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MadMaxx

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Everything posted by MadMaxx

  1. i modified my file with the values 80,120,160,240, 320, 400, 480, 560, 640 but in the game the waves all look the same, it looks like they are all default. There must be something that we are missing. Do your vibratos in the game look different?
  2. Alex posted the lessons from the game in the toolkit thread http://customsforge.com/topic/989-custom-song-toolkit-v2600-was-released/page-3?do=findComment&comment=28454 I havent tried values higher than 120
  3. The vibrato lesson in the game does sadly not help, the vibrato there does have there a fast intensity but int the lesson xml (ge_e5_lvibrato.xml) the vibratos only have a value of 80, that cant be.
  4. Here is the xml http://www.sendspace.com/file/cusid1 Its best if you use one of your songs and just add in the toolkit the xml, thats how i did it. I used a project that i knew it was working and added a test arrangement to it.
  5. Did a test file with a bunch of notes with vibratos on them with the 40,80 and 120 values. The song loads fine but i dont see a visual difference in the game between the values, maybe there is something missing beside the values. Ill give it a few more tries with higher values. or maybe we need to midify the vibrato using tech mode like bends?
  6. I created a test file with harmonics spread from fret 5, 7 and 12 with sustains on it and they all got registered, i also tried chords with harmonics and they all got registered in the game, i also added the force sustain on the harmonic chords and Riff Repeater was showing me 0 missed. Now getting the game recognize the whole sustain was difficult but in Riff Repeater the game does not penalize you if a sustain does not get hold till the end, all that metters is the hit window of the beginning of the note. Same thing goes for pinch harmonics with sustain or sustain as vibrato, they all get registered. I guess that its a intonation problem or maybe the strings to be too much banged up or the cheap qualitly of the guitar or playing with a bad technique or whatever......it could be everything.
  7. Do you remember if the older broken customs also could have the count issue. I have a lot of earlier RS2 customs done with the count attribute but since a few customs im not using it anymore. I havent had the bug happen with the latest customs that i have done, maybe there is a connection between the count attribute and the bug? Is the count in even supported by RS2?
  8. In the Iron Maiden - Aces High Lead arr i have seen so far vibrato ="0" vibrato="40" vibrato="80" my guess is that the smaller values also show in the game the sustain of the vibrato fluctuate less but ill see if i can find more. Edit: and 2 Minutes to Midnight does also have in addition vibrato="120" To speculate a little bit it looks to me like vibrato ="0" vibrato="40" vibrato="80" vibrato="120" 40 not letting the song start could be also caused by the bug that sometimes prevents songs from passing the tuner or see the highway. Its probably best to create a custom with those 4 values and see if everything works, if not repack the custom to make sure that its not the bug causing the problem.
  9. Dropping it sounds extreme because its still an official supported feature. If there are recognition issues people can still use the ignore status but i would like to see the sustain if the harmonic does have one. Ill give it a try and see if i also have issues with the recognition in the game.
  10. I need to double check this. I cant remember that natural harmonics with a sustain were not working.
  11. yeah its definetly a tough call to make it as default. adding an optional setting is probably best for those who need it. I also think that its something that needs to be decided riff by riff but im not a professional musician.
  12. Well done it was also a good idea to leave the highlighting function ON even after resnapping, that way if i correct the bpm and notes loose the grid position again the highlighing function will continue to show me where to resnap again. Definetly a major addition to EOF.....if you like high quality customs hehe. Thanks for your hard work its really appreciated.
  13. Ahh ok i didnt noticed the Erase highlighting, is its use shared with other features? I see it now like this: 1. leave it how it is now and let it switch off using Erase highlighting 2. change the "highlighting non grid snapped notes" to an ON/OFF toggle and also show the hook if on or off 3. "highlighting non grid snapped notes" can be activated manually by the user but if resnap is used automatically disable the highlighting because all notes should be snapped. Now that i know how to disable it i can live with 1.
  14. I'd have to have a project file demonstrating this. Keep in mind that the grid lines will always display as long as the feature is on, regardless of where notes are. The highlight feature is different.I'm going to remove the links for this hotfix since the missing lane is kind of a big problem. How do i deactivate the feature? the option does not get a hook if its activated. It looks to me like its always activated once activated for the first time. If i select the feature again for a second time nothing happens and it stays activated. Here is a test project that i created http://www.sendspace.com/file/3xso9c Here is a full project that needs to be resnapped on the REAL_GUITAR track http://www.sendspace.com/file/6d9jru
  15. I tried it and it works partially well, after using it EOF does show me the notes with yellow lines but after i resnap they stay yellow. After saving, closing EOF and starting it again it still does show me those notes with yellow lines. should the yellow lines not go away after resnapping and using the Highlight non grid snapped notes again? I also tried it with a new fresh project and just pasted a few notes and moved the beatlines till the notes bounced off the grid but its still the same, the yellow lines dont go away even ater using the "Highlight non grip snapped notes" again. still the direction of this feature looks good and should help a lot. Edit: funny thing, i rolled back to the previous revision r1314 and the yellow lines are still there yep for me too
  16. I think Pantera, Megadeth and Exodus had albums pitched 1/4 from E down probably fluctuating between 425 and 435hz but i dont know if the it was exactly 432hz
  17. excellent, thanks. Can i mix the auto generated FH positions with manual FH position? Like i only place during the tapping saction FH positions but when i save every the other position gets auto filled? Do you need from me for the blue walls during tapping more testing?
  18. oh well i removed the old fingerings using EOF to see if EOF does ask me after saving to enter the fingerings for the E5 0/2 chord and sadly it asks me to enter the fingerings for it.
  19. ok did one more test and removed every chord shape except one from my chordshapes.xml. I only left the E5 shape inside 0/2 on the EA string and it looks like that one does cause havok. Only with that shape i get 702 positions. This shape <chordTemplate chordName="E5" displayName="E5" finger0="-1" finger1= "1" finger2="-1" finger3="-1" finger4="-1" finger5="-1" fret0= "0" fret1= "2" fret2="-1" fret3="-1" fret4="-1" fret5="-1"/>Edit: i edited the xml and change it to 0/2/2 and eof generated only 321 positions Edit2: yep i used now my whole chordshapes.xml file and changed that E5 shape from 0/2 to 0/2/2 and it does create with my xml file 321 positions now.
  20. did a short test with my song 321 positions without chordshapes.xml 321 positions with your/default chordshapes.xml 702 with my chordshapes.xml
  21. the issue with my chordshapes.xml is that EOF does generate for every note in the tapping part a new position thats why it does generate nearly 300 more positions. The problem is that most of those notes are in the range of 4 frets. edit: double checked it, tap section in my song can go up to 5 frets. I think that you said that also chords with only one note fretted can cause issues but an E5 does in its smallest incarnation only have one note fretted 0/2 on the EA strings same thing if you move both one fret down to the AD strings. Do i need the smaller incarnation if i have already the bigger version of it in the xml file (0/2/2)? Ill see if i can tomorrow track down what chords in the chordshapes.xml do cause problems. here is my chordshapes.xml btw. http://www.sendspace.com/file/x2kja4 Its trained mostly for heavy metal songs
  22. Alex posted in the Toolkit thread a link with the xml files for the lessons and there is on youtube probably a video of the lesson too. Overall it looks similar to what we discussed only with a few additional details. besides that my chordshapes.xml does definetly produce a lot of not needed frethand positions, still the default chordshapes.xml does also cause during the tapping section trouble and needs from me to manually cleaned up. maybe it can implemented similar to tremolo picking, the user selects the notes that have the same note that gets fretted with the fret hand and this selection gets marked similar to when marking a selection as tremolo. To override the issue that the chordshapes.xml can produce you can maybe look if the frethand positions are generated automatically and there is in the track a section marked as tap section to only take the note with the lowest value and use that for the frethand position and force only one frethand position. not sure at all, and all that only to get those two closing blue walls :shock:
  23. did a new test and added a second chord template like the one you posted, after editing the xml file now the next part till the next frethand position change does have blue walls. it looks like the game needs for every frethand position a chord template This one that you posted above does work only partially till the the first frethand position ends <handShape chordId="18" endTime="198.452" startTime="172.747"/> i had to plit it based on the frethand position change <handShape chordId="18" endTime="175.804" startTime="172.542"/> <handShape chordId="19" endTime="179.079" startTime="175.872"/>
  24. i edited now the frethand positions manually in EOF, so far the blue walls work but only till seek position 175.988 of the guitar_22 arr the green notes have the blue walls but the orange dont have the walls. Maybe we need a new chordshape when the frethand position does change?
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