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MadMaxx

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Everything posted by MadMaxx

  1. The change makes sense, i actually cant remember having imported a GP tab with sustain on pm notes/chords but maybe the sustain was just not visible in EOF. Letting PM notes/chords ring is in some metal genres used but rare. I think that you will cover the most genres by having the sustain removed from pm notes/chords
  2. and since we are talking about outside of the audio end, there seems to be an issue with it. What i have noticed it that sometimes after i import a tab and halve the bpm with the "adjust notes" obviously the notes will go now way beyond the end of audio area, now after i double the bpm again with "adjust notes" in a lot of cases the last 50 to 30% of the notes are lost and the last notes that are visible are all stacked in a pile and messed up. I think that it could be because of chord slides causing some sort of issue when double the bpm again. ill see if i can build a test case for you. The double and halve bpm is usually needed when there is an exotic time sig and its the worst when already the starting sig is exotic. Second thing is that when using ctrl+b in tech mode in a lot of cases the input field does contain characters that i entered in other input fields that are not associated with bend strength. If i stay in tech mode and add bend strenght all the time the input field does have always the bend strength value that i entered before and thats fine, but once i go out of tech view and to other things and go back it ca happen that the input field of ctrl+b will contain chars that dont belong there. Sometimes it does contain even the whole custom name of the Track if i renamed it previously using the rename function. I think you tried to fix this a couple of revisions ago but it still does exist. I havent noticed it in normal view but in tech mode it happens to me a lot.
  3. damn i have never noticed this function. thanks
  4. I have an older custom that i want to resync but only after halve of the song, the beginning is ok. How do i delete all the anchors past a certain point so i can sync i again.
  5. yeah it was on a different key on my keyboard
  6. I have grid snap always enabled. The function works fine when i use it over "Note>Move grid snap". The problem is that ctrl+[] does have a different function on my keyboard.
  7. *Fixed a GP import bug that could cause pull offs to be interpreted as hammer ons. looks like its fixed *Improved the tab notation to display the bend symbol in parentheses if any bend tech notes are applied to the string. Is it possible to add the bend strength in the parentheses too? *Added a "Note>Move grid snap" menu with functions that move all selected notes one grid snap position forward or backward. The CTRL+[ and CTRL+] shortcuts have been assigned to these functions. CTRL+[ and CTRL+] does not work as it should for me, it does only change the note number in the gem. i can only place a [ or ] using ctrl+alt+[ or ] I also found a new issues with bended chords with the latest revision. At bar 150 the bended chords dont have after import a sustain. The bended chords at bar 158 have a sustain. I guess that the problem at bar 150 is because of the distance to each other. Here is the tab http://tabs.ultimate-guitar.com/m/metallica/damage_inc_guitar_pro.htm?utm_expid=18438345-111.Q1aK1G7iRCmXgCzpZOFiHA.0
  8. something like a bend status is to me a base information, i use tech mode to add details to that base information. By deleting the base information i will loose in normal view readability and could also break the future proof of it. putting a 0 in is way more easier.
  9. I don't see why it would have been working as expected before, but not now. Here's how the partial chord bend imported in RC10:http://i15.photobucket.com/albums/a354/raynebc/Partial_chord_bend_RC10_zpsf74ccf7b.jpg And in the latest revision: http://i15.photobucket.com/albums/a354/raynebc/Partial_chord_bend_r1353_zpsbaea76ea.jpg In RC10, the bend points were applied to all strings, and it would have still resulted in the game saying both strings have to be bent. Can anybody confirm that bend strengths of 0 have to be defined on all strings in a chord that are not bent, if any of the strings do bend? you are right in RC10 it was also wrong, now i remember how i was doing it, in RC10 i usually always removed based on your RC10 screen in tech mode the 2 from the string that is not bend. I tried it today with my custom, it was in the beginning like in your screenshot from the latest revision and that method does not work. The game shows you to bend both strings. I than changed it how i always author it and added a 0 to the other string. Thats how i have done it all the time and it was shown in the game correctly. my guess is that without tech note on the string that is not bend this string will get the value of the normal mode bend strength and that is a 2. ill give the xml a look. If no tech note is placed on the string that is not bend
  10. I have one more issue that i noticed lately, a few revisions ago you changed something in the way how tech notes are imported from the gp file. The problem happens with bended chords, i had today an issue with the kind of bended chords where you bend only one string up. The problem is that since a few revisions EOF does import tech notes only on the string that should be bended. The actual problem is that the game needs a at the starting point of the chord a bend strength of 0 on the string at the that isnt bended too else the game will ask you to bend both strings. for example the chord is a 9/12 (e/b string) bended chord. It needs to be authored in tech mode with a 0/0 bend strength at the beginning of the chord and than obviously a 2 on the 12 later on if its a bend with strength of 2 half steps. EOF does import at the moment only the 0 and the 2 for the b string and leaves the e string empty. The game will ask from you to bend both strings up based on revision 1353 if it stays that way. The 0 on the e string seems to be needed, that i got it fixed. It was a few revisions ago correct but not its not. The tab that i posted earlier does also have this situation. btw. was there a special reason why the midi tone for fret hand mutes was removed, can i activate it back because i cant find a setting for it.
  11. I have noticed on a lot of occasions that in solos hopos are sometimes not imported correctly, in most cases instead of a pull off a hammer on is imported. Here is the tab, in bar 91 directly at the beginning of the solo the 19 on the third string should be a pull off but its imported as a hammer on. This type of error repeats. Not sure if its authored wrong in the tab or there is a bug in EOF. For example the part in measure 107 also gets completely imported only as hammer ons without pull offs http://tabs.ultimate-guitar.com/m/metallica/through_the_never_ver4_guitar_pro.htm
  12. i dont know but you are probably faster if you use shift+L in EOF to select all the same slides and change them to unpitched
  13. @@Snake3169 and @@raynebc finally finished the custom, here is how it works. This is how it works for me in the game. I think its like raynebc described above. The vibrato start position is the second note. top pic is normal view, bottom one is tech mode. if you dont like the vibrato that you get from the V status and want a custom one its going to be a little bit tricky. on the second note you start with a 2 and than with a 0 than again a 2 than a 0, depending how the vibrato goes you have to use different numbers. In my example i used the default vibrato that you get using the V status http://i60.tinypic.com/250pnhw.jpg
  14. Im finalizing one of my customs and in the solo it does have also a bend that does fit your description, ill write back once im done with it. If i remember correctly you have to set the second note with the vibrato as a pre bend and of coarse link the first and the second note together.
  15. @@Frack do you have of the Jackson Shark Fin Inlay and Ibanez Shark Tooth Inlay a 24 fret version?
  16. There is a Tuxguitar version that can converter gpx to gp5, i think in one of the tutorials about how to create a custom does have a link to it.
  17. did you try to use "Save as" in Tuxguitar and export it as gp5? The midi import in EOF is probably only for midi files from guitar hero and rockband.
  18. @@Alex360 and @@Chlipouni thats interesting i gave the official DLC a look and they dont have an offset of 0. I opened a few songs and they always have the same values, they probably author all songs to start with the same amount of leading silence with the same amount of empty beat lines to keep all songs consistent. <offset>-10</offset> <centOffset>0</centOffset> <startBeat>10</startBeat> In my customs the offset is in the XML set at 0 but in reality its in EOF not 0. Edit: changing the offset to the same number as the startBeat didnt help either. ill do a test custom and try a few things.
  19. Sadly no improvement adding phrases and sections separately. Maybe the game does not like it if the song does start with an offset.
  20. i opened the gp file with tuxguitar and saved it again with it and the problem got apparently fixed by tuxguitar. I opened the one saved by tuxguitar in Guitar Pro 5 and there was no Error screen anymore
  21. I have with one custom in GP5 a come back of the Error message during a thrill part with lot of hammer on and pull offs. Ill send you a more detailed description.
  22. @@Chlipouni i dont understand it, i asked @@Xstatic to send me his .eof of one custom with a working seek position and he placed section in EOF using the "Also add as Phrases" option like i have been doing it all the time an in my stuff the seek position is not working. btw. in this video of the Def Leppard song the seek position is working. As far as i have seen in official songs the seek position has to work. funny, what if they did in the Lead arrangement a mistake and thats why its not working there, i guess that the video where its working might be the rhythm arr. It could also be that they updated and fixed the song after they released the game thats why in certain videos its not working.
  23. Here is a video with both working, seek position and DD
  24. Here in this video you can see how must of us do it, you can see that the bright blue is missing, once you are in the saction its directly dark blue. I guess that in this video sections and phrases have the same name.
  25. @@Chlipouni I have noticed that in your Wizard custom something with DD is not right. On the top where the DD bars are there should be below those bars a bright blue bar be that does run dynamically through the song Here in this video you can see what i mean with a bright blue bar In your wizard song that bar does not flow dynamically, i also have the same problem with my customs that i cant get that bar to flow dynamically. There is something that we do wrong with how we call sections and phrases.
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