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Need more information on the specifics of how this works.
Need GFX for special neck
Original comment by chris.paiano@gmail.com
on 26 Oct 2008 at 5:22
See issue 108 for method to create the special neck GFX.
Original comment by chris.paiano@gmail.com
on 14 Nov 2008 at 5:24
"
As for drum fills, the green note at the end activates OD/SP yes (its a
mini-BRE but
with a different function).
"
OK, that makes sense. So -- how does the game determine when to create a drum
fill?
I've never seen any MIDI text events that denote where valid drum fill sections
are... does it just replace a random full measure with a drum fill some time
after
the drummer gains enough overdrive for activation?
These are the kind of details I just don't have access to without the real
game.
Anyone have some relevant observations?
Original comment by chris.paiano@gmail.com
on 15 Nov 2008 at 11:04
This may require the ability to properly read in Rock Band starpower phrase
markings;
I can almost see how perhaps drum fills are automatically placed X number of
measures
after a starpower phrase.
Original comment by chris.paiano@gmail.com
on 15 Nov 2008 at 11:10
Starpower phrase is issue 107.
Original comment by chris.paiano@gmail.com
on 15 Nov 2008 at 11:11
"So -- how does the game determine when to create a drum fill?
I've never seen any MIDI text events that denote where valid drum fill sections
are... does it just replace a random full measure with a drum fill some time
after
the drummer gains enough overdrive for activation?"
I'm not exactly sure as when does the first fill start after you can activate
overdrive but it seems to be set to start on the beginning of midi events
(chorus,
verse, solos etc ).
If the OD/SP isn't activated after a fill it just repeats the fill after x
seconds /
measures (haven't actually looked the time between fills) till you eventually
activate it. If you have the time, look at this video
http://www.youtube.com/watch?v=awmdZ6vbuTE&fmt=18 from 1:46 (at the drums, to
be more
precise).
Original comment by dutur...@gmail.com
on 17 Nov 2008 at 1:54
If possible, can you put these fills in rock band style mods, and allow star
power
to activate by pressing Yellow-Blue in guitar hero style mods? Guitar Hero
World
Tour has star power activate by pressing Yellow and Blue at the same time on
rock
band drums, and both cymbals on the world tour drums.
Original comment by azman2000@gmail.com
on 22 Nov 2008 at 10:13
Looks like I might be getting a drum set soon after all!
So... this is coming soon :)
Original comment by chris.paiano@gmail.com
on 7 Dec 2008 at 10:36
Original comment by chris.paiano@gmail.com
on 3 Jan 2009 at 2:35
Beginning focused development on this issue.
Original comment by chris.paiano@gmail.com
on 3 Jan 2009 at 6:19
[deleted comment]
Progress so far (not committed yet) - got MIDI note recognition working for
note #124
(one of 5 drum fill / BRE / freestyle note markers always present), will
generate and
display the 5 lanes for Guitar parts so far (using a new standard 2-image
custom tail
with full width).
Demonstration screenshot in a test song with a ridiculously short freestyle
section
marked so both ends of the lane tails can be seen:
http://i40.tinypic.com/hwczlx.jpg
Original comment by chris.paiano@gmail.com
on 3 Jan 2009 at 10:28
Above progress committed in r686.
Original comment by chris.paiano@gmail.com
on 3 Jan 2009 at 10:48
[deleted comment]
Useful info on drum fills:
http://www.fretsonfire.net/forums/viewtopic.php?f=11&t=25040&p=336646#p336646
Original comment by chris.paiano@gmail.com
on 8 Jan 2009 at 2:49
The current progress on this issue from r713 doesn't work as intended, obv. All
the
drum fill markers become BREs.
Original comment by ryanturcotte@gmail.com
on 8 Jan 2009 at 5:00
I believe you also have to hit the drums during the fill at least 3 times
before the
last cymbal note will show up.
It might be easier to get BREs working for drums first without drum fills and
then do
the drum fills later.
Original comment by ryanturcotte@gmail.com
on 8 Jan 2009 at 9:34
Yep, thats the plan.
Original comment by chris.paiano@gmail.com
on 9 Jan 2009 at 2:15
voleshnebyi - You need Auto Drum SP : Off, else it will give a seg fault once
you get
it I believe.
I'm testing it right now, with SP : Off the song plays normally but I forgot to
turn
BREs on so no fills. Maybe need some new option for automatic star power vs.
drum
fill SP.
Original comment by ryanturcotte@gmail.com
on 9 Jan 2009 at 10:40
Yup, closer but not all there. Can't activate the SP with the last green hit.
Might want to make it so the standard drum sounds from rock band play during
the drum
fill instead of the drum track (the start of drum fill shuts off drum track).
Original comment by ryanturcotte@gmail.com
on 9 Jan 2009 at 10:53
Also, you shouldn't be awarded any points during the drum fill notes (so not
like the
BREs).
I *believe* you get points for the last green hit, but I'm not positive.
Original comment by ryanturcotte@gmail.com
on 9 Jan 2009 at 11:02
Also, Jurgen needs logic to hit the crash cymbal at the end. It'd also be funny
if he
had some simple fill playing logic, i.e. hitting a snare every 16th note until
the crash.
Original comment by MofoMan2...@gmail.com
on 9 Jan 2009 at 11:32
My brother just tried to test drum fills (he's more of a drummer than me), and
when
he didn't have enough OD the game was leaving gaps where the drum fills would
have
been. On two occasions so far, he had no OD, and on hitting a green note after
such
a gap, the game crashed with the following in the log:
Traceback (most recent call last):
File "L:\fofix\trunk\src\GameEngine.py", line 801, in main
done = Engine.run(self)
File "L:\fofix\trunk\src\Engine.py", line 132, in run
self._runTask(task)
File "L:\fofix\trunk\src\Engine.py", line 123, in _runTask
task.run(ticks)
File "L:\fofix\trunk\src\Input.py", line 232, in run
self.broadcastEvent(self.keyListeners, "keyPressed", id, u'\x00')
File "L:\fofix\trunk\src\Input.py", line 151, in broadcastEvent
if getattr(l, function)(*args):
File "L:\fofix\trunk\src\GuitarScene.py", line 4067, in keyPressed
res = self.keyPressed3(key, unicode, control)
File "L:\fofix\trunk\src\GuitarScene.py", line 4283, in keyPressed3
self.handlePick(pressed, hopo = hopo, pullOff = pullOff)
File "L:\fofix\trunk\src\GuitarScene.py", line 2528, in handlePick
score = int ( score / numFreestyleHits )
ZeroDivisionError: float division
Auto Drum SP is off.
Original comment by john.stumpo
on 9 Jan 2009 at 11:36
The option "Auto Drum SP" needs to be removed, with a new option in its place:
"Drum Starpower":
* "Off"
* "Button"
* "Auto"
* "Drum Fill"
Original comment by chris.paiano@gmail.com
on 10 Jan 2009 at 7:12
(let it be known that the PS button on the PS2/PS3 RB2 drumset is indeed
mappable; it
is button # 13)
Original comment by chris.paiano@gmail.com
on 10 Jan 2009 at 8:52
Progress committed in r742:
Drum fills now actually activate starpower when Auto SP is off.
They still appear to break your streak though.
Original comment by chris.paiano@gmail.com
on 10 Jan 2009 at 10:44
And Jurgen doesn't play drum fills. Not gonna fix it, Jurgen just doesn't play
drum
fills. He continues to play the song, which is fine for someone of his skill
level.
Original comment by chris.paiano@gmail.com
on 10 Jan 2009 at 10:52
Progress committed in r743:
Freestyle drum sections will actually play the freestyle drum sounds now.
Seems to
work nicely.
Original comment by chris.paiano@gmail.com
on 10 Jan 2009 at 11:08
To assist my debugging the freestyle breaking streak and other such
strangeness, a
new debug setting has been added in r745:
"Show fill status":
* "Off" - (default) will not show anything
* "On" - will show status of freestyle and drum fills' active status similar to
HOPO debugging
Also, now the drum fill cymbal activation note won't show until you have hit 4
freestyle notes - and as you hit those 4 notes, the lanes will grow to full size
instead of just changing to full size.
Original comment by chris.paiano@gmail.com
on 11 Jan 2009 at 12:03
It seems I've flushed out another bug; certain drum fill sections are too short
to be
given a cymbal activation note. Or rather, there is a prerequisite size of at
least
one board length - or no activation cymbal note.
Original comment by chris.paiano@gmail.com
on 11 Jan 2009 at 12:05
Nice work. Couple things though:
1. Sometimes I get a drum fill/freestyle section when I have insufficient
overdrive
to actually activate. As such, it just breaks my streak and refuses to give my a
cymbal at the end of the fill, lol. (This is probably something you were
referencing
in "strangeness" but I thought I'd clarify.)
2. There needs to be a wait of maybe one or two measures after half the OD
meter is
gained before a drum fill is allowed; in some cases the notes right after the OD
phrase become a drum fill right before your eyes, which is something we
probably want
to avoid. But isn't extraordinarily important and could probably be its own
issue
(the hard part was getting them to work, right).
Original comment by MofoMan2...@gmail.com
on 11 Jan 2009 at 12:10
Progress committed in r746:
You don't always lose your streak during drum fills now...
Original comment by chris.paiano@gmail.com
on 11 Jan 2009 at 1:23
Progress committed in r748:
Attempts to locate the RB MIDI section event "big_rock_ending" to use as an
indicator
that the next drum fill should be a BRE (the last drum fill is not always a
BRE, the
song must have one for it to be treated as such...)
Also, you might actually get through a drum fill or two without losing your
streak now.
(also forcing rtmidi module to NOT initialize, as this causes problems on
computer
systems with 0 MIDI ports...)
Original comment by chris.paiano@gmail.com
on 11 Jan 2009 at 4:07
I was going to report that I think p@hotmail.com #1 bug is what you just fixed
- it
thinks the last drum fill is some drum fill/BRE thing and inserts it (although
doesn't give you BRE points). I'll test r748 now.
Awesome so far!
Original comment by ryanturcotte@gmail.com
on 11 Jan 2009 at 4:10
I don't think r748 fixed the bug I mentioned, I still saw it on 29 Fingers and
Testify.
Original comment by ryanturcotte@gmail.com
on 11 Jan 2009 at 4:33
Progress committed in r749:
If there is a drum fill marker note currently in view, and you just gained
enough
starpower to activate overdrive, then the current drum fill marker will be
marked as
complete and skipped over. (no more drum fills popping up in the middle of
view;
they will always scroll in).
Original comment by chris.paiano@gmail.com
on 11 Jan 2009 at 5:09
Progress committed in r754:
Drum fills will no longer break your streak!!!
Original comment by chris.paiano@gmail.com
on 11 Jan 2009 at 7:48
Progress committed in r757:
1) Enhanced logic that detects when there is a drum fill already in progress or
too
close to activate directly after gaining starpower -- now it will track
multiple drum
fill sections and mark any that are too close as "completed" (actually
"happened" is
the flag name). Looks like surprise drum fills appearing out of nowhere are
gone.
2) The final drum fill won't show up as a BRE unless the song specifically has a
section marker before the last drum fill "[section_big_rock_ending]" just like
all RB
and RB2 songs. Otherwise it should be treated as a normal drum fill. Guitar
and
bass parts will continue to recognize the single BRE marker they have; only
drums
will require the [section_big_rock_ending] MIDI section event marker in order to
participate in the BREs.
Original comment by chris.paiano@gmail.com
on 11 Jan 2009 at 5:57
I've created two very short, simple, silent test songs with Drum and Guitar
tests for:
[http://www.mediafire.com/?nvyhczzj0fh MFH's test songs - BREs, Fills, OD,
Solos - 9kB]
Big Rock Endings
Drum Fills
Overdrive Sections
Solo Sections
One "song" has a Big Rock Ending; the other does not.
This should demonstrate how to mark these things to anyone who is familiar with
a
piano roll and MIDI events.
Original comment by chris.paiano@gmail.com
on 11 Jan 2009 at 8:25
Implemented in r759:
Progress on issue 102, implements issue 465 - the game now will find the last
drum
note and disable drum scoring after that note has passed, allowing the drummer
to
have fun at the end of a song.
Original comment by chris.paiano@gmail.com
on 12 Jan 2009 at 12:09
Progress committed in r761:
Drum fills will now require you to hit 4 freestyle notes before you are allowed
to
activate starpower (even though the cymbal note wasn't showing, it was still
hittable).
Original comment by chris.paiano@gmail.com
on 12 Jan 2009 at 12:51
The fix in r749 doesn't appear to work for me (in r763) with RB Co-op. Not sure
if
it's related to co-op code.
Some appeared out of nowhere once gaining star power.
Original comment by ryanturcotte@gmail.com
on 12 Jan 2009 at 4:23
Original comment by worldrave111@gmail.com
on 13 Jan 2009 at 7:31
Progress committed in r796:
Now, notes behind drum fills and BREs will be discounted correctly from the note
totals, resulting in proper note hit percentages.
Original comment by chris.paiano@gmail.com
on 18 Jan 2009 at 2:36
Progress committed in r797:
Now really fixed the note counting / discounting, they still were being counted
the
old way in GameResultsScene in two places. Scores will actually save with the
correct percentage now.
Original comment by chris.paiano@gmail.com
on 18 Jan 2009 at 2:54
Also, FYI:
RB1's drum freestyle sounds had a crash cymbal instead of a third tom because
that's
all those drums could be.
RB2's drum freestyle sounds have a third tom instead of a crash because they
expect
you to purchase the Cymbal expansion kit, which will provide up to three
cymbals that
can be used to hit notes of the same color (and will also make cymbal sounds
during
freestyle).
Yes, I plan to get a cymbal expansion kit (once donation funds reach a high
enough
level again) so that I can add support for the three cymbals to FoFiX. They
should
appear differently and allow me to play different freestyle sounds when they
are hit.
Original comment by chris.paiano@gmail.com
on 18 Jan 2009 at 5:58
As posted here:
http://www.fretsonfire.net/forums/viewtopic.php?f=11&t=25040&sid=c5b8e2f3a4af4e2
a0a86e847d0835ef2&p=341877#p341877
"
Heres what i discovered looking better into it.
1: On freestyle, if u keep your foot down on the kick pedal, one note it plays
what u
want and the other dont matter what you play it plays just the bass drum sound.
2: On notes (normal playing), again bass pedal down, it plays the bass drum
sound
every note.
3: On drumfills, again bass pedal down, play the bass drum sound every "note".
4: On BRES, again bass pedal down, is the same as drumfills, every "note" it
plays
drum sound.
2, 3 and 4 u can resolve the problem by setting the DRUM KICK PEDAL SOUND off.
About
the 1 theres nothing u can do about.
"
Original comment by chris.paiano@gmail.com
on 18 Jan 2009 at 7:06
Well then FoFiX needs to keep track of the event when the bass pedal is
released, so
it can tell on hits whether the bass pedal was already held or if it was just
hit.
Then I can fix the logic everywhere else, make drum hit sound playing code
modular so
it doesn't have to be duplicated everywhere, and this shouldn't be a problem
anymore.
Original comment by chris.paiano@gmail.com
on 18 Jan 2009 at 8:42
Progress committed in r808 should fix all drum sound issues. I completely
rewrote
all drum sound logic, it is now a part of the Drum object as it should be.
Even the
bass kick option works great now, holding the bass pedal down or not.
Original comment by chris.paiano@gmail.com
on 19 Jan 2009 at 12:28
[deleted comment]
Original issue reported on code.google.com by
chris.paiano@gmail.com
on 26 Oct 2008 at 5:13