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PC Plum

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Everything posted by PC Plum

  1. The autosave feature is asking the user to save the template after importing tone(s). I do not believe that this is intended, given the explaination box that appears when the mouse hovers over the checkbox. I experienced this using rstoolkit-2.8.2.0-69be634f-win. I know there is a slightly newer Toolkit beta, but I would imagine this is still the case if it has not been addressed. Here is an example profile for testing the importing of tones https://drive.google.com/file/d/0B2oZs0ta32KyTkJ1N2tuby13YU0/view?usp=sharing Thanks :D
  2. I am presuming that Chilipouni's list is pretty definitive. I am not versed enough in languages other than English to know what accented characters would be considered common. iminashi also made a comprehensive list of allowable characters (link supplied by cozy1 above) http://customsforge.com/topic/1529-latest-eof-releases-4-17-2017/page-103?p=250374&do=findComment&comment=250374 I see you replied to that post, but the technical language is lost on me I'm afraid.
  3. When I was testing it was apparent to me that I would likely never use non supported characters again, so it's not something I would personally desire. I was just a little confused why ã would appear in the artist name and not the lyrics. cozy1 has since explained it to me :D
  4. The character is ã. I could not get it to appear in game in the lyric lines, which is concurrent with your test results. What was slightly confusing me is that it appears no problem in the artist name. And cozy1 has explained how to get any character you want passed the checks and into the game using the Toolkit XML Editor. Although, obviously some characters do not work. Thanks :D
  5. I followed your instructions and made sure that the character I wanted to check (ã) was in the Vocals_XML. It does not appear in the lyric lines of Rocksmith, however. I must say thanks though, that's another great Toolkit feature that I have only found out about :clap:
  6. Double post ftw :D After some testing, it does appear that the character ã cannot be displayed in the lyric lines of Rocksmith. Time to move on :D
  7. Thanks cozy1, I'll give it a go later :D Speaking to Kaijin, if all else pails I can just use a normal English "a" as a substitue. Apparently, Portugese people are well used to their language being abused :lol: On a serious note though, it's clear from the screenies in my op that the _EXT is filtering out at least one working character. https://drive.google.com/file/d/0B2oZs0ta32KyYXpWLURSZk5ObUU/view "são só meus" becomes "so s meus", where the ó works fine using the normal Vocal_XML https://drive.google.com/file/d/0B2oZs0ta32KyUUxaTmFlVVZJa28/view Incidentally, ó is listed as working in Chillipouni's list too.
  8. I had commas working yes. https://drive.google.com/file/d/0B2oZs0ta32KyNVljX3RKMmxLcFE/view?usp=sharing Built with the latest (as of now) EoF and Toolkit. It's getting ã to work that the problem. Even though it works in the name/title, it doesn't work in lyrics :( Edit - I think there is a fix on the way for the Vocals_EXT. Use the normal Vocals XML for now.
  9. I see that I am a bit behind and that this has already been tested quite extensively. I just presumed when I read some of the updates coming to EoF that "extended ascii" would mean that we could have any lyrics we wanted really, and ã seems to be handled no problem by web browers and every other program except the lyric lines of Rocksmith :D I have asked Kaijin for some input from a language perspective. Maybe a working character can be used as a substitute for ã while making linguistic sense. Thanks all :D
  10. I am interested to know how you built the .psarc with these characters in? It seems to me that the toolkit is filtering out some characters during the build process. Was the toolkit behaviour amemded after your testing, using the results? Thanks :D
  11. How do we actually get ã into the game to test? I tried manually adding them to the normal Vocals_XML but they were still filtered out in game. On checking, Notepad++ does save the character, it must be filtered out when I add it to the toolkit (and the toolkit edits the XML file)? It's also filtered out when I simply load up the toolkit save and re-generate. If the game doesn't like it fair enough, I can move on. I'm in the mood for testing this out just now though :D
  12. "a" squigly does not show up in game, so its not in the Vocals_XML? I haven't checked, there's no point you guys know a whole lot more anyway :D Whats a UTF file, is it something normal EoF users can get? I'll have a read at your links soon cozy, got the tabs to finish up first :D
  13. I downloaded it today, so it looks like Latest test build - 2.8.2.0 (rev 3ff0b529) Thanks :D
  14. Well I got around to making a song with some non English characters. Kaijin kindly obliged by producing a set of synced Portugese lyrics for a little acoustic ditty from Youtube. I am not sure if the problem is EoF or the Toolkit, and I decided to post here. For reference I am using EoF v1.8RC12 (4-17-2017) and Toolkit 2.8.2.0. Also, I have Abridged XMLs turned on. And it is a software problem because the game has no problem displaying all characters in song/singer names https://drive.google.com/file/d/0B2oZs0ta32KyWGIzRWpwNlNuN1U/view?usp=sharing https://drive.google.com/file/d/0B2oZs0ta32KyNTZSanhCZWVEUDg/view?usp=sharing It just has issues displaying them in the lyric lines. I wanted to post here because there is a difference I can reproduce at EoF level. When I use the PART VOCALS_RS2_EXT to build my .psarc I get quite different results from using the normal PART VOCALS_RS2. Both files were spit out by EoF during the same save. Using the _EXT I get https://drive.google.com/file/d/0B2oZs0ta32KyYXpWLURSZk5ObUU/view?usp=sharing Broken line breaks and all of the accented characters are removed. When I use the "normal" Vocals XML I get https://drive.google.com/file/d/0B2oZs0ta32KyUUxaTmFlVVZJa28/view?usp=sharing https://drive.google.com/file/d/0B2oZs0ta32KyTDdLeUF1SHdhZFE/view?usp=sharing Working line breaks and only the "a" with the squigly line removed (sorry I don't know what its called). Clearly the game can display the "a" as its in the name of the artist. A question I have is, even though I am using the latest EoF it warns me when I save that I have non-ascii charaters. Are non-ascii characters different from extended ascii characters? Any ideas/thoughts on the evidence above? I can make a pretty working version for release just now, it's just going to miss out the squigly "a" from the lyrics. Everything else works technically correct; the song plays, finishes and scores as expected. I suppose I could upload the files for inspection https://drive.google.com/file/d/0B2oZs0ta32KySWYwYm81TUU5VU0/view?usp=sharing Thanks :D
  15. It is common for there only to be a .psarc Only some charters release versions for mac/xbox/ps3 Download the toolkit and convert .psarc to .msarc Enjoy :D
  16. Thats the first thing that came to my mind too. I turned it to "normal" XMLs as soon as I upgraded EoF. I am more worried about potential errors than a few kb of disc space :D I also use the last stable build of the toolkit. Anyway, I will make a song or two in the coming days. I can write 2 versions from EoF and see whats what.
  17. There is actually another post on this http://customsforge.com/topic/37089-power-chord-display-errors/ Has the gfx bugs returned with newer versions of toolkit?
  18. I haven't changed any sort settings and the most recently uploaded (or updated) cdlc always appears top for me.
  19. Or just buy the official Bob Marley pack (or single song Buffalo Soldier) that came out today :D
  20. Just go ahead and spend the $15 on the pc version of the game, it sounds like you have a cable already and the pc version can play on basic pc configurations - you certainly don't need a gaming monster pc. It will be the best $15 you ever spent :D
  21. Been a while since I seen stuff like that. Has Alex360 been messing with the toolkit again :D
  22. I wish I'd read your second post before I went trying that out... Worked fine for me https://drive.google.com/file/d/0B2oZs0ta32KyTXdjcWxVQTVUY0k/view?usp=sharing
  23. Just for clarity, the toolkit can change App IDs no problem for pc to pc. It's in the Packer/Unpacker tab called App ID Updater... But yeah, as Rockfirstlast says, Cherub Rock will be the best $3 you ever spend :lol:
  24. You choose the switch time in EoF, not the toolkit. Shortcut is Ctrl+Shift+T. You don't need to make your own tones, just borrow them from other customs. The tookit can grab tones directly from the .psarc (other custom files). Just hit Import in the tones section of the toolkit and point it straight to the custom you want to borrow from. Happy days :D
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