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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

PM me link to your EOF project files along with the custom tones that you are using and I will take a look.

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 ... 

 

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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.

@@firekorn load up your EoF project and have it re-save the XMLs, thats how I fixed it.  Maybe your problem is slightly different, just want to suggest a possible solution.

 

Also, when editing tones in the toolkit just remove all arrangements, do the edits then pull the arrangements back in.

 

I have this habit from before toolkit made new arrangement numbers, but it still seems to work.

  • Administrator

Tried to generate the xml again. This time the xml aren't edited by the toolkit and i can generate fine IF i do nothing in the toolkit.

 

But if i delete and add back the vocals arrangement for exemple the xml are edited again which makes the generation fail and force me to resave the project in EOF to make it work.

 

The thing is that i never had this problem before and having to resave things back in EOF to avoid an xml modification that shouldn't occur in the first place seems weird to me.

 

Anyway i'm uploading all the files for @@cozy1 to test it out by himself.

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  • Developer

@@firekorn et al
Most of the problems associate with tones occur with arrangements that use multiple tones.  The toolkit alerts you of this potential issue.  In the Add/Edit Arrangement form there is a checkbox "If checked, tone slots are disabled to prevent auto-tone failure".  Auto-tone actually refers to the presence of "multiple tones".  If the arrangement has multiple tones then this checkbox should/will be checked.

The toolkit does not have the ability to add (the image area in the red circle) multiple tone and time information.  This is done only by EOF.  The associated tone name is initialized by EOF.  When you ADD an arrangement the Tones automatically populate.  If you subsequently change the tone names using ADD Tones this will cause errors as shown in the above images.  If you EDIT the tones the toolkit will update the tone names accordingly.  Only use the Tones EDIT button ... now I sound like a broken record ;)

https://drive.google.com/file/d/0B4cUtRaobva6Wk1hVlhkR25Vb2s/view


Just released beta toolkit update that:

Improved RS1->RS2 CDLC conversions with actual tone mapping and improved conversion algos.
Revised showLight generator made compatible with RS1->RS2 conversions.
Added Showlights checkbox for on/off/debugging (if CDLC is causing in game hangs try unchecking this box and regenerate the CDLC without showlights).
Implement auto correction of RS1->RS2 Section Times that are bad (poorly placed Section Times cause in game hangs).  @@comp U2 converts properly now.
Revised Edit Tone form Load Tone to allow poorly formed Tone2014 files to be read (Load Package and Save Package work again).
Fixed bug in Edit Tone form Save Tone so that tone files can be properly named.

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.

  • Administrator

That behaviour wasn't existing before and that's what bothering me i never had any issue like that in earlier version (can't remember the exact reference about that sorry).

The thing is that in my case i don't touch the tone nor the actual arrangement with tones, i just added a vocal arrangement and had to resave the project in EOF to get it to work again which i find really odd to say the least.

 

I'm a broken record here too so don't worry :)

 

about that box, i've always disabled it as i understood that it would deactivate the tone change the way it is phrases, maybe i misunderstood this box function though and a ticking box isn't really an alert for me but that's just playing with word :p

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  • Developer

@@firekorn Never uncheck the box and I am waiting for your project files.

 

EDIT: NVM think I got them.

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

So for the communities benefit, @@firekorn and I have been PMing about his project issues.  Happily the project builds with the Toolkit and plays in game with no errors.  Here is my workflow which firekorn and I have agreed to share:

 

Project Summary
Artist: aaa (Edited these to protect real identity of project)
Song: bbb
Album: ccc

Arrangement Type Guitar (EOF XML):
PART REAL_BASS_22_RS2_unmod.xml (multi tone Disto, Acoustic) Lead selected by EOF
PART REAL_GUITAR_22_RS2_unmod.xml (multi tone Distortion, Acoustic) Lead selected by Toolkit
PART REAL_GUITAR_RS2_unmod.xml (multi tone Disto, Acoustic) Rhythm selected by Toolkit
Note: EOF does not always provide arrangement information so Toolkit assigns initial arrangement
Note: Arrangement Name (Lead or Rhythm) can be changed, using Arrangements Edit

Arrangement Type Bass (EOF XML):
PART REAL_BASS_RS2_unmod.xml (contains no EOF tone information so Toolkit defaults to single tone) Bass selected by EOF
CRITICAL Note: Must Add tone in Toolkit and then use Arrangements Edit, Tone Selector to assign correct bass tone

Custom Tones:
Bass.tone2014.xml (use for Bass tone parts)
ifOldrhythm.tone2014.xml (will be used for Disto and Distortion tone parts)
acousticIF.tone2014.xml (use for Acoustic tone parts)
Note: Disto and Distortion are assumed to use the same tone since only three custom
tones were provided for the four arrangements.
Note: Interchangeable use of Disto and Distortion could be a point of confusion (it was for me)

Initialize Project in Toolkit:
1. Open Toolkit
Select Creator menu tab
Select Arrangements, Add button
2. Add 4 original EOF project arrangement files *.xml (add Bass arrangement first)

CRITICAL NOTE: Add the Bass arrangement first in Toolkit because if it contains no tone information (like this project)
then Toolkit will assign Bass arrangement a Default tone. If bass is added after other arrangements Toolkit will
assign it an already used existing tone which then MUST be Edited later.
EOF Bass tuning does not import correctly into Toolkit because strings 4,5 are zeroed.
RS2014 expects full guitar tuning information for bass arrangements.
Toolkit Quick Fix: When tuning editor form pops up, click X (to close form).
In the Add Arrangement form, Select desired bass tuning from combobox (D-standard for this project).

3. Add 1 vocal *.xml file
4. Add 1 Album Artwork *.jpg
5. Add 1 Audio *.wem
NOTE: make sure *_preview.wem is in same project folder with main audio *.wem file

Assigning Custom Tones:
Note: Need to be careful because once a Tone is changed the Toolkit patches the XML file (always save a copy of original EOF XML files)
Toolkit establishes a link between tone names and tone IDs. Need to reload the original EOF XML files if you make a mistake in selecting custom tones.

6. Select Tones, Add button
Click "Load Tone"
Select "Bass.tone2014.xml" Click "OK"
Toolkit adds "bassstandard" custom tone to Tones list
Highlight (select) Bass in the Arrangements list
Select Arrangements, Edit button
In Tone Selector, Bass, select "bassstandard"
Click "OK"
Toolkit updates tone information
Highlight (select) "Default" in the Tones list and delete it

7. Select (highlight) tone "Disto"
Click "Edit", Click "Load Tone"
Select "ifOldrhythm.tone2014.xml" Click "OK"
Toolkit updates tone information

8. Select (highlight) tone "Distortion"
Click "Edit", Click "Load Tone"
Select "ifOldrhythm.tone2014.xml" Click "OK"
Toolkit updates tone information

9. Select (highlight) tone "Acoustic"
Click "Edit", Click "Load Tone"
Select "acousticIF.tone2014.xml" Click "OK"
Toolkit updates tone information
Highlight (select) the first "ifOldrhythm" in the Tones list and delete it

10. Final Steps
Enter Song Information, Version Number "1" if not already filled in
Click "Generate" and "Save"

Conlcusion
The project builds and plays in game (confirmed by testing xxxx_xxxx_xxx_p.psarc)
Just use/follow the above work flow to find joy.

EndNote: This project was initially hard to follow because it uses three custom tones for
four arrangements and one arrangement (bass) contains no EOF tone designation.
Further complicated by the use of Disto and Distortion in EOF to designate custom tones.

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 did find one bug in the Tone Editor which is unrelated to your original issue.  The Load Tone and Save Tone are not working as expected which has no effect on CDLC Generation.  I could not load tones from my archived tones2014.xml files and saved tones are not being named correctly for reuse.  I will fix this in a future release.

 

This must be the issue I'm having. I recently updated the toolkit and now whenever I load any of my old project files the tones are all gone, only one tone named Default in their place. This is a massive issue for me, so I may need to revert to an older release until this issue is fixed.

  • Developer

@Aquilae  "Load Tone" and "Save Tone" issues are fixed in latest beta.

 

"I recently updated the toolkit and now whenever I load any of my old project files the tones are all gone"

 

If you are trying to use "Load Package" and your system/project folder structure has changed then the package may not load correctly.  Just use "Import Package" to load the *.psarc file and all should be good.

 

EDIT:  I will take a look at the code to see if it is possible to get older save packages to load properly.

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

@@firekorn, @Aquila, et.al.  Found a compatibility issues that was causing old Save Package (Templates) to not load fully and implemented fix to auto correct and load them.  This was similar to the problem with "Load Tone".

 

For the fix to work ... all of your project files must be in the same folder or in subfolders below the template file *.dlc.xml

 

The latest beta rev change log:

 

Fixed "Load Package" compatibility issue.
Added "Quick Add" button to Creator GUI to allow multiple arrangements to be selected quickly.
Added new tooltips and popups to make the CDLC creation process more user friendly.
Changed bass tuning behavior popup to be more user friendly.

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.

Great work guys as always! I'm just wondering when the Latest release build - 2.6.0.0 (rev 4174fc7b) finally change to the current test build as "Latest release build"?

 

I bet a lot of newer people are still using 2.6.0.0 that was put out way back on Apr 19, 2014. A lot has changed since then.

Always check and use -> The latest Toolkit builds

 

To disable dynamic difficulty and not get the 100% accuracy bug don't use the override to max option, but instead disable DD and set sight reading level to Max. With this configuration the 100% bug does not surface.

  • Developer

@TimeIsFading 

 

I think the answer to you question is that Latest Release Build - 2.6.0.0 (rev 4174fc7b) is the current official stable release.  The current Beta Build 84f9df1c0b could still have bugs which are unacceptable to some users.  Once the current beta is determined by testing and use to be stable it may become the "Latest Release Build".  I think a new official "Latest Release Build" could happen soon. 

 

I'm sure @@Alex360 and @@fabianosan can add more to this.

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More tone issues! Yay!

 

I've used the workflow that has been prescribed (Tone changes in EoF, load in toolkit, edit the tones and load the tones I want). Now, when I change something in EoF and re-save, I get the following error upon re-generating:

 

http://puu.sh/iYS9k/5165ec8d65.png

 

And I'm getting sick of it. The only way to fix it is to re-add the arrangement and then go to edit tone -> load the tone again. Re-saving the file in EoF does NOT work. And with the tone window taking forever to show up, it's really annoying. 

 

Now, if you'd just implement the fix I've set out before, I bet my ass that it will solve EVERY tone change issue that might crop up. 

 

I'm talking about this fix in http://customsforge.com/topic/989-custom-song-toolkit-v2600-was-released/page-20?do=findComment&comment=154110 :

 

 

 

The fix would probably be to change the name of "clean" and "distortion" in <tone time...> to reflect the names as defined in tonebase/tonea/toneb etc. After I did that manually, the package generated without errors.

 

Guess what I did. I manually changed the XML file from 

 

http://puu.sh/iYSrn/f7619b0c53.png

 

to

 

http://puu.sh/iYSt1/9b4971feb9.png

 

And it worked.

This is the EoF tone list:  http://puu.sh/iYSvi/5994fa5f80.png

 

And here's the arrangement window:

 

http://puu.sh/iYSxH/163b780a89.png

  • Developer

@SmellyOrc  Sorry to hear you are still having tone issues.   "The fix would probably be to change the name of "clean" and "distortion" in to reflect the names as defined in tonebase/tonea/toneb etc."

When toolkit Creator GUI, Tones "Edit" button is pressed the "Edit Tone" form pops up.  Change Tone Information (top left) from "Acoustic" to "Clean_Reverb" and press "OK".  The toolkit does above fix.  I just tested latest beta 15e1a63 and toolkit produces expected results.

 

@@raynebc Is above screenshot of EOF "Rocksmith tone changes(2)" consistent with the screenshot of EOF XML output, i.e. should EOF XML output also have "Distortion" tone at 17.6 seconds?

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@SmellyOrc  Sorry to hear you are still having tone issues.   "The fix would probably be to change the name of "clean" and "distortion" in <tone time...> to reflect the names as defined in tonebase/tonea/toneb etc."

 

When toolkit Creator GUI, Tones "Edit" button is pressed the "Edit Tone" form pops up.  Change Tone Information (top left) from "Acoustic" to "Clean_Reverb" and press "OK".  The toolkit does above fix.  I just tested latest beta 15e1a63 and toolkit produces expected results.

 

That's what I did. THEN I changed something in the arrangement, saved it again in EoF, and THEN when I generate a package, I get that error. 

THEN when I change the XML as described in my previous post, it works just fine. 

 

And to add to raynebc's answer, yes it's normal, and it's only there in order to get a song working with only one actual tone change. EoF needs two tone changes in order to export them correctly (afaik), so I set tone change at the start of the song which "changes" to the tone already set. It's aaaaaallll good. 

  • Developer

@@raynebc

I seem to recall that EOF does not insert tone id elements into the XML.  Is that correct?  If so then this XML has already been edited with the toolkit. 

 

@SmellyOrc  This is an important point because once you edit the tone with the toolkit it inserts the XML tone id elements.  If you make a mistake in tone naming then you must start over with the original EOF XML that has no tone id elements.  If you don't use an original EOF XML there are likely to be all kinds of issues because the toolkit has no way of fixing the early error in tone naming.

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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.

 

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 I changed something in the arrangement, saved it again in EoF, and THEN when I generate a package, I get that error. 

 

With the current behaviour of the toolkit overwriting tone info in the XMLs this is what I would expect to happen, if you just loaded up the saved toolkit and hit "generate" (because the tone info in the XML now does not match what the toolkit thinks it is building).

 

You would really need to pull the altered arrangement XML back into the toolkit (remove then re-add) and re-assign your tone to it.

 

I am slowly getting used to how this new tone assignment works (I don't do nearly as many customs now), or moreover allowing for the fact that as soon as you alter tones in any arrangement while in the toolkit, it overwrites the arrangement XML IMMEDIATELY.  I suppose this is what cozy1 calls "inserting tone id elements"?

 

 

 

It's complicated I know, but no-one said progress was easy :)

@SmellyOrc  This is an important point because once you edit the tone with the toolkit it inserts the XML tone id elements.  If you make a mistake in tone naming then you must start over with the original EOF XML that has no tone id elements.  If you don't use an original EOF XML there are likely to be all kinds of issues because the toolkit has no way of fixing the early error in tone naming.

 

I'm not changing any tone changes or names in EoF, but simply editing the arrangement. Then the ORIGINAL Eof XML is used by the toolkit (of course, because they have the same name as the altered one afaik), and this generates an error. 

 

 

 

You would really need to pull the altered arrangement XML back into the toolkit (remove then re-add) and re-assign your tone to it.

 

Except that if you have a ton of tone changes in your arrangement, it'll add those generic names that I use in EoF to the tone list, and after re-assigning the tone, I'll end up with multiple tones with the same name.

Also, removing and re-adding an arrangement because I changed a note from non-mute to palm muted (for example) seems a bit over-the-top, does it not? 

 

 

 

It's complicated I know, but no-one said progress was easy  :)

 

It's not complicated, the fix is easy. But somehow, they're not seeing it.

  • Developer

I'm not changing any tone changes or names in EoF, but simply editing the arrangement. Then the ORIGINAL Eof XML is used by the toolkit (of course, because they have the same name as the altered one afaik), and this generates an error. 

 

It's not complicated, the fix is easy. But somehow, they're not seeing it.

 

 

It has been confirmed that the XML that you posted is not EOF original ... so there is high probability the toolkit output is not going to be valid.  Maybe it is time for you to take up C# coding and make a contribution to the toolkit if you think it is not complicated.   Then maybe you will see it.

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 noticed in github that a commit as been done about quarter

 

Merge pull request #232 from Dreddfoxx/master

quarter step bends.
 
Does this means all custom before this commit doesn't hndle quarter bend ? Do i have to repack all songs with this new build or is it ok ?

Take a look at my Workshop. You'll find which song I plan to create someday.

 

Please leave constructive feedback, it helps me creating better customs !

Please don't thanks with comment but with the button !

 

 

But does it make working customs?

 

 

And well done for sovling the problem.  I'm not a Mac user but you seem to have a positive attitude :D

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