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Post by JarheadHME on Jan 14, 2016 1:04:49 GMT
If I recall correctly, that type of thing, i.e any chord --> any single note within the hopo range would normally be a hopo. In fact I think GH3 is the only game that does that. But no, just make it so that it doesn't do it to consecutive notes I guess.
I need to learn more about how GH3 processes notes :\ But I'm like one of the only GH3 players on this forums so I'll help as much as I can.
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Post by raynebc on Jan 14, 2016 1:11:53 GMT
If most of the GH games do it that way (a green+red chord cannot hammer onto a green single note), I'm inclined to believe that's more realistic since you can't hammer on a button that's already being held down. I'll go with that logic for now.
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Post by JarheadHME on Jan 14, 2016 2:46:42 GMT
If that were the case, then why would sections like these work without forcing?
Keep in mind, i'm talking only about GH3 here, since that's the only game that actually imports .chart files with forced notes.
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Post by raynebc on Jan 14, 2016 3:19:16 GMT
It wasn't clear from your post what you meant. You're saying most GH games would allow a green+red chord followed by a close green single note would allow the green note to automatically become a hammer on note? In this case, notes can be allowed to become HOPOs automatically as long as they are: 1. Single notes (not chords) and 2. Not the same exact note as the previous note (ie. different gem color)
Is that right?
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Post by JarheadHME on Jan 14, 2016 3:51:57 GMT
What I mean is like, other GH games would treat a green and red chord, followed by a green or red, they would make said green or red a strum normally, but if it were a yellow, blue, or orange, it would be a hopo. GH3 doesn't follow that rule, it will always make a single note following a chord a hopo by default.
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Post by raynebc on Jan 14, 2016 5:13:55 GMT
Well, which behavior should EOF follow? GH3 rules or or the one the other games follows?
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Post by Ačāla on Jan 14, 2016 7:59:32 GMT
Well, which behavior should EOF follow? GH3 rules or or the one the other games follows? The GH3 rule of where every note past a chord (no matter what color it is) is a Ho/Po.
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Post by JarheadHME on Jan 14, 2016 12:29:12 GMT
What he said.
Cause chart files are only used on gh3. If wouldn't really make sense to use a games logic when it never uses those types of files.
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Post by raynebc on Jan 14, 2016 15:17:52 GMT
Unless people are using tools like Feedback to chart for newer games like GHWT, and then importing into EOF as part of their process. I'll go with that logic then.
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Post by raynebc on Jan 15, 2016 2:12:49 GMT
The latest hotfix corrects the HOPO and toggle HOPO handling of Feedback import. Handling of the unofficial tap phrase (N 6 #) is coming soon.
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Post by Ačāla on Jan 15, 2016 16:21:46 GMT
After trying EoF on a chart I have access to, it looks like you've just told it to force all notes close enough to be Ho/Po, and for the remainder of the notes to just... exist. In fact, I don't see a single forced strum note in this whole thing (and there are supposed to be). Symphony Of The Night beta2.chart (31.32 KB)
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Post by raynebc on Jan 15, 2016 18:11:18 GMT
I'm not that familiar with the fine details of Guitar Hero, so I need specifics. If a note is not a forced HOPO, in what circumstances does the game automatically make notes HOPOs? In what exact scenarios should notes be explicitly made a forced strum?
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Post by JarheadHME on Jan 15, 2016 19:35:20 GMT
Like we talked about before, if two notes are (going by what you've decided to use) 3/32nds apart or less, they will be a HO/PO note using the games default engine. If they are further apart than 3/32nds, by default they will be a strum, again, as we talked about previously. Lastly, chords are always strums by default.
Consecutive notes will never be a HO/PO by default.
N 5 # notation in a chart file inverts what they would normally be. This applies to everything. For example, say there is a green note that is followed by blue note that is 1/8th (4/32nds) away. It would, by default, be a strum. But, if in the feedback chart file, there is an N 5 # notated to be played exactly with the blue note, it will invert the note from a strum to a HO/PO. Conversely, if the blue note was 1/16th (2/32nds) away, then it would be, by default, a HO/PO. If this note has an N 5 # notated with it, then it will invert it from being a HO/PO to being a strum.
As explained before, chords are always strums by default, so if a chord has an N 5 # notation paired with it, it will become a HO/PO.
I think I covered everything. I wanted to cover all the bases all over again just to make sure everything was explained. If something is read as though I'm trying to explain it to a dumb person, I'm sorry, sorry, I was just trying to make sure everything was covered.
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Post by raynebc on Jan 15, 2016 19:56:29 GMT
As per the previous findings in this thread, I set it so that a note has to be closer than 3/32 from the previous note (you previously said a 5/64 distance turned a note into a HOPO and 3/32 did not) as well as being different from the previous note (which gem it uses) to automatically become a forced HOPO.
To put it simply, are you confirming that any note or chord that is not turned into a forced HOPO note with the current import logic should explicitly be made a forced strum? Is this to prevent Phase Shift or any particular rhythm game from adding any HOPOs?
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Post by JarheadHME on Jan 15, 2016 20:10:12 GMT
I haven't actually had a chance to test the logic in eof itself yet, but if you added it the way you're describing (and I'm understanding) then yes, and yes
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