time to read all that.  :)  That reminded me of something though:

     

    The current implementation in the Toolkit that applies the mask related to linkNext to the notes (the CHILD mask, which causes the note to not be drawn, only its sustain) doesn't check the linkNext status of the chordNotes. It only checks the chord itself. That's why this doesn't currently work:

     

    PCnW20a.png

     

    Also, as I mentioned in the issue I posted at Github, Rocksmith will not draw the next note of a linkNext note (note with PARENT mask) even if it doesn't have the CHILD mask in the SNG file, except if the note is an open note. Which makes sense, since I don't think ODLC uses open string notes that are linked to a technique.

  7. 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).

     

    Here are some XML examples:

     

     

     

    Iron Maiden - 2 Minutes to Midnight (Lead)

     

            <chord time="333.987" linkNext="1" accent="0" chordId="30" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="up">
              <chordNote time="333.987" linkNext="0" accent="0" bend="0" fret="0" 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="1.566" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
              <chordNote time="333.987" linkNext="1" accent="0" bend="0" fret="12" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="2" sustain="1.566" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
              <chordNote time="333.987" linkNext="1" accent="0" bend="0" fret="12" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="3" sustain="1.566" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
              <chordNote time="333.987" linkNext="1" accent="0" bend="0" fret="12" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="4" sustain="1.566" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
            </chord>
     
    Dream Theater - Metropolis Part I: "The Miracle and the Sleeper" (Bass)
     
            <chord time="561.33" linkNext="1" accent="0" chordId="4" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="up">
              <chordNote time="561.33" linkNext="1" accent="0" bend="0" fret="10" 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" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
              <chordNote time="561.33" linkNext="1" accent="0" bend="0" fret="12" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="3" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="2" sustain="0" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
              <chordNote time="561.33" linkNext="0" accent="0" bend="0" fret="11" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="2" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="3" sustain="0" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
            </chord>
     
    Tom Petty and the Heartbreakers - Good Enough (Combo)
     
            <chord time="318.325" linkNext="1" accent="0" chordId="13" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="up">
              <chordNote time="318.325" linkNext="1" accent="0" bend="2" fret="14" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="3" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="3" sustain="2.349" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
                <bendValues>
                  <bendValue time="318.695" step="2" unk5="0" />
                </bendValues>
              </chordNote>
              <chordNote time="318.325" linkNext="0" accent="0" bend="0" fret="12" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="4" sustain="2.349" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
            </chord>
     
    Wild Cherry - Play That Funky Music (Rhythm)
     
            <chord time="121.577" linkNext="1" accent="0" chordId="0" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="up">
              <chordNote time="121.577" linkNext="1" accent="0" bend="0" fret="7" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="3" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="9" string="3" sustain="0" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
              <chordNote time="121.577" linkNext="0" accent="0" bend="0" fret="7" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="3" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="9" string="4" sustain="0" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
              <chordNote time="121.577" linkNext="1" accent="0" bend="0" fret="7" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="3" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="9" string="5" sustain="0" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0" />
            </chord>

     

     

     

    As for chordify, I'm not sure I understand how you're supposed to use it. I apply it on a chord and it makes a chord that has linkNext, but doesn't have any chordNotes, which makes the game crash...

    • Like 1
  8. A while back I ran into a bug in the Toolkit's linknext handling. I've rewritten the part to fix the bug, but  I think a change should be made in EOF before I commit it.

     

    Cases like these

     

    f02Dr2C.png

     

     

    PCnW20a.png

     

    should be exported in the same way:

    <chord time="20.998" chordId="2" linkNext="1" >
       <chordNote time="20.998" string="1" fret="5" sustain="0.500" linkNext="1" leftHand="1" />
       <chordNote time="20.998" string="2" fret="7" leftHand="3" />
       <chordNote time="20.998" string="3" fret="7" leftHand="4" />
    </chord>
    

    I.e. linknext on the chord itself and only on the note(s) that should have it.

     

     

    While doing some tests, I also came across some obscure cases where things aren't working as expected.

     

    0U0YK7X.png

     

    Here the second chord, with the slide out, doesn't get split into notes automatically.

     

     

    CJMjiNK.png

     

    In this case the first chord is split into notes while it shouldn't be.

     

     

    6hmNivD.png

     

    Not related to linknext, but if you import a RS XML that has something like this in it into EOF, the sustain of the single note will be cut short (stops at the first chord).

     

  9. Ubisoft's character substitution for the sortable fields is pretty inconsistent.

     

    &:

     

    Artist Name: Grace Potter & The Nocturnals
    Artist Sort: Grace Potter and The Nocturnals
     
    Artist Name: Bill Haley & His Comets
    Artist Sort: Bill Haley & His Comets
     
    Diacritics:
     
    Artist Name: Motörhead
    Artist Sort: Motorhead
     
    Artist Name: Frédéric Chopin
    Artist Sort: Frédéric Chopin
     

    I don't think the substitutions matter much, except for some artist names, if one wants them to be sorted together with ODLC (e.g. "B.B. King" is sorted as "BB King").

  10. @@raynebc The font texture used for lyrics can be easily found in the game files, but it's not the same font used for the artist/title fields.

     

    I agree with Billkwando that when it comes to tilde, it has been tested enough to prove that it doesn't cause problems.

     

    As for other characters in the artist/title/album names breaking the game, until someone demonstrates a case where that happens, I remain skeptical.  :)

     

    99W9XpK.jpg

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