- Phase Shift -

Discussion specific to other music games, like: RB, GH, GZ, JamLegend, SoS, etc.
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Re: Fatdog Phase Shifts [v0.53]

Postby acrox999 » Thu May 20, 2010 9:35 pm

thekiwimaddog wrote:Hi, I've taken a quick look at the song however, I haven't noticed any obvious issues when compared with FOFIX. Can yo get more details about where in the song the HOPO's are incorrect?
Also when you say CUSTOM HOPOs do you mean tags in the song.ini specifying there HOPO rate? If so this saong has not tags relating to HOPO's.

PS is currently set to 12th notes and I haven't implemented anything with the TAG's in the song.ini yet because after speaking with a couple of people it appears that they are not needed. However, if you can point out to me exactly where the problems are and any details regarding the standard I'll add support for them.

I'd like to point out that every bit of code on this project has been done without any help or reference to the FOFIX source code. Mostly because the FOFIX code is a mess. Plus all the Devs on the project refuse to talk to anyone making a non-open source project.

As a result I've been winging this whole project and things like this are very hard to work out when there is such little documentation.
Thanks!
David


No, even custom HOPO is not implemented yet in FoFiX. Custom HOPO is set in the chart editor, not in the song.ini. Let me take a look at the chart again as it still bothers me. :unsure:

Also, I didn't use FoFiX, I use RF-mod to play. I had too much of FoFiX and getting bored of looking at the same thing. At least vanilla FoF have a cool stage.ini feature. I modified the stage to my liking and it turned out pretty good. :biggrin: And FoFiX started from RF-mod, so you should take a look at it too. Especially the 8th note HOPO tag is by Capo for RF-mod, if I remember correctly. And in fact, I've been using RF-mod for a longer time than FoFiX and I know how the things work. :P

-- Edit: Fri May 21, 2010 9:37 am --

I looked at the chart again and it seems there are no custom HOPOs is set in the chart. I looked both in dB and EOF which support custom HOPO. The notes is placed at 1/8. Not 1/12. So this may be a bug in the game. I'll play the song in PS again.
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Re: Fatdog Phase Shifts [v0.53]

Postby thekiwimaddog » Fri May 21, 2010 9:18 am

acrox999 wrote:
thekiwimaddog wrote:Hi, I've taken a quick look at the song however, I haven't noticed any obvious issues when compared with FOFIX. Can yo get more details about where in the song the HOPO's are incorrect?
Also when you say CUSTOM HOPOs do you mean tags in the song.ini specifying there HOPO rate? If so this saong has not tags relating to HOPO's.

PS is currently set to 12th notes and I haven't implemented anything with the TAG's in the song.ini yet because after speaking with a couple of people it appears that they are not needed. However, if you can point out to me exactly where the problems are and any details regarding the standard I'll add support for them.

I'd like to point out that every bit of code on this project has been done without any help or reference to the FOFIX source code. Mostly because the FOFIX code is a mess. Plus all the Devs on the project refuse to talk to anyone making a non-open source project.

As a result I've been winging this whole project and things like this are very hard to work out when there is such little documentation.
Thanks!
David


No, even custom HOPO is not implemented yet in FoFiX. Custom HOPO is set in the chart editor, not in the song.ini. Let me take a look at the chart again as it still bothers me. :unsure:

Also, I didn't use FoFiX, I use RF-mod to play. I had too much of FoFiX and getting bored of looking at the same thing. At least vanilla FoF have a cool stage.ini feature. I modified the stage to my liking and it turned out pretty good. :biggrin: And FoFiX started from RF-mod, so you should take a look at it too. Especially the 8th note HOPO tag is by Capo for RF-mod, if I remember correctly. And in fact, I've been using RF-mod for a longer time than FoFiX and I know how the things work. :P

-- Edit: Fri May 21, 2010 9:37 am --

I looked at the chart again and it seems there are no custom HOPOs is set in the chart. I looked both in dB and EOF which support custom HOPO. The notes is placed at 1/8. Not 1/12. So this may be a bug in the game. I'll play the song in PS again.


If you can just give me the TICKCOUNT displayed at the top left of the screen at the exact point in the song where it goes wrong I can then compare with FOFIX and the MIDI
Thanks
David
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Re: Fatdog Phase Shifts [v0.53]

Postby acrox999 » Fri May 21, 2010 10:45 am

I will once I get on my PC. :) Anyways, what are you working on right now?
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Re: Fatdog Phase Shifts [v0.53]

Postby Acedia » Sat May 22, 2010 1:15 pm

Hey david, Just wanted offer some form of help, I have done a complete Midi parser for instances such as Force Hopo's, Open Notes, etc. However it was all done in c#, but this shouldn't discourage you from looking at the code (if you want) to see what you can do to get the write values for forced hopo's (In the GH Midi Specs), or even if you dont want to look at the code, i would be able to give you the Spec / format on the way to load from midi the forced Hopo values from GH mid's
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Re: Fatdog Phase Shifts [v0.53]

Postby Qwedgeonline » Sat May 22, 2010 1:48 pm

slashfan7964 wrote:So I finally get it to work, but I tried to use my guitar. It said please profile it. I thought someone put my log in. I tried to use the new controller profiler, and I clicked the green button, and it lit up on screen but the profiler didn't do anything.


How did you get the game to launch?
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Re: Fatdog Phase Shifts [v0.53]

Postby kristijan_mkd » Sat May 22, 2010 4:56 pm

GJ judging by the video but fails to launch. Vista - DirectX10 with vcredist_x86 installed. Just shows "Phaseshift.exe has stopped working". Help?
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Re: Fatdog Phase Shifts [v0.53]

Postby slashfan7964 » Sat May 22, 2010 5:25 pm

Qwedgeonline wrote:
slashfan7964 wrote:So I finally get it to work, but I tried to use my guitar. It said please profile it. I thought someone put my log in. I tried to use the new controller profiler, and I clicked the green button, and it lit up on screen but the profiler didn't do anything.


How did you get the game to launch?



I don't know to be honest with you. I deleted the old Phase Shift I had and downloaded .53 and it worked.
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Re: Fatdog Phase Shifts [v0.53]

Postby GuitarBoy55 » Sun May 23, 2010 2:30 am

Nice :2thumbsup: Though get rid of the pigs there creeping me out :unsure: Hopefully it doesn't lag :smile:
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Re: Fatdog Phase Shifts [v0.53]

Postby Asskickulater » Sun May 23, 2010 8:05 am

GuitarBoy55 wrote:Nice :2thumbsup: Though get rid of the pigs there creeping me out :unsure: Hopefully it doesn't lag :smile:


haha keep the pigs, there different :P and the games very smooth (if you have a decent computer) i get a solid 60 FPS with the settings maxed (except for the pigs) if i use the pigs i need to turn the anti-aliasing down to 2

my specs are
GPU: GEforce 7600
CPU: Dualcore
RAM: 4 gigs
OS: W7

*off topic*
I miss this game T_T my GPU died so now im using my onboard card which any game i try to play just crashes before it even starts >_>

-- Edit: Sun May 23, 2010 8:12 am --

kristijan_mkd wrote:GJ judging by the video but fails to launch. Vista - DirectX10 with vcredist_x86 installed. Just shows "Phaseshift.exe has stopped working". Help?

is it right when it starts? how long did the DX install take, did it take like a second? if so it didnt install... and im currently trying to find a fix for this..
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Re: Fatdog Phase Shifts [v0.53]

Postby slashfan7964 » Sun May 23, 2010 9:41 am

The pigs creep me out to lol.


In the menus I get a steady 260 FPS, then gameplay is like 60.
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Re: Fatdog Phase Shifts [v0.53]

Postby Asskickulater » Sun May 23, 2010 9:44 am

slashfan7964 wrote:The pigs creep me out to lol.


In the menus I get a steady 260 FPS, then gameplay is like 60.


well yeah that happens to me too lol, i dont count the menus because there FPS isnt important :P
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Re: Fatdog Phase Shifts [v0.53]

Postby slashfan7964 » Sun May 23, 2010 9:56 am

Asskickulater wrote:
slashfan7964 wrote:The pigs creep me out to lol.


In the menus I get a steady 260 FPS, then gameplay is like 60.


well yeah that happens to me too lol, i dont count the menus because there FPS isnt important :P



Hell, if the gameplay put out that much, I would abandon any other game I own.
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Re: Fatdog Phase Shifts [v0.53]

Postby acrox999 » Sun May 23, 2010 10:06 am

kristijan_mkd wrote:GJ judging by the video but fails to launch. Vista - DirectX10 with vcredist_x86 installed. Just shows "Phaseshift.exe has stopped working". Help?

That's weird. Can you give details from the error window for the sake of the devs. :) I'm running Vista Ultimate, so far, no problems running the game.
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Re: Fatdog Phase Shifts [v0.53]

Postby fatdog » Sun May 23, 2010 12:32 pm

so far that error has always been related to not having all the required things installed before launching, some systems seem to have to use alternative dx9 installers for it to actually work, also note having dx10 does not mean u don't have to install dx9
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Re: Fatdog Phase Shifts [v0.53]

Postby maxruto345 » Sun May 23, 2010 6:33 pm

in addition to the chart creator idea,
how do you expect us to use the 5th drum note if there arent any midi with it?
plus if you finish the chart creator before the game, people won't bother you with it and you can implement it just like eof with the old fof.

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