MFH Mod (FoFiX) 3.0xx (v3.030) (OLD)

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bigode
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Postby bigode » Mon Oct 06, 2008 2:42 am

problem in MFH 3.011
this error continues
The notes are an on top of another

ImageImage

see this picture
Good luck in this new version

:D
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Spikehead777
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Postby Spikehead777 » Mon Oct 06, 2008 6:09 am

Should we expect constant 120 FPS at 2560x1920 screen resolution with all settings maxed in the new patch? =P I'm kidding. XD

Well, with what you're working on, it looks like there won't be as much "jumpiness" when hitting notes.

I noticed something weird happening with the killswitch animations...when you hit a long note and use killswitch, the animation should normally be partially transparent and colored according to the note. When the end of the note comes into the view, the killswitch animation turns almost completely white and opaque. You can see this in the video of the animation I uploaded a few pages back. I hope the animations aren't needlessly rendered multiple times for just one note...
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Death Legion
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Postby Death Legion » Mon Oct 06, 2008 7:23 am

bigode wrote:problem in MFH 3.011
this error continues
The notes are an on top of another

ImageImage

see this picture
Good luck in this new version

:D

*Ahem* Quoting myself...

FOR ALL OF YOU HAVING TROUBLES WITH NOTES

If you're notes while playing aren't like before (e.g. notes overlapping each other, too much espaced, closer than before, etc...), it's because it's a fully fresh install, and these options have been reseted:
(In Fretboard Settings)
Board Speed
Speed Percent

Try playing on the "board speed" style with your old speed percent (100, if you didn't changed it), to find your old notes displaying value...

I personally use Board Speed: BPM & Diff and Speed Percent: 100 because it was the one used since UC Mod, and I'm used to see all notes like this since UC Mod...


Suggestion to MFH:
Copy/paste this in your first post (change whatever you want if you feel it), and change the default options of Board Speed and Speed Percent to BPM & Diff and 100 like I use, because it was always like this since UC, or use the ones which suit the best RB mod since it's the most used here :;):


But you have an excuse, apparently MFH didn't see it neither because he didn't answer (even for telling me he wouldn't add it to the first post :D).
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SmashD
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Postby SmashD » Mon Oct 06, 2008 9:12 am

myfingershurt wrote:...some serious gameplay optimizations...

Looking forward to those, many "calculating x times per frame>precalculate + variable" stuff in there. That should give a huge speed boost if all of them are done before actually start playing the song. Thumbs up!
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Postby coolguy567 » Mon Oct 06, 2008 9:28 am

Anahkiasen wrote:Little suggestion : could it be so that, in career mode, the songs that have already been unlocked and played, display the number of times we played that song like in quickplay. In the actual version, it just displays « Play to Advance » which doesn't even make sense since these songs are already unlocked.

Once you complete a song in career mode, it should change from "Play to advance" to "Played X times". If it doesn't, then that's a bug.

Spoiler:

OzzyOzrock wrote:
Electro Tomato wrote:
Sealclubber wrote:I believe the proper term for these notes are "EPIC NOTES" due to the fact that they are EPIC!!!!


Memes are so funny hahaha I'm splitting with laughter I can't control this laughter at this meme which uses a word incorrectly oh hahaha

:glare:

That was EPIC.

My songs. All made in EOF, beat-synced and note-synced, not very many missed notes.
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kristijan_mkd
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Postby kristijan_mkd » Mon Oct 06, 2008 10:37 am

One question, why i don't have a neck selection screen when i start a song.. I could only pick a neck in the options :S :S
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myfingershurt
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Postby myfingershurt » Mon Oct 06, 2008 10:54 am

Spikehead777 wrote:Should we expect constant 120 FPS at 2560x1920 screen resolution with all settings maxed in the new patch? =P I'm kidding. XD

Well, with what you're working on, it looks like there won't be as much "jumpiness" when hitting notes.

I noticed something weird happening with the killswitch animations...when you hit a long note and use killswitch, the animation should normally be partially transparent and colored according to the note. When the end of the note comes into the view, the killswitch animation turns almost completely white and opaque. You can see this in the video of the animation I uploaded a few pages back. I hope the animations aren't needlessly rendered multiple times for just one note...

Link please. I wasted much time hunting back through pages to find this video you mentioned but could not find it.

Also, the animated killswitch tails are not something I'm familiar with - that was Blazingamer. I still recommend Static killswitch tails for a reason.... there is much more calculation involved with Animated no matter what....


By the way, anyone who's thinking I didn't see a post... I see every single post. I get topic tracker emails. I mark important posts and go back later when I have a chance or feel like it to take care of them. I do not respond to every post, or else I would always be posting and never coding...... I don't answer questions that other players can answer, either. I'm busy, please don't expect direct responses.
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Postby worldrave » Mon Oct 06, 2008 12:05 pm

It's cool MFH, all the contributors know this, that's what's important. Keep doing what your doing. We're just fine. :) Great to hear your optimizing things for the next patch. That should help a lot of those users out there.
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Death Legion
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Postby Death Legion » Mon Oct 06, 2008 12:20 pm

myfingershurt wrote:By the way, anyone who's thinking I didn't see a post... I see every single post. I get topic tracker emails. I mark important posts and go back later when I have a chance or feel like it to take care of them. I do not respond to every post, or else I would always be posting and never coding...... I don't answer questions that other players can answer, either. I'm busy, please don't expect direct responses.

Hey, man, it wasn't reproach :D

I was thinking that you didn't read every post because you preferred to code, that's all ^^

I'm sorry that you've taken ill... :(
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x-driver
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Postby x-driver » Mon Oct 06, 2008 1:12 pm

Hey,
in this post you'll always get my actual German translation for the MFH Mod.
I'll try to keep my template up to date with the latest patch of the MFH Mod.
If you find any wrong translation or you have suggestions for a translation don't hesitate to contact me.
I want to provide a good translation for everyone and that's only possible with your help.

Have fun with this great mod. Now available in your native language :;):

Greetz
x-driver
--

+++ New German translation file v0.44 for MFH Mod v3.017 +++

German translation v0.44 from 2008-10-20


+++ New German translation file v0.43 for MFH Mod v3.005 +++

German translation v0.43 from 2008-10-09

Changes in this version:
- New translation for "Screw up sounds" and "Miss Volume"


+++ New German translation file v0.42 for MFH Mod v3.005 +++

German translation v0.42 from 2008-10-06

First of all sorry that it took so long for this update. I was on vacation and when i came back there was already this topic with 40 pages!!
I hope i didn't miss anything. If you find any wrong translation or you have remarks please contact me.

@MFH could you please update your link on the first page to this post. Thanks.

I hope you enjoy the new version of the amazing MFH Mod a little bit more with my new translation :;):

Greetz
x-driver


+++ New German translation file v0.41 for MFH-Alarian Mod v2.995 +++

German translation v0.41 from 2008-09-18

Changes in this version:
- added some missing strings
- corrected some translations


Hey all,
here comes my new german language file for the actual version of the alarian mod.
I tried to translate everything so that the options explain themselves.
In case of any wrong translation or suggestions please contact me.
I also want to thank BlackJack who helped me a lot!
I hope you enjoy my work.

Greetz
x-driver

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Credits:
x-driver
BlackJack
TypusMensch
Last edited by x-driver on Mon Oct 20, 2008 10:47 am, edited 2 times in total.
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EdisLeado
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Postby EdisLeado » Mon Oct 06, 2008 1:58 pm

How can we change the colours for the note tails in the Rock Band theme specfically? Right now they're far too dark.

I doubt they can get much better unless the theme goes the way of the GH3 theme where the tails have their own seperately coloured PNGs.
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Anahkiasen
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Postby Anahkiasen » Mon Oct 06, 2008 2:18 pm

Well you can still get a brighter neck, or something. :s
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Postby Galaxia » Mon Oct 06, 2008 4:54 pm

Not sure what I did here, but whenever I play in game, the guitar still plays over the song even if I'm not playing anything. How do I fix this?
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death_au
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Postby death_au » Mon Oct 06, 2008 4:55 pm

EdisLeado wrote:How can we change the colours for the note tails in the Rock Band theme specfically? Right now they're far too dark.

I doubt they can get much better unless the theme goes the way of the GH3 theme where the tails have their own seperately coloured PNGs.

You can change the colours of the tails in the theme.ini using the line:

Code: Select all

fretX_color = #{colour}
where X is a number between 0 and 4 (0 being leftmost fret, 4 being rightmost) and {colour} is the hexadecimal colour value.
Here are the default values (I took them from Theme.py)

Code: Select all

fret0_color = #22FF22
fret1_color = #FF2222
fret2_color = #FFFF22
fret3_color = #3333FF
fret4_color = #FF9933
This should probably go in the "ThemeINI Instructions.txt". I was surprised it wasn't there when I looked.


@Galaxia
- Try changing your miss volume


@kristijan_mkd
- This was on purpose so that you didn't have to go through quite as many screens to play and so it didn't have to load all necks every time the game started, greatly reducing load times.
Last edited by death_au on Mon Oct 06, 2008 5:00 pm, edited 1 time in total.
Yamadron
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Postby Yamadron » Mon Oct 06, 2008 5:07 pm

Hello death_au, Could you tell me please. How can I make Star Notes tail is Light Blue SP Color when I use Killswitch as I am getting star power from them ?

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