MFH Mod (FoFiX) 3.0xx (v3.030) (OLD)

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Azzco
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Azzco » Fri Dec 12, 2008 2:26 pm

kristijan_mkd wrote:Look. GUYS... I'm really pissed off, cuz hman333 did a wonderful coding, i did wonderful graphics,the setlist is now with album art, with all the rb2 stuff, difficulties, 99% of the rb2 setlist copied. And all you do is b*tch about the LEAD AND RYTHM GUITAR!? Where is the ,,Thank you for the awesome job, maybe we don't need rythm and lead guitar either...'' Don't act like that for gods sake! :glare:

You're over reacting a bit methinks, of course we love the steady and fast paced progress of this project, I'm personally thrilled about this list view myself. But wouldn't it be kind of pointless if everyone just wrote "Thank you!" without any constructive critiscism?

RinuX wrote:[i know it is an amzing job
but i just wanted to help
because i think band isn't util (because we can't play in a band and the major part of person never play drums...^^)
but lead and rhythm are more util than it ^^


I think that the band rating should staym it can be used to mark overall difficulty in the song. besides there's work going on for proper band coop gameplay although not online, but there is progress going on.

Oh and kid, flaming does not make you look good (ever) fyi, valid or not.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby kristijan_mkd » Fri Dec 12, 2008 2:35 pm

Ok anyway... I didn't wanna be rude, criticise what you want then.. :wink: i was just telling hman333 opinion too , he said he won't make that for the rb2 setlist anyway.. If u use rb2 setlist , you have a copy of rb2 setlist, and that rb2 setlist doesn't got lead and rythm, and that's that i think... :smile:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby RinuX » Fri Dec 12, 2008 2:38 pm

you are right but fofix is not rock band
a "lite" custom can be cool ^^
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Qstick » Fri Dec 12, 2008 2:39 pm

sort on fly added, you will now be able to change how the list is sorted by pressing killswitch (only button not being used) instead of going back to options. and new options to sort by album, genre, and score

ill see about lead and rhythm without messing the look off everything else up. band is staying, Faust has already added it to the rb song.ini files and 3p will be coming eventually.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Azzco » Fri Dec 12, 2008 2:50 pm

I thought it would only show difficulties if they were actually present in the ini file, which shouldn't be the case for rhythm and lead in rb songs. Nice going on the sorting. :2thumbsup:
I've wanted to see that for quite some time now, but it's mostly eye candy and I prefer to bug about gameplay specific stuff before eye candy most of the time. :smile:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Qstick » Fri Dec 12, 2008 2:51 pm

Azzco wrote:I thought it would only show difficulties if they were actually present in the ini file, which shouldn't be the case for rhythm and lead in rb songs. Nice going on the sorting. :2thumbsup:
I've wanted to see that for quite some time now, but it's mostly eye candy and I prefer to bug about gameplay specific stuff before eye candy most of the time. :smile:


if they are not present it just says "N/A"

---- EDIT ----

New shot with today's progress:
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still have to do alot of work with tier handling before release.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby evilynux » Fri Dec 12, 2008 3:38 pm

@Azzco: About python2.5 branch... Yeah i'm almost at par performance-wise. The major bottleneck right now is font rendering... I've to find more efficient ways to take care of that. I might give a go to lamina to see if MFH missed something back when he tried.

@hman33 aka Qstick: Killswitch to change sorting order... How does that behave with analog killswitches? Switches sorting order when it's at 100% or as soon as it detects non-zero value? Btw, incredible job, you seem to be in fire lately.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Qstick » Fri Dec 12, 2008 3:41 pm

evilynux wrote:@Azzco: About python2.5 branch... Yeah i'm almost at par performance-wise. The major bottleneck right now is font rendering... I've to find more efficient ways to take care of that. I might give a go to lamina to see if MFH missed something back when he tried.

@hman33 aka Qstick: Killswitch to change sorting order... How does that behave with analog killswitches? Switches sorting order when it's at 100% or as soon as it detects non-zero value? Btw, incredible job, you seem to be in fire lately.


ha thanks man, yea i know about the killswitch, i have not had a chance to test with a controller yet just the keyboard, i can imagine there will be some problems. So any suggestions on a different key to use.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby holystoneH » Fri Dec 12, 2008 3:42 pm

great work that looks delicious :tongue:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby death_au » Fri Dec 12, 2008 3:45 pm

evilynux makes a good point about the analog killswich. Also, I don't think the star power key is being used on the setlist :wink:

looking forward to the new sort options.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby jiiiiimmmy » Fri Dec 12, 2008 4:05 pm

Would it be possible to move the different functions of controlling the set list (EX: Sorting, High scores ect.) to the control menu and allow the player to choose what button they want to map to a certain function on the set list? (That sentence definitely doesn't sound grammatically correct. O.o)
I only state this idea, because I don't personally even use the functions that are currently available like high scores.
However I would use this new sorting feature and I would personally map it too the blue button.
We are all on computers, so more than likely we won't have much of a problem with mapping a function we rarely use to the keyboard instead of a controller, right?
And if your already using the keyboard this would add to the customization of the game.
If this will be too difficult to emulate or is a ridiculous idea than thats fine.
Just thought I would throw a suggestion out there.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby kristijan_mkd » Fri Dec 12, 2008 4:27 pm

@death_au...
hman333 said that if overdrive/starpower button is used it will be triggered by moving the controller up. :smile:
@jimiiiiiiii
The colors of the objects will be changed by theme.ini , and some of the positions are already there, the new things MAYBE get theme.ini options... :wink:

I'm 90% finished with the new graphics and we'll upload the code and the graphics together when we're finished.... I'm glad you like the setlist guys, i love it :biggrin:


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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Rukia » Fri Dec 12, 2008 4:33 pm

It's giving me TypeError" Odd string length when I try to play in Quickplay now...
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby jiiiiimmmy » Fri Dec 12, 2008 4:37 pm

kristijan_mkd wrote:@jimiiiiiiii
The colors of the objects will be changed by theme.ini , and some of the positions are already there, the new things MAYBE get theme.ini options... :wink:

I believe you misunderstood what I was saying.
I was suggesting being able to map the setlist functions to buttons, of your choice, much like how you map the strum bar to a button or fret 1 to a button.
Sorry if I wasn't clearer before. I sometimes don't know how to word things very efficiently. =P
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby blazingamer » Fri Dec 12, 2008 4:38 pm

Animated hitflames are almost completed, just adding little tidbits so the animated hit glow doesn't pop up if the event's length isn't enough for it to be considered a sustain.

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