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iminashi

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Posts posted by iminashi

  1. 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. 

  2. @@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.  :)

  3. @@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
  4. 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.

  5.  

      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.

  6.  

     - 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.

  7. 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&$".  ;)

  8. 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" />
    
    
  9. 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.

  10. 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.
  11. @@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
  12. 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.
    • Like 4
  13. I'm on the latest hotfix. I had disabled the abridged XML because I wanted to see if it was the cause of some problem I was having, but it wasn't (was probably showlights or something). I realized that I should have turned it on after posting that.  :unsure:

     

    This is how a bend grace note imports for me:

     

    http://i.imgur.com/0XUpCKR.png

     

    Shouldn't the notes be linked and the second note have a bend tech note on top of it?

    EDIT: And the notes should be on the same fret (4 in this case)

     

     

    I don't think having the ignore status on chordnotes has any effect, considering how the detection of chords works (the complete chord is either a hit or miss, you can't get a miss on a single note inside a chord).

     

    A quick test: 

    chord ignore=1, all chordnotes ignore=0, game ignores it

    chord ignore=0, all chordnotes ignore=1, game counts as miss

     

    "All I Wanna Do" and "Don't Look Back in Anger", for example have lots of chords with the ignore status. "Cherub Rock" and "25 or 6 to 4" (rhythm) also have lots of them. I'm not seeing any chordnotes with ignore=1.

  14. I came across an oblique bend where EOF isn't producing the expected result.
     
    http://i.imgur.com/kw7vxoH.png
     
    http://i.imgur.com/wuORNow.png
     
    In the XML, the chordnotes have different values for sustain, but Rocksmith doesn't allow that and as a result the sustain of the chord is too long:
     
    http://i.imgur.com/OOtwbsl.png
     
    Manually setting the second double stop as 'split' doesn't improve the situation. It adds the 16th fret note to the XML, but also makes a duplicate of the 18th fret bend-down note. Removing the duplicate note, setting the 16th fret chordnote to have the correct sustain and adding linknext to the chordnotes gets the correct result.
     
    XML made by EOF (without 'split'):
     


          <notes count="1">
            <note time="16.143" string="3" fret="18" sustain="0.428" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="2" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="-1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1">
              <bendValues count="2">
                <bendValue time="16.143" step="2.000" />
                <bendValue time="16.571" step="0.000" />
              </bendValues>
            </note>
          </notes>
          <chords count="1">
            <chord time="15.286" chordId="0" linkNext="1" accent="0" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="down">
              <chordNote time="15.286" string="3" fret="18" sustain="0.857" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="2" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="3" pluck="-1" slap="-1" tremolo="0" vibrato="80" pickDirection="0" rightHand="-1">
                <bendValues count="1">
                  <bendValue time="15.286" step="2.000" />
                </bendValues>
              </chordNote>
              <chordNote time="15.286" string="4" fret="16" sustain="1.285" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="0" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1" />
            </chord>
          </chords>

     
    XML made by EOF (with 'split'):
     

          <notes count="3">
            <note time="16.143" string="3" fret="18" sustain="0.428" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="2" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="-1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1" >
              <bendValues count="2">
                <bendValue time="16.143" step="2.000" />
                <bendValue time="16.571" step="0.000" />
              </bendValues>
            </note>
            <note time="16.143" string="3" fret="18" sustain="0.428" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="2" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="-1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1" >
              <bendValues count="2">
                <bendValue time="16.143" step="2.000" />
                <bendValue time="16.571" step="0.000" />
              </bendValues>
            </note>
            <note time="16.143" string="4" fret="16" sustain="0.428" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="0" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="-1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1" />
          </notes>
          <chords count="1">
            <chord time="15.286" chordId="0" linkNext="1" accent="0" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="down" >
              <chordNote time="15.286" string="3" fret="18" sustain="0.857" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="2" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="3" pluck="-1" slap="-1" tremolo="0" vibrato="80" pickDirection="0" rightHand="-1" >
                <bendValues count="1">
                  <bendValue time="15.286" step="2.000" />
                </bendValues>
              </chordNote>
              <chordNote time="15.286" string="4" fret="16" sustain="1.285" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="0" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1" />
            </chord>
          </chords>

     
    XML that produces the correct result:
     


         <notes count="2">

            <note time="16.143" string="3" fret="18" sustain="0.428" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="2" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="-1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1">
              <bendValues count="2">
                <bendValue time="16.143" step="2.000" />
                <bendValue time="16.571" step="0.000" />
              </bendValues>
            </note>
            <note time="16.143" string="4" fret="16" sustain="0.428" linkNext="0" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="0" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="-1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1" />
          </notes>
          <chords count="1">
            <chord time="15.286" chordId="0" linkNext="1" accent="0" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="down">
              <chordNote time="15.286" string="3" fret="18" sustain="0.857" linkNext="1" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="2" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="3" pluck="-1" slap="-1" tremolo="0" vibrato="80" pickDirection="0" rightHand="-1">
                <bendValues count="1">
                  <bendValue time="15.286" step="2.000" />
                </bendValues>
              </chordNote>
              <chordNote time="15.286" string="4" fret="16" sustain="0.857" linkNext="1" ignore="0" slideTo="-1" slideUnpitchTo="-1" bend="0" hopo="0" hammerOn="0" pullOff="0" tap="0" mute="0" palmMute="0" harmonic="0" harmonicPinch="0" accent="0" leftHand="1" pluck="-1" slap="-1" tremolo="0" vibrato="0" pickDirection="0" rightHand="-1" />
            </chord>
          </chords>

     
     
    And two unrelated points:
    • GP import only imports the transition (slide, bend, hammer) of a grace note when it is set as "before the beat". If it is "on the beat", the transitions are not imported at all. Also, the way the bend grace note is imported doesn't make sense.
    • Something I noticed as I was looking at how the ignore status is used in official content: In ODLC, when a chord is set as ignore, the individual chordnotes don't have the ignore status and EOF's RS import will import the chord without the ignore status.
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