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Post by callisto2002 on Mar 29, 2008 10:56:26 GMT -5
---- Edit: Updated to 5a to fix a bug regarding mod loading. ---- Hi everyone, it's beta time once again. Beta 5 brings quite a few changes, including some very basic changes to the audio system. You can get the new version at: rapidshare.com/files/103342071/GZ_Beta_5a.rarAlso, I want to point out that delirious1980 donated 10 GBP (Great British Pounds) to the project, which was a very fine thing to do - thanks a lot, delirious! Note that most mods won't work with that beta version yet. Please stick to the default mod while modders update their mod to beta 5. Bye, Callisto ----------------------- As usual, here's a list of the changes: 24/03/08 - Beta 5 - Added separate lefty modes for both players in multiplayer (thanks to delirious1980, who actually sponsored that feature!) - Made multiplayer track selection and multiplayer difficulty selection moddable (Note that you can use different texts for each player) - Now allowing to play the 2nd coop track (i.e. bass or rhythm) during training mode - You can now position the individual texts of the highscore window using menus.xml - Many improvements to the coop track selection (i.e. "Bass" or "Rhythm") - Made timing a bit more lenient to allow notes to be hit easier - Improved detection of tracks in midi files - Now using the song section information to play a song's chorus during song preview - Fixed HOPOs not working after sustained notes (thanks fatdog) - Starpower phrases cannot be completed anymore, if they have been started while starpower is active (thanks txf) - Now calculating starpower usage closer to the way GH does it - Updated precision of crowd clapping during starpower - Added experimental version of an audible whammy effect, based on a pitch shift filter. At the moment, this is only implemented for singleplayer and only enabled for songs with multiple tracks. - Added support for analogue whammy input (untested due to lack of working USB adapter) - Ignoring gamepad buttons during input configuration, if they were pressed when the game started. This should fix problems for people whose controller always reports a few buttons as "down". - Changed the way the default background is handled during menu transitions ----------------------- Here are a few pointers to what modders have to do to update their mods: - Increase the ModVersion property to 1.3 - Add support for the new "TrainingTrackScene": <SavedMenuLayout id="TrainingTrackScene"> <Background> <File>TrainingTrackMenuBackground.png</File> <X>center</X> <Y>center</Y> </Background> <Text> <File>Text_TrainingTrack.png</File> <X>center</X> <Y>0.4</Y> </Text> </SavedMenuLayout> - Element "MultiplayerTrackScene" has changed quite a bit. Have a look at the changed element and copy the changes into your mod. - Same for element "MultiplayerDifficultyScene" - Same for element "ResultsScene"
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Post by txf on Mar 29, 2008 11:07:14 GMT -5
OMg, Nice update. Shall download
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Post by Ninjakaj on Mar 29, 2008 11:10:06 GMT -5
yay gz owns !!!
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Post by Ninjakaj on Mar 29, 2008 11:12:27 GMT -5
oh and dos this support old mods? i mean for example the gh3 mod dos this work with it?
hm it crashes when i try run the gh3 mod on it, so i guess it dont?
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Post by callisto2002 on Mar 29, 2008 11:14:31 GMT -5
NinjakajWhat does the sentence "Note that most mods won't work with that beta version yet" tell you?
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Post by bob78h on Mar 29, 2008 11:21:03 GMT -5
Need to update! xD
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Post by arschloch on Mar 29, 2008 11:22:03 GMT -5
I receive the following error message when trying to start a song:
Error while Loading Song: The graphics card does not support mipmap textures. Specifiy 1 for the number of levels. Parameter name: numberLevels
Of course the graphics card does support mipmap texture. It's a Radeon 9000 and all the previous versions did work.
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Post by HEXEN/TRACKER22 on Mar 29, 2008 11:23:07 GMT -5
MofcKr!
- Added separate lefty modes for both players in multiplayer (thanks to delirious1980, who actually sponsored that feature!) - Made multiplayer track selection and multiplayer difficulty selection moddable (Note that you can use different texts for each player) - Now allowing to play the 2nd coop track (i.e. bass or rhythm) during training mode - You can now position the individual texts of the highscore window using menus.xml - Many improvements to the coop track selection (i.e. "Bass" or "Rhythm") - Made timing a bit more lenient to allow notes to be hit easier - Improved detection of tracks in midi files - Now using the song section information to play a song's chorus during song preview - Fixed HOPOs not working after sustained notes (thanks fatdog) - Starpower phrases cannot be completed anymore, if they have been started while starpower is active (thanks txf) - Now calculating starpower usage closer to the way GH does it - Updated precision of crowd clapping during starpower - Added experimental version of an audible whammy effect, based on a pitch shift filter. At the moment, this is only implemented for singleplayer and only enabled for songs with multiple tracks. - Added support for analogue whammy input (untested due to lack of working USB adapter) - Ignoring gamepad buttons during input configuration, if they were pressed when the game started. This should fix problems for people whose controller always reports a few buttons as "down". - Changed the way the default background is handled during menu transitions
THIS IS BIG!!!
THANKS!
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Post by cesarjacobo on Mar 29, 2008 11:24:38 GMT -5
yaaaay, another great update, thanks Callisto
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Post by xorange90x on Mar 29, 2008 11:30:52 GMT -5
nice work, d/lin now. hopefully my dual box pro and ps2 guitar work now!
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Post by txf on Mar 29, 2008 11:31:39 GMT -5
"GuitarStar crashed. Cause: System. Exception: Your Mod(menus.xml) is broken: Unable to find layer 'previous_scores" in menu ResultsScene" Comes up right as I finish a song. You MAY wanna fix that <.<
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Post by s1ntex on Mar 29, 2008 11:37:44 GMT -5
You have installed mods? You must have clean game without mods!
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Post by xorange90x on Mar 29, 2008 11:45:51 GMT -5
You MAY wanna fix that <.< why do i detect hostility?
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Post by txf on Mar 29, 2008 11:55:09 GMT -5
1) No mods... 2) Not hostility, just saying he might wanna fix it<.<..cuz it would be good to be fixed xD I don't have a reason to be Hostile. This game owns. Callisto owns. etc. Just tried it again btw, it it still does it. So I know it wasn't just a 1 time thing.
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Post by Ninjakaj on Mar 29, 2008 12:09:21 GMT -5
lol sorry for that stupid [censored] question I posted earlier
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Post by xorange90x on Mar 29, 2008 12:17:09 GMT -5
okay. i tried a Multiplayer game with my buddy and it crashes after i select a song (in Face Off, Pro Face Off, and Coop). i will attach a pic in a min. k here btw. my guitar and adapter work GREAT now, thanks callisto!
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Post by ozzystrikes on Mar 29, 2008 12:21:43 GMT -5
okay. i tried a Multiplayer game with my buddy and it crashes after i select a song (in Face Off, Pro Face Off, and Coop). i will attach a pic in a min. k here IMAGE btw. my guitar and adapter work GREAT now, thanks callisto! SAME HERE!
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Post by callisto2002 on Mar 29, 2008 12:21:59 GMT -5
txf, xorange90x Your bugs are actually related and have been fixed now. Redownload the file from above. Bye, Callisto
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Post by xorange90x on Mar 29, 2008 13:37:58 GMT -5
downloadin 5a now. thanks for the VERY quick fix!
p.s. im surprised Rapidshare is lettin me download now, cuz i just downloaded BETA 5 like 30 minutes ago and they make u wait 90mins to download again. hmmm. o well!
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Post by callisto2002 on Mar 29, 2008 14:09:00 GMT -5
xorange90xQuick guess: you reset your internet connection in between? If your provider assigns a dynamic IP address to your connection, then you can d/l again without having to wait 90 mins.
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Post by txf on Mar 29, 2008 14:49:17 GMT -5
It also depends on the size of the original file. If you download something small, sometimes you can download another small thing within a short ammount of time without having to wait. Also, thanks for the fast fix. Downloading now
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Post by jgtevo on Mar 29, 2008 15:19:29 GMT -5
GuitarStar has stopped working Description: Stopped working Problem signature: Problem Event Name: APPCRASH Application Name: GuitarStar.exe Application Version: 1.0.0.0 Application Timestamp: 47ee7bd5 Fault Module Name: KERNEL32.dll Fault Module Version: 6.0.6000.16386 Fault Module Timestamp: 4549bd80 Exception Code: e0434f4d Exception Offset: 0001b09e OS Version: 6.0.6000.2.0.0.256.1 Locale ID: 1033 Read our privacy statement: go.microsoft.com/fwlink/?linkid=50163&clcid=0x0409
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Post by jgtevo on Mar 29, 2008 15:19:58 GMT -5
I'm also running Vista, which may or may not be the problem.
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Post by txf on Mar 29, 2008 15:32:50 GMT -5
Well, there's still problems with HoPos. For example. There should be alot more HoPos in Cliffs of Dover from GH3, however alot of HoPos get turned into normal strum notes. Song Link: www.mediafire.com/?a20nc2wygbo
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Post by hulkhaugen on Mar 29, 2008 15:38:00 GMT -5
Well, there's still problems with HoPos. For example. There should be alot more HoPos in Cliffs of Dover from GH3, however alot of HoPos get turned into normal strum notes. Song Link: www.mediafire.com/?a20nc2wygbowell does they appear like hopo's in feedback? is it .mid or .chart? or do you actually got real .mid's without telling me? hmm... i also want that song perfect...
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Post by txf on Mar 29, 2008 15:39:47 GMT -5
um o.o... *checks*..
.chart I haven't checked it in feedback, but it used to be fine xD
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Post by luigi074 on Mar 29, 2008 15:46:47 GMT -5
Nice improvements Callisto, though some bugs from the last beta are still present. I should probably put them in the bug thread, though I'll post them here anyway XD. -Some notes are still made by the program as strum notes when they should be HO/POs, such as in the song Decontrol. The game put strum notes in the middle of the HO/PO scales. -Rock Meter needs a bit of tuning. It's still way too easy to pass songs w/o Star Power. -The game still doesn't like me strumming HO/PO notes in alt strum sections of songs. Probably my skill, probably not XD. - -Nice whammy effects. You don't see those in fan-made games. Now where's the echo effect when you are using star power? XD I'm very impressed here. This has to be one of the best GH clones I've seen. Totally outdoes FoF.
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Post by delirious1980 on Mar 29, 2008 16:07:42 GMT -5
is anyone else having sync issues? I know the config file has changed but I cant seem to get it quite right now. V4 was perfect for that. any help?
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Post by callisto2002 on Mar 29, 2008 16:16:29 GMT -5
jgtevoHave you been able to run previous betas? Open your config.xml and set PitchShiftingEnabled to false and CompatibilityMode to true. See if your situation improves. @delirious TImings may have changed some due to the new audio infrastructure. Basically, the game needs to use more software sounds now to build the advanced audio effects (i.e. whammying). Try changing the "Delay" option in your config.xml until video and audio are in sync again. If it's really bothering you, you can also take the steps I described above for jgtevo. However, you will loose the whammy effect in that case.
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Post by mew905 on Mar 29, 2008 16:29:40 GMT -5
Didn't notice the sync, mind you I can play fine up to 500ms lag. However HOPOs are scarce now. Through the Fire and Flames is now more impossible than ever, as the entire intro to the song is strum notes (100% are strum on hard, afraid to try expert now) Cliffs of dover is also much harder, 80% of the hammerons are now strums. I like the new features of beta 5, but I'll stick to beta 4 u2 for now.
And delirious, I have always had timing issues. Since the first beta and in every newer game (that uses REAL 3D, and no boxy stuff) with VSYNC on I get about a 500ms input lag. Probably my hardware, next to get updated is my CPU, probably to an X2 5600+. I'm runnin a 3800+ now with a GeForce 8800GT so uhh... 800 frames per second shouldnt exactly lag lol. Finally, if that doesnt solve the issue I'm gonna go with PC-6400 DDR2 RAM, instead of the PC-5300 DDR2 I have now. Tons of RAM, so thats not the prob either (3GB).
So, to fix it for now I turn VSYNC off. Horizontal tearing in most games (cept GZ here), and the problem in GZ is menu transitions take longer with higher framerates. Do you have any idea how long it takes 2400 fps to transition the initial loading screen? at 60fps (VSYNC on) its instant, and at 300 (old GeForce 8600GT) it took around 9 seconds. at 2400 frames it takes closer to... about 54 seconds, and each menu in between takes roughly 15 seconds and again the screen going into an actual song is around 54 seconds.
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