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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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  • Developer

@MadMax  Well that took too long to understand/identify sorry.  Fixed a bug that was hiding in Ogg/Wav to Wem converter file path naming.  Should be working now.  Thanks for hanging in there with us.

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.

@MadMax  Well that took too long to understand/identify sorry.  Fixed a bug that was hiding in Ogg/Wav to Wem converter file path naming.  Should be working now. 

 

confirmed, that generate works fine now. I need to test the generated psarc in the game but it looks good so far. Size of the psarc is a little bit smaller by a few bytes, i guess that its because of the showlights improvement done in the last revisions. Anyway big Thanks guys :)

 

@MadMax  Thanks for hanging in there with us.

 

No problem im a heavy user of the toolkit and EOF, its in my interest to help as much as i can ;)

I apologize for my ignorance and also if someone else asked this before me.....

 

With the latest toolkit build, when I import a .psarc, below the vocals it shows an arrangement called "showlights". (I still don't know what the purpose of that file is)

 

My questions is, why does it show now as an arrangement and do I have to do anything with it?

 

For example, when I import a custom to remove DD, I always import the .psarc, then I use the DDC tab to remove the DD (I never drag the .psarc to the DDC box, I always drag the .xml's), I add the new NDD arrangements in the "Creator" tab and generate the NDD .psarc file.

 

Do I need to add/remove the showlights arrangement because the lead/rhythm/bass are without DD?

 

I hope it's not too much trouble to answer those, I don't need any technical details, just wanted to understand a little bit about this.

 

Thanks guys.

  • Developer

@Kaijin  Sorry for not providing a description of the new feature here.  It is briefly described on Github but not much.  This actually came about because of your questions and problems with showlights.  I am actually excited about this feature because it gives you more potential to customize game play.  How it works.

 

Showlights.xml are now treated much the same as any other arrangement xml file.   You can add, edit or delete it.  So why would you want to do that?  Well some existing CDLC have really cool show lights effects and others do not.  Now you can decide if you want to keep existing showlights or generate new ones.  How do you do that?  Well when you use "Import Package" on an existing CDLC the Creator GUI will also pull in the existing showlights.xml if it exist in the CDLC.  If showlights does not exist or you are creating a new CDLC then don't worry about the showlights arrangement.  The toolkit will auto generate showlights for your CDLC based on the beatmap of the song.

 

So what if my CDLC has showlights.xml that I like and want to keep (reuse)?  Simple don't touch the showlights arrangement in the toolkit arrangements GUI (leave it alone) and click the "Generate" button.  The toolkit will reuse the existing showlights for the CDLC.  So how can I add showlights from one CDLC that has cool effect to another CDLC that I am creating?

 

First unpack the CDLC either with the Unpacker or with the Creator Import Package.  Next grab the showlights.xml file then fire up Notepad++ and edit the Time events to mach the ebeat times in your new CDLC song be sure not to change the Note event numbers as these are what created those cool effects in the first CDLC.  Once you are done editing the showlights.xml file add it to you new CDLC arrangment list.  When you click "Generate" your new CDLC will have the same effects as the first CDLC if you did a good editing job.  Eventually, I'd like to create a GUI for creating showlight effects but that is off in the near distant future.

 

Hope this was enough of an explanation to get you going.  Bottom line is don't worry about the new showlights feature if it is not important to you.  For me it was a way to save existing cool showlight effects while Alex perfects the algo for the custom showlights generator.

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.

Wow @@cozy1, that was more than enough, thanks a lot for the detailed explanation. :)

 

Now I understand why I never noticed anything regarding the visual effects.... my PC is pretty old, when RS2014 came out I really thought I would have to upgrade mobo, CPU, RAM and graphics card.

When the game came out, I knew I had to turn off all visual settings, the ones that didn't allow to turn off, I knew I had to set them to the lowest value possible to be able to play the game without losing performance.

With the help of a program called Razer Cortex and 10% overclock on the CPU (Athlon 64 X2 4800+ @ 2.5Ghz, with the overclock, 2.75Ghz) the PC handles the game extremely well and I can even record ingame footage + webcam footage without losing much performance.

 

I've seen videos from others and when they start playing a song, I noticed the background kind of "opening the curtains" and an audience shows up with light effects and such... I always wondered if the showlights.xml file had anything to do with it, you just clarified my suspicions.

 

Sorry for bothering you guys with this, specially since it's a feature that I don't even notice/use, but I hope that, at least, this helped to improve the toolkit even more (sometimes I wonder when you guys are gonna stop implementing so many cool features :D).

 

As always, if you guys need anything that I can help, you know how to reach me. :)

 

Thanks

Support for nevv vvvviseadded, please,  let e knovv if it vvorks for you, if vvorks for me just fine.

 

Does this mean we can now go get the latest release of Wwise instead of using the archived version?

@@Alex360

how do i add a bass arrangement right.

 

I unpacked one of the official dlc  and it does show the bass tuning like this:

  <tuning string0="-3" string1="-3" string2="-3" string3="-3" string4="-3" string5="-3" />

string 4 and 5 have offsets like the other strings

 

my custom does have the bass tuning like this (yeah i know different tuning):

  <tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="0" string5="0" />

string 4 and 5 have the offsets at 0. Shouldnt string 4 and 5 also be at -4? The game does show that arr as custom but it should be actually c standard in the game.

 

If i edit the arr in the toolkit and add -4 instead of 0 for string 4 and 5 after i hit ok they still stay at 0

@@Alex360

how do i add a bass arrangement right.

 

I unpacked one of the official dlc  and it does show the bass tuning like this:

  <tuning string0="-3" string1="-3" string2="-3" string3="-3" string4="-3" string5="-3" />

string 4 and 5 have offsets like the other strings

 

my custom does have the bass tuning like this (yeah i know different tuning):

  <tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="0" string5="0" />

string 4 and 5 have the offsets at 0. Shouldnt string 4 and 5 also be at -4? The game does show that arr as custom but it should be actually c standard in the game.

 

If i edit the arr in the toolkit and add -4 instead of 0 for string 4 and 5 after i hit ok they still stay at 0

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

 

@@Alex360

how do i add a bass arrangement right.

 

I unpacked one of the official dlc  and it does show the bass tuning like this:

  <tuning string0="-3" string1="-3" string2="-3" string3="-3" string4="-3" string5="-3" />

string 4 and 5 have offsets like the other strings

 

my custom does have the bass tuning like this (yeah i know different tuning):

  <tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="0" string5="0" />

string 4 and 5 have the offsets at 0. Shouldnt string 4 and 5 also be at -4? The game does show that arr as custom but it should be actually c standard in the game.

 

If i edit the arr in the toolkit and add -4 instead of 0 for string 4 and 5 after i hit ok they still stay at 0

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 dont get it, in the description above it mentions eb but eb is already in the toolkit.

 

In my case the tuning is C standard and C standard is already in the toolkit too. When i add the arrangement in the toolkit, the toolkit does already autofill the tuning as C standard, there is no tuning Editor popping up. I just hit ok and thats it. When i look in the tuningdefinition.xml there is then this entry:

  <TuningDefinition Version="RS2014" Name="C Standard" UIName="C Standard" Custom="true">
    <Tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="0" string5="0" />
  </TuningDefinition>

it was automatically added after i hit generate.

 

And yes I know bout that tuning bug, just have no time to work on tuning part, sorry

 

So its actually a bug?

@@MadMaxx it is probably because you have already messed with your "standard tunings" in that toolkit installation i.e. the reason the tuning editor does not pop up.

 

Try this

 

 

- Unpack the toolkit to a new folder (so it's a fresh "install") and run it

 

- Type all the info out again from scratch (to avoid loading a template save and potentially adding more problems)

 

- When you pull in the bass arrangement do it as I have described, except call it C Standard not Eb

 

 

 

 

I had lots of tuning issues before and it was only solved by making a fresh "install" of the toolkit and resetting it's tuning list.

  • Developer

Because toolkit is storing any tuning changes made earlier to TuningDefinition.xml.  Do like Plum suggests and do complete fresh install.  Or if you want to poke around have a look inside the file and see how C standard is stored.

 

EDIT: if this is how it works then you teach me something new.  PM me song name plz and I will fix.

 

I unpacked one of the official dlc  and it does show the bass tuning like this:

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.

I unpacked one of the official dlc  and it does show the bass tuning like this:

<tuning string0="-3" string1="-3" string2="-3" string3="-3" string4="-3" string5="-3" />

 

Slayer - Angel of Death is all strings -1

Avenged Sevenfold - 2 weeks is all strings -3

@@MadMaxx it is probably because you have already messed with your "standard tunings" in that toolkit installation i.e. the reason the tuning editor does not pop up.

 

Try this

 

 

- Unpack the toolkit to a new folder (so it's a fresh "install") and run it

 

- Type all the info out again from scratch (to avoid loading a template save and potentially adding more problems)

 

- When you pull in the bass arrangement do it as I have described, except call it C Standard not Eb

 

 

 

 

I had lots of tuning issues before and it was only solved by making a fresh "install" of the toolkit and resetting it's tuning list.

 

i did a fresh install but again in the default tuningdefinition.xml c standard is already inside because its officially supported by the game. If i add a bass arr the tuning gets automatically selected by the toolkit, there is no tuning Editor popping up.

 

Anyway i got it to work, what i did was to open the tuningdefinition.xml and delete the c standard tuning inside it. After that i added the arr and the tuning editor popps up. I changed all strings to -4, added a name and hit ok without "add as new tuning" pretty much as you said.

 

I now unpacked the bass arrangement from the custom and the toolkit wrote it like this:

  <tuning string0="-4" string1="-4" string2="-4" string3="-4" string4="-4" string5="-4" />

so it looks exactly like from official DLC with all strings filled. In the game the arr is displayed as C Standard instead of Custom Tuning.

 

Its a nice workaround but it will hopefully be fixed correctly.

 

Edit: The workaround does have a weakness, after generating the project the tuning gets automatically stored in the tuningdefinition.xml even without adding it with the "add as new Tuning". The next project would need to having the tuning deleted again from the tuningdefinition.xml else the toolkit will again write 0 to string 4 and 5.

 

To have the workaround to work you basically need to delete the stored tunings every time you create a project.

  • Developer

So made fix so that toolkit does not zero out string4 and string5 on bass arrangements.  Checked bass.xml and tuning appears to be ok 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.

So made fix so that toolkit does not zero out string4 and string5 on bass arrangements.  Checked bass.xml and tuning appears to be ok now.

 

confirmed, xml output is all -4 and in the game its C Standard. Ill repack my other stuff and see if its working too but it looks like you fixed it. Big Thanks. :)

  • Developer

You are welcome.

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.

Templates from old versions will probably not work with new version. The paths are probably wrong.   I will put in error check.  Create new template or don't use template.

I've been following the @@MadMaxx / Cozy1 discussion: regarding the system shutting down. Having the same problem with the songs I've downloaded for my son. Don't have the computer savvy to understand entirely what you're talking about or how to fix it but we open up a song and the Rocksmith stops working or shuts down altogether. Is it something with the version of the toolkit we are using (we downloaded on May 20) or something we are doing wrong? Want to keep the momentum with my son's playing and new content. Your advice as to how we can get the new content working properly would be much appreciated. He's crazy about playing and we're grateful for what you are doing here as Rocksmith and Steam content doesn't always meet with his musical preferences. Thanks for everything.

  • Developer

@Gibson "we open up a song and the Rocksmith stops working or shuts down altogether" This is different problem than MM and I were discussing.  MM issue is now fixed.  In addition to what Alex360 has asked you to provide us, you can check the following yourself:

 

Does RS shut down for all CDLC or just some?  If just some then you need to get CGT program and check for corrupt CDLC (follow my signature link to download CGT).  The new CDLC Manager or Statalog tools will tell you if you have corrupt CDLC and will quarantine them.  After corrupt CDLC are quarantined you should run Game Save Gigbox tool and "Sync" which will cleanup your game save profile (which can also cause game crashes and hangs if corrupted).  Give CGT a try and let me know results.

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.

@Gibson "we open up a song and the Rocksmith stops working or shuts down altogether" This is different problem than MM and I were discussing.  MM issue is now fixed.  In addition to what Alex360 has asked you to provide us, you can check the following yourself:

 

Does RS shut down for all CDLC or just some?  If just some then you need to get CGT program and check for corrupt CDLC (follow my signature link to download CGT).  The new CDLC Manager or Statalog tools will tell you if you have corrupt CDLC and will quarantine them.  After corrupt CDLC are quarantined you should run Game Save Gigbox tool and "Sync" which will cleanup your game save profile (which can also cause game crashes and hangs if corrupted).  Give CGT a try and let me know results.

Thank you for the quick response. I'm not great on the computer. Ours is a Mac and I'm only seeing PC info. on the link you provided. Am I missing something. Sorry to be so much trouble.

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