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I can't speak for the developers but I guess it pretty much depends on what RS supports natively. I honestly haven't looked at the chord database in RS, so I can't be sure but it would be strange if diminished chords aren't available, although they might not be displayed with a ° but just as "dim".

I thought the chord names that appear in game (for customs) is completely to do with how EoF writes the XML?

 

For example, is this not how and why the ignore tuning/capo function works; because RS is literally displaying what is written in the XML?

 

 

And out of interest, my Gary Moore custom has a C#0 in it.  Check out 1.34 in the play vid

 

http://customsforge.com/topic/25066-cold-day-in-hell/

 

The 0 looks superscript to me.

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It is but special character is know to provoke corrupt saves so for safety measure many things have been disable and it's better to copy the way official work to avoid any surprise than trying stuff that might break the game...

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ok , so you have to chaneg the chord names in the XLM and then using the GUI convert the xlm to the SNG. I cant show any screens ingame cuz my e and b string broke but thats how it would go about

I think that there should be a pause on implementation, at least until some views are in...

 

I agree with firekorn, customs should reflect official songs as much as possible.  And in fact, on viewing the screen, I think that that layout would hinder first time accurate play and be detrimental to the RS custom experience.

 

Sorry @@Shinyditto12 :(

 

Great idea and I don't think that would work for most players in game.

 

 

High five to Plum for making a valid "that that" though :lol:

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I think that there should be a pause on implementation, at least until some views are in...

 

I agree with firekorn, customs should reflect official songs as much as possible.  And in fact, on viewing the screen, I think that that layout would hinder first time accurate play and be detrimental to the RS custom experience.

 

Sorry @@Shinyditto12 :(

 

Great idea and I don't think that would work for most players in game.

 

 

High five to Plum for making a valid "that that" though :lol:

im lost, why wouldnt it work?

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oh it works by just editing the names just like you would like on a text file. say you wanted a Adim.....you would just go and put Adim as the display chord and chord name part in the xml. simple

@@Shinyditto12 Couldn't you do that in EoF then? Select the chord, press N and give it the appropriate name? Or doesn't that work with diminished chords or chords that use special characters?

 

Btw, just fyi, in your picture there are "F7maj(no5)" chords but the usual way to spell that would be "Fmaj7(no5)" because "D7" would imply a dominant seventh chord, so putting the "maj" before the "7" makes it more easily recognizable.

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no

 

@@Shinyditto12 Couldn't you do that in EoF then? Select the chord, press N and give it the appropriate name? Or doesn't that work with diminished chords or chords that use special characters?

 

Btw, just fyi, in your picture there are "F7maj(no5)" chords but the usual way to spell that would be "Fmaj7(no5)" because "D7" would imply a dominant seventh chord, so putting the "maj" before the "7" makes it more easily recognizable.

 it dosnt work actually.

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What doesn't work? If you define a chord's name as "Adim" in EOF, that is the name that is written for it in the XML.

sorry it kinda works but it isnt subscripted, so its all smashed together

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