MadMaxx
Posts posted by MadMaxx
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i usually author palm muted chords as repeats. There are situations in a few Metallica songs for example that need a crazy on some but in most cases a repeat fits best i would say.
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@@firekorn I am unable to reproduce the error without having SmellyOrc project files. Interesting SmellyOrc and I responded here after his initial post and now our responses are missing.
I think the admin had to restore an old backup of the forum database, thats why those posts are missing
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After some thought, I'm leaning toward making it a global preference. It would be easy for people to turn that preference on before a GP import and turn it off again if they wanted.
What do you want to implement? That if the sustain touches the next chords its a repeat but if there is a gap between the sustain and the next chord that next chord will get a crazy status on it?
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RS2014 works fine with W10 as far as i know with the preview version so far.
good hopefully the toolkit and EOF will run too
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I only upgrade if RS2014 works if not ill stay with my current OS. No RS2014 no upgrade^^
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But right now in customs you have first to rely on your ear and if the charter did a good work you can rely mostly on the chart which is frustrating sometimes.
Thats because a lot of charters just slap the gp tab into EOF and call it finished. If someone is not able to place with his own ear a simple thing like a rest then i have doubts that the custom will have a good quality. Im dont want to even think about tab errors in such a custom.
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Lots of discussion in this thread, but I'll try to cover the important points:
I don't know if official Rocksmith charts always make such a distinction between two repeat chords when there's a short rest between them. As an author you have the option to explicitly use the "sustain" status on a chord to make the chart display tails for the notes in the chord and it will be obvious how long each chord in a handshape is to be played. If you want a separate handshape it's as easy as putting the crazy status on that next chord, or manually marking handshape sections.It's not a preference, it's how it should be played. Seeing that handshapes ARE sustains, importing chords after a rest as low density chords ignores that rest. That messes up the rhythm.
As far as i know Ubi notetrackers dont author rests, if i remember correctly they argued that it could clutter the screen and that the guitarrist would know after a few plays when to rest by themselfs. I dont agree with it, i always put a crazy when a rest is needed and when there is a sustain on a chord that i want to highlight i use as you said a sustain status on it.
about sustain cuts in EOF, i always cut sustain from chords and notes. Its usually 1/16 or 1/12 that i cut but it varies depending on the BPM of the song and the distance of the notes to each other. I feel that the result is always clearner and looks that way more professional. Slides, bends and other special cases are a different story. You just need as a notetracker enough experience to know when to use what.
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Why not just EOF ;)
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sounds damn cool
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Hi, folks. The latest hotfix (r1404) is in the first post. Changes are as follows:
*Improved the accuracy of the grid snap logic.
I have noticed that after this rev all older project that i have loaded in EOF after updating to this rev are full with yellow bars. They basically needs to be resnapped again, all tracks. I always do a full resnap at the end of the project so im not sure if its an issue or just a sideeffect of you fixing the accuracy.
Kind of odd if all tracks in the project where before already snapped without yellow bars showing up why now those tracks are full of yellow bars.
you can use the .eof that i send you the last time. If you open that one you will see that nearly 70% of the notes are full with yellow bars. before rev 1404 this project had actually exactly only one yellow bar.
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I have only had in the last couple project 4/4 songs but does the "use accurate TS" now import exotic TS like 7/8 or 3/4 correctly so we dont need to double the bmp anymore during those measures?
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When I listen the song in my computer, it sounds good, but in the game, is heard very low. How I can do to increase the volume of the song?
change in the toolkit the song volume of -7 to -5, its the number below the Album name. If its still too low go to -4 or -3. In general 0 is a very high volume while -12 would be very low.
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So made fix so that toolkit does not zero out string4 and string5 on bass arrangements. Checked bass.xml and tuning appears to be ok now.
confirmed, xml output is all -4 and in the game its C Standard. Ill repack my other stuff and see if its working too but it looks like you fixed it. Big Thanks. :)
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@@MadMaxx it is probably because you have already messed with your "standard tunings" in that toolkit installation i.e. the reason the tuning editor does not pop up.
Try this
- Unpack the toolkit to a new folder (so it's a fresh "install") and run it
- Type all the info out again from scratch (to avoid loading a template save and potentially adding more problems)
- When you pull in the bass arrangement do it as I have described, except call it C Standard not Eb
I had lots of tuning issues before and it was only solved by making a fresh "install" of the toolkit and resetting it's tuning list.
i did a fresh install but again in the default tuningdefinition.xml c standard is already inside because its officially supported by the game. If i add a bass arr the tuning gets automatically selected by the toolkit, there is no tuning Editor popping up.
Anyway i got it to work, what i did was to open the tuningdefinition.xml and delete the c standard tuning inside it. After that i added the arr and the tuning editor popps up. I changed all strings to -4, added a name and hit ok without "add as new tuning" pretty much as you said.
I now unpacked the bass arrangement from the custom and the toolkit wrote it like this:
<tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="-4" string5="-4" />
so it looks exactly like from official DLC with all strings filled. In the game the arr is displayed as C Standard instead of Custom Tuning.
Its a nice workaround but it will hopefully be fixed correctly.
Edit: The workaround does have a weakness, after generating the project the tuning gets automatically stored in the tuningdefinition.xml even without adding it with the "add as new Tuning". The next project would need to having the tuning deleted again from the tuningdefinition.xml else the toolkit will again write 0 to string 4 and 5.
To have the workaround to work you basically need to delete the stored tunings every time you create a project.
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Just a low priority thought, how doable would it be to add a third piano roll?
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I unpacked one of the official dlc and it does show the bass tuning like this:
<tuning string0="-3" string1="-3" string2="-3" string3="-3" string4="-3" string5="-3" />
Slayer - Angel of Death is all strings -1
Avenged Sevenfold - 2 weeks is all strings -3
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how do i add a bass arrangement right.
I unpacked one of the official dlc and it does show the bass tuning like this:
<tuning string0="-3" string1="-3" string2="-3" string3="-3" string4="-3" string5="-3" />
string 4 and 5 have offsets like the other strings
my custom does have the bass tuning like this (yeah i know different tuning):
<tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="0" string5="0" />
string 4 and 5 have the offsets at 0. Shouldnt string 4 and 5 also be at -4? The game does show that arr as custom but it should be actually c standard in the game.
If i edit the arr in the toolkit and add -4 instead of 0 for string 4 and 5 after i hit ok they still stay at 0
Just to confirm, I have actually managed to get that bass arrangement I linked to say "Eb Standard" in game. It is correct as it sorts with all the other Eb songs in the game.
What I did:
- Pull the arrangement into the toolkit
- In the top left box of the Tuning Box (UI Name) I typed "Eb Standard"
- Hit OK
- Left "Add as new tuning" unchecked
Just in case anyone else has trouble, that's what I did. Good luck :D
I dont get it, in the description above it mentions eb but eb is already in the toolkit.
In my case the tuning is C standard and C standard is already in the toolkit too. When i add the arrangement in the toolkit, the toolkit does already autofill the tuning as C standard, there is no tuning Editor popping up. I just hit ok and thats it. When i look in the tuningdefinition.xml there is then this entry:
<TuningDefinition Version="RS2014" Name="C Standard" UIName="C Standard" Custom="true"> <Tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="0" string5="0" /> </TuningDefinition>
it was automatically added after i hit generate.
And yes I know bout that tuning bug, just have no time to work on tuning part, sorry
So its actually a bug?
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how do i add a bass arrangement right.
I unpacked one of the official dlc and it does show the bass tuning like this:
<tuning string0="-3" string1="-3" string2="-3" string3="-3" string4="-3" string5="-3" />
string 4 and 5 have offsets like the other strings
my custom does have the bass tuning like this (yeah i know different tuning):
<tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="0" string5="0" />
string 4 and 5 have the offsets at 0. Shouldnt string 4 and 5 also be at -4? The game does show that arr as custom but it should be actually c standard in the game.
If i edit the arr in the toolkit and add -4 instead of 0 for string 4 and 5 after i hit ok they still stay at 0
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That 5 Pack is pretty much perfect. I hope that they get the distortion sound right.
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@MadMax Well that took too long to understand/identify sorry. Fixed a bug that was hiding in Ogg/Wav to Wem converter file path naming. Should be working now.
confirmed, that generate works fine now. I need to test the generated psarc in the game but it looks good so far. Size of the psarc is a little bit smaller by a few bytes, i guess that its because of the showlights improvement done in the last revisions. Anyway big Thanks guys :)
@MadMax Thanks for hanging in there with us.
No problem im a heavy user of the toolkit and EOF, its in my interest to help as much as i can ;)
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@@MadMaxx, confirmed tvvo times vvav\ogg to vvem bug(no caching regression) but all vvorks fine, have you disabled your AV?
it may sandbox\block our tool, because they can. DDC tab having issues vvith this too, also test this build and say if one vvorked for you: https://ci.appveyor.com/project/rscustom/rocksmith-custom-song-toolkit/build/75
if yes I could redo some parts to achive stable results
5f9b28b6d0 works fine
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Templates from old versions will probably not work with new version. The paths are probably wrong. I will put in error check. Create new template or don't use template.
nope still the same, even if i dont use the old template and create a new one with the latest toolkit.
Did you read the post above? The problem started with rev c19c79f369, what was added there seems to cause wwise to get called again when hitting generate
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Tried a few toolkit revisions, the problem starts with rev c19c79f369. This revision does have when hitting generate the cmd popping up again. Revs below that one work.
Latest EOF releases (9-26-2020)
in Editor on Fire
Posted
Having some problems with the midi tones for palm mutes and harmonics
eof_midi_synth_instrument_guitar_muted = 28
eof_midi_synth_instrument_guitar_harm = 28
since this was added to the ini and i have midi tones on, those two midi tones get stuck in an endless loop when they are played from EOF. Even after i disable midi tones using the key shortcut they still stay on without fading out. midi 28 fads out fine.
I than have to minimize the EOF window and maximize it back to have those two midi sounds stopped playing.
I changed both midi sounds in the ini back to 28 with the default guitar playing and that works fine now. It might be just a problem with the midi player of my soundcard after all.