RF-mod-3.5 - Don't make me make another 3.X

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Rahano
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Postby Rahano » Sat Apr 28, 2007 4:32 pm

Thanks man, I was looking all over for that last night. I can play 2 player with my bro now.
tooya777
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Postby tooya777 » Sat Apr 28, 2007 5:54 pm

ok i just downloaded 1.1.324 and the mod, but im having trouble cuz in the newest FOF (iv been playing that more cuz im new to fof) in ziggy stardust after the 1st hold when it comes to the part where you strum i just hold down the strum button and press th several buttons without the strum button being pressed, but in the 1.1.324 witht the 3.5 mod i have to press he strum along with it :( do i have to change any of the settings to fix this?
whatakevin
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Postby whatakevin » Sat Apr 28, 2007 6:01 pm

tooya777 wrote:ok i just downloaded 1.1.324 and the mod, but im having trouble cuz in the newest FOF (iv been playing that more cuz im new to fof) in ziggy stardust after the 1st hold when it comes to the part where you strum i just hold down the strum button and press th several buttons without the strum button being pressed, but in the 1.1.324 witht the 3.5 mod i have to press he strum along with it :( do i have to change any of the settings to fix this?

well 1st off, that nonstum feature u speak of is called "HOPO"

2nd off, ure probably used to the new FoF but the new fof has it INCORRECT and this is CORRECT. the hopo featured in RF mod 3.5 is just like the one in guitar hero. it is correct. FoF isnt

so u fixed the problem and didnt create it.
Last edited by whatakevin on Sat Apr 28, 2007 6:01 pm, edited 1 time in total.
Rogue_F
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Postby Rogue_F » Sat Apr 28, 2007 6:15 pm

in fast HOPO sections it is hard to restart. If you look at the TODO list you will see something there for that. But it's nothing really wrong with it. it's just hard to restart in a fast HOPO. It's a function of the fast part.

If i had a HOPO restart fudge (not sure how to do that) it would probably constitute something that may affect scoring. And I don't want to affect scoring.

-Alex
whatakevin
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Postby whatakevin » Sat Apr 28, 2007 6:31 pm

well all the HOPO features effect scoring. just think about it, would u get a higher score with or without hopo?

also our goal is currently "guitar hero" im pretty sure its easy to reset HOPO in the middle of a fast section in GH
Last edited by whatakevin on Sat Apr 28, 2007 6:32 pm, edited 1 time in total.
Rogue_F
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Postby Rogue_F » Sat Apr 28, 2007 6:45 pm

No, it's not.

-Alex
whatakevin
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Postby whatakevin » Sat Apr 28, 2007 8:14 pm

well this is the RF mod i find the least bugs in. im looking forward to these in 4.0

-2 note down HOPO fix
-auto BPM
-random song, roulette (like in DDR, and stepmania)
-most played songs folder, etc
-more meaty goodness off ure todo list
syberdave
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Postby syberdave » Sat Apr 28, 2007 8:21 pm

Here's something for the TODO list:

I want to play the game by hooking up a real guitar. RF-Mod can have something that listens in on the audio-in port and decides which notes are being played. That'd be sweet.
whatakevin
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Postby whatakevin » Sat Apr 28, 2007 8:58 pm

ok thats a bit far, longshot... i dont think that would ever happen, if u want to play with real guitar, go get some sheet music

more things
-in game editor sync sound that u speak of
-toggle for light effect in new FoF (to go with notes, beat, or off)
Last edited by whatakevin on Sat Apr 28, 2007 8:59 pm, edited 1 time in total.
syberdave
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Postby syberdave » Sat Apr 28, 2007 9:07 pm

Yeah, I wasn't too serious. ;)
Rogue_F
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Postby Rogue_F » Sat Apr 28, 2007 9:13 pm

Well, I think I got the crash worked out in the new sources so I can start working on 4.0

(bad versions of pyogg and pyvorbis)

I will hopefully be posting a updated version of the setting up sources document soon.

-Alex
Last edited by Rogue_F on Sat Apr 28, 2007 9:13 pm, edited 1 time in total.
whatakevin
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Postby whatakevin » Sat Apr 28, 2007 9:21 pm

ohhh yea, prehapps make it so we dont need to make new notes (like this version, the automatic blue HOPO dot of doom =)). and turn the notes back so we dont have the coins of doom...
Last edited by whatakevin on Sat Apr 28, 2007 9:22 pm, edited 1 time in total.
Huzzah!
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R4L
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Postby R4L » Sat Apr 28, 2007 9:49 pm

you say too much whatakevin. you've probably added 100 things to alex's todo list.

I just want to see the same things that were in 3.0 added to the new fof.

Sig disabled. ~nwru
whatakevin
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Postby whatakevin » Sat Apr 28, 2007 10:22 pm

probably have. at least they are things worthy enough to get onto that list.
Last edited by whatakevin on Sat Apr 28, 2007 10:23 pm, edited 1 time in total.
Vilkku
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Postby Vilkku » Sun Apr 29, 2007 5:03 am

I posted many pages back about a problem I had, without getting any response. Time for a new try =)

After updating from RF-mod 3.2 (I think) to 3.5, Frets on Fire does not work anymore. When starting, it reports that there were errors and closes fretsonfire.exe. Here is the info from the log:

Traceback (most recent call last):
File "FretsOnFire.py", line 69, in ?
File "GameEngine.pyo", line 181, in
File "Input.pyo", line 93, in
File "Log.pyo", line 56, in <lambda>
File "Log.pyo", line 50, in log
UnicodeDecodeError: 'ascii' codec can't decode byte 0xf6 in position 40: ordinal not in range(128)

Thanks for a great mod.

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