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iminashi

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Posts posted by iminashi

  1. 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
  2. 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).

     

  3. 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").

  4. @@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

  5. http://i.imgur.com/lh3yRhk.png

     

    This is not exported into the XML properly.

    <chord time="16.998" chordId="3" >
      <chordNote time="16.998" string="1" fret="5" sustain="1.000" linkNext="1" leftHand="1" />
      <chordNote time="16.998" string="2" fret="7" leftHand="3" />
      <chordNote time="16.998" string="3" fret="7" leftHand="4" />
    </chord>
    

    The chord should also have linkNext="1" instead of just the chordNote. 

  6. @@raynebc That doesn't work. Chordnotes cannot have different sustains.

     

    I can think of two ways to make it work:

     

    1. The simple way

     

    Since the problem is caused by how RS draws open notes into the anchor zone, you can simply remove the FHP changes from the slides:

     

    http://i.imgur.com/HIBp5Iz.png

     

    If the fingering uses the first finger, EOF will give a warning every time you save.

     

    2. The hackish way

     

    If you absolutely need to have the FHP changes (why?), it is possible to keep them. Remove the open D note(s) from the chords, then edit it back into the XML as a note 0.001 seconds before the first chord, and set the correct sustain (if you put it exactly on the chord it seems like the chord's linknext messes things up).

     

    http://i.imgur.com/F4Xaqjz.png

     

    EDIT: Or you could also try to do it in EOF:

     

    http://i.imgur.com/r68oVo9.png

     

     

    I'd go with the simple way.  :)

  7. @@Rockfirstlast There's no way to shut off all the lights, not that I know of anyhow. The closest thing would be beams off (note 42) and dark purple fog color (35).

     

    The strobe effect can be achieved by simply changing between two colors very quickly. For example, in "Cold Company" there is a part where it switches between 28 (dark blue) and 35 (dark purple) about every 0.2 seconds. You'd preferably need an algorithm to generate it, otherwise you're in for some tedious copy-pasting/editing.  :P (I've thrown together such an algorithm in Ruby, but haven't tested what kind of crazy stuff you might achieve with it.)

    • Like 1
  8. Finally got around to doing a bit more substantial update.  :ph34r:

     

    Added some stuff about FHPs (1.3) and chord fingerings (1.4).

    Added links to illustrative animated gifs in 3.2.

    Added a tip to 4.2 (High density repeats).

     

    Might add something about showlights and crowd events later.

  9.  

      About the first time position of a beat, I setted it like that because EOF generates the "0.000" beat by default. 

     

    Not sure what you mean by that. EOF sets the startBeat and the first beat at the time where the beat map begins, not at 0.000.

     

    It only matters if people want to use ODLC-like leading silence (10+ seconds of silence). I've tried it, but haven't noticed any merits in doing so myself. Anyway, Firekorn advises that people do that in his tutorial. And if you move the first beat from 10s to 0s, it will mean that about half of that silence will not be skipped like it is in ODLC.

  10.  

     - New process to add measure 0 at time 0.000 when startBeat is greater than 0.000

     

    What's the reason for this? Since in ODLC the first beat is at 10.000.

     

    Also, I'd really prefer if DDC didn't move sections/phrases to the first beat of a measure. Having to create workarounds like 1/4 measures to get a section to start at the right place feels silly.

  11. EOF warns that the characters ( ) , in chord names can cause the game to crash, when in fact they can be used. 

     

    Parentheses are used occasionally in ODLC, but the comma doesn't seem to appear in any DLC I own. The only instance of it I can find is in "RS2 Chord Name Stress" that has chord names like "A7(b5.b9)" and "C7(#5.b9)" (. and , will both produce a comma in the game).

     

    This is the texture used for the chord names:

     

    http://i.imgur.com/acyxP1e.png

     

     

    Another thing, by default EOF names minor chords as "...min", whereas the game uses "...m". They will be displayed as "...m" during the song since there is no "in" in the above texture. But if you look at the chords of a song the name will be "...min":

     

    http://i.imgur.com/hwT6DDr.jpg

     

     

    Also pictured is a chord named "Gm&$".  ;)

  12. Don't know if this has been discussed before, but it is possible to make an arpeggio using a handshape and display the chord name by making a chord with one note:

     

    http://i.imgur.com/jWLIAoO.jpg

     

     

    What do you think of such a contraption? Looks a bit weird when you're not used to it.

     

    The abridged XML for that's pretty simple:

        <chordTemplate chordName="A" displayName="A-nop" fret1="0" />
        <chordTemplate chordName="A" displayName="A" finger2="1" finger3="1" finger4="1" fret1="0" fret2="2" fret3="2" fret4="2" />
    
    ...
    
        <chord time="11.996" chordId="0">
            <chordNote time="11.996" string="1" fret="0" />
        </chord>
    
    ...
    
        <handShape chordId="1" startTime="11.996" endTime="15.246" />
    
    
  13. Customs that are made with a really old version of the toolkit (v2.2 I think) also may not be affected. And if an arrangement doesn't have any chords, it won't be affected by the mastery bug regardless of the version of the toolkit used.

  14. Well, I took a peek into the game's executable and found this list:

     

    Play_VR_Start_0 E2
    Play_VR_Start_1 A2
    Play_VR_Start_2 D2
    Play_VR_Start_3 G2
    Stop_VR E12
     
    Play_GenericCheer_0 E0
    Play_GenericCheer_1 A0
    Play_GenericCheer_2 D0
    Play_GenericCheer_3 G0
     
    Play_ShoutOut_0 E1
    Play_ShoutOut_1 A1
    Play_ShoutOut_2 D1
    Play_ShoutOut_3 G1
     
    Play_Ambience_0 E4
    Play_Ambience_1 A4
    Play_Ambience_2 D4
    Play_Ambience_3 G4
    Stop_Ambience_CT    E14
     
    E3  Play_CrowdBookEnds_Start_1
    A3  Play_CrowdBookEnds_Start_2
    D3  Play_CrowdBookEnds_Start_3
    G3
    E13 
     
    Play_Misc1_0    E5  
    Play_Misc1_1    A5  
    Play_Misc1_2    D5  
    Play_Misc1_3    G5  
    Play_Misc2_0    E6  
    Play_Misc2_1    A6  
    Play_Misc2_2    D6  
    Play_Misc2_3    G6  
    Play_Misc3_0    E7  
    Play_Misc3_1    A7  
    Play_Misc3_2    D7  
    Play_Misc3_3    G7  
    Play_Misc4_0    E8  
    Play_Misc4_1    A8  
    Play_Misc4_2    D8  
    Play_Misc4_3    G8  
     
    Play_InGame_Click   B1  
    Play_InGame_Click_Accent    B0
     
    e0  
    e1  
    e2  
     
    I tested some of them. E0-G0 seem to be a short applause that ends automatically (some might check for accuracy like D3). A3 and G3 also work and start an applause that E13 ends.
     
    Ambience is likely for the loft (main menu). The shoutouts didn't seem to do anything.
     
    Also, looks like E3 can be used multiple times in a song after all. Dunno why it didn't seem to work when I last tested it.
  15. @@Alex360

    As a matter of fact, I did come across some events that only appear in DLC, not in any on-disc songs.

     

    Here are the event codes:

     

    sp

    wedge_25
    rwedge_25
    wedge_50
    rwedge_50
    wedge_cutoff

    pa_1:5
    pa_2:5
    pa_7:4
    pa_1:7
    pa_2:7
    pa_18:7
    pa_29:7
    pa_6:9
    pa_4:14

    ct_17:3,10,17

    del_3:start
    del_3:end

     

    My guess would be that they don't actually do anything.  :)

    • Like 1
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