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I am pleased to announce that new Rocksmith Custom Song Toolkit.
 
All thanks to the developers involved in the project that made this feasible possibility in so little time.
 
DEVS:
* me;
* Snakez;
* Maveth;
* Raynebc;
* Dreddfoxx;
* Alex360 (L0fka);
* Shrubbery (otaznik);
* Cozy1;
* Zephyrix;
* Xavatar (PowerSlinky);
* Chlipouni;
* Cgeorge;
 
TESTERS (consoles):
* Acid6D94 (XBox 360);
* Redeyed (PS3);
* Kim666 (PS3);
 
And among others for PC/Mac.
 
DOWNLOAD:
http://www.rscustom.net/
 
NOW WITH A RELEASE FOR MONO (CAN BE USED ON MAC) !!!
 
ANY ISSUE? TRY TO DOWNLOAD THE LAST BUILD:
http://www.rscustom.net/builds
 
IF PROBLEM PERSISTS, OPEN AN ISSUE IN THE PROJECT ON GITHUB:
https://github.com/rscustom/rocksmith-custom-song-toolkit/issues
 
 
NEW VERSION INCLUDE:
 

NEW IN 2.6.0.0:* New auto-update feature (shows changes from your version and allow update with one click);* Added InlayCreator (new package type to customize your guitar) [all credits to Cozy1 and Baoulletes for this feature];* Added config screen that you can pre-define some fields in toolkit;* Added song preview volume box to make preview independant of song volume;* Added structured project import option;* Added package author (charter name) inside the package (can be setup on config screen, default value is "Custom Song Creator", but you can define your name if you want);* Added background worker with progress bar for most toolkit features (Generate package, unpacker, update appid, etc);* Added option to use acronym in file names when generate packages;* Fixed DLCConverter CLI issues;* Fixed packer for mod purposes;* SNG 2 XML general issues fixed;* Enhanced package validation;* Toolkit random hangs fixed;* Package random crashes fixed;* Fixed auto-tone load with ToneC and ToneD in some cases;* Fixed Import Template from package (tuning frequency and some minor issues);* Fixed some existent appIds and added new ones;* DDC updated to 2.2;* Fixed packer for larger than 100mb files;* Minor issue fixes.

 
Note: RS2014 CDLC support almost all new features like new techniques, custom tunings, Tuning Pitch (frequency), Mac platform, etc.
 
This new version of toolkit require lastest version of Editor-on-Fire (EoF) 1.8RC8(r1281) or above.
 
To play custom songs on PC and Mac platform is required a patch to bypass song signature that will be released in a tutorial in smithyanvil. (for consoles is not required).
 
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==============================================
 
CHANGE LOG:


 

2.5.0.0:* Packer/Unpacker Tab new layout;* New SNG Tab, that is the gui to sng2014 CLI;* New tool sng2014 CLI that allow pack/encrypt and decrypt/unpack sng, convert song xml to sng and sng to song xml;* DDC 2.1 update;* Packer/Unpacker now generate song xml if it doesn't exists;* DLC Converter now supports non custom packages;* DDC now supports non custom packages;* Changed keyboard shortcuts from Global to OnFocus;* Fixed game file packer like cache.psarc for mod purposes;* Allow DragDrop in DDC Tab file list;* Fixed absolute paths in Mac;* Fixed DD bars not appears in song preview;* Changed package and template default name replacing "_" to "-" in name spaces;* Fixed tuning frequency in toolkit is not the same in game;* Fixed DDC progress bar not update;* Fixed tuning pitch/frequency is not imported on Import template or DLC Converter;* AppId updated;* Fixed sng cleanups that cause arrangement don't start play after tuning in some cases;* New showlight algorithm that works better;* Fixed tuning auto selector in some cases;2.4.1.0:* Allow Update AppId for Mac packages;* Showlights are now generated by toolkit;* Fixed a lot of bugs in DLC Converter envolved XBox 360 and PS3 conversions;* Added sng2014 CLI to unpack/decrypt and encrypt/pack a SNG 2014 file;* Fixed error when Dynamic Difficulty level bars are not displayed in DDC generated files;* Added recent AppIds;* Added arguments to predefine platform and game version on packer CLI;* Fixed RS1 Packer/Unpacker and RS1 AppId Updater;* DDC Tab was improved;* Fixed "Index out of range" on any key is pressed in DLC Package Creator Tab;* Fixed issue when wem file was wrongly converted in some cases;* General small fixes. 2.4.0.1:* Added One Click Dynamic Difficulty Generator for custom song packages;* Added Import project template from Package (You generate a project from a package, edit values and regenerate song again without loss information);* Added Tuning Editor (now you can edit and add new tunings from GUI);* New tunings are now automatically imported to local database when add new arrangement or import packages;* Added option to use DDC Tab with Clean Process (overwrite original arrangament xml and don't generate DDC logs);* DDC updated to 2.0 with two new difficulty templates (thanks to Chlipouni);* Removed "Change output folder" from DDC Tab because the normal process doesn't overwrite original file, so this feature have no utility;* Fixed Mac > PC DLC conversion;* Added shortcut for most used actions in DLC Package Creator Tab:--- Ctrl + Shift + O = Open Package Template;--- Ctrl + Shift + S = Save Package Template;--- Ctrl + Shift + I = Import * Package Template;--- Ctrl + Shift + G = Generate Package (song);--- Ctrl + Shift + A = Add new Arrangement;--- Ctrl + Shift + T = Add new Tone;* Fixed some packer CLI issues. 2.3.1.0:* Fixed CAPO feature in CLDC;* Fixed Tuning Pitch (CentOffSet) for some tuning frequencies;* Added option to duplicate a tone;* Fixed DLC Converter when convert X360 packages from another platform;* A lot of fixes in DLC Converter (song year is 0, lost dynamic density, vocal and preview are lost, etc);* Recover RS2012 package generation support;* DDC updated to 1.9;* A lot fixes for DDC integration;* Added default name when generate package;* Added version field for user define version of the package;* Added validation for null tones to avoid problem with CDLC;* Added recently official DLC App Ids;* Fixed ParentPrevNote in song file (sng);* Set RS14 as default version in DLC Packer/Unpacker;* Defined Cherub Rock as default app id in DLC Converter;* A lot of fixes in showlights;* Added option to open folder where package was saved;* A lot of minor bug fixes. 2.3.0.0:* Package Creator only need one audio file to create packages for all platforms (RS1 and RS2014);* Tone import from profile (You can design your tone in Tone Design in game and import in Toolkit);* DDC update to v1.5 (thanks to chlipouni);* Added java check/explanation for PS3 package creation;* DLC Converter minor fixes;* Fixed AppId disappears when PC is not selected;* Fixed problem with pack/unpack RS2014 game files (for mod purporses);* Minor bug fixes. 2.2.2.1:* Fixed issue with load/create new and save tones;* Fixed bonus Arrangement displaying as normal arrangement;* Make the second arrangement of the same arrangement type as ALTERNATE arrangement ingame;* DDC Tab fixes and enhancements;* Fixed issue with load bass arrangement that have more than one tuning match in tuningdefinition repository;* Added fixes to solution to compile with mono in Mac;* Fixed default AppId is not setup when toolkit load;* Make US Holliday Pack (RS1) and Cherub Rock (RS14) as default AppId;* Fixed AppId not update on DLC Converter tab when target is PC/Mac. 2.2.2.0:* New DLC Converter CLI tool;* Fixed Audio Decode when Unpack songs in some environments;* Added option to convert ogg audio file between platforms like (WEM file);* RS1: Fixed error knob button not enable for editing and not load from package template;* DLC Converter: Fixed tmp folder not deleted after conversion;* DLC Converter: Fixed some arrangement identifications that cause crash on some conversions;* Fixed tone slot not enable for any arrangements;* Tone slot are now disabled when arrangement with auto tone setup is selected to prevent auto tone change to fail (user can enable slots again by check an option); 2.2.1.0:* Audio Converter Tab now can convert .WEM files between platforms (Desktop  Console);* DLC Converter now convert any platform with one click;* DLC Converter now convert multiples files at once;* DDC updated to 1.4 (thanks to chlipouni);* More Auto Tone Change Improvements and validations;* packer CLI: Fixed file paths;* Minor bug fixes. 2.2.0.2:* DDC Tab updated with new DDC 1.3 and new better interface that allow to apply DD in arrangements xmls or packages;* DLC Convert fix for Mac platform and many improvements;* PS3 package name fix (can't be space character due to encryption limitation);* Added validation to average tempo to avoid invalid value alert;* New Appids;* Sorted AppIds by name to easy artist identification;* Fixed tone edit when imported tone;* Auto tone change improvements;* Removed gameplay path for RS1 packages;* Fixed tuning issues for RS1 packages;* Many improvements and bug fixes. 2.2.0.0:* Full support for create RS2014 custom songs (all toolkit features included like packer/unpacker, packer CLI, AppId Update, tone import, etc);* New improved interface;* All platforms supported, including Mac (RS2014) and a improved PS3 support;* RS2014 only: New DLC Converter (allow user to convert from any platform to another with one click);* DDC integrated (Dynamic Difficulty Creator) [thanks to chlipouni];* Packer/Unpacker now compatible with any platform and game version include PS3;* So many improvements and bug fixes. 1.4.0.1:* Added option to encrypt files on 'pcdecrypt.exe' CLI.* Fixed Repack (APP_ID) problem (issues #59 #61);* Fixed problem with special/accented characters on save/load DLC template and Tones (XML) (issue #54);* Fixed HandShape ChordId field is wrong type (issue 66). 1.4.0.0:* Added 'SNG/Package 2 Tablature' (ASCI) converter [thanks to Thierry Steinberg];* Added 'Packer/Unpacker' CLI (Using 'packer.exe' users can pack/unpack a song in command line);* Added 'Build' CLI (Using 'packer.exe' users can build a song in command line from Rocksmith DLC template *.dlc.xml)[thanks to Adam Sloboda]* Added an option to recreate SNG on 'Packer/Unpacker' tab;* Added an option to specify PersistentID and MasterID on arrangement (this feature allow user to maintain scores after rebuild a song)[thanks to Adam Sloboda];* SongAppId list moved to a Xml file (now users can add new AppId);* Several fixes and minor improvements. 1.3.0.0:* Added fully support for PS3 custom songs (generate edat files);* Fix US holiday pack ID;* Fixed executable name;* Minor bug fixes. 1.2.0.1:* Added partial support for PS3 custom songs (generate PSAC files, but need other tool to encrypt to .edat and pack into .pkg file);* Fixed a problem where bass tones were not labeled as bass tones;* Added a few APP_ID's, and fixed the Rush ones;* Minor bug fixes. 1.1.5.2:* Fixed problem in Ogg Converter Wwise decode in some environments;* Removed validation that requires them to have a section near the END phrase at the end of the song;* Added validation to block special characters in tone name to avoid unpacking problems and others;* Added function to allow user reorder arrangements and tones (using keyboard keys: up, down, page up, page down, -, +);* Changed packing function to preserve package signature type and all license keys of package. 1.1.5.1:* Fixed error when pack a XBox 360 multi-song DLC (DLC Pack);* Fixed the OGG decode process when path have spaces;* Added support to import tones from XBox 360 DLC packages;* Added option to decode OGG when unpack songs;* Added button to restart application. 1.1.5.0:* Added function to convert Wwise/Rocksmith OGG format to OGG default readable by EoF and players. 1.1.4.4:* Fixed problem when XBox 360 packages are generated with double size. 1.1.4.3:* Fixed the volume value don't load from DLC saved data. 1.1.4.2:* Fixed "Tone Import" on packed song. 1.1.4.1:* Fixed "Packer/Unpacker" > "Update App Id" function. 1.1.4.0:* Packer/Unpacker now supports XBox360. 1.1.3.1:* Added song volume control;* PC and XBox 360 are now with same volume level;* Changed tab order (since it's no longer necessary to use the "SNG File Creator" and "Ogg Converter" tab). 1.1.3.0:* Fixed tone bug in XBox360 packages;* Enabled XBox360 tone;* Fixed MasterID for consoles;* Removed tone reference in vocal arrangement. 1.1.2.4:* Delete temp generated SNG files when generate packages;* Fix bass hopo technique and bass chord density. 1.1.2.3:* New APP ID;* Fixed problem when edit an arrangement and try load information from XML chart. 1.1.2.2:* Fixed tone not saving when loaded. 1.1.2.1:* Little fix to import data of arrangement XML chart;* Fixed Bass arrangement not selected when imported data from arrangement XML chart. 1.1.2.0:* Automatically populate some fields information from the arrangement XML chart. 1.1.1.6:* Allow multiple Bass arrangement in song. 1.1.1.5:* Fixed tone changes not saved when name don't changed. 1.1.1.4:* Fixed a bug when try to generate a package that has no vocals arrangement. 1.1.1.3:* Changed the arrangement list to not display tone name on vocals arrangement, they don't use;* Changed the add arrangement window to show only relevant options for arrangement type;* Fixed knob settings crash error if more than 9 knob settings like with (Bass) Boutique 800;* Changes Xlock to generate in same order of the official DLC file to make easy comparison;* Added validation in DLC name to remove invalid characters. 1.1.1.2:* Fixed song partition count that set up arrangement name count, eg.: "Combo 1", "Combo 2", now Bass always is "Bass" and not "Bass 3" anymore;* Fixed title ID to default Rocksmith title ID for XBox 360;* Removed dynamic information from imported tone;* Added validation in DLC name to remove invalid characters;* Fixed BinaryVersion (arrangement type) in XBlock file that is not anymore with fixed values. 1.1.1.1:* Fixed Packer/Unpacker display position. 1.1.1.0:* XBox 360 support (tones not work for XBox at this time);* Added fields to define song name sort and artist name sort;* Fixed problem with CueTextBox, now has greater compatibility in all environments;* Fixed problem when user cancel tone editing and it's saved anyway;* Fixed app id don't selected from saved app id in saved DLC data;* Fixed field tab index in Package Creator;* Fixed problem on Ziggy Pro Converter Tab width that don't display "browse" buttons;* Fixed width of the form to view all tabs correctly.

 

 

ANY FILES ARE FOR EDUCATIONAL USE ONLY !!!

 


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Well I am delighted that I can use alternate amp skins, but not so delighted that even Eb bass arrangements give the toolkit trouble now :(

 

https://www.sendspace.com/file/56iyib

 

Try to add that to the toolkit (latest test build from rscustom.net) and you get the tuning box.  Can it not just add an Eb bass arrangement like it always has done?

 

I don't like the tuning box because I am unsure what it is doing and I am likely to overwrite Standard tunings with things that show up as "Custom Tuning" in game.  Of course I can experiment to determine what is going on, but I really cba for something so simple as Eb :(

 

 

 

Also, although not really a problem just a little nippy as it's confusing and different behavior to before, but what is it doing when adding guitar arrangements?  It's calling Real_Guitar_22 the Lead and Real_Guitar the Rhythm, even though in EoF my arrangement types are undefined for those tracks.

 

I can see a shift from always getting called "Rhythm" but surely Real_Guitar is more likely going to be Lead and Real_Guitar_22 is more likely going to be Rhythm?

 

 

 

 

 

Thanks!!!

 

Also, although not really a problem just a little nippy as it's confusing and different behavior to before, but what is it doing when adding guitar arrangements?  It's calling Real_Guitar_22 the Lead and Real_Guitar the Rhythm, even though in EoF my arrangement types are undefined for those tracks.

 

I can see a shift from always getting called "Rhythm" but surely Real_Guitar is more likely going to be Lead and Real_Guitar_22 is more likely going to be Rhythm?

 

I'd rather call it Real_Guitar_17 and Real_Guitar_22 numbers at the end is max fret values, so lead should have more frets to play solos and other things, like Rhythm is chord based arrangement, so it needs less frets by default.

 

That vvas my thoughts vvhen I  changed it long time ago. You just feel discomfort from relearning things

 

bug about tunings confirmed, It's because it vvrongly picking tuning for, bass but that's vvrong, I may vvork more on tuning system

Ok I can work with new Lead/Rhythm tags :D

 

 

I can wait for tuning fix...  new amp skins in E Standard only for now :(

 

 

 

 

Thanks Alex360 :D

Just to confirm, I have actually managed to get that bass arrangement I linked to say "Eb Standard" in game.  It is correct as it sorts with all the other Eb songs in the game.

 

What I did:

 

 

- Pull the arrangement into the toolkit

 

- In the top left box of the Tuning Box (UI Name) I typed "Eb Standard"

 

- Hit OK

 

- Left "Add as new tuning" unchecked

 

 

 

 

Just in case anyone else has trouble, that's what I did.  Good luck :D

I meant to post this earlier, but didn't get around to it for a while. Around the beginning of the month I upgraded the toolkit to the most recent version and tried to generate a CDLC but got this error. I hadn't gotten the error with some previous CDLC that I'd tried to make, but when trying to generate them again from the same files I got the same error again. I also have the log file if people need to see it, but wasn't sure how I should post it (or whether I should post it here since it has a lot of text).

 

Does anyone have any idea what's going on? Thanks for your help!

 

My CDLC releases and my workshop 
My CDLC previews (Lots of bass only stuff)
Join us at the Rocksmith Championship!

  • Developer

 

@@albatross213  Did you set the path to Wwise.exe in toolkit configuration menu?  If you have a custom install of Wwise you will need to do this first.

 

Are you tired of AV False Positives???  Now accepting donations on my website (Click Here)  Your donation will be used towards buying a code signing certificate.   CGT is now compatible and safe to use with Rocksmith® 2014 Remastered ... 

 

Latest Build of Custom Game Toolkit (CGT) w/ Game Save Gigbox       Latest Build of Rocksmith Toolkit       Latest Build of Customs Forge Song Manager (CFSM)

 

All bug reports and help requests please include your: OS, CPU, AV, .NET Framework versions along with a description of the issue (include screenshots of error if possible).  It should go without having to say ... make sure you are using the latest build before submitting bug reports or asking for help.

 

*  Remember to use your magic words (please and thank you) if you would like a response.  Don't use phrases like 'thanks anyhow' as it is demeaning.

Thanks @@cozy1, I think I got it fixed now. I think I might have had too recent a version of Wwise installed or something weird like that, but I think I got it working now. I'll keep you guys updated in case anything goes wrong in the future. Thanks again!

My CDLC releases and my workshop 
My CDLC previews (Lots of bass only stuff)
Join us at the Rocksmith Championship!

Hey @@Alex360, something weird happened today that had never happened before.

 

I'm working on a custom, I started last week and I made the 1st build to test, which was working fine.

Today I was going to continue, and when testing the 1st build I noticed the lead arrangement had a lot of notes out of sync, so I decided to sync it again in GPA and then import to EoF.... you know the rest.

When I was done in EoF, I generated the .psarc with the latest toolkit version, no errors. I go to the game, select the song, press to play, pass the tuner and BUM, I'm back on the desktop with that usual windows error box.

I tried of everything I could think of and no matter what I did, every time I tried to play the custom, in any of the 3 arrangements, as soon as the song was about to start, error.

After a couple of hours I decided to downgrade EoF to r1400 (I was using r1401) and use the toolkit version that came out on April 30th, the one with the DDC v2.7 update.

 

I opened the project in EoF, saved it to generate new .xml's, packed the song, go to the game and the custom is working fine.

To summarize, I wanted to know what was causing the crash, so after several trial and error attempts I found out that what was causing the game to crash was the toolkit. :o

 

I forgot to mention that no other CDLC, ODLC or even on disc songs ever did this. What happened some times with broken customs was the game froze after the tuner, just showing the speakers and I had to ALT+F4 to exit the game, but when those situations happened, I always discovered what was causing the problem and it was always something related with the making of the custom.

 

Now I'm using EoF r1401, the toolkit from April 30th and I already generated 3 builds of the custom and all of them worked fine.

 

What puzzles me is that I have imported customs to remove DD with the latest toolkit version and I even generated a new version of a custom I had completed but needed a few corrections and all worked perfectly, so I have absolutely no clue what the toolkit did different with the files from this custom to cause the game to crash every time I tried to play it.

 

Let me know if you need any files.

As for the logs from the toolkit, sorry, but with all the testing they got deleted, but I can re-create the situation again easily if you guys need the .psarc or the log file from the toolkit.

Ok @@Alex360, I've made more tests to be sure from what toolkit version the custom stopped working.

 

I started packing the same .xml saved package of the custom with version 5decd5e08a, it worked as I said before.

Then I generated the .psarc with version 4d41353f92, it also worked.

Next was version c61101157c and it crashed the game. I also tried with versions 47ed4367c3 and 5f9b28b6d0, both give the exact same error.

 

Here's the link to the folder with 2 .psarc files (one working, the other crashing the game) and also the 4 .xmls generated by EoF and been used to generate files with the versions of the toolkit I mentioned above.

 

I noticed 1 thing during the testing.... the versions that create the custom that crashes the game generate a file a little bit smaller than the ones that generate a working file. (working file size: 23.705/6Kb ; non-working file size: 23.701Kb)

I don't know if that's significant or not, I just thought it was a bit odd, since the files used to generate the .psarc are the same, so I assumed the file size would be equal (or with very small differences, like 23.705Kb, 23.706Kb).

 

If there's anything else I can do or that you need from me, just let me know.

 

Thanks

 

 

Update: I saw that 2 new builds of the toolkit were released today. I tried with both, same behavior in the game, as the smaller file size (about 5Kb-6Kb).

 

EDIT2: @@Alex360, @@cozy1, I went back a few pages and read all the posts. I now see that other people had the same problem I'm having.

I don't really know what the showlights.xml file is for, but does it have to do with what is shown on the background while playing a song?

In the meantime I tested another custom, I mean, I repacked another custom I had finished recently with the latest toolkit version that came out today and that custom works. :huh:

Just a theory from someone that lacks any kind of knowledge on how the toolkit/coding works, but since I think this error is only happening with certain customs, could there be a common "thing" on those that "interferes" with the showlights file, something that doesn't exist on the ones that work?

I have no clue on what that could be, since the customs I referred are both from Gary Moore, so lots of bends and single notes.... differences between the 2....

- 1 has tone changes, the other doesn't

- the one with the tone changes also has lyrics, the other doesn't

 

I can't think of anything else that exists on the custom that crashes but is absent on the one that works, could any of the things I said be the source of the problem?

 

Sorry for lots of text and questions, I'm just trying to help you guys solving this issue..... if you need anything else, files, testing, just let me know.

 

Thanks for all the work on one of the tools that allows us to be able to create customs. :)

Edited by Kaijin

  • Developer

@@TomSawyer2112 "I find it a bit disturbing that the path (mine may be a little long) takes up space, and the file name can't be identified."

 

Fixed in latest beta release.

Are you tired of AV False Positives???  Now accepting donations on my website (Click Here)  Your donation will be used towards buying a code signing certificate.   CGT is now compatible and safe to use with Rocksmith® 2014 Remastered ... 

 

Latest Build of Custom Game Toolkit (CGT) w/ Game Save Gigbox       Latest Build of Rocksmith Toolkit       Latest Build of Customs Forge Song Manager (CFSM)

 

All bug reports and help requests please include your: OS, CPU, AV, .NET Framework versions along with a description of the issue (include screenshots of error if possible).  It should go without having to say ... make sure you are using the latest build before submitting bug reports or asking for help.

 

*  Remember to use your magic words (please and thank you) if you would like a response.  Don't use phrases like 'thanks anyhow' as it is demeaning.

  • Developer

@@Kaijin  I believe there is a bug when Net 4.0 GetHashCode is called under Net 4.5.  I have reported this to @@Alex360 to see if we can find a work around.  You saw/found the same bug in CGT when "Tuning" kept showing up as "Other".  Will try to have a fix asap.

 

Edit:  Appreciate the latest input.  Will take a look at what you suggest.  Alex is the showlights expert so I need to see what he thinks, tomorrow.

Are you tired of AV False Positives???  Now accepting donations on my website (Click Here)  Your donation will be used towards buying a code signing certificate.   CGT is now compatible and safe to use with Rocksmith® 2014 Remastered ... 

 

Latest Build of Custom Game Toolkit (CGT) w/ Game Save Gigbox       Latest Build of Rocksmith Toolkit       Latest Build of Customs Forge Song Manager (CFSM)

 

All bug reports and help requests please include your: OS, CPU, AV, .NET Framework versions along with a description of the issue (include screenshots of error if possible).  It should go without having to say ... make sure you are using the latest build before submitting bug reports or asking for help.

 

*  Remember to use your magic words (please and thank you) if you would like a response.  Don't use phrases like 'thanks anyhow' as it is demeaning.

As far as I'm concerned @@cozy1, you guys can take your time, you already do a lot for the community.

 

I've spent the day working on the custom in question, using the toolkit version I mentioned in a couple of posts above, so everything is ok by me, there's no feature on the new released that I "need" to get the custom I'm making ready to release.

 

I edited my previous post twice, don't know if any of what I wrote is of any help, but it doesn't "hurt" to try :)

 

Thanks guys.

Thanks a lot guys, I was pretty sure you would solve the issue very fast, as always. :D

 

EDIT: Just out of curiosity, the difference that I noticed in the file size from the working to the non-working custom was a very small showlights.xml in the non-working file?

It's just that I generated a file with the new toolkit build now and the file size is even smaller....

 

EDIT2: Scratch the above, despite the fact that the size difference between the files is 6Kb, the file generated with the latest toolkit build is working perfectly, I just tested it.

 

Thanks again. :)

Edited by Kaijin

  • Developer

 

@@Kaijin Yes, problem was with showlights.xml.  I gave Alex what I had found and he should be able to tell you more details of fix.  You can see there was minimal change in latest toolkit beta release to fix problem.  Should be working now.

 

Are you tired of AV False Positives???  Now accepting donations on my website (Click Here)  Your donation will be used towards buying a code signing certificate.   CGT is now compatible and safe to use with Rocksmith® 2014 Remastered ... 

 

Latest Build of Custom Game Toolkit (CGT) w/ Game Save Gigbox       Latest Build of Rocksmith Toolkit       Latest Build of Customs Forge Song Manager (CFSM)

 

All bug reports and help requests please include your: OS, CPU, AV, .NET Framework versions along with a description of the issue (include screenshots of error if possible).  It should go without having to say ... make sure you are using the latest build before submitting bug reports or asking for help.

 

*  Remember to use your magic words (please and thank you) if you would like a response.  Don't use phrases like 'thanks anyhow' as it is demeaning.

@ Yes, problem was with showlights.xml.  I gave Alex what I had found and he should be able to tell you more details of fix.  You can see there was minimal change in latest toolkit beta release to fix problem.  Should be working now.

 

Thanks @@cozy1, everything is working perfectly and thanks for the new features and changes in the GUI of the toolkit, it's much easier to see the file names and paths separately with just a click on an "arrow" :D

 

This tool, along with CGT and EoF are amazing, always improving and adding tons of excellent and cool features, many of them just to make our work easier and faster to perform.

 

I and all the members of the community can't thank you guys enough for all your work in the past 4 years or so, many thanks. :D

I have an issue with the latest rev with the showlights fix. Finished a new project and added all files needed, i hit save and the wwise cmd pops up as usual and i get then asked to save the template. Till here everything is ok, now i hit generate and the wwise cmd pops up again whitch looks to me like an issue because it means that the wav file gets converted again.

 

Edit: timestamp between .psarc and the wem files seems to be the same therefore generate converted the wav files again.

I dont know, i tried to play the song and after the tuning the notes dont show up and after a few seconds the song ends and the score screen shows up. Lead arr and also rhythm arr.

@@MadMaxx, there is no vvems than, need to validate, but it shouldbe ok?

 

so i used now my older rev and all arr worked fine in the game and the wem files were generated correctly, i then started the latest toolkit and loaded the template and used the wem files generated from the older rev of the toolkit. When i hit now generate there is no cmd popping up and the custom works fine in the game.

 

To test now again the new rev of the toolkit i delete the wem files, select in the latest toolkit the wav file, hit save and the cmd pops up, now i hit generate and it pops up again. The file size of the psarc is now 50 mb versus 7,4 mb from the older rev.

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