Flame Mod for 1.2.4 - Note hit make flame.

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-Lerxst-
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Postby -Lerxst- » Sat Aug 11, 2007 2:06 am

I have searched and i can't find the mod for 1.2.4 that makes flames go when u hit a note. PLZ HELP. :)
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Postby R4L » Sat Aug 11, 2007 2:50 am

That's because it doesn't exist. When RF-Mod 4 rolls around, maybe Capo will make a C-Mod for the newest FOF.

Sig disabled. ~nwru
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Postby -Lerxst- » Sat Aug 11, 2007 3:16 pm

What about this then?

Or is that 1.1.3?
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raph666
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Postby raph666 » Sat Aug 11, 2007 3:19 pm

it is 1.1.324
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Postby zelurker » Sat Aug 11, 2007 5:02 pm

Ok, I just ported back the flames from rf_mod 3.5 to the 1.2.451 version... after all with a name like "frets on FIRE", this game *MUST* have flames !!! ;-)

I'll create a new post for this, but you need to find someone to compile my package for windows because I only distribute sources !
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Postby raph666 » Sat Aug 11, 2007 5:55 pm

zelurker, what he meant were the HitFlames that comes from Capo's mod
https://www.fretsonfire.org/cgi-bin/ikonboard.cgi?act=ST;f=11;t=4949
(latest stuff is in his signature)
not the wiggling flame background
Last edited by raph666 on Sat Aug 11, 2007 5:56 pm, edited 1 time in total.
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Postby -Lerxst- » Sun Aug 12, 2007 12:47 am

Yes indeed like the flames from the video. Only smaller and coloured would be sweet like guitar hero style. Man can we get someone with mad skills to do this? I have no idea how to create Python stuff, or edit, or open to edit. Or to put what I edited/created together in a non buggy way. I have skills but this requires MAD SKILLS. Wait I'll check tutorials but, doubt I'll get very far.

EDIT: Ok 3d editing is above me right meow, Someone like Rouge_F could do this in an hour, I could do this in like a year. Although I can now edit the 2d stuff ex. 2x,3x ect. But yea we need someone with Mad Skills.
Last edited by -Lerxst- on Sun Aug 12, 2007 1:34 am, edited 1 time in total.
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Postby jnuz » Sun Aug 12, 2007 9:07 pm

what zelurker ported IS the HitFlames. I compiled it. would be a sweet addition to your mod raph, that's what i was trying to tell you in the PM. I'm not sure which portion of the source code is for the flames, but i would be willing to help get this working with the GH-Mod.
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Postby raph666 » Sun Aug 12, 2007 9:34 pm

Well it would be nice for Capo's to get the credits for the HitFlames, because he's the one who made them, they're not from rf-mod. it's nice to get things clear.
But I must admit I'm not too fond of the hitflames, despite the fact that they make the game a bit more GH'ish (and that I made a GH mod), I think the original glow is pretty cool
Last edited by raph666 on Sun Aug 12, 2007 9:38 pm, edited 1 time in total.
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Postby Capo » Sun Aug 12, 2007 10:08 pm

I didn't realize I was dead, or completely left the forums. Other than that I fail to see a reason why shouldn't I be the one in charge of porting my features to the new version.
My mod (for fof version 1.2.451):

Latest release (5.23), there's a readme in there to install & stuff (source code included).
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Postby raph666 » Sun Aug 12, 2007 10:32 pm

Capo wrote:About the 1.2 version, I won't work on something I don't use, sorry.

well, sorry to do this but you said it man. https://www.fretsonfire.org/cgi-bin....ry79051
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Postby Capo » Sun Aug 12, 2007 11:02 pm

If RF mod is released to the new version with GH like hopos, I'll use the new version. Your point?

Look, if someone can copy my code to the new version, compile it and use it, that's cool and all, but releasing it is not that cool. Not because I want to ruin the fun for everyone, but because things can get messy, what if he introduces new bugs, what if he doesn't know why something is there and changes it/deletes it, what if I want to update stuff, etc, plus in the end nobody will know from what mod is certain feature. I'd prefer to be the one releasing my stuff, and if there are bugs I can fix them, but I can keep track of everything. If someone wants to modify my already ported mod (by me) then that's cool, because if there are bugs I'll know those aren't mine.
My mod (for fof version 1.2.451):



Latest release (5.23), there's a readme in there to install & stuff (source code included).

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