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

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

Postby death_au » Mon Jan 12, 2009 3:46 am

worldrave wrote:Qstick has been doing a lot of work with adding a variety of new theme.ini functions to allow things to be positioned where the them maker wants them to be and size as well. I have spent the past 3 hours getting sizing correct to fit, and also the positions of all the different things in the correct spots to match the GH3 new screen i just did as well.
...

NICE! :2thumbsup:
Great work Qstick and worldrave!
Gameresults is something that's been lacking in customisability for a while now.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Nickman » Mon Jan 12, 2009 4:09 am

worldrave wrote:Qstick has been doing a lot of work with adding a variety of new theme.ini functions to allow things to be positioned where the them maker wants them to be and size as well. I have spent the past 3 hours getting sizing correct to fit, and also the positions of all the different things in the correct spots to match the GH3 new screen i just did as well.
DO NOT ASK QSTICK WHEN THE CODE WILL BE OFFICIALLY ADDED TO THE SVN!!!! I gave him my word I am only going to post a screenshot to see the capabilities of it in action, with the theme.ini's functions used properly.

Spoiler:Image



A lot of effort was done by him to give us theme makers these new possibilities. It's been on the 'Issues' list for a while, so I am PERSONALLY happy to be able to do this now. Of course it will be up to the theme makers end to do the rest for positions, extra text to say for each one, and sizing of each function independently. This image is for the new GHA game results screen i made to use for testing. GH3 is just 2 small adjustment images, which is easy.


Looks nice :thumbup:
What sort of customizations is possible, if i may ask ? (just asking so i can start thinking about making changes to my GoW theme)
Song name position, size ?
Score position (or is it star+score+difficulty all in one) ?
Note streak postion, size ?

---- EDIT ----

Lysdestic wrote:Played a song with pitchbend, and all I heard was static, and no noticeable change it pitch. =\

XBOX inv, and test keys shows an accurate representation of what I am actually doing to the whammy bar.


Had the same problem until i changed to XBOX instead of XBOX inv.
But i still can only use like 10% of my whammy to bend. any more and it has no effect and acts more like a killswitch again.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby akedrou » Mon Jan 12, 2009 4:17 am

Lysdestic wrote:Played a song with pitchbend, and all I heard was static, and no noticeable change it pitch. =\

XBOX inv, and test keys shows an accurate representation of what I am actually doing to the whammy bar.


That's a special feature unique to XBox Inverse Analog. It's distortion!

...Actually it's a known issue with the XBox setting. I think that js posted about it some pages back. Maybe try digital-izing your killswitch setting in the meantime?

death_au wrote:I don't think the X button is easily exposed through python though...


Actually I think it is - through PyGame's events. There are just a few parts in the code where the event handlers don't do a very good job handling events. Quit is a system event, and there are no System Event listeners in the Scene Clients, for example. I worked around that for the Pause on Lose Focus bit, but that may or may not be the same issue at hand.

Anyway, I upped a quick fix at the request of slantyr to allow for custom co-op dots and halfdots for GH3 themes. The actual GH3 theme shouldn't need to do anything as they fall back on the normal ones, but I want to give people making custom themes every tool available. Actually, I think it'd be pretty cool if a full-featured totally custom FoFiX theme were going, but that's a tale for another day. As mentioned by Qstick - time to make sure what we have is working right.

Speaking of which - those of you into spreadsheets and menus - Check out Issue 177 (Menu Reorganization). I'd like to get on that, but I really want to make sure a few more of the coder and graphic-types (and anyone else who cares) have their say on the matter.

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

Postby Nickman » Mon Jan 12, 2009 4:29 am

akedrou wrote:Actually, I think it'd be pretty cool if a full-featured totally custom FoFiX theme were going, but that's a tale for another day. As mentioned by Qstick - time to make sure what we have is working right.


I like the sound of that :drool:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Lysdestic » Mon Jan 12, 2009 4:36 am

...Actually it's a known issue with the XBox setting. I think that js posted about it some pages back. Maybe try digital-izing your killswitch setting in the meantime?


Digitise my killswitch setting?

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

Postby Razlo7 » Mon Jan 12, 2009 4:41 am

I'm pretty sure the whole pitchbend thing is because it's taking the pitch too low making it become static, if we could make it so the pitch just comes down one octave, then it should be a lot better... right?
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Nickman » Mon Jan 12, 2009 4:47 am

Lysdestic wrote:
...Actually it's a known issue with the XBox setting. I think that js posted about it some pages back. Maybe try digital-izing your killswitch setting in the meantime?


Digitise my killswitch setting?

Elaborate.


Don´t use the setting "Analog killswitch"
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Lysdestic » Mon Jan 12, 2009 4:54 am

Pfft, sorry, four am. xD

Edit: It doesn't matter, regardless of what setting I'm using, whether it be Off, Xbox, Xbox INV, or PS2\Wii--all the whammy does is make static instead of bending the pitch, the setting only changes how well the game picks up me using the whammy.

Xbox INV picks up my movements perfectly, both in test keys, and in debug, death_au.

I should probably note that the static is over the guitar sound, meaning, I can hear the guitar the way it would sound without the pitch being bent, but whenever I hit my whammy, there is a slight amount of static over it, and no pitch bend.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Nickman » Mon Jan 12, 2009 5:14 am

Lysdestic wrote:Pfft, sorry, four am. xD

Edit: It doesn't matter, regardless of what setting I'm using, whether it be Off, Xbox, Xbox INV, or PS2\Wii--all the whammy does is make static instead of bending the pitch, the setting only changes how well the game picks up me using the whammy.

Xbox INV picks up my movements perfectly, both in test keys, and in debug, death_au.

I should probably note that the static is over the guitar sound, meaning, I can hear the guitar the way it would sound without the pitch being bent, but whenever I hit my whammy, there is a slight amount of static over it, and no pitch bend.


I guess the pitchbend module doesnt work on your computer then :sad:
For me when i had XBOX Inv it work like for you in test keys and in game before the pitchbending feature was added (it muted the sound more the more i pushed it down)
But with pitchbend i had to change to XBOX or the pitchbend would be on all the time (and it didnt sound good. Lots of static and sounded just wrong) and the only way to make it NOT bend anything was to push my whammy all the way in.

But atleast for me changing to XBOX works almost ok. (Just the problem with not being able to use the whole scale 0-100% more like the first 10% equals the whole spectrum)
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby hannon » Mon Jan 12, 2009 7:34 am

death_au wrote:I don't think the X button is easily exposed through python though...

---- EDIT ----

Lysdestic wrote:Okay, so I found an RPM for SndObj that worked.

Redid the pitch blend module and it worked as well.

Played a song with pitch blend, and all I heard was static, and no noticeable change it pitch. =\

XBOX inv, and test keys shows an accurate representation of what I am actually doing to the whammy bar.
Test keys might, but what about if you enable analog kill switch debug? I found that with my wii controller whammy was going between 50%-100% in the test keys, but in game the debug value hovered at around -0.1 - 0.1 for no good reason


set variable 1-10
if 1 = true, then 0.1 =false set 1.0 ignore 0.1

Hey guys take a look at my post on issue 419 i have provided some hardware information and Microsoft device ID's
on Google code of course

I dont plan to use the whammy anytime soon at this rate.....:(
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby holystoneH » Mon Jan 12, 2009 8:20 am

evil-doer wrote:
holystoneH wrote:.jpg doesnt work but there is an easy workaround that im using just export it as .jpg and then rename it as .png after that its working and you have the same picture that is way lighter :thumbup:


what the hell? the engine supports jpegs but we are using pngs for the album art? WHY?
as has been said. they can be 10 times smaller and look almost as good. and speed things up by a ton which is way more important.


well i did this a few weeks ago with my rb2 theme folder. i reduced the filesize from 30 mb down to 9.8 mb with the same quality and its now runnig slightly faster it could be ripped even more down but i dont know on how to do it with pictures that are transparent. we could reduce the filesize near the megalight theme meaybe to 5 or 6 mb but maybe .jpg doesnt support transparent pictures but. 9.8 mb is still better then 30 mb :tongue:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby hannon » Mon Jan 12, 2009 8:39 am

EDITED DUE TO LACK OF COMMON SENSE ON MY PART

New bug! and this time i have a screen shot!
Lyrics are displaying outside and not scrolling in the "lyrics bar"

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

Postby Hiasl » Mon Jan 12, 2009 11:34 am

Could someone help me.
When want to play quickplay, head to head (all co-op) he always asks for the song folder.
currently I alwasy play in career mode. This was in 3.035 beta2 and is still 3.100 beta.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby evil-doer » Mon Jan 12, 2009 11:39 am

Lysdestic wrote:Pfft, sorry, four am. xD

Edit: It doesn't matter, regardless of what setting I'm using, whether it be Off, Xbox, Xbox INV, or PS2\Wii--all the whammy does is make static instead of bending the pitch, the setting only changes how well the game picks up me using the whammy.

Xbox INV picks up my movements perfectly, both in test keys, and in debug, death_au.

I should probably note that the static is over the guitar sound, meaning, I can hear the guitar the way it would sound without the pitch being bent, but whenever I hit my whammy, there is a slight amount of static over it, and no pitch bend.


exactly the same thing with me. 360 xplorer guitar here.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Shun » Mon Jan 12, 2009 11:47 am

hannon wrote:EDITED DUE TO LACK OF COMMON SENSE ON MY PART


Lol, that's actually a feature, the line by line lyric display vs. scrolling. I'm pretty sure there's an option setting to change it. That way is supposed to be more computer-friendly.

---- EDIT ----

evil-doer wrote:
Lysdestic wrote:Pfft, sorry, four am. xD

Edit: It doesn't matter, regardless of what setting I'm using, whether it be Off, Xbox, Xbox INV, or PS2\Wii--all the whammy does is make static instead of bending the pitch, the setting only changes how well the game picks up me using the whammy.

Xbox INV picks up my movements perfectly, both in test keys, and in debug, death_au.

I should probably note that the static is over the guitar sound, meaning, I can hear the guitar the way it would sound without the pitch being bent, but whenever I hit my whammy, there is a slight amount of static over it, and no pitch bend.


exactly the same thing with me. 360 xplorer guitar here.


Yeah, as an alpha tester I probably should have pointed this out sooner - but 360 explorer guitar and hence Xbox INV, and the whammy doesnt work properly. I just couldn't narrow down the bug.

I think what it's doing is producing the full pitch bend immediately due to the inverted value of something regarding the xbox guitar.

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