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Post by raynebc on Apr 12, 2012 17:22:09 GMT
Done.
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Post by David on Apr 12, 2012 18:05:21 GMT
Excellent! I notice one thing with this chemical romance song bluzer sent me. At 3:32 there is a drum swell that is just showing as the 1st note. I understand that the RB system will work slightly different but would there be a way to convert this to a RB swell which I guess would require you duplicating the first notes throughout the swell section anld with placing a swell phrase.
I've updated my 5 Lane support and now 5 lane songs will play nicely using a Real kit.
Thanks David
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Post by raynebc on Apr 12, 2012 18:21:34 GMT
Looking at the video and the chart, I see that it's charted as a long drum chord (the native chart file defines its duration as 1058ms, whereas all other drum notes in the chart are 55ms or shorter). I could easily slap a "special drum roll" phrase (what RB3 uses to denote drum/cymbal swells) over that part of the chart, but the problem is that the GH chart doesn't define the additional gems within the phrase in the way that RB3 does. The way I understand these phrases to work, the player can overhit as much as he/she wants as long as any gems within the phrase are hit correctly. Since there are no gems within the phrase, the user can just freestyle on those lanes. Is that how Phase Shift would handle an empty special drum roll phrase? If so, then I can go ahead and have EOF insert such phrases for "long" drum notes (ie. ones >= 100ms or so).
If it works nicely in Phase Shift, I'm less worried about how it works in Rock Band without having whoever is converting the chart make corrections. I'd prefer to not have EOF alter the chart more than necessary, such as by inserting drum gems that weren't in the original imported file.
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Post by David on Apr 12, 2012 18:48:00 GMT
Yea, bascally PS just treats them as overhit sections so it would be fine to just leave them empty. However, I think in GH it requires you to keep hitting them at a reasonable speed to keep your combo going. But I guess that isn't a huge issue but it might be good to have a way of differentiating it from a RB one if you are not going to be generating the extra notes within the phrase. But maybe I could write some code to check if there are any notes within the section. If not then I could change How they are handled.
David
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Post by raynebc on Apr 12, 2012 19:39:01 GMT
I don't know if it's worth creating a new phrase type over, but I can see how it might be convenient for authors to be able to create empty drum rolls and have Phase Shift apply logic for how fast the inside of the phrase must be hit (if at all). I'll add the empty phrase for now (keeping it closer to the original chart) and we can see where it needs to go from there.
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Post by David on Apr 12, 2012 20:21:35 GMT
That sounds fine.
David
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Post by Bluzer on Apr 12, 2012 22:39:43 GMT
You dudes are awesome! Its great you have agreed upon a fix for the problem. Now we can move on, one step closer to having proper GH charts for PS. Hopefully someone takes the hint @ fofff.net and tries to update FoFiX for the new midis/gameplay/audio separation. Thanks dudes.
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Post by asskickulater on Apr 12, 2012 23:15:44 GMT
You dudes are awesome! Its great you have agreed upon a fix for the problem. Now we can move on, one step closer to having proper GH charts for PS. Hopefully someone takes the hint @ fofff.net and tries to update FoFiX for the new midis/gameplay/audio separation. Thanks dudes. that would honestly blow my mind...
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Post by raynebc on Apr 12, 2012 23:39:21 GMT
And mine. My understanding is that none of the current developers understand the MIDI parsing logic, so I have to wonder how complicated of a change they'd be able to make. I should have the next EOF beta (with these latest GH import improvements) out hopefully by this weekend. I was going to try to finish a feature where EOF could load up unsupported MIDI tracks and write them to MIDI when the chart is saved (ie. allowing you to retain a pro keys track or harmony tracks in the project even though EOF doesn't support them yet), but it might not be done within the next couple of days.
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Post by David on Apr 13, 2012 16:23:10 GMT
Another thing to think about is how to handle the GH Velocity Notes.
Does anyone know if these are only used when indicating Open HiHat or is it also used for higher velocity hits in general?
If they are only for the yellow lane and do only seem represent open Hihats then It might be good to just mark them as Open HiHats using the current sysex system. If they are used in other situations then implementing a velocity system might be the best bet.
It seems they are just for velocity so maybe we can just use the MIDI note velocity to store this data.
Thanks David
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Post by raynebc on Apr 13, 2012 17:03:18 GMT
Does anybody know anymore about the velocity and how they might be denoted in GH files?
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Post by David on Apr 13, 2012 17:28:59 GMT
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Post by David on Apr 13, 2012 18:09:02 GMT
Regarding the velocities, we need to have some kind of standard on the velocity levels to work with.
We could go with something like this:
1-31 - Soft 32-63 - Medium 64-96 - Hard 96-127 - Very Hard
We could use Medium and Hard for the Normal and Accented GH notes.
David
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Post by raynebc on Apr 13, 2012 18:31:23 GMT
Is the accent bitmask supposed to determine whether gems are supposed to be hit strongly, or if they're supposed to be hit softly instead? Supposedly there are "armored" drum notes that require a strong hit: guitarhero.wikia.com/wiki/Guitar_Hero_World_Tour#Drum_KitAnd ghost notes that may not require a certain hit strength, but display differently: guitarhero.wikia.com/wiki/Drums#Ghost_NotesPerhaps vandorb12 or Bluzer know more about it? Once we get this all figured out, it should be no problem to add functionality in EOF to determine the target hit strength for notes. CTRL+1,..., CTRL+4 could probably be used to easily set these while authoring drums.
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Post by David on Apr 13, 2012 18:43:05 GMT
Sounds Good.
David
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