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

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

Postby NewCreature » Thu Nov 20, 2008 1:49 pm

NewCreature, I've since enhanced the co-op mode you started. In fact, for a real RB-like co-op mode, I'm going to have to undo your rockmeter modifications anyway - but that will be for a separate mode.

Cool. I don't know when I'll have time to do more work on this, I'm trying to finish up a new version of EOF. I'm glad there will be a separate RB co-op, I like the old GH co-op mode.
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EOF - A Song Editor for Frets On Fire
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Thu Nov 20, 2008 1:59 pm

Thanks hman.

NewCreature wrote:
NewCreature, I've since enhanced the co-op mode you started. In fact, for a real RB-like co-op mode, I'm going to have to undo your rockmeter modifications anyway - but that will be for a separate mode.

Cool. I don't know when I'll have time to do more work on this, I'm trying to finish up a new version of EOF. I'm glad there will be a separate RB co-op, I like the old GH co-op mode.


Ah, I am not familiar with anything but RB's Co-Op mode, but was wondering if the old GH1 co-op was like what you made with the single rock arrow on the single rock meter - if so I will rename that mode "Co-Op GH1"

Also, note that there are plans for "Co-Op RB" rules (allow individual player failing and starpower revival), and "Co-Op GH2" rules (both players must activate SP simultaneously or no starpower).

Since I mostly played these games solo, please anyone who is familiar with the various Co-Op game rules please post what you know in detail.

---- EDIT ----

I'm also thinking, for the Co-Op GH2 mode, I'm going to have an option for showing the word "Starpower?" on the other player's fretboard when you attempt to activate Starpower and need him or her to do it too.

I know GH2 didn't have this (at least I didn't see it when I got to play co-op) but I think it should be an optional feature. Thoughts?
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Shun » Thu Nov 20, 2008 2:37 pm

This release is great! Much smoother than the version I had before and even the beta patch. Before there was skip and framerate slowdown, now I played about 5 songs from RB1 and they felt really smooth.

I can't wait to get the drums I bought off Ebay and try out the drums with it.


myfingershurt wrote:[url=http://code.google.com/p/fofix/issues/detail?id=289]
I'm also thinking, for the Co-Op GH2 mode, I'm going to have an option for showing the word "Starpower?" on the other player's fretboard when you attempt to activate Starpower and need him or her to do it too.

I know GH2 didn't have this (at least I didn't see it when I got to play co-op) but I think it should be an optional feature. Thoughts?


If you activated star power long enough, and your teammate did not, the teammate's side would say something about activating star power. I know this from various demo stations playing with people who did not know how to use star power.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby snowspire » Thu Nov 20, 2008 2:42 pm

Ty for latest pach! Brilliant work!
Image At last!!! My RB instruments are here!!!
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Nickman » Thu Nov 20, 2008 3:06 pm

Nickman wrote:
death_au wrote:I also have been wondering about the resolution options... Are they generated by what you're screen's supposed to be able to support, or is there some other way?

As a temporary fix, you can specify the resolution in the fretsonfire.ini. Just find "resolution = " and set it to "1280x720"


Ahh could be that i just switched my computer screen.
Maybe that screen dont like 720p and then FoFix wont let me use it. Will investigate when i get home.


Just wanted to confirm that my new screen does in fact not support 1280*720.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby evilynux » Thu Nov 20, 2008 4:53 pm

@Azzco: If i understand correctly, none of the GNU/Linux 3.030 binaries seem to work correctly... You always get the pygame.mixer.music error, right? I'm still investigating what could actually cause this.

Trying to figure what drives cx_Freeze crazy, i'm trying to nail what changed since the last time i created binaries...
The python-pygame version is the same, the python-opengl version is the same, the python version is the same, hmmm... huh?

Searching on Google reveals alot of people having a problem with pygame.mixer.music either with py2exe or py2app but i didn't find any solution. I'll keep investigating...

PS: I had forgotten to answer your question about the log format. Well, it's using the escape-sequence-coloring supported by terminals. Do a "cat fretsonfire.log" and you'll see what i'm talking about. Personnally i'd rather remove that "feature" but i haven't touched that [so far].
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby RandyF1n3 » Thu Nov 20, 2008 5:19 pm

WHAT THEIRS :blink: A SOLO BOX I DON'T SEE IT WHEN IM DOING A SOLO IT JUST SHOWS THE PERCENT :tongue2:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Qstick » Thu Nov 20, 2008 5:28 pm

RandyF1n3 wrote:WHAT THEIRS :blink: A SOLO BOX I DON'T SEE IT WHEN IM DOING A SOLO IT JUST SHOWS THE PERCENT :tongue2:


are you using 3.030?
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby death_au » Thu Nov 20, 2008 5:37 pm

hman333 wrote:
RandyF1n3 wrote:WHAT THEIRS :blink: A SOLO BOX I DON'T SEE IT WHEN IM DOING A SOLO IT JUST SHOWS THE PERCENT :tongue2:


are you using 3.030?

Better question... Are you using a theme with a "soloframe.png"?
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby capeta42 » Thu Nov 20, 2008 5:54 pm

Followed a suggestion of a problem:

Suggestion: in the co-op mode, the meter's scores could be part of the Player 2 (right side, similar to the original game).

Issue 1- the co-op mode is only checking my scores, I have done tests on songs where the score would be added guitar 300k and bass guitar 250k points, and only appeared the guitar score.

Issue 2- playing on the drums, when the music starts and I am testing the drums giving the game hangs some beats (sound continues, to play). And so fail to activate in co-op mode the game crashes when the two players together mistakes (similar to the problem of drums).
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby evilynux » Thu Nov 20, 2008 6:00 pm

@Azzco and all GNU/Linux users:
I found the culprit, it's getting very touchy to create frozen binairies for GNU/Linux.

    - cx_Freeze 3.0.3 doesn't like pygame 1.8.x (the one i had used for the 3.030 releases).
    - cx_Freeze 4.0.1 doesn't like xml.sax and maybe more.

I'll upload new binaries for GNU/Linux (verison will be 3.030.1).

Multiple notes:
    - if we move to pygame 1.8.x i won't be able to create binaries anymore.
    - python2.5/python-opengl 3.x are damn slow with Numeric, we need to move to numpy
    - pygame 1.7.x doesn't work with numpy, we need to move to pygame 1.8.x

Bottom line, moving to python2.5, python-opengl 3.x and pygame 1.8.x implies that you guys will have to run from sources.
To me it's no biggy tho as pretty much any modern GNU/Linux distro includes the necessary packages.

--- Edit ---
32bit GNU/Linux players can find updated packages that fixes the "pygame.mixer.music not found" issue on our download page. 64bit players will have to wait until i get home and have some time to create/upload them.
Last edited by evilynux on Thu Nov 20, 2008 6:20 pm, edited 1 time in total.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby kristijan_mkd » Thu Nov 20, 2008 6:11 pm

And instead of adding different Co-oP styles like (Gh1,gh2) you can have just Co-Op, and in the options Co-oP style to be choosed.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Qstick » Thu Nov 20, 2008 6:14 pm

kristijan_mkd wrote:And instead of adding different Co-oP styles like (Gh1,gh2) you can have just Co-Op, and in the options Co-oP style to be choosed.


X2 I like that idea

Edit:
Co-op mode still not scoring right for me in r397, the fact that every note counts for 50 whether the multiplier is 1,2,3, or 4 could be the culprit. The sustained notes are working now, i think it is just the multipliers.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Figure » Thu Nov 20, 2008 7:28 pm

Hi there! I have a small problem with resolution on my notebook (BTW: Game runs great!) I have 17´ screen on it and I use 1440*900 resolution...neck looks great...near to original (tighter) but my overdrive bar go over the neck (wider than neck) is it possible to fix it???
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby devilfingers » Thu Nov 20, 2008 7:41 pm

drop to 1024x768 fixes it, was noted in the past, the OD bar only looks proper at that setting.I have same screen works fine for RB kinda makes GH3 meter a tiny bit touching board is all no big deal
ODG :angry:

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