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MadMaxx

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Posts posted by MadMaxx

  1. you should probably first Halve the BPM first because a BPM of 500 is quite unrealistic and even 250 is in most cases unrealistic therefore i would Halve it a second time to 125. Just use Beat->Halve BPM, that will leave the notes position unchanged. You should also go to the first beat and use at least a time signature of 4/4 and than see if the section names are on beats with numbers.

  2.  

    It would be nice if you could add in addition to the simple Halve and double BPM ,versions of it with Adjust notes activated.

    Those functions were mostly meant to make alterations to the chart to suit Rock Band, which requires all tempo changes to be within a specific range of BPM, while leaving the notes the same. The Beat menu is pretty full, but maybe I could add "double" and "halve" buttons to the "Beat>BPM Change" dialog. It would be more clicks/keypresses, but it would be an easy way for me to add it. Would that be close enough?

     

     

    I actually use Halve and Double BPM quite often. Some songs have strange time Signature changes (7/8 and 9/8 and others) that mess the tempomap up, to compensate you have to use the Halve and Double BPM and in addition you have to adjust the notes via Change BPM Dialog . Both things are needed Halve/Double BPM and Halve/Double BPM with notes adjust.

     

    What about creating a new submenu like

    Beat:

    BPM Operations->

     

    in that you have all 5 BPM operations (reset, calculate, estimate, double, halve) plus the 2 new ones (halve + adjust, double + adjust), this would actually even shrink the Beat menu down. You would eliminate that way 4 items out of the Beat menu. maybe you could place BPM Operations below BPM Changes to have everything together.

     

    But it would also be fine to have it in the Change BPM dialog.

    • Like 1
  3. Hey raynebc I've got a request/bug fix for you, but I don't quite know how to explain this:

     

    Right now, chordsustain just keeps on going if eof finds an identical chord within ~10  seconds I believe it was? This happens even if a GP file has a rest, and then continues with the same chord.

     

    For example:

     

    http://thumbnails110.imagebam.com/33442/dafdd0334412217.jpg

     

    Is drawn (in-game) like the rest is not even there, because of EoF's behaviour.

     

    Is is possible to have EoF implement the chordsustain/rest correctly, by cutting the sustain short when a rest is present and/or the next bar is empty of chords?

     

    As raynebc said, the problem is that in the game what you see based on your example is not a sustain, its a hand shape. If you want a rest you use on chord #8 the crazy status (keyboard t) this will create basically a rest after hitting chord #7. Chord #8 will have then a new chord box and you will have between both chords a gap without sustain or chord shape.

     

    If your example would have normal chords without palm mute it would be difficult to know if the gap is a rest or not.

  4. Im not sure what i did but EOF does now run for me on 1080p smooth.

     

    but i now have the issue that the red gems overlap with the status symbols below them. If one note on the red E string does have a hammeron (h) symbol i only see halve of the h. Im using in EOF the 1024 resolution. It gets better with 800 or even better with 640 but the gems and the numbers inside the gems are way too tiny if using 800 or 640.

  5. I got issue with eof, its not imports all notes from the tab, it won't import 1/32 notes and this notes are quiet than other maybe this caused by some attributes or what, but this notes are refuse to imports.

     

    raynebc probably needs the tab and the .eof file

  6. Does someone have experience with having EOF running with a native display resolution of 1080p ?

     

    I bought a new notebook and with that resolution the framerate in EOF is not great (it lags) and if i hit the N key for example the window needs 3 seconds till its full constructed and visible.

     

    If i reduce the resolution 1600x900 EOF does run smooth and with N the window is immediately open. I have tried in EOF all 3 main resolutions but its the same with all 3, it always runs bad when using 1080p.

     

    RS2014 runs smooth on 1080p therefore im not sure what could cause the issue.

     

    btw. the midi tones in EOF are now with my new hardware much much better, the delay does nearly not exist.

    btw2. im using WIN8.1

  7. Ever since I think 1337 or 1338 (I think 1338), I have to set the chord fingering manually for each chord, where previously that was done automatically. Anyone else have that problem?

     

    I cant remember having issues with it, i usually have the chordshapes.xml that i edited do the job. Maybe the chordshapes.xml is missing in your folder?

  8. in general repacking can help, if it does not work after 2 repacks try to delete the arrangement that is not working from the toolkit and add it again, if it still does not work start EOF, load the project and save it again and use the toolkit to pack the custom again.

  9. It looks like the official DLC have some sort of new feature

     

    watch this video and look at 1:34 how the power chords are displayed, you hit the chord, then hit the palm mutes on the root and then instead of the game showing the full power chord again it does only show the repeat of the power chord. This looks new to me, usually i think the repeats are interrupted if a single notes comes next.

     

  10. Sorry, been out of the loop for a little while and have a lingering question to which I have found no answer.

     

    About 10 hotfixes ago, raynebc introduced a yellow highlight toggleable feature that could highlight notes that are out of or have fallen out of grid snap.

     

    Ever since then I've had this issue where I see a bunch of notes that are grid snapped but which appear with the yellow highlight as though they are not grid-snapped. I figure it is a floating point round off issue but since no one has commented on this I'm thinking I'm doing something wrong.

     

    Here is a screenshot of one sequence in my project that shows highlight where I think it shouldn't. All 4 instances highlighted are in grid-snap 1/32 but the one I circle in red is one that most easily proves my point since it lands perfectly on a beat marker. Just to be sure I resnapped using CTRL+SHIFT+R. No change.

     

    Any help would be appreciated as I am tempted to ignore the yellow highlight but then it feels like that defeats the purpose of this great feature.

     

    Posted Image

     

    Have you updated your EOF to EOF 1.8RC10(r1337) and updated that to r1338?

  11.  

    I could probably add a button to each dialog so that it would change to the other one though without having to close out of the dialog and re-enter the Track menu. Not the exact same thing you were asking for but it should take most of the annoyance out of it. And it would be easy for me to add.

     

     

    oh i was thinking as always too complicated hehe. yeah a button that leads to the other window is more than enough :)

  12. What do you think about merging

     

    Rocksmith->Tone Change->List

    and

    Rocksmith->Tone Change->Names

     

    would it not be better to add the two buttons in Names (default, rename) to the List window? That way we have all functions in one window instead of having to switch between the two.

  13. I'll update RS export to require the chord's sustain to be kept if it has vibrato technique.

     

    good idea. Are there any features left that we need to look at.....before a RS2015 might be unveiled at the E3 :P

     

    btw. it would be nice if you could bind "toggle force sustain" to a keyboard shortcut. s looks free or replace ctrl+shift+s (slap)

  14. Here is i think that chord

    <chord time="128.608" linkNext="0" accent="0" chordId="9" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="up"><chordNote time="128.608" linkNext="0" accent="0" bend="0" fret="5" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="2" sustain="0" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="80" /><chordNote time="128.608" linkNext="0" accent="0" bend="0" fret="5" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="3" sustain="0" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="80" /></chord>

    This is what is written in the xml of my custom

    <chord time="20.829" linkNext="0" accent="0" chordId="26" fretHandMute="0" highDensity="0" ignore="0" palmMute="0" hopo="0" strum="down"><chordNote time="20.829" linkNext="0" accent="0" bend="0" fret="9" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="2" sustain="0.000" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="80"/><chordNote time="20.829" linkNext="0" accent="0" bend="0" fret="9" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="3" sustain="0.000" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="80"/></chord>

    The only difference that i see is the sustain="0" vs. sustain="0.000"

     

    The sustain in my custom is actually 1/8 long but only with the V status without the sustain status.

  15. The thing for me is, whilst Rocksmith is largely a single player "game", it's not really a game at all.

     

    It's a learning tool meant to help you progress and learn songs as they are arranged. When you want to learn a song by a band like Megadeth, who have two incredible guitarists, it's only natural that you'll have solo's in both the rhythm and lead arrangements.

     

    I know it's maybe not as fun or whatever, but such is life. If I turn up at a band practice one day and the guys want to play a run through of Hangar 18, I wouldn't want to be the rhythm guitarist who never bothered to learn his solo.

     

    Working through solos from bands like Megadeth needs a lot of skills, skills that you usually lack when you start playing guitar. BUT the rhythm parts without the solos are usually even for a beginner doable and you can still learn a lot from it.

     

    When i create customs for my use from bands like Megadeth or Slayer if possible i always try author a rhythm arrangement without solos. Why? Because it gives me the option to enjoy the song now and later when i have enough skills i can still learn the solos. It takes only a bunch of minutes to copy and paste the stuff from the lead arrangements, i mean everything is already done, you only need to combine the two main arrangements. As i said if possible.

     

    I think that there also several Official DLCs with this issue of a missing rhythm arrangement without solo.

     

    Not to mention what the heck are you doing playing Maiden/Megadeath if you can't even attempt the solos?

     

    Both bands have geat rhythm parts, you dont need the solos to enjoy the songs. Beside that you need a hell lot of skills to play the solos from Megadeth, its not like you learn the solos first and than the rhythm parts.

     

    At the end its probably the mentality of the charter that decides how to create his custom ..

  16. There is in my project a sustain that i cant make shorter using the mouse wheel for whatever reason.

     

    Its in the PART REAL BASS arrangement at measure 110. Its a 0 with a sustain of 1/4, i can make it longer but not shorter than 1/4 using the mouse wheel.

     

    This issues does exist since a few month but its very rare. I think that we discussed it a few month ago when someone else also had this issue.

     

    Here the .eof

    http://www.sendspace.com/file/actuhc

     

    If i place in the middle of the sustain a note, delete that note and try to make the sustain shorter it works again but if i make that sustain again 1/4 long it cant be made shorter again.

     

    I hope you can reproduce it. Im using rexmundi if it matters and r1337

  17. 250 for Pink Floyd does not sound realistic, i guess that its just 125, i would try to half the bmp without the note adjust checkbox, that will make sure that the notes stay how they are and only the bpm does change.

     

    I would just use in EOF the metronome and listen if the click does go in sync with the drums.

  18. I have been noticing that tech notes get imported double as much as needed. I usually delete what is double but im not sure what is best, to keep it how its imported or to clean it up.

     

    for example you get these tech notes as bend strength imported

    70-2-2-0-0--    *   *

    to me there is a 2 and a 0 too much (marked with*), i would clean it up to this

    70-2---0----
  19. I noticed yesterday when placing a few arpeggios that the arpeggio highlighting can only be disabled using the grid snap highlighting.

    Its probably a leftover when the highlighting function was global, maybe you can change the arpeggio highlighting to an ON/OFF toggle.

     

    Maybe you want to also change the color (maybe blue) not that it gets confused with the grid snap highlighting color (yellow)

  20. I guess I'll just leave the harmonic sustains as-authored for now.Back in the vibrato speed thread, it's starting to look like the toolkit may not be writing these values quite right, editing the vibrato speed in the XML hasn't allowed people to see any difference. Could any of the developers check into this?

     

     

    I took a quick look at the code, and it seems to be in order, but im not 100% sure.  having not been home for more than a hour a day (besides sleep) in the last few months, so not much time to keep caught up.  i would have to poke around with some hex editing to see for sure, as for the values used, we only have the xmls, or if someone wants to hex edit the decrypted sng of any official songs that have values.  IF (and thats a big IF) i get a day off soon, i might take a closer look if its still an issue. 

     

    The issue is now on github

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