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Post by Deleted on May 29, 2018 20:55:11 GMT
did not know that rayn. meaning, the phase shift devs would have to create some code to make use of that or it's something that can already be done via EOF to a new PhaseShift chart?
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Post by vandorb12 on May 30, 2018 5:04:43 GMT
wouldnt selling it for money be illegal? Im not entirely sure but i heard that somewhere. Whoah, easy there, killer. Do your research before you post next time, OK? did not know that rayn. meaning, the phase shift devs would have to create some code to make use of that or it's something that can already be done via EOF to a new PhaseShift chart? As far as I'm aware, all that's necessary is code to support this feature, a MIDI standard to be agreed upon, assets to be created, and an asset standard to be agreed upon from the theme community. It's no easy feat, but doable.
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Post by raynebc on May 30, 2018 5:41:56 GMT
A separate ghost note status would probably have to be added, to separate it from the special purposes it's used for in RB3 and Rocksmith authoring.
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Post by siavash on Jun 3, 2018 9:17:51 GMT
Hey, just chiming in to say thank you for the three years that Phase Shift was part of my life before I moved onto Clone Hero. I'm a fervent believer that competition brings out the best products, so if you need any assistance with charting matters, I'd be more than happy to lend a hand. I'm currently organizing and testing charts for Anti Hero: Beach Episode, I was an organizer for Anti Hero 1 (the most popular Clone Hero setlist as of now), and I've released a ton of charts outside of those projects as well. I hope both you and Clone Hero can make something really great happen in the rhythm gaming community.
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vexbane
Yorkshire Terrier
Posts: 67
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Post by vexbane on Jun 3, 2018 22:09:29 GMT
You know. i wanted to donate money. so i guess buying the steam version for me and all of my friends that play it will suffice.
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Post by darkkostas on Jun 6, 2018 11:53:30 GMT
That was a surprise out of nothing to see this going that far. I wonder what was the motivation. I'm really up to that and hope for the best!
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Post by benezia on Jun 6, 2018 20:10:47 GMT
I actually found out about Phase shift about six months ago and I LOVE playing it! I also added some of my band's originals to practice and play There's just one feature missing which i'd like to see implemented if a new version comes out: Some of Rolands e-drums send a CONTROL_CHANGE midi message for HH pedal pressure levels between 0 (unpressed) and 90 (fully pressed) but phase shift parses 90 as 'half pressed' pedal which makes all closed HH notes to miss... I actually had to code a small 'MITM' app for my TD-11 kit to project Roland's range of 0-90 to PS's 0-127 (this is not configurable from the drumset nor the game itself...) I'd love to see an option to specify the range of the pedal CONTROL_CHANGE values (maybe as another option in midi_profiles.ini ?) Thanks!
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Post by Deleted on Jun 6, 2018 20:21:58 GMT
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Post by benezia on Jun 6, 2018 20:51:59 GMT
Wow that was only a month ago! lol But yeah, what David suggested in that thread (exposing the limits of HI_HAT_CTRL_X out into the .ini file) will be the quickest and best fix for this issue. I would apply the following change to my td-11 drumkit: BEFORE: close > 120 > sizzle > 80 > open AFTER: close > 80 > sizzle > 50 > open And it would work perfectly.
You want me to upload the app I created?
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Post by Deleted on Jun 6, 2018 21:43:06 GMT
that's up to you - it may help others.
I've worked around it by mapping yellow to midi notes 26,22,42,44 or HHEdge open, HHEdge close, Bow closed, and foot splash leaving HH Bow open - midi 46 - mapped to blue. obviously i can't perform any type of nuanced shuffle pattern on the HH this way but most rock songs i can handle fine and get a bit of dynamics from the pedal. The opening of Red Barchetta really shows the weakness of the current HH setup IMO - i'm sure there are many other examples but this one stuck out big time.
agree with you and david, this likely needs to be user changeable as I'm not you and I don't play like you and you're not me etc etc etc. it likely needs to be something each player can customize with some sort of sane default ... your suggestion is as sane as anything i could come up with for a generic default.
lets go with that lol.
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Post by benezia on Jun 6, 2018 21:57:02 GMT
Yeah, i'll gladly upload it, I thought I was the only one experiencing this issue since I couldn't find any threads regarding this (three months ago...) It does require to install a software called 'loopmidi' (see www.tobias-erichsen.de/software/loopmidi.html ) in order to create a fake midi device which acts as your e-drum but sends the correct CONTROL_CHANGE values to PS. I also need to make it a bit more customizable since iv'e wrote it especially to my td-11 drumset i'll try to modify and upload it tomorrow. I also wrote a code to scan PS music folder and fix the missing/extra difficulties ranks in the .ini files according to the data located in the .mid files (and also add song length according to .ogg file(s) ) Is that something you think others will want..?
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Post by David on Jun 6, 2018 22:06:34 GMT
I actually found out about Phase shift about six months ago and I LOVE playing it! I also added some of my band's originals to practice and play There's just one feature missing which i'd like to see implemented if a new version comes out: Some of Rolands e-drums send a CONTROL_CHANGE midi message for HH pedal pressure levels between 0 (unpressed) and 90 (fully pressed) but phase shift parses 90 as 'half pressed' pedal which makes all closed HH notes to miss... I actually had to code a small 'MITM' app for my TD-11 kit to project Roland's range of 0-90 to PS's 0-127 (this is not configurable from the drumset nor the game itself...) I'd love to see an option to specify the range of the pedal CONTROL_CHANGE values (maybe as another option in midi_profiles.ini ?) Thanks! It's on my todo list to look into this and I'm sure we can figure something out. I'm focused on the new network code right now but when I get round to this I'll pickup this conversation. Thanks David
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Post by binarygeek119 on Jun 7, 2018 2:56:44 GMT
when you have time david could you make a list for us to see like on trello.com/ to see whats being worked on in realtime maybe just give a link to backers
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Post by David on Jun 7, 2018 8:19:24 GMT
The first post of this thread is being updated. I know it's not great detail but at least it's something.
David
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Post by David on Jun 19, 2018 22:09:30 GMT
As requested, here’s a little more detail into what we’ve been working on the past few weeks. Disclaimer: Everything below is subject to change and may not make it to the final release.Added song database:We now store the whole song library in a database which speeds up load and navigation times. Previously a song library of around 2000 would take over a minute to scan during start-up. Now, (after the game initially builds the database) it takes around 2 seconds. However, you will need to manually rescan to discover any new songs that you might add. Added new score database:Scores are now saved into a single database file which is synced to the Steam Cloud. The ps.dat file in every song folder has now been retired. Finally! Long song load times:Fixed a bug which caused the load times for longer songs to not increase proportionally. Consequently, a typical 30-minute song would take around a minute to load. It now takes around 2 seconds. Fixed performance issues with some laptops:Previously, the game would often be running on integrated graphics. We now force the use of the more powerful graphics card! Improved song menu performance:Navigating large song folders has now been optimized. Utilising the song database, we can now navigate large libraries with ease. Moved MIDI Part Info to song.ini:Before we stored MIDI part information in the ps.dat file. Since it has now been retired we store this information in the song.ini. Online staggered start system:The game calculates ping times between clients and server to stagger the song start of each client. As such, further away clients will be sent the start signal before closer clients. If all goes well all clients regardless of their distance from the server will start at the same time. Steam network features:We’ve moved all our network code over to Steam networking and implemented all expected features including: Friend Invites, Private, Friends and Public server hosting etc… Moved achievements over to Steam:We’ve ripped out our custom achievement system and replaced it with Steam Achievements. We have hooked up about 10 so far and will be adding more soon. Added Song.ini error tolerance:We’ve added some flexibly to the way song.ini values can be notated. Previously, if the song.ini wasn’t perfect it would ignore it. Added online song synchronization:We have made it easier to pick a song the whole party can play. Songs common to all players will now be highlighted allowing the leader to swiftly choose their next song. We still have lots of work to do but we are working hard to get this out as soon as possible. Any questions please let us know. David
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