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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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Any confirmation about the quarter bend commit ?

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 !

 

 

Any confirmation about the quarter bend commit ?

 

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 ?

I've recently released 3 songs that have 1/4 step bends. Echoes(Floyd), Poison(Alice Cooper), and The Crush of Love(Joe Satriani).

 

And yes, all previous version did not handle them. I'm not sure, but raynebc might have to update EOF to get it working for everyone that uses EOF.

 

 

raynebc - If you haven't seen already, the "bend" attribute on note elements should be a float not a byte.

wow i got a lot of work then with this pink floyd song ! ;)

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 !

 

 

I'm pretty sure that 1/4 step bends have worked for a long time...

 

In EoF when you hit CTRL+B you get the choice to set half bend steps or quarter bends steps.

 

I'm pretty sure it works and I'm pretty sure the logic in RS14 is that one up arrow means one quarter step i.e. the max bend strength in RS14 2 half steps = 4 arrows on the bend head on the chart.

 

You can also see it in EoF as it quite happily does .5 steps, see it in tech notes no problem...  0.5 or 1.5 bend tech notes.  This translates through the toolkit to 1 or 3 arrow heads on bends no problem, and has done for as long as I can remember.

I guess that I don't know how EOF writes the file. The toolkit uses the bend attribute value in the note element as the "max bend value". If EOF write the bend > 0 when there is a quarter step bend, then it should work, and now I'm assuming that how it works based on Plums comments. The problem with the toolkit was that it was rounding the attribute value to 0 when there were only quarter step bends.

I've known that it has been there for a while, but I've only gotten confident using (abusing) it recently.  I deliberately changed half step bends to quarter step bends in my GNR custom simply because I liked the aesthetics more...  It looks better on the highway for really fast bends and its easier for RS to recognise (it basically gives you it even if you don't bend).

 

Dunno about rounding to 0, I'll let other programmers answer that one, but I honeslty think it works fine in EoF and in game.

 

 

 

 

Edit - in saying that I think it was 2 half step bends I changed to 1 half step bends in my GNR custom, all the same I'm pretty sure 1/4 steps work.

EOF's already writing bend values as floats, where a 0.5 bend step value represents a quarter step. Here's what EOF writes for a series of bends that incrementally go from 0.5 half steps to 4 half steps:

        <note time="1.000" linkNext="0" accent="0" bend="1" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.250" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
          <bendValues count="1">
            <bendValue time="1.083" step="0.500"/>
          </bendValues>
        </note>
        <note time="1.500" linkNext="0" accent="0" bend="1" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.250" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
          <bendValues count="1">
            <bendValue time="1.583" step="1.000"/>
          </bendValues>
        </note>
        <note time="2.000" linkNext="0" accent="0" bend="2" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.250" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
          <bendValues count="1">
            <bendValue time="2.083" step="1.500"/>
          </bendValues>
        </note>
        <note time="2.500" linkNext="0" accent="0" bend="2" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.250" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
          <bendValues count="1">
            <bendValue time="2.583" step="2.000"/>
          </bendValues>
        </note>
        <note time="3.000" linkNext="0" accent="0" bend="3" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.250" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
          <bendValues count="1">
            <bendValue time="3.083" step="2.500"/>
          </bendValues>
        </note>
        <note time="3.500" linkNext="0" accent="0" bend="3" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.250" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
          <bendValues count="1">
            <bendValue time="3.583" step="3.000"/>
          </bendValues>
        </note>
        <note time="4.000" linkNext="0" accent="0" bend="4" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.250" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
          <bendValues count="1">
            <bendValue time="4.083" step="3.500"/>
          </bendValues>
        </note>
        <note time="4.500" linkNext="0" accent="0" bend="4" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1" mute="0" palmMute="0" pluck="-1" pullOff="0" slap="-1" slideTo="-1" string="1" sustain="0.250" tremolo="0" harmonicPinch="0" pickDirection="0" rightHand="-1" slideUnpitchTo="-1" tap="0" vibrato="0">
          <bendValues count="1">
            <bendValue time="4.583" step="4.000"/>
          </bendValues>
        </note>

Ok, I think I might be confusing people (myself included :D )

 

The float value that I'm talking about is the attribute here:

<note time="1.000" linkNext="0" accent="0" bend="1" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1">

<bendValues count="1">
<bendValue time="1.083" step="0.500"/>
</bendValues>
</note>

 

When the previous version of toolkit converted a song, it would get the max value from the bendvalues and if it was < 1 it would write it as 0. (from typecasting a float to a byte).

 

so the toolkit converted this:

<note time="1.000" linkNext="0" accent="0" bend="1" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1"> 
<bendValues count="1">
<bendValue time="1.083" step="0.500"/>
</bendValues>

to this
<note time="1.000" linkNext="0" accent="0" bend="0" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1"> 
<bendValues count="1">
<bendValue time="1.083" step="0.500"/>
</bendValues>

Hope that makes a little more sense.

I've been a little slow in updating since the version I've been using (2.6.0.0-4174fc7b3141) has working perfectly for me.  Well I decided to go ahead and get the latest build to check it out. 

 

I can't seem to get CDLC 2 Tab to work.  I get the below error message (or one similar to it), anytime I try to use it.

2015-07-25 19:39:25.9030 | RocksmithToolkitGUI.Program (INFO) : 
 RocksmithToolkitGUI.Program.Main 
 Version: 2.6.1.0-54a9c27d
 OS: Microsoft Windows NT 6.2.9200.0
 Command: "C:\Users\Smallen\Documents\Rocksmith Custom Files\master-2.6.0.0-4174fc7b3141\New folder\Latest Custom Song Creator (7-25-2015)\RocksmithToolkitGUI.exe"  

2015-07-25 19:39:37.0604 | RocksmithToolkitGUI.Program (ERROR) : 
 RocksmithToolkitGUI.Program.<Main>b__1 
 
RocksmithToTabLib
RocksmithToolkitLib.Xml.Song2014 GetArrangement(System.String, System.String)
Exception catched:

 
System.TypeLoadException Could not load type 'RocksmithToolkitLib.DLCPackage.Manifest.Manifest2014`1' from assembly 'RocksmithToolkitLib, Version=2.6.1.0, Culture=neutral, PublicKeyToken=null'. RocksmithToolkitLib.Xml.Song2014 GetArrangement(System.String, System.String)    at RocksmithToTabLib.PsarcBrowser.GetArrangement(String identifier, String arrangement)
   at RocksmithToolkitLib.Song2014ToTab.Gp5Converter.PsarcToGp5(String inputFilePath, String outputDir, IList`1 songListShort, String outputFormat, Boolean allDif)
   at RocksmithToolkitGUI.CDLC2Tab.CDLC2Tab.convertButton_Click(Object sender, EventArgs e) in c:\projects\rocksmith-custom-song-toolkit\RocksmithTookitGUI\CDLC2Tab\CDLC2Tab.cs:line 164
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) System.TypeLoadException: Could not load type 'RocksmithToolkitLib.DLCPackage.Manifest.Manifest2014`1' from assembly 'RocksmithToolkitLib, Version=2.6.1.0, Culture=neutral, PublicKeyToken=null'.
   at RocksmithToTabLib.PsarcBrowser.GetArrangement(String identifier, String arrangement)
   at RocksmithToolkitLib.Song2014ToTab.Gp5Converter.PsarcToGp5(String inputFilePath, String outputDir, IList`1 songListShort, String outputFormat, Boolean allDif)
   at RocksmithToolkitGUI.CDLC2Tab.CDLC2Tab.convertButton_Click(Object sender, EventArgs e) in c:\projects\rocksmith-custom-song-toolkit\RocksmithTookitGUI\CDLC2Tab\CDLC2Tab.cs:line 164
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


I made one custom using this build, and I couldn't get it to work in the game. It would either freeze the game, or close the song as soon as I selected it.  All is fine with the same custom that was made using version 2.6.0.0-4174fc7b3141.

 

I'm guessing these problems are something on my end since nobody else has said anything, I'm just not sure what I'm doing wrong.  Not a real big deal since I can just go back to that earlier version that worked great. 

 

I want to again thank the devs, all of your hard work is much appreciated!

When the previous version of toolkit converted a song, it would get the max value from the bendvalues and if it was

 

so the toolkit converted this:

<note time="1.000" linkNext="0" accent="0" bend="1" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1"> 
<bendValues count="1">
<bendValue time="1.083" step="0.500"/>
</bendValues>

to this
<note time="1.000" linkNext="0" accent="0" bend="0" fret="1" hammerOn="0" harmonic="0" hopo="0" ignore="0" leftHand="-1"> 
<bendValues count="1">
<bendValue time="1.083" step="0.500"/>
</bendValues>
Hope that makes a little more sense.

 

I skimmed through one of the official Rocksmith 2014 lesson XML files, and they have the bend attribute in the tag displayed as an integer (no decimal point). I guess the rounding down issue is something for the toolkit devs to look into. I have EOF determine this attribute value by rounding up the largest step value among the bendvalue subtags.

 

I skimmed through one of the official Rocksmith 2014 lesson XML files, and they have the bend attribute in the <note> tag displayed as an integer (no decimal point). I guess the rounding down issue is something for the toolkit devs to look into. I have EOF determine this attribute value by rounding up the largest step value among the bendvalue subtags.

 

I've already fixed the rounding down issue in the toolkit. I guess I just went around it the wrong way. Instead of changing from a byte to a float, I should have just fixed the rounding down issue.

  • 4 weeks later...

I try run toolkit on beta macos el capitan and its not work. I have instaled mono preview for el capitan. All time i have info so mono is not installed. Sorry for my english  

  • Developer

Why in hell and damnation would you want to run faster than 0.5 :D

Good one.  Made me laugh.

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Added Popup to ask if user wants to set new ID's or keep it safe
Fixed RS1 to RS2014 converter for PC platform

Altered write comments function so now we write comments inside node
Allowed Scroll Speed values lower than 1.0 up to 0.5, still not perfect progression for DD, but should be ok for NDD arrangements.
Eye-candy and Sugar for usability here and there.

  • 2 weeks later...

I noticed while making my last BUCK-TICK cdlc that there's an option in the toolkit for JVocals, so I made a copy of the lyrics xml file & manually edited in the lyrics in Japanese (since neither USC nor EOF seem to support Unicode -_-;) and tried adding it as an arrangement, but no lyrics showed up at all in game, whether I was playing in English or Japanese. Even removing the English Vocals arrangement and having only JVocals, or even putting the Japanese xml file as Vocals & having that be the only vocal arrangement, did nothing. Is this a new feature that isn't entirely working yet, or is there something else I'm missing?

 

btw, these were initially generated with 2.6.1.0-838c30c3. I tried again today with the latest build (e6ebd7f1) but it just crashes the game when the song starts- even if I go back to my original file w/ only the English Vocals arrangement (I'm on a Mac). :\

@@th1rtyf0ur, I've just added support for converting dlc with jvocals, this is the way we need on the way to add support for custom fonts and utf-8 vocals(also jvoals works only with jap interface as i know),  currently it may be broken and missing generate for the font texture, sorry:(

@@th1rtyf0ur, I've just added support for converting dlc with jvocals, this is the way we need on the way to add support for custom fonts and utf-8 vocals(also jvoals works only with jap interface as i know),  currently it may be broken and missing generate for the font texture, sorry:(

 

OK, so it's still "in progress" then. Anything I can do to help? :D I can provide a sample for testing, etc... What's required for the font texture? Is there any way to "preview" the .sng file/lyrics outside of Rocksmith? 

@@th1rtyf0ur, I've picked DC font generator for Gamebryo engine(mostly for Fallout NV and Fallout 3 fonts) and I should improve that tool to generate sng files with font definition.(TTF fonts supported for sure) Currently I've got Python script that draws squares at lyrics.dds using definition from sng file, kinda dev tools for indoors use ;)

sure I'd like to have it's done any input and ideas on how It's better to do and testing stuff would be nice, I showed my wip manually created texture to one of my friends, here what I've got back than:
BpOep_jsEH4.jpg

I fail to remap glyphs for multiple chars, sooo, need more testing and format discovery.
original string from screen-shoot it "В чащах бга жил бы цитрус? Да, но фальшивый экземпляр!"

@@th1rtyf0ur, I've picked DC font generator for Gamebryo engine(mostly for Fallout NV and Fallout 3 fonts) and I should improve that tool to generate sng files with font definition.(TTF fonts supported for sure) Currently I've got Python script that draws squares at lyrics.dds using definition from sng file, kinda dev tools for indoors use ;)

 

I fail to remap glyphs for multiple chars, sooo, need more testing and format discovery.

original string from screen-shoot it "В чащах бга жил бы цитрус? Да, но фальшивый экземпляр!"

 

Is that python script available anywhere? Would be curious to see what's being generated.

Yeah, looks like a few characters are missing in that screenshot. :D

 

I don't know how the .sng files are structured, but does looking at the official in-game "Ultra Soul" files help at all? That one has a working jvocal...

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