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raynebc

Rocksmith Custom Developer
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Everything posted by raynebc

  1. It's not that simple, you'll have to have a hacked console. Eventually, emulators like Xenia will become good enough to play rhythm games but I don't think it's quite that far yet.
  2. Nothing is stopping you from getting better peer reviewed customs or making your own that are up to your high standards.
  3. Likely an issue with reading the mouse. Some people have had to lower the polling rate or resolution of their mouse for it to work well in EOF. Give that a try or if that doesn't help, see if you can try a cheap no-frills USB mouse.
  4. I think I fixed the arpeggio marking issue, it looks like it would happen if you add a handshape that is earlier than existing handshape/arpeggio phrases in a track. @@theSG Would it only be appropriate to automatically increment/decrement a FHP if it was the same timestamp as and was the same fret value as one of the gems in a note being affected? Should this functionality be lumped in with the preference to increment/decrement slide endings?
  5. I could have sworn this information is around on the forum someplace, maybe in the tech notes tutorial. I have to imagine somebody around here remembers how to author this.
  6. As with your case, I can't reproduce the arpeggio issue on a blank chart. If you can reliably cause the arpeggio marker to be created with minimal steps such as opening a project file (or immediately after importing some file), selecting specific notes and pressing CTRL+SHIFT+H, please send me the file and steps in question so I can try to reproduce the issue. Same for the tech note selection, I can't reproduce this on the current hotfix. One thing to keep in mind though is that select like isn't so picky that it will differentiate a tech note that slides up to fret 5 from a tech note that slides up to fret 6. From its perspective they are both slide up tech notes.
  7. Are you sure you're not hitting CTRL+SHIFT+G sometimes? That is the keyboard shortcut to mark an arpeggio, and the letter is right next to H so that's a possibility. The next time this has just happened, please check the Information Panel to see if the value listed for the last ASCII character input read was "103 ('g')" or if it is stated to be 'h' instead. As you suggest CTRL+X defines a Rock Band 3 style string mute (no defined fret number). For this reason, these notes are prevented from having their fret value incremented/decremented with those controls. I've gone ahead and changed it so that muted notes with a fret value (ie. defined with SHIFT+X) can have their fret values incremented/decremented with these controls. For the tech note selection issue, try "precise select like" (SHIFT+L), which will only select notes with a matching lane number AND statuses. For incrementing/decrementing slide endings automatically, I can't assume that's a behavior everybody would like. If you like, could make a user preference for this (you'd have to enable it once and it would stay enabled permanently until you make a new EOF installation, reset your settings to default, etc). Let me know if that would work for you. Edit: This preference would probably be limited to only affected slide endings directly applied to selected notes (ie. if you select a normal note and increment its fret value, a slide ending applied by tech note won't be altered, since the normal and tech notes are kept separate intentionally). It would probably allow you to select a tech note and use the increment/decrement function on it directly to affect the slide though, so it could still be convenient in that way.
  8. Is DDC being used? Does the XML file itself show the chords in question to be marked as high density (ie. have the highDensity="1" attribute)? I made a quick excerpt of one of these in EOF and it wasn't marked as high density or anything, but it didn't get a new handshape written for it (since it's already in a handshape). It's been a while since I messed with this kind of thing, so I can't remember the game's actual requirements for this. It's possible you may have to do some trickery like end one handshape right before (ie. within a couple milliseconds) the start of the chord slide and put that chord at the beginning of that slide in its own handshape to force the game to draw a new chord box for it.
  9. You can also manually set the bass track's characteristics to reflect guitar: 1. Use "Track>Pro guitar>Set number of frets/strings" to set the number of strings to 6. 2. Use "Track>Rockskmith>Arrangement type" and set one of the non bass guitar types. The tuning will automatically be changed to EADGBe to reflect guitar. 3. Optionally use Track>Rename to change the name to something other than "PART REAL_BASS".
  10. Hi, folks. The latest hotfix (8-21-2019) is in the first post. Changes are as follows: *Fixed a bug with MIDI export where lyrics containing Unicode characters would be written incompletely. *Updated GH3/GHA import to interpret the HOPO threshold as a fraction of a quarter note length instead of a fraction of a beat length, since FCPREMIX suggests this is how Guitar Hero handles it. *Corrected Guitar Hero import to reflect that notes that start at the end of a slider (tap) phrase do not have that status applied to them. *Added logic so that the main menu is rendered correctly when x2 zoom is in use. *Fixed a bug with Feedback import where if events were defined out of chronological order, they may not import correctly. *Removed the previous change to 3D render logic regarding crazy note tails. Resolving this superficial problem causes too much of a performance hit on track difficulties with several thousand notes. *Improved the trill, tremolo and slider remove functions to only create one undo state when used on multiple selected applicable notes. *Fixed the GH import logic that prompts for which type of star power phrase to import when both normal and battle phrases are present. *Fixed a bug where seeking to the chart or audio end during playback could result in the seek position exceeding the end position of the audio. *Fixed a bug with GPA import where time signatures on beats synced to precede 0 seconds would be incorrectly applied to the beats that are kept. *Improved GH import to be able to read sections from GH3 format chart files. *Added a "File>Import>Guitar Hero sections" function to import just the section names from a Guitar Hero file (ie. *.pak.ngc) into the active project. Each imported section is assigned to the beat immediately at or before the section's timestamp. *Corrected the GH import logic's ability to read the section names from one file and the section instances (ie. timestamps) from the main chart file. This seems necessary for GHA charts, where if you extract the chart's text.qb.ngc file from the game disc's qb.pak.ngc file, you can provide that text.qb.ngc to EOF when it offers to load the section names from a different file. *Changed the 2D rendering of cymbals in the piano roll to work around Apple's changes to OS X (at least as far back as High Sierra) which broke the ability to draw filled triangles. *Added CTRL+Space and CTRL+SHIFT+Space playback shortcuts to the Mac build, since the CMD+Space shortcut that had been assigned invokes the Operating System's search feature. *Fixed the handling of the optional background image so that it is retained when importing a file via command line or when changing the program window size. *Fixed a bug that could cause pro guitar notes to 3D render with the wrong size (ie. reflecting wrong hammer on or pull off status). *Added a "Track>Offset" function that will move the track's contents (excluding text events) forward or backward a specific number of milliseconds, such as to correct the sync of lyrics after lyric import. It's been said that Guitar Hero Smash Hits automatically offsets the lyric timings by some amount of milliseconds from how they're defined in the chart file, so offsetting the vocal track after importing a GHSH chart appears necessary. *Fixed a bug with GH import that would prevent sections from being loaded from a few specific songs due to their inclusion of hex strings of multiple opposing section definition methods. *Corrected MIDI import to better handle open notes that overlap other notes. *Changed the MIDI export of crazy open strum notes to end the open strum Sysex marker 1 delta tick after it begins instead of extending it across the entire open note, to improve compatibility with Clone Hero. *Fixed a bug where accent drum note status was not correctly applied when using "Paste from difficulty", "Paste from catalog" or "Clone from track". *Fixed a bug where accent drum note status was not correctly retained when vertically reflecting notes. *Corrected the behavior of the Note>Drum>Accent>Toggle and Clear functions, which weren't actually toggling or clearing those statuses. *Changed the Note>Drum>Accent>Toggle and Clear functions so they don't force the status to match on notes outside the active track difficulty. *Added the ability to define ghost status for drum notes (which is used in some Guitar Hero charts), for potential future use in Strikeline and Phase Shift, which will render with a white background in the piano roll at the letter 'G' below the note at the bottom of the piano roll. Ghost status is applied appropriately by Guitar Hero import for Warriors of Rock chart files. When the MIDI is exported during save, a "drum_ghost_threshold = 1" INI tag is written to reflect that the velocity value of 1 is being used to define ghost gems. The G menu accelerator in the Note>Drum menu was re-assigned to the new Ghost submenu, since "Toggle G cymbal+tom" already has a keyboard shortcut. If a drum gem is defined as having both accent AND ghost status at the same time, it will export to MIDI as a ghost gem, as this is the conflict resolution observed in at least one Guitar Hero chart that does this. *Added a "Prefer MIDI friendly grid snaps" preference that is enabled by default which causes the "Highlight non grid snapped notes" and "Repair grid snap" functions to only honor grid snap sizes that will quantize properly when saved to MIDI. For example: In 4/4 meter, 480 ticks is divisible by 4 so 1/4 beat works well. However 480 ticks is not divisible by 25, so 1/25 beat can't be written so that many consecutive 1/25 beat notes are equal distances from each other. *Changed the length threshold for drum rolls in GH import to 160ms based on the in-game behavior of some charts. *Improved MIDI export so that if a note is within 1ms of a quantized MIDI timing, it is exported at that quantized position, reducing timing problems introduced by math rounding limitations depending on the tempo map. *Added some fault tolerance to the project save logic (also applies to creating undo/redo state) so that if the file can't be opened for writing (ie. if it was blocked by the OS or antivirus), EOF will delay 1ms and retry to open the file up to 4 more times in case the interference ends and EOF can then write the file. *Corrected the behavior of the track cloning functions to correctly reflect the sharing of the phrases between the normal and Phase Shift drum tracks. *Improved the auto adjust logic to update the timing of Phase Shift drum track phrases even if that track is currently reflecting the normal drum track's phrases (the phrasing is being shared). *Added logic to rebuild the program window before prompting to exit (by pressing Esc or clicking the close button at the top right of the EOF program window), in case the display stopped rendering properly due to use of Remote Desktop or the computer going to sleep/hibernation. The close button click should be able to be detected as long as a dialog window wasn't left open, but in case a dialog was left open, you should be able to press Esc a couple times to close the dialogs and trigger the display to be redrawn. *Improved Queen Bee import to be able to import a text file that defines a time signature or star power phrase. Queen Bee exports one such definition per file. *Added a "File>Import>Queen Bee (multi)" function that has you browse for a Queen Bee format array.txt file and imports all .txt files in that file's folder. *Added a "Don't auto edit new lyrics" preference that suppresses the prompt to provide lyric text when a new lyric is placed in the vocal track.
  11. From my experience this is an occasional bug with Allegro, especially when using ALT+Tab. If it detects Tab being pressed before ALT, it will think the Tab key is stuck and then it cycles through the difficulty tabs in EOF. Try hitting Escape or using ALT+Tab or using the mouse to take EOF out of the foreground and then bring it back to foreground.
  12. Note that the convert time signature function is different from the function to set a time signature. It will adjust the tempo so that the beats keep their current positions and lengths despite the change in time signature.
  13. The time signature convert function will work for you now, you don't have to wait.
  14. I've improved Guitar Pro import's handling of this special case:
  15. You will probably have to use "Beat>Time Signature>Convert" since the denominator is being changed and you don't want beat lengths to change. The only reason this happened is because the 4/4 time signature was defined before 0 seconds and was omitted by EOF during import.
  16. It looks like it's because the score was synced strangely in Go PlayAlong. The 4/4 time signature change is before 0 seconds, so it gets dropped from the import. I'll see if I can improve handling for this scenario, but if you apply another 4/4 time signature change at the beat where the first bass note occurs (either in the GP5 file or in EOF after import), it will work around this.
  17. When I import the Guitar Pro file and opt to import the time signature changes, it looks correct to me: Make sure you're using the latest hotfix, otherwise please provide a screen shot showing what you end up with when you import the GP5 file.
  18. EOF supports pretty much all time signatures. Without being given the relevant files to check, it sounds like that score doesn't actually change away from a 2/# time signature.
  19. The original file in the dropbox link imports as-is in the latest hotfix of EOF, doesn't seem like there's a problem. A much older version of EOF (pre March 28, 2017) would have been unable to import this file due to the presence of the Byte Order Mark (a Unicode encoding mechanism).
  20. Chances are you're trying to import the wrong XML files into EOF. If you provide one, I can verify if that's the case. The XML file you want will be one that includes "
  21. (h) does mean auto HOPO. I couldn't find a way to reproduce the issue as you've described, and I can't immediately think of any user preference that would have this kind of effect on HOPOs. Even if I use the preference to make all new notes forced strum automatically, place a note and move it right next to an existing note, it's retaining HOPO status for me.
  22. Could you further describe what the issue was? Would EOF not display the forced strum gems as being larger, or did the note retain the "h" or "(h)" notation below it even after you apply "Note>HOPO>Force off" on it? If you find a way to reproduce the issue, let me know. Did this happen in all non real guitar tracks? I see an issue where the 3D preview won't display forced HOPO notes with the correct smaller size in pro guitar tracks, but that didn't seem to apply to the 2D rendering. Depending on your luck, Windows may have automatically made a backup "shadow copy" of the settings file. To check for this, right click on the EOF program folder, select properties and then select the "Previous versions" tab. If any older versions of the folder are listed there, you could open the backup copy and salvage the config file.
  23. Is this not working in EOF (EOF won't allow you to apply forced strum status) or not working in a particular rhythm game (the MIDI from EOF isn't working as wanted)? Either way, I'd probably need the EOF project file and details about which note can't be made force strum.
  24. My guess is OS or antivirus interference (ie. sandboxing or having broken/deleted/blocked a needed file).
  25. Assuming mouse input is working, are you able to open/import a chart via the File menu? If so, does keyboard input at least work in the Windows file browser dialog that comes up to select a file for import? Edit: I wonder, if you bring up the on screen Windows keyboard, does manipulating that virtual keyboard with the mouse while EOF is the foreground problem seem to send keyboard input to EOF? Edit 2: Here is a keyboard testing program that comes with the Allegro 4 source code. Please give this a try and let me know whether it reports keyboard input: https://www.mediafire.com/file/w0j0mjsf2x0oo2k/exkeys.zip/file
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