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Wormweed

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Posts posted by Wormweed

  1. Anyone noticed better tone recognition after the patch? The game tuner still shows my intonation to be too sharp on a few strings, when i tune and check at 12th fret. While all my other tuners show my intonation to be spot on.

     

    It's nice to be able to see how many times you played the other arrangements, but i wish you could see it on your main path as well.

  2. I finally managed to fix the tone issue in this song, using just notepad and EoF to find out when the tone changes, and what tone it changes to. The problem was: Tone A, B, C and D didnt have the same name as the name here: <tone time="30.286" id="1" name="WRONG TONE NAME HERE" /> And that was the same for all the tone change times in the song.

     

    This part of the XML files is the problem:

     

      <tonebase>Knights_verb</tonebase>
      <tonea>Knights_verb</tonea>
      <toneb>Knights_verb_intro</toneb>
      <tonec>REMHurts_clean</tonec>
      <toned>Now_dist</toned>
      <tones count="5">
        <tone time="30.286" id="1" name="WRONG TONE NAME HERE />
        <tone time="48.9" id="2" name="WRONG TONE NAME HERE" />
        <tone time="73.718" id="3" name="WRONG TONE NAME HERE" />
        <tone time="237.352" id="2" name="WRONG TONE NAME HERE" />
        <tone time="261.92" id="3" name="WRONG TONE NAME HERE" />

  3. I tried to open http://customsforge.com/page/customsforge_rs_2014_cdlc.html/_/pc-enabled-rs-2014-cdlc/the-chosen-ones-r2931 in EoF, to fix that "not properly defined" problem, but i can't see where the problem is. The tone changes have correct names, and the name listed in the toolkit error is nowhere to be found. "there is a tone name error in XML arrangment: combo introdistortion is not properly defined"

     

    Can't figure out where the problem is. I have tried to change the xml files in notepad, but no luck yet.

  4. The issue i had with 1.2.7.0 seems to be gone in 1.2.7.4, and it's now fixing all my max5 bugged cdlc. Thank you so much.

     

    Edit: Noticed it deletes both bass tracks, when it would be enough to delete just the bonus bass track. Not sure if the other options work the same way (ticking the Remove Bonus box removes all bonus arrangements, even if it would be enough to remove just 1).

     

    I also got 33 corrupted files when it was done, and some of those i played 4 days ago and they worked fine. The error log doesn't say why they were marked as corrupt. This is 1 of the files that got flagged as corrupt, and i bought a slide just to play this song 4 days ago, so i know it worked 100% flawlessly http://customsforge.com/page/customsforge_rs_2014_cdlc.html/_/pc-enabled-rs-2014-cdlc/high-hopes-r4632

  5. "is there a way to sort after number of arrangments in CF song manager?"  No.  We would have to add a column "Arrangement Count" to do this then you would have to go from CFSM to toolkit to process, back and forth.  Don't think that would be good process, IMHO.

     

    That's what i have done now, checking CFSM then going into the toolkit to fix it, and you are right about it being a lot of back and forth.

     

    @@firekorn I know there are many bass players, so i was just speaking for myself. But maybe it would be possible to sellect what arrangements you would like to remove when you start the fix? And then have the fix remove that arrangement from all cdlc with too many arrangements, like an apply to all feature.

  6. The problem with the mass fix is deciding which arrangement(s) to ditch.  I could make a mass fix that ditches sufficient bonus arrangements till there are only 5 total playable arrangements in the CDLC.  I am not sure everyone would be happy with sort of arbitrary trashing of arrangements which is why it makes more sense to open each CDLC in the toolkit and you decide what to keep or toss.  The toolkit now has a warning if you try to generate a CDLC that has more than 5 playable arrangements.  Let me know what you think/want.  I will be glad to put together a CLI bulk max arrangement tool.  Just let me know what type of selection criteria you want to use for removing arrangements.

     

    The toolkit counts showlights and vocals as 1 arrangement each as well, i noticed that when i fixed up a few cdlc the other day, at first i removed enough arrangements so that there were only 5 total, including showlights and vocals, but i discovered later that i didnt have to remove that many. Worked fine to have lead, bonus lead, rhythm, bonus rhythm, bass, showlights and vocals, even though i got the 5 arrangments warning

     

    I don't own a bass, and i don't have any interest in playing bass atm, so it would probably be pretty safe to have a mass fix that removed the bass tracks. I usually don't play bonus arrangements much.

     

    If the cdlc has several bonus lead and rhythm paths it could just remove the NDD track as firekorn said, if it has one. But i dont think i have any cdlc with several bonus lead or rhythm parts, most of the bugged cdlc has 2 arrangements for each path, for 6 total.

     

    Edit: is there a way to sort after number of arrangments in CF song manager? That would also speed up the process a lot, would be easier to see how many problem tracks i have to deal with.

  7. I have 1400 ish cdlc, and so many of them have more than 5 arrangements, pretty annoying and time consuming to go through and manually fix them all.. Try to play the cdlc and the game crashes. Sometimes i can hit esc fast and get out before the game crashes, but it seems to be limited to 1 or 2 times before the game crashes.

     

    Are you guys working on a way to mass fix this problem as well? A lot of the people who made the cdlc seems to not care enough to fix it and upload a new version, or maybe they have lost interest in it, i dont know. But would be great if anything like this was in the works

    • Like 1
  8. Wanted to try Final Countdown, seeing that cdlc isnt working. But that one is now locked, and i have to purchase it again. And thats not the only official dlc missing, Free bird is also missing. Didnt check any others.

     

    I thought Final Countdown etc was included when i bought Rocksmith 1 and the import tool.

     

    Or is this related to the cdlc bug?

  9. I'm quite new to the guitar, played for 10 months. Bought rocksmith 2014 in december. And i never liked DD. It feels like learning the song twice. Kinda pointless to learn how to play a lesser version, then the proper version later on. I think its better to just play an easier song, if the one you want to play is too hard for your skill level.

     

    I always max out DD, and play the songs at full speed. Usually sounds like sh*t at first, but it's steadily improving. Then i go into RR and slow certain parts of the song down, and repeat that until i get bored of slow motion vocals, and just play a new song. I revisit the songs on a regular basis, even though i got 1200 cdlc.

     

    I end up playing through the songs with RR on most of the time, so that the game wont lower the difficulty when i butcher the song.

  10. @@firekorn - This shows the setting I'm referring to:

     

     

    http://i.imgur.com/wA7gUMf.png

     

     

    You can't see all of it right there, but there's an LRB, LB, an RB, an LR, and an L just on that page, and there are no bass only customs. If a customs must have one path, then removing those that don't have lead or rhythm paths is exactly equivalent to hiding bass paths.

    I didnt see that option on the list when i checked a while ago. And i only checked this setting earlier today. So i just thought it wasnt added at all yet. But this is what i wanted. So thank you for showing me :)

     

    http://i.imgur.com/hDVttg4.png

     

    This setting is saved though, so you don't have to sort every time you refresh the page. So it would be nice if someone could add it here as well

  11. There is a lot of bass only cdlc, and it would be nice if i could hide it, in the same way you can search for cdlc with a specific part.

     

    I don't own a bass, so it would be nice if i could hide cdlc i can't play.

     

    I know i can show lead or rhythm, but then i'd have to search twice, one for each

  12. Trying to add DDC, but the first 2 phrass end up at level 1, regardless of what i do. Everything is fine without DDC.

     

    I have 3 sec leading silence added, the song then starts with a short guitar solo. I have moved the 1st beat to when the guitar starts playing, with Count and Intro phrase and section on 1st beat.

     

    Anyone know why the 2 first phrases only stick to the lowest DD setting even when DD is maxed out in RR?

  13. I was fixing sync issues on a previously made cdlc, and when i went to save it the cancel save to fix fretting hand position message popped up. And i clicked yes when it moved to each position asking if i wanted to fix it...When i then went to play the song palm mute symbols were showing up far to the left of the notes, and everything was messed up.

    Without a screen capture I probably can't say what would have caused this. EOF will give very specific warnings depending on what the problem is. For example if you have RS1 export enabled, there are several limitations for fret hand positions.

     

    Didn't have any problems with fretting hand position when i made the cdlc some weeks ago, with a different Eof version.

    Improvements were made to FHP generation a little over 3 weeks ago, but no bugs have been verified to exist at this time. If you can reproduce a problem with a project file, let me know.

     

    Another problem i had yesterday was that while i was fixing the fretting hand positions, was that suddenly all of the notes were moved 1 beat or so forward. All i did was load the same file i loaded 5 min earlier, that was fully synced, but got the fretting hand positions messed up.

    There are ways that this could be done, especially if you've been working with the leading silence feature or the "Note>Move grid snap" functions. If you can find a set of steps to reproduce this when the behavior is unexpected, let me know.

     

     

    The fretting hand popup was similar to the one i got in a previous eof version, where it asked if i wanted to correct it. I just clicked yes, like before. Ill get a screenshot or something if it happens again.

     

    All i did when the notes moved was load the saved .eof file, delete fretting hand position and save it, then generate a .psarc file to try and play the song. Then i noticed the notes moved. So i just did the same again, loaded the .eof file, moved the notes back again, deleted fretting hand position, saved it and generated a .psarc file, and played the song. Last time everything was fine. I didn't change anything else. It was easy and fast to fix. But i just thought it's best to report it, in case there is something buggy.

  14.  

    Am i the only one that gets the song messed up with the new fretting hand "fixing"? Have to make sure i delete all fretting hand positions before i save the song, if not everything is messed up in game.

    Can you further describe the issue? Are you using DDC?

     

    I was fixing sync issues on a previously made cdlc, and when i went to save it the cancel save to fix fretting hand position message popped up. And i clicked yes when it moved to each position asking if i wanted to fix it. I don't remember what the popup messages exact words were. When i then went to play the song palm mute symbols were showing up far to the left of the notes, and everything was messed up.

     

    Didn't have any problems with fretting hand position when i made the cdlc some weeks ago, with a different Eof version.

     

    Another problem i had yesterday was that while i was fixing the fretting hand positions, was that suddenly all of the notes were moved 1 beat or so forward. All i did was load the same file i loaded 5 min earlier, that was fully synced, but got the fretting hand positions messed up. I just deleted all fretting hand positions and saved again. When i then got ingame all the notes were 1 beat off sync. Was an easy fix, since all notes were 1 beat off, but all were off by the same amount. But i dont understand why they suddenly moved.

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