
raynebc
Rocksmith Custom DeveloperEverything posted by raynebc
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I don't run into that, maybe your OS X is set up differently or there is a permission problem with where your EOF app folder is. I've been putting mine in my account's desktop and my preferences seem to save and load normally. I also get the MP3 support after having installed the Mac utilities from the EOF download page (required providing admin credentials).
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I booted up my Macbook to High Sierra, extracted the 12-5-2018 build to it and it launched and seems to work normally. Can you further describe the behavior you're seeing on your Mac?
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Not that I'm aware of. I used the same build process as with the previous build. Is it not working for you?
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Hi, folks. The latest hotfix (12-5-2018) is in the first post. Changes are as follows: *Corrected the placement of the "File>Display>Notes panel>Enable" checkmark. *Updated the Clone Hero SP pathing logic to reflect that the game will discard all sustains shorter than 1/12 in a MIDI formatted chart. *Fixed a bug with the Clone Hero SP pathing function that would incorrectly skip testing some solutions. *Updated the Clone Hero SP pathing function to disregard solo bonuses when determining the best solution's number of stars, as per Clone Hero's rules. *Added a checkbox to the Clone Hero SP pathing function to allow SP worker processes to perform their own logging, for troubleshooting purposes. *Added checks requiring that the project is saved before using multiple processes (ie. you can't import a file and not save the project first) to find the optimal CH star power path. *Added a "Track>Evaluate CH star power path" function to validate and score a user-defined star power path for the active track difficulty, where each note that has SP deploy status (Note>Clone hero>SP deploy>) indicates star power is to be deployed at that note. *Fixed a bug with the optimal star power path logic that would cause a hang when used on a track difficulty with disjointed chords. *Fixed a cosmetic bug where the gem outlines for unused lanes for the note being hovered over with the mouse were drawn as triangles even when the note being hovered over did not have cymbals in it. *Fixed a bug with the handling of the note hit counter in the optimal star power path logic, which would cause the score multiplier to increase earlier than it should. *Added logic to correct a condition where the optimal SP pathing function could get stuck with all worker processes in idle status and not complete. *Added a caching optimization to the SP pathing logic that re-uses more of the calculations from the previous solution when sequential solutions are tested, greatly decreasing solving time. *Improved the SP pathing logic to be able to accurately count the high number of solutions that may be tested, without the ~4.29 billion limit of 32 bit numbers. *Fixed a bug with the Mac build where EOF wouldn't allow loading/importing a chart and not providing chart audio as is allowed in the Windows build. *Changed the star power pathing scoring logic of partial points for note sustains to use ceiling instead of rounding, to match such changes implemented in Clone Hero. *Added logic so that SP pathing worker processes will automatically end themselves if the pathing is cancelled. *Added logic so that if SP pathing worker processes are cancelled, EOF will include their tested solution counts among those reported. *Added a "Note>Clone Hero>SP deploy>" menu with functions to add a status specifying that selected notes will have star power deployed at their positions. Affected notes will have a star drawn beneath the piano roll. This SP deploy status is now used by the optimal SP path functions instead of using note highlighting. *Changed the Windows version of the multi-process optimal SP path solving logic to start worker processes with below normal process priority so it's easier to continue using the computer for other tasks while you wait for EOF to finish. *Added a "Song>Show CH SP durations" function that will display light blue markers below the piano roll to show the estimated length of each defined (either automatically with "Track>Find optimal CH star power path" or manually with "Note>Clone Hero>SP deploy") star power deployment in Clone Hero, if all notes are hit/whammied for maximum earned star power. If the defined star power path is invalid, yellow markers are drawn instead of blue markers. "Track>Evaluate CH star power path" and EOF's logging can explain why the marked star power path is considered invalid. *Added a %TRACK_SLIDER_COUNT% macro to display the number of slider sections in the active track, and added it to the Clone Hero panel. *Improved Feedback import of slider notes in charts with multiple difficulties, to avoid scenarios where slider sections can overlap. *Improved the note resnapping that occurs during MIDI import to support any per-beat interval from 1/2 to 1/96 instead of just the built-in sizes, to ensure the resnapping doesn't radically change note positions if they use an unusual grid snapping in the MIDI file. *Added several macros for reporting details about the currently defined star power path and the track difficulty's base score. These have been added to the Clone Hero panel. *Updated normal save to suppress Rocksmith warnings regarding section names if none of the pro guitar tracks have any notes. The clipboard format has changed, make sure to perform copy before performing paste again or the paste will malfunction.
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That's currently the expected behavior, but I can put the automatic copying of tech notes on the to do list for someday.
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Using "Edit>Paste from>Difficulty" and selecting difficulty 4 (this is the number for the BRE difficulty) should copy all the content (including tech notes) for that difficulty into the currently active track difficulty.
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The easier thing to do would be to try to select part of the chart (use "Edit>Set start point" and "Edit>Set end point" to mark the current seek position) and use "File>Export chart range" to save that part of the chart (and audio) to another folder.
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Having an option for EOF to automatically delete all lower difficulty levels during an import could lead to some serious bugs if it was programmed wrongly, when otherwise flattening an arrangement to one difficulty level with existing functions takes only a matter of tens of seconds. Having an option to hide all non Rocksmith relevant tracks could also be messy to implement. As for @@I)ark_Seph saying that the "Remove difficulty limit" removes notes, I'm not sure what he means. By design, the difficulty limit being enabled/disabled determines whether the BRE difficulty (#4) is merely a Rock Band mechanism instead of a playable difficulty, and determines whether that difficulty will export to MIDI (it will if the difficulty limit is active) or XML (it will if the difficulty limit is disabled).
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I don't understand what it is you're asking for.
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I could probably make a change so that if neither Rock Band nor FoF/Phase Shift exports are enabled, but Rocksmith 1 or 2 export is enabled, the difficulty limit for pro guitar/bass tracks is removed by default. This would make removed the named difficulties for those tracks and apply numbered difficulties instead. For this to take effect, you'd have to disable the FoF and Phase Shift export preference (which is enabled by default in File>Preferences>Import/Export), but let me know if this would be helpful.
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A gem whose fret number is in parentheses is a ghost note. This is used for different purposes, but the chords won't show up in game this way. To make them normal chords, you can select them and toggle the ghost status with CTRL+G (or use "Toggle ghost" or "Remove ghost" from the "Note>Pro guitar" menu).
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The /Applications folder may have permissions troubles. Try using "File>Song Folder" to define a place for new charts that are created in the song folder root. Alternatively, if you create a folder with your chart audio before-hand, you should be able to tell EOF to "Use source audio's folder" to create the project file in that folder.
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You can also use , and . to cycle through the preset grid snap sizes. The Information panel will display what size is currently in effect. Alternatively, you can use a higher grid snap than you need, and just increase the note length (ie. placing a 1/16 note and using ] or scroll wheel up will increase it to a 1/8 length).
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Double Stop Bends With Different Values Per String
raynebc replied to MrCalland's topic in Editor on Fire
By now, a pre-bend tech note status is available to author this.- 12 replies
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- double stop bends
- EOF
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(and 2 more)
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In case you still wanted to author these types of chords, EOF lets you do this now with the "disjointed" note status, which makes each gem in a chord have a separately editable length.
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Is anybody having problems with the latest Mac build of EOF?
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The slide ending is linked to the lowest fretted string in the chord, ie. in the above example, the A string slides from fret 3 to 5, and the G string slides the same number of frets (from 5 to 7).
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Wouldn't this work? EOF will output that as 3 single notes, with the two of them on the A string linked together: <note time="0.500" string="1" fret="3" sustain="0.500" 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" /> <note time="1.000" string="1" fret="3" sustain="0.500" linkNext="0" ignore="0" slideTo="5" 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" /> <note time="1.000" string="3" fret="5" sustain="0.500" linkNext="0" ignore="0" slideTo="7" 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" />
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Can you post a picture of the guitar tablature depicting this, just so I make sure I understand the scenario you're describing?
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Unless anything's changed, you should be able to author this as a sustained note, add linknext status to it (from the "edit pro guitar note" dialog) and then place another note on the same string where the slide begins. Define the slide status and slide end position on the latter note.
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It's probably just a cosmetic issue, but I'll get it fixed.
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I'm looking into getting a cheap refurbished Macbook so I can actually test the Mac build for these kinds of bugs, but if you can keep a list of bugs you find it will be handy. If you browse into the EOF app folder, into Contents, into Resources, into eof, does an eof.cfg file get written at all after you exit EOF?
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Hi, folks. The latest hotfix (11-1-2018) is in the first post. Changes are as follows: *Changed the border color for selected lyrics' note rectangles to blue instead of red so the highlighting is visible for notes that are out of the piano roll's focus. *Fixed a Feedback Import bug that prevented extended sustains from importing correctly. *Fixed a bug where adding a gem to an existing note while "Classic", "Piano Roll" or "Hold" input modes are in use could cause the wrong note to become selected. *Fixed a MIDI export bug where if two consecutive forced hopo on/off notes were authored one or two ms apart, the HOPO marker could be changed to 0 deltas long and the MIDI events for it could be written out of correct order to result in a MIDI violation where a note off occurs before the corresponding note on event. *Fixed a bug with the recent Feedback import logic (to process toggle HOPO and slider markers at the end of each track difficulty's import) that could cause GHL notes after a W3 to not import with the correct HOPO status. *Fixed a bug with Feedback import's automated resnapping that could cause toggle HOPO markers to not be handled correctly in some cases. *Added a Song>Seek>Note>Index function that will seek to the specified note number in the active track difficulty, if it exists. Notes are numbered starting from 0, so note index 1 is the second note in the active track difficulty. *Added error checking during warn if some of the project content fails to be written during save, such as if disk space runs out on the drive EOF is running from. File>Load was updated to be able to handle projects that have this problem. *Added a Clone Hero panel (File>Display>Notes panel>Clone Hero) that displays messages about missing features (like solos, star power, loading phrase, preview start time), warns about compatibility problems like using a chart offset and gives various statistics and other information relevant to authoring Clone Hero charts. *Added a "Track>Find optimal CH star power path" function to determine the optimum star power use for the active track difficulty based on Clone Hero scoring rules, reporting the maximum possible score, average multiplier and stars awarded. Also reported is the maximum percentage of notes that can be played during star power, to help the author decide if there are enough star power sections. The new Mac build might work in versions of OS X newer than Sierra, let me know if you find otherwise.
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I don't know why old builds would work differently in Mojave, but the original EOF developer was making the Mac builds then. I'll see if he can make a new build.
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EOF can't run on versions of OS X newer than Sierra. As a test, I wonder if you could check whether either of these happen to work in Mojave: The super old 1.71 build: http://www.t3-i.com/pages/download.php?id=12 Or the old 1.8RC10 build: http://ignition.customsforge.com/eof/download/13