FoFiX v3.1xx development thread

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Re: FoFiX v3.1xx development thread

Postby jstump91 » Mon Feb 23, 2009 5:45 pm

shexbeer wrote:Can anybody tell me whats going wrong here? Its every time i enter the Guitar Hero 1 Songlist. But nothing special here O.o

http://pastebin.com/m16c7460d


That will be an indexed-color PNG, which for some reason (afaik) FoFiX doesn't support for whatever role the specific image is playing. (We really should fix that.)

If you can figure out which one it is, try opening it and resaving it in full 24-bit color.
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Re: FoFiX v3.1xx development thread

Postby p_025 » Mon Feb 23, 2009 6:02 pm

I'm getting a bit annoyed by the fact you can hardly get ANY overdrive/starpower from whammying. I posted about this in the old thread with video evidence, nobody seemed to care. It's just a little disheartening to whammy like a mofo on a sustained OD phrase note and get half a percent of the meter thing.
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Re: FoFiX v3.1xx development thread

Postby holystoneH » Mon Feb 23, 2009 6:13 pm

p_025 wrote:I'm getting a bit annoyed by the fact you can hardly get ANY overdrive/starpower from whammying. I posted about this in the old thread with video evidence, nobody seemed to care. It's just a little disheartening to whammy like a mofo on a sustained OD phrase note and get half a percent of the meter thing.


this is quite difficult i think. mfh raised a lot of versions back the piece of overdrive that you get from whammying but its still not enough. in rock band its calculated but i dont know how because there you get depending on the song during whammying a different amount of overdrive. maybe it depends on the amount of notes in a song how much overdrive you get during whammying i dont know. one thing is sure its not static its not in every song the same amount
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Re: FoFiX v3.1xx development thread

Postby myfingershurt » Mon Feb 23, 2009 8:40 pm

evilynux wrote:Just a quick note to warn alpha testers that current SVN version can fail to run.
This is partly because of issue 350 where i'm trying to find something that works for any python/pyopengl versions.

Basically, i'm optimizing opengl code for the transition to pyopengl3.x hence converting direct rendering mode (glBegin/glEnd) to array-based drawing. Array based drawing theoretically works with either 1) native python lists, 2) Numeric arrays or 3) numpy arrays.

1) is slower (at leasts that's what is said in the docs) but should work in every case
2) is suppose to work w/ both pyopengl2.x and pyopengl3.x. It's the case with my machines but isn't for at least one person.
3) requires a new dependency on numpy as it's not currently required.

I'd rather go with 3) but i don't know how much pain that would infer to Windows users.
The main reason being that when jumping to py2.5+pyopengl3.x we should move from Numeric to numpy.
Some have brought up possible audio issues with numpy [compared to Numeric] but iirc i managed to fix that (as well as getting completely rid of unmaintained PyOGG and PyVorbis) in the python2.5-experimental branch.

Any input from the active devs (e.g. MFH, Qstick, Akedrou, JohnStumpo, etc.) would be great. (Feel free to comment directly in issue 350).



Numeric = no longer supported, numpy = supported?

If that's the case... then it makes a lot of sense for us to migrate over to numpy
for future expandability and such. This will only break the alpha testers, as the
modules will all be included in any beta / RC / final versions. Besides, the alpha
testers should already be familiar with installing required modules to run from source.

I don't think it's a terrible thing to require alpha testers to download ctypes and
numpy in order to continue alpha testing, and we end up with a FoFiX that is more
compatible with future versions of Python and other dependencies.

---- EDIT ----

er, and Pyglet (you're still using Pyglet in place of PyOgg and PyVorbis, right?)
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Re: FoFiX v3.1xx development thread

Postby kristijan_mkd » Mon Feb 23, 2009 8:51 pm

So MFH give us links for the new files we need to install in order to RFS. (Run from Source)

EDIT:
I installed nympy and pyglet for python 1.4 version, guess now i can RFS?.
Last edited by kristijan_mkd on Mon Feb 23, 2009 9:13 pm, edited 1 time in total.
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Re: FoFiX v3.1xx development thread

Postby khcat » Mon Feb 23, 2009 9:05 pm

this is weird, i cant play this version, my anti virus/spy ware program keeps me from playing saying "FretsOnFire.exe is attempting to configure windows so that a program library (DLL) is automatically loaded by some or all of your programs" does this mean i cant play?

-- edit
oh yeah, it cuts off my keys keeping me from using the main menu
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Re: FoFiX v3.1xx development thread

Postby p_025 » Mon Feb 23, 2009 10:08 pm

holystoneH wrote:
p_025 wrote:I'm getting a bit annoyed by the fact you can hardly get ANY overdrive/starpower from whammying. I posted about this in the old thread with video evidence, nobody seemed to care. It's just a little disheartening to whammy like a mofo on a sustained OD phrase note and get half a percent of the meter thing.


this is quite difficult i think. mfh raised a lot of versions back the piece of overdrive that you get from whammying but its still not enough. in rock band its calculated but i dont know how because there you get depending on the song during whammying a different amount of overdrive. maybe it depends on the amount of notes in a song how much overdrive you get during whammying i dont know. one thing is sure its not static its not in every song the same amount

I'm pretty sure it's calculated by BPM of the song. Try whammying for overdrive on Black Hole Sun, then look at Foreplay/Long Time. You do have to keep moving the whammy bar but nothing compared to what you have to do in FoFiX right now.
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Re: FoFiX v3.1xx development thread

Postby doorknob60 » Mon Feb 23, 2009 11:14 pm

I updated my Arch PKGBUILD yesterday. Here it is in case any Arch users here didn't know it existed :P http://aur.archlinux.org/packages.php?ID=20454 Of course you can use yaourt to get it too.
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Re: FoFiX v3.1xx development thread

Postby barahota » Mon Feb 23, 2009 11:31 pm

apparently only necks with size 256x512 will work other then that will crash the game
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Re: FoFiX v3.1xx development thread

Postby FullMetaru » Mon Feb 23, 2009 11:47 pm

I don't know if this bug has been posted yet, but whenever I go into practice mode and set it slower, once I go back to the menu, the menu music is also slowed down.
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Re: FoFiX v3.1xx development thread

Postby trinidude4 » Tue Feb 24, 2009 12:14 am

Back in the old thread, NewCreature posted a bug about the first notes not showing up if they were on the first beat marker: https://www.fretsonfire.org/forums/viewtopic.php?p=354830#p354830

I tracked this down to the self.freestyleOffset variable in Guitar.py and Drum.py. It is set to a value of 5, but if you set it to 0 you can see the first notes again. Is the self.freestyleOffset something that is absolutely needed?

Also, does uploading high scores to Divra's charts work? I just tried turning it on and I always get a "Score upload result: False" in my fretsonfire.log.
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Re: FoFiX v3.1xx development thread

Postby Azzco » Tue Feb 24, 2009 2:02 am

There seems to be a error on Divra's "Warning: Division by zero in /home/content/w/e/m/wembley1967/html/chart/sp/guitar/fretscoredisplay.php on line 9"
Hopefully just a few changes.

While on that topic. I'm helping a guy set up a score chart, and I'm looking into score_ext, I'm not really sure how "handicap" is handeled. From what I've understood each handicap is given a number, I tried with sloppy and widest hit window on to check what handicap would give in the upload, and got "17", without widest I got "1". Can I find a list of handicaps somewhere?

Also another thing. both scores and score_ext gives the stars recieved, after handicaps is applied. Would it be possible to get the original stars in score_ext?

Oh and I've posted on FoFiX issue 247 as well as these questions relate to it.

--- Edit ---
As these questions are more than likely not very interesting to everyone Akedrou sent me a PM with detailed information, instead of replying here. Just thought I'd say that my questions have allready been answered and that there's no need to answer them again in this thread.
Last edited by Azzco on Tue Feb 24, 2009 4:41 am, edited 1 time in total.
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Re: FoFiX v3.1xx development thread

Postby death_au » Tue Feb 24, 2009 3:17 am

barahota wrote:apparently only necks with size 256x512 will work other then that will crash the game

I have no such problems. I just made a 1x1 neck, and then a 500x1 neck just to be sure and I had no problems... What kind of error are you getting?
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Re: FoFiX v3.1xx development thread

Postby blightflesh » Tue Feb 24, 2009 3:51 am

Usng gh3 theme no co op options come up, when switching to rb2 3 types of co op come up instead? bug?
I could co op on 3.030 in gh3 theme so not sure why not now

Edit: how about getting rid of the red flash when going into fail
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Re: FoFiX v3.1xx development thread

Postby akedrou » Tue Feb 24, 2009 4:33 am

blightflesh wrote:Usng gh3 theme no co op options come up, when switching to rb2 3 types of co op come up instead? bug?
I could co op on 3.030 in gh3 theme so not sure why not now

Edit: how about getting rid of the red flash when going into fail

Make sure you have the latest updates to Worldrave's theme. Because of all the changes made to co-op, I disabled it if you don't have a sufficiently new theme - specifically you need "coop_rockmeter.png". Also, RB Co-Op mode is never in GH themes because of the way the meter is set up.

As for the flashing fail, you can get rid of it by replacing "failneck.png" with a clear image, probably.
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