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Im testing the drum fill, and i noticed that there are some problems. Please
don't
see this comment/suggestions as complaint/insulting.
1. Some drum fills just shows up asap my overdrive is ready.
2. Sometimes i don't hear a thing while doing a drum fill. which makes me feel
that
im just doing nothing but banging my kit..
3. Graphics/FX is a bit dull compare to the real rb game,(I really want to help
if
you tell me how to add fx on it, im a motion graphic artist/ graphic designer)
4. You have to hit the last green note in drum fills more like 98% accurately,
i did
hit the green a little bit late and it just break my stroke and do nothing.
That's what i noticed after playing a bit with the beta release, i do know that
it's
not yet perfect, but your doing pretty amazing(i've been longing to test the
drum
fill feature of RB game since i can't buy an Xbox360 console just to play RB)
I hope i can find a way to help you in development and in funds. Kudos!
Original comment by janh.d...@gmail.com
on 20 Jan 2009 at 6:44
Thanks, good notes -- obviously it's still being worked on (well, this weekend
when I
have time again).
#1 - Thanks, I know this is still a problem but it's always good to confirm.
If you'd like to help further, you can help me track down #2. Could you just
keep
playing and try to note the situation every time this happens to you? If you
discover that it only happens when in a certain situation, I will be able to
track
the problem down and solve it much faster. (basically, keep doing what you're
doing
and let me know if you find out anything interesting)
Also, on #3 - I still have to add support for hitflames for drum fills (and
BREs)...
other than that, feel free to take a look at your theme of choice and examine
the
.PNG graphic files. Edit or re-create any of them you'd like and see how it
looks
in-game. If you come up with some better graphics for either MegaLight theme,
please
post the new graphics and some screenshots in the development thread... if you
come
up with new graphics for any other theme post in that theme's thread and the
theme
owner will most likely use them.
#4 - This is something I will fix; the initial code is quick and dirty, and I
know I
have to rewrite it to actually use your selected hitwindow for that note.
Original comment by chris.paiano@gmail.com
on 21 Jan 2009 at 2:47
(also, the drum fill neck / lanes graphics can be found as freestyletail1.png
and
freestyletail2.png in the game's data\ folder.)
Original comment by chris.paiano@gmail.com
on 21 Jan 2009 at 2:49
Aside from the sudden drum fills after the OD phrases, the only issue I've
noticed
is in RB Co-op. Completing a drum fill when your partner is awaiting an OD
save,
will activate overdrive and not save the other player. However, if that same
drummer
activates OD through a keymap, it will save the other player as in RB.
Original comment by azr...@suddenlink.net
on 21 Jan 2009 at 4:13
I'll be making a theme strictly for FoFix bundle to make the interface better.
How i
wish i can use .swf files as fx for animated effects/backgrounds. I will report
other
bugs that i'll find. :D
Original comment by janh.d...@gmail.com
on 22 Jan 2009 at 3:39
Can we somehow rebrand/change the name of the Game? I just thought Frets on Fire
won't make sense anymore since it supports drum notes(which obviously doesn't
have
frets). Just a suggestion though. ^^ I was thinking of its name as "Rockstars"
Original comment by janh.d...@gmail.com
on 22 Jan 2009 at 4:55
guitar hero world tour. There's drums in it, but it's still called GUITAR hero.
No
real need for a name change.
Original comment by azzc...@gmail.com
on 22 Jan 2009 at 4:57
Yeah, because the brand was established before they we're able to think that
they can
add a drum part after 3 game releases and Rockband making more money than GH,
they
can't afford to lose all those GH fans/players so they just released World Tour,
making it more sensible in solo & band tours, which is why rockband 2 doesn't
get the
solo tour option cause it'll ruin the sense playing "Rockband".
I'm not saying that Frets on Fire isn't establish, as i have said im just
suggesting.. :D
Original comment by janh.d...@gmail.com
on 22 Jan 2009 at 5:09
Still FoFiX is a mod of Frets On Fire (and FoF doesn't support drums), is it
maybe
time to start calling it a fork?
In any case this is OT, sorry.
Original comment by azzc...@gmail.com
on 22 Jan 2009 at 5:18
Still OT, FoFiX has been already called a fork for awhile now... see the short
description at the very top of each googlecode page!
Original comment by evily...@gmail.com
on 22 Jan 2009 at 4:54
Note to self... last on-topic comment was c55.
Original comment by chris.paiano@gmail.com
on 24 Jan 2009 at 8:35
Progress committed in r844:
Progress on issue 102, issue 108, and issue 477:
* Drum freestyle sections now have some basic freestyle hitflames.
* Guitar / bass freestyle sections now have some basic freestyle hitflames
* The regular notes underneath the freestyle lanes will no longer incorrectly show
their hitflames during freestyle.
* Missing logic was added to ensure no drum fills pop up suddenly when gaining >= 50
starpower
* Missing logic was added to ensure that a Big Rock Ending section is not killed by
the above starpower gain / sudden drumfill fix above
* Fixed problem where "Restart"ing a song would result in no "get ready" countdown
Original comment by chris.paiano@gmail.com
on 25 Jan 2009 at 2:49
Progress committed in r848:
The Overdrive activation cymbal note at the end of drum fills can now be hit
late
(after the drum fill section has actually ended but before the late hitwindow
has
completely passed).
Also, you can no longer activate overdrive by hitting the cymbal at the
appropriate
time at the end of a Big Rock Ending.
Original comment by chris.paiano@gmail.com
on 25 Jan 2009 at 7:53
I'm considering this issue fixed for the upcoming 3.100 beta 3; any remaining
problems or enhancements for this feature can now be made into separate issues.
The
basic feature of drum fills is complete.
Original comment by chris.paiano@gmail.com
on 25 Jan 2009 at 8:16
Progress committed in r857:
Progress on issue 486:
New setting to replace "Auto Drum SP" --> "Drum SP Mode":
* "Auto / Fills" (default) - Will use drum fills for starpower activation if markings
exist, otherwise it will be activated automatically when there is enough.
* "Manual / Fills" - Will use drum fills for starpower activation if markings exist,
otherwise it will require a button press to activate.
Progress on issue 102 :
Last bit of missing logic was added to prevent the final case in which gaining
starpower while you already had over 50% would cause an incoming drum fill to
vanish.
Original comment by chris.paiano@gmail.com
on 25 Jan 2009 at 7:26
Does this fix also trigger a player save/rez on drum fills in RB Co-op (I can't
check, I'm a beta tester) ?
Original comment by azr...@suddenlink.net
on 25 Jan 2009 at 10:04
Looks to me like that was already fixed, I checked the code. Someone will have
to
verify. 3.100 beta 3 will be out later today.
Original comment by chris.paiano@gmail.com
on 25 Jan 2009 at 10:39
You are correct, it did correct it. Drum fills now rez correctly.
Original comment by azr...@suddenlink.net
on 27 Jan 2009 at 8:01
r867 should resolve any remaining crashes involved with drum fills or Big Rock
Endings and GH themes.
Original comment by chris.paiano@gmail.com
on 28 Jan 2009 at 2:35
Original issue reported on code.google.com by
chris.paiano@gmail.com
on 26 Oct 2008 at 5:13