Open GoogleCodeExporter opened 9 years ago
I'm pretty sure it is because FoFiX registers the note as hit if the fret(s)
are
held down at the time you pick, but not the other way around.
A fix for this would be if there are no frets held down at the time of
strumming/picking, the game will wait a slight bit (fraction of a second) for
them
to be pressed down.
I don't know if the game already does this or not.
Original comment by mrhappen...@gmail.com
on 2 Aug 2009 at 1:15
Well i don't know but it's quite annoying.
Hope someone could fix that inorder to simulate the perfect GH gameplay.
Original comment by fablac...@gmail.com
on 2 Aug 2009 at 7:46
As MFH replied on the forum, it seems that fofix requires the fret to be pressed
before the strum and not at the same time or even a little after like in GH/RB.
The aim of this issue is to emulate this logic, in order to be closer from the
commercial games.
Original comment by fablac...@gmail.com
on 2 Aug 2009 at 4:47
Original comment by fablac...@gmail.com
on 2 Aug 2009 at 4:49
I also noticed that even in GH or RB neck speed is a lot slower, even in expert.
(same song in RB for example). And hitwindow in HO-POs is also strange... maybe
fofix
is too permissive, while for ordinary notes "standard" it's too easy and "tight"
maybe too difficult. I think that optimizing gameplay should be the main goal of
4.0.0 release.
Original comment by gres...@gmail.com
on 25 Aug 2009 at 9:46
The way GH/RB seem to work is having a different hit window for notes and
HOPOs. In
FoF the equivalent for GH3, would be change note window to standard and HOPOs to
wide. That's what it seems to be. I can't comment on RB or the newer GH releases
though. Neck speed is definitely a lot slower compared to standard FoF, but the
user
can change that if they want to so the point is moot.
Original comment by evilbobt...@gmail.com
on 25 Aug 2009 at 10:52
RB is much more tight than GH3 or WT, but easier than GH1. About GH3 I find it
more
or less like fofix set to normal hitwindow, but ho-pos are more difficult than
fof.
BTW I know I can set neck speed, but using Diff&BPM (as real games) it's too
fast.
It's only a matter of some variable set too high.
Original comment by gres...@gmail.com
on 25 Aug 2009 at 11:44
Well, you can still use the Percent Board Speed to scale the speed back if you
wish.
I like to speed it up ;) but if you want a speed more similar to the games then
80-90% seems good.
Original comment by evilbobt...@gmail.com
on 25 Aug 2009 at 11:59
In fact 80% is nearly the right value. But in this way I lose VBPM and I like
it so
much... :)
Original comment by gres...@gmail.com
on 25 Aug 2009 at 12:02
No, what I mean is you can use the Percent Board speed at the _same time_ as the
Diff&BPM. It simply scales the speed instead of setting it at one value.
Original comment by evilbobt...@gmail.com
on 25 Aug 2009 at 12:26
Ahh.... I've always believed that that value was active only for speed set to
"percentage" and not in addiction to diff&bpm... Thx I'll try!!
Original comment by gres...@gmail.com
on 25 Aug 2009 at 1:01
The percentage is always applied; "Percentage" speed mode is actually
"Percentage-
Only" mode, but there wasn't enough room.
Would "%-Only" be a valid menu string? I never tried it, may make more sense
for the
menus.
However, "Percentage-Only" mode involves fewer calculations in realtime than
any of
the other neck speed modes, especially when set to 100%. Just FYI, in case
absolute
game performance is your main concern.
Original comment by chris.paiano@gmail.com
on 27 Aug 2009 at 1:56
why don't insert info about neck speed, hopo and hit windows in song.ini and/or
in
library.ini to allow set those values as the original games of every songs?
PS:sorry for my bad english.
Original comment by gug...@gmail.com
on 3 Nov 2009 at 10:21
1. Since song type can be determined by looking at the MIDI itself, info in the
song.ini for that stuff would be redundant.
2. Seems like a lot of trouble anyway.
Original comment by MofoMan2...@gmail.com
on 5 Nov 2009 at 7:38
If you take a closer look, FoFiX doesn't handle strummed hopos and GH and RB do.
FoFiX gives a certain number of hopos on a sequence. If you "tap" the hopo, it
will
mark it as a note that has been hit. BUT if you strum after having tapped, it
will
register it as a failed strum (as strumming an empty section).
I hope you understand me, this is very common on my GH80s songs, specially Play
With
Me when hopos are set to "GH2, Most" and hitwindow is Normal.
Original comment by soza...@gmail.com
on 26 Nov 2009 at 9:22
There is another difference between GH series and FoFiX i don't see talk about.
GH always hit a note if you strum (or tap) when the note on screen is between
the
line of frets buttons and the bottom of monitor.
FoFiX hit a note if you strum (or tap) in a time window centered to the exact
time
of a note. For songs with a lot of BPM at expert difficulty i can hit notes a
lot
before the line of frets button and sometimes i hit notes out of screen.
The setting of fretboard speed BPM+Difficult seem the nearest to GH's, but GH
don't
use time windows and at higher difficults FoFiX is easier while at lower
difficult
GH is easier.
PS: I hope you understand what i wrote, i talk a bad english.
Original comment by gug...@gmail.com
on 12 Feb 2010 at 12:34
Original issue reported on code.google.com by
fablac...@gmail.com
on 1 Aug 2009 at 12:29