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

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

Postby jstump91 » Sun Jan 11, 2009 10:28 pm

One of the features being worked on will be a system for easier installation of the FoFiX core, patches, and mods under Windows.

Toward this goal, there are scripts in svn to generate Windows installers in addition to the RARs that you're used to, and I have uploaded an installer for this beta that I made using those scripts to my mediafire (direct link).

Congrats to all devs on reaching this beta. I'm sure the amount of new/better stuff amazes even MFH!
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby jlg6184 » Sun Jan 11, 2009 10:30 pm

acrox999 wrote:That's weird. I got no problem at all. Hmmm... Are you playing a multi-track song? If so, wait a little longer. Be patient.

I waited 15 Minutes for a Guitar Hero 2 song...I don't think giving it another 5 minutes would have really mattered.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby Lysdestic » Sun Jan 11, 2009 10:32 pm

mrhoeivo wrote:
jstump91 wrote:
mrhoeivo wrote:Has pitchbend been ported to GNU/Linux?


It always has worked on GNU/Linux, and I have always tested it on GNU/Linux as well as Windows. (Mac OS X is another story, but it probably works there too.)

(Ubuntu's libsndobj package has a linking bug preventing the shared library from working, which can be worked around by statically linking libsndobj when building pitchbend.)

Do I have to compile it or is there a package?


Looks like we have to compile it.

Which sucks, since I had to compile python2.4 myself, whenever I try to use scons to build the sndObj stuff, it automatically sees my python2.6, and I can't figure out how to tell it to look elsewhere.

I can't figure out where to go from here. =\

Edit: the pitchbend svn isn't down, but that doesn't matter since I can't figure out how to tell scons to use python2.4 instead of python2.6.
Last edited by Lysdestic on Sun Jan 11, 2009 10:40 pm, edited 2 times in total.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby KillerQ » Sun Jan 11, 2009 10:39 pm

hannon wrote:works fine for me! do you guys have your game port on your computers turned off? i noted the no midi ports error......
you MUST have midi port on in the computer!



I take it you got that from my Log. Since I never had this issue before, I am not sure how one of my midi ports was ever turned off. How would I fix this?


Thanks,

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

Postby myfingershurt » Sun Jan 11, 2009 10:39 pm

Looks like the problem might be that the patch didn't include freestyletail1 and 2.png --- I'll fix and reupload the patch... :blush:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby KillerQ » Sun Jan 11, 2009 10:41 pm

Sweet! That is, it's great that there may be a simple fix!
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby jstump91 » Sun Jan 11, 2009 10:48 pm

Lysdestic wrote:
mrhoeivo wrote:
jstump91 wrote:
It always has worked on GNU/Linux, and I have always tested it on GNU/Linux as well as Windows. (Mac OS X is another story, but it probably works there too.)

(Ubuntu's libsndobj package has a linking bug preventing the shared library from working, which can be worked around by statically linking libsndobj when building pitchbend.)

Do I have to compile it or is there a package?


Looks like we have to compile it.

Which sucks, since I had to compile python2.4 myself, whenever I try to use scons to build the sndObj stuff, it automatically sees my python2.6, and I can't figure out how to tell it to look elsewhere.

I can't figure out where to go from here. =\

Not to mention the pitchbend svn seems to be down?


Whenever pitchbend svn is down (which is not that rare an occurrence), you can fall back on releases. Every release I tag I also upload to my mediafire in both source and Windows binary form, and the only commit I have made since last release only touched documentation.

My module does not utilize the pySndObj bindings (just the C++ interface), so it doesn't matter what version of Python you use to build it. (Case in point: I compiled the copy of sndobj that I use in my Windows releases using scons on Python 2.5.) Once SndObj and the SDL and SDL_mixer headers are available, my module builds just like any other (namely, ./setup.py build; sudo ./setup.py install, though you of course will want to make sure you run setup.py under 2.4).
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby jlg6184 » Sun Jan 11, 2009 10:48 pm

myfingershurt wrote:Looks like the problem might be that the patch didn't include freestyletail1 and 2.png --- I'll fix and reupload the patch... :blush:

Downloaded the missing pngs from fofix.googlecode and the problem was fixed.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby acrox999 » Sun Jan 11, 2009 10:49 pm

LOL. MFH, wait. I think I'll upload the pics. I've done something with the tail. I think I like mine.
Last edited by acrox999 on Sun Jan 11, 2009 10:50 pm, edited 1 time in total.
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby myfingershurt » Sun Jan 11, 2009 10:50 pm

OK - old 3.100 beta 1 patch deleted, new one uploaded. This one includes the freestyletails as well as Blazingamer's note.dae and textures in the MegaLight GH3 theme:

Spoiler:====Jan. 11th 2009 ====
3.100 Beta 1 (SVN r762) has been released for testing. Notable new features include very basic Big Rock Ending support, Drum Fills, MIDI instrument input support, whammy pitch-bending support, basic 3D note.dae texturing support, and songlist metadeta caching.

* Download 3.100 beta 1 Patch for Windows

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

Postby acrox999 » Sun Jan 11, 2009 10:55 pm

I've done some improvements in the freestyletail1.png and freestyletail2.png. I think your's is too bright and I've adjusted the brightness. And I added some outlines too. :woot:
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby hannon » Sun Jan 11, 2009 11:00 pm

KillerQ wrote:
hannon wrote:works fine for me! do you guys have your game port on your computers turned off? i noted the no midi ports error......
you MUST have midi port on in the computer!



I take it you got that from my Log. Since I never had this issue before, I am not sure how one of my midi ports was ever turned off. How would I fix this?


Thanks,

Matt!



reboot computer press DEL key to boot into bios, check under integrated peripherals check to see if game port is on and make sure port 330 is assigned to midi

now this might be an issue, key word might be your issue, not saying that it is, but when it comes to python and midi ive always made sure port 330 is for midi...
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Re: MFH Mod (FoFiX) 3.0xx (v3.030)

Postby SlowDrag » Sun Jan 11, 2009 11:03 pm

Thanks for fixing it. Everything is fine now.

myfingershurt wrote:OK - old 3.100 beta 1 patch deleted, new one uploaded. This one includes the freestyletails as well as Blazingamer's note.dae and textures in the MegaLight GH3 theme:

Spoiler:====Jan. 11th 2009 ====
3.100 Beta 1 (SVN r762) has been released for testing. Notable new features include very basic Big Rock Ending support, Drum Fills, MIDI instrument input support, whammy pitch-bending support, basic 3D note.dae texturing support, and songlist metadeta caching.

* Download 3.100 beta 1 Patch for Windows

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

Postby KillerQ » Sun Jan 11, 2009 11:06 pm

MFH,

That was the ticket - thanks!

@ Hannon. Since it's working now, is there any benefit of me activating that midi port? Or is it obliviously on since it's working now...?


Later,

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

Postby mario-182 » Sun Jan 11, 2009 11:11 pm

Thanks for the new patch

Just wondering, what exactly was changed/added to the whammy pitch-bending support?
I've also noticed that under the RB 2 theme, in my library, not all my scores are being shown. Most of my old 'easy' scores are displayed but the 'medium' scores aren't, but if I play a song under this patch it will display it :confused:
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