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iminashi

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Everything posted by iminashi

  1. 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.
  2. 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'): XML made by EOF (with 'split'): XML that produces the correct result: 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.
  3. The custom that was giving me the error now builds, so should be fixed. Thanks. :)
  4. @@cozy1 The sequence of notes might have an effect on things. I haven't really tested that. For the screenshots I used two files that had all of the particular notes one after the other. For the fog screenshots, one 42 and then 24-35. For the beam ones I had one 25 and then 48-59 one after the other. I was about to let you know that there is bug in AdjustShowlights. If the last note on the showlight list happens to be one of the bad notes, it will result in an "index out of bounds". Changing the foreach loop into an if statement would be one way to fix it: if (showlightList[i].Note > 35 && showlightList[i].Note < 48 && showlightList[i].Note != 42) { showlightList.Remove(showlightList[i]); continue; }
  5. 32 seems to be the maximum number of bendvalues/bend tech notes you can have on a single note. 33 or more and the game will crash after tuning. The limit can be bypassed by using linknext. I tried it by making an xml file that had a G string 7th fret note with 32 bendvalues linked to a G string 7th fret note with 32 bendvalues and the game didn't crash.
  6. For anyone interested, here are screenshots of the showlights: https://drive.google.com/open?id=0B_0HDnEbZi4PTWF1bVl2SXdZVlE There are two screenshots of 35. I have no clue why the first one (the glitched one) was green + purple. In the screenshots for the fog colors, beams and laser lights were off. In the screenshots for the beams, the laser lights are on and the fog color was 25. The exact names of the colors aside, in the note key in the toolkit showlight editor, 33 and 34 should be switched. 33 is a blue color and 34 is a yellow color. Also, the exact number and type of lights affected by 42,48-59 depends on the venue. My screenshots were from a small venue, but in some venues they also affect the color of a moving light/lights.
  7. Which song is it? I'd like to see it myself. :) I don't think so. There are zero hits in the XML files for notes 0-23 and 36-41.
  8. @@cozy1 You released a new version just as I was writing a reply. :) I'll need to test the new version to see if what I was about to write still stands. One thing I noticed with the code is: shouldn't rnd.Next(48, 59) be rnd.Next(48, 60) in order to get a random number between 48-59 (ditto for 24-35)? Or maybe I'm reading the wrong documentation... :) Anyway, I did some more testing with the showlights and here are my conclusions: 42, 48-59 control the spotlights/beamlights/whateverlights.42 is "off" and 48-59 are the colors in the same order as the fog colors. 67 turns on the laser lights and 66 doesn't appear to do anything. About 67/66: If there is no note 67 in the showlights file, the laser lights seem to be on all the time. In ODLC both 67 and 66 are used in each song exactly once, with 67 always coming before 66. The one exception in the DLC that I own where neither are used is Megadeth "Peace Sells". Maybe 66 is supposed to be "turn laser lights off" but doesn't work? In ODLC it often comes at the very end.
  9. I haven't come across ODLC that uses other than alphanumeric characters for phrase names. Usually they are short like "A", "B", "C", but there are also names like "solo2".
  10. That was actually a mistake I made as I copy pasted, but they are out there. For example "All I Wanna Do" starts with <showlight time="10.000" note="24"/> <showlight time="10.000" note="52"/>
  11. There is a little over 10 seconds of silence at the start of an ODLC and the beatmap usually starts at exactly 10 seconds. Try importing some of them into EOF and check for yourself. But in the game it doesn't take 10 seconds for the song to start. I've been wondering how that works.
  12. I'll need to do some more testing and fiddling with the showlights, but here is my uneducated guess on why it crashes. The total number of showlights and how early they need to be set doesn't seem to matter. In official content the first showlight note is almost always at 10.000, which is where the beatmap begins in most official content, but the game doesn't crash if there are no showlight notes at the beginning. And the minimum number of showlight notes you need seems to be 2. There needs to be at least one note from the fog color set (24-35) and one note from the spotlights/effects set (42, 48-59). The game loads them into tables or lists or whatever and the programmers hadn't prepared for the case where they have zero entries, causing the game to crash. I have tested the following showlights files and they didn't crash the game for me (the notes are set at a time that is very near to the end of the audio): <showlights count="2"> <showlight time="63.455" note="32" /> <showlight time="66.646" note="55" /> </showlights> <showlights count="2"> <showlight time="66.646" note="24" /> <showlight time="66.646" note="42" /> </showlights> <showlights count="2"> <showlight time="66.646" note="35" /> <showlight time="66.646" note="59" /> </showlights>
  13. I did some testing with my two crashing CDLC. In the first showlights file, there were no notes from the 42-59 range. I tried adding one 42 at the beginning and the crash was gone. As for the second showlights file, there were two notes from the 42-59 range near the end. 43 and 45. At first I thought they came too late in the song or something, but I tried adding the note 55 (which I happened to choose randomly) between them, and that got rid of the crash. Then I ran search in the showlights XML files from the on-disc songs, imported RS1 songs and DLC and the RS2014 DLC I own. While there are 1207 hits for the note 42, there are zero hits for the notes 43-47. Editing the showlights file and just changing the note 45 to 55 fixes the crash.
  14. I got around to testing this (I was playing "Carry On Wayward Son" which also has these). It works: http://i.imgur.com/8Ye6XAv.gifv Here are some files: https://drive.google.com/open?id=0B_0HDnEbZi4PZnhOendwVFdmakE I combined the rhythm and lead arrangements to make the ChordInsideArpeggio XML. It has two handshapes in it. The chord handshape is inside the arpeggio handshape, but it will not displayed; the arpeggio handshape seems to override it. However, it has to be there, without that handshape all you will get is a high-density chord box.
  15. The two CDLC that I updated today also crash after tuning when I build them with the latest version of the toolkit. I haven't had time to look into it more closely, but the culprit are the showlights (yet again). Using the showlights file from the previous, working version of the CDLC, they don't crash. Try using an older revision of the toolkit and see if that works.
  16. It works, but it's not foolproof since one can change the name of the vocals track in EOF.
  17. Using the DD XML files that you provided, the game will freeze like you said. If I use the non-DD XML files straight from EOF (which is what I did at first), both guitar arrangements can be played without problems, even if you generate DD using the .psarc file. The showlights are causing the issue. The Toolkit seems to have problems generating them if you use those DD XML files. cst_showlights.xml is generated only(?) when the order of the arrangements is rhythm, lead, bass in the arrangement list.
  18. This is what I was going for: http://i.imgur.com/nLw6FMl.jpg But I guess I might as well use fret-hand muted chords instead of single notes.
  19. Came across another problem. Generating DD on this arrangement causes some of the handshapes to point to the wrong chordId, with the first one pointing to chordId -1. https://drive.google.com/open?id=0B_0HDnEbZi4PSGo4MDJhbjloSTQ
  20. It's a toolkit problem. Currently it will only accept lyrics files that end with "vocals.xml".
  21. And another update with 6 more shapes, including a pretty common power chord shape that I had somehow missed.
  22. Looks like commas etc. work only if there are extended ASCII characters in the lyrics. I haven't really missed commas, but I'd like to be able to use double quotes and parentheses without having to edit the lyrics files manually.
  23. Uploaded a new version with 6 more shapes.
  24. I don't think anybody uses custom fonts since there are no tools out that would ease the process. Substituting the characters that can't be used is a good idea I think. Having a non-accented character is better than no character at all.
  25. By using the PART VOCALS_RS2.XML file you are already using a UTF file. :)The vocals XML file is encoded in UTF-8 (Unicode) whereas the _EXT file is encoded in Windows-1252. You don't need to worry about that. Just know that the _EXT file does not work properly with the Toolkit. ã is not in the default lyrics font so it will not work. Since it's written into the UTF lyrics file, it would seem that EOF's character filtering is not working correctly. For the _EXT file the filtering does work properly; ã is filtered out. The + characters for line breaks are not being written into the _EXT file.
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