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Post by raynebc on Dec 14, 2012 7:38:16 GMT
If you put together a list of specific things that need to be omitted from "PART DRUMS", I could probably implement it without too much difficulty.
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Post by David on Dec 14, 2012 9:24:36 GMT
All the Hi-hat Controls and the Rim-shot I think. The rest of the features that are part of the RB standard should be kept.
David
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Post by raynebc on Dec 20, 2012 6:09:33 GMT
"PART REAL_DRUMS_PS" is implemented in the new EOF release candidate.
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Post by David on Dec 20, 2012 8:13:52 GMT
Excellent!
David
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Post by italianstal1ion on Jan 3, 2013 2:32:51 GMT
Just curious about a few things: 1. If you add velocity sensing, are you planning to add it only to REAL_DRUMS_PS or to PART_DRUMS too? 2. What other features are you planning to add now? (Perhaps edge/bow requirements on cymbals? Most electronic drum sets support this and have different sounds when you hit the bow or the edge of the cymbal. Or perhaps silencing cymbals, that is also supported by most MIDI drumsets, though I have no idea how that could be programmed in)
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Post by knapman [FD] on Jan 3, 2013 9:47:19 GMT
I wouldn't say there is a specific plan at the moment, just a couple of things being looked into, it would probably help to compile a list of useful advanced notation options and we'd have to judge them on a case by case basis
Lack of hardware support doesn't rule a feature out as long as it is important, some things will be non scored elements, so you can still see how the song should be played and perform the action if you want but doesn't break the song, and as long as the data is in the chart then there is potential to do something more with it later
We would also need to get some midi signal data on how these features output, muting, edge/bow hits etc
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Post by David on Jan 3, 2013 11:34:50 GMT
We have been talking about this lately and we would like to start getting a standard drawn up for these kinds of features. Even if they are not implemented ingame it would be nice to have people charting correctly so that when we add support peoples charts will just start working.
David
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Post by Alternity on Jan 10, 2015 16:04:55 GMT
I'm using REAPER to chart a real keys part, and there's no channel 0. I was wondering if there was a setting to make it appear, or should I simply use 1 and 2 instead of 0 and 1 (to assign notes to hand)?
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Post by David on Jan 10, 2015 17:54:00 GMT
Use 1 and 2 instead.
Thanks David
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Post by Alternity on Jan 10, 2015 19:10:31 GMT
Thanks for the answer.
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Post by vandorb12 on Feb 14, 2015 3:10:39 GMT
Just checking the checklist due to a recent question brought up by another forum member. Any advancement with drum velocities since they were last mentioned in this tread?
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Post by David on Feb 14, 2015 6:49:36 GMT
Not yet, It's still on my todo list but we haven't been able to decide on good way to represent the velocity changes. Plus right now I don't have a drum-kit to test with so it's kinda hard to work on.
David
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Post by JD2504 on Apr 1, 2015 6:34:27 GMT
I wanted to bring this up since theres no actual standard when it comes to cymbals swells, RB and GH chart them differently and even GH changed it mid-series. So in phase shit they are almost always broken... From chart standpoint: RB swells most of the time are just 2 notes, at the beginning and at the end. GH swells are almost always overcharted probably for animation purposes. In-game: Both games treat swells as a whole thing, like a guitar sustain, you dont need to hit actual notes but just play the cymbal at a constant rate instead. My suggestion to improve this is to make it so in order to maintain swells you have to hit the cymbals at a rate of "8th notes" or faster, otherwise you miss the entire swell. 16th notes would be too fast for songs with high bpm and also there are songs that require you to do one handed swells which would be imposible.(check pic at the end) Now if you wanted to keep the scores consistent, a correctly hit swell should award you the same amount of points as the sum of points from the notes composing the swell in the chart. It would keep the same total scores but with playable swells. As it is right now some GH songs are imposible to FC, look at this: www.dropbox.com/s/if9wy8zci65avvf/swells.jpg?dl=0Its a GH:WoR chart.
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Post by TrojanNemo on Apr 6, 2015 0:30:33 GMT
I don't see it listed on the OP, but it is part of the change log for version v1.18. Does Phase Shift support and properly sort songs when marked with their track number? Is that feature still meant as "track = x" as indicated in the change log?
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Post by David on Apr 6, 2015 6:17:56 GMT
It should do if all is working correctly.
Thanks David
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