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Post by digital on May 27, 2008 7:04:33 GMT -5
I like the idea of a favorites menu too. As for implementation, I was thinking you could hold the orange fret for 2 seconds to mark a song as a favorite. A little star could pop up next to the song and some sort of chime sound should play. You would just tap the orange note to actually go to the favorite menu. What do you think?
On another topic, I'd like the option to change the resolution to something different than the default 800x600. A 1680x1050 option would be awesome.
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Post by Tean on May 27, 2008 10:46:33 GMT -5
Ooh, I like the orange button idea.
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Post by iamsensay on May 27, 2008 14:36:23 GMT -5
txf, so you want to play chipmunk hero? lol
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Post by canped on May 27, 2008 14:41:05 GMT -5
txf, so you want to play chipmunk hero? lol Oh; that's a mod just waiting to happen, isn't it?
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Post by txf on May 27, 2008 18:21:10 GMT -5
txf, so you want to play chipmunk hero? lol Just cuz the song speeds up doesn't mean the sound has to go higher. Look at windows media player. It has a way you speed up a song, without the voice/sound going higher. Everything stays the same, except faster. <.< That's what I want. xD ALTHOOUGGGHH *thinks hard*..
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Post by darthslaw on May 27, 2008 18:34:41 GMT -5
Ever notice how the sound of the song changes when you hit a held note if there's no seperate guitar track? I THINK this is because if the MIDI notes and the track being (even >1 milisecond) slightly out of time. This causes a phenomen called phase cancellation, which happens when two identical soundwaves are played at different times (google it if you wanna know more). We could fix this by making the next BETA support the ability to run on JUST a song.ogg. There'd be no audio drop-out for missed notes but I think it's worth it because this thing is driving me nuts (sound engineers hate phase issues almost as bad as clipping. Dear God do we hate clipping.) The game can already run just a song.ogg (I do it with many of my songs). I think problems can arise when playing co-op (i.e. crashing because the game can't find rhythm track), but it's been a while and I don't remember for sure at the moment. There's also a param in the config.xml (SyncTracksToMS) that dictates how far out of sync the different tracks are allowed to get before GZ2 forces them back. I have mine set to 2 and that works pretty well for me -- I haven't noticed any drops in sound quality at this setting.
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Post by derelict68 on May 28, 2008 0:39:05 GMT -5
[EDIT] Removed to create seperate thread
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Post by iamsensay on May 28, 2008 11:27:49 GMT -5
tsf, as you seem the only one who would want such a feature then perhaps you should edit the song to the speed, tone, pitch etc that you want and then fret it yourself. I doubt callisto will implement this any time soon if at all
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Post by canped on May 28, 2008 15:21:30 GMT -5
If it's a .mid, you could load it into a MIDI sequencer and double the tempo and then double the tempo of the track really easily.
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Post by txf on May 29, 2008 0:44:29 GMT -5
Yes, I realized that, I just didn't want to have to edit a bunch of songs, and waste room in my songs folder, just to play a song a little faster <.< Can't wait till GZ2 is "finished" and we canm "hopefully" get the source code <.<... I been playing FoF and noticed how awesome it would be to have source code for GZ
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Post by JD2504 on May 29, 2008 1:45:11 GMT -5
gz2 still have some bugs, a source code right now would not be good till most of bugs get fixed.... talking about relases lol has been some time since the last beta relase, any "news" callisto? xD i just cant wait to see the new things coming in the next beta hehe
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Post by txf on May 29, 2008 2:10:05 GMT -5
I know a source code now would suck. That's why I said I can't wait till GZ2 is "finished" xD
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Post by iamsensay on May 30, 2008 2:00:02 GMT -5
Callisto, Sorry this is the only place i know to post that you check regularly.....
Me and PCB are working very hard on the wikidot GZ. Just wondered if there were any features you particularly wanted to see implemented? Also, did you get my PM about the Name That Game thread? Thanks a lot!
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eckl
Rocker
Posts: 15
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Post by eckl on May 31, 2008 19:57:19 GMT -5
this shouldn't happen, because when you enter 4x the lights (the kind that i marked) are already all lit dont understand what i mean? let me know and ill give a better explanation! also, i would like to see the hammer-on notes disappear as soon as they are in the middle of the hit-box, not in the start of it. looks like the notes disappears too early when it's like this. an option to toggle gh2/gh3 style hammer-on's would be nice too (you have to press the hammer-on but exactly then the note comes, if you hold it before it's near you will miss it) and maybe you could just grab the whammy sound bending dll from guitar zero 1? it has way better whammy sound than gz2 imo... well i understand if it wont work but maybe the source for that dll is out somewhere or something?
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Post by melonman67 on Jun 6, 2008 19:06:38 GMT -5
also, i would like to see the hammer-on notes disappear as soon as they are in the middle of the hit-box, not in the start of it. looks like the notes disappears too early when it's like this. This is really noticeable when you have a song that has a chord then a hammer on of the higher note (like RY then Y, La Grange has this). Anyways, I think this issue goes hand in hand with people having problems with strumming HOPOs. If someone hammers on a fraction of a second before they strum (expecting to strum the hammer on), the hammer on gets registered along with an extra strum of the same note. In the cases of songs like Miserlou, this leads to people strumming one note ahead. It seems that the HOPOs disappear as soon as they enter the timing window (as eckl said). If held down of course.
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Post by mightywarrior on Jun 6, 2008 21:20:39 GMT -5
so where can i get it?
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Post by darthslaw on Jun 6, 2008 22:07:50 GMT -5
The game? Why in the Download section of course.
Be sure to install all the required packages and software too... there should be a stickied thread with that info in it.
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Post by PabloZ on Jun 7, 2008 14:50:40 GMT -5
i was gonna say that the fretboard should go a little down or the ''starpower ready'' a little higher cuz when it appears blocks the sight of the notes and thats not good... i have missed a lot of notes because of that
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Post by derelict68 on Jun 9, 2008 2:58:04 GMT -5
[EDIT] Removed to create seperate thread.
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Post by ase69s on Jun 13, 2008 6:29:44 GMT -5
A pair of suggestions: -Catch errors when loading songs and show a message like this: Song x failed to load or is corrupt (plus the forder/ path so the user can delete it) Or directly 3 buttons like: ok, delete this song , exit You can see for example the stepmania song loading (When you have a lot of new songs installed its very dificult to find a corrupt one that makes the game crash at start) -Catch errors too when u positionate in song in the songlist and it is corrupt, giving the path to delete it or giving the option of deleting it from the game directly -In the song selection screen give an option to delete a song (this way is easier to maintain the songs you like and clean the ones you doesnt) -The wammy bar sound effect more like gh3 (I know the keyboad keys doesnt have analog input but you could put an option to use the mouse wheel...then people can use this with glovepie and...) -Star power meter -Some songs i havent played yet have a times played count of 1 or more -Some option to filter the songlist - a paged view of the songlist Keep with the good work
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Post by txf on Jun 13, 2008 9:44:16 GMT -5
lol
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Post by derelict68 on Jun 13, 2008 10:23:01 GMT -5
lol, indeed.
However, it is possible for an exe to give a return value using windows api, not sure how easy it is for Callisto to do API calls or whatnot, but you can use "ExitProcess"
Private Declare Sub ExitProcess Lib "kernel32" (ByVal uExitCode As Long)
but if he can pass the song name, or a number, or something designating which song had an issue, I could write it into my mod switcher to look at the return value and provide options or at least an elegant way to end the program. *shrug* Obviously this would all be handled from within the game eventually, but you know, quick patches for now and elegant fixes for later.
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Post by moonflow43 on Jun 13, 2008 10:38:43 GMT -5
-In the song selection screen give an option to delete a song (this way is easier to maintain the songs you like and clean the ones you doesnt) now this ^^ is a good idea. it's waaaay easier to just delete a crappy made song right after just playing it than to try and remember the next time you look in your songs folder. and for "safety" reasons, you could just move it to a folder called "trash" or something and then we can delete it manually when we have the time. i give this idea a A++
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Post by iamsensay on Jun 13, 2008 10:40:29 GMT -5
wow thats a really clever idea ase i think that would be awesome....
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Post by ase69s on Jun 15, 2008 7:31:11 GMT -5
well after downloading a bunch of songs and starting to play them i ended creating a list in the mediaplayer to clean a lot of them because there was a lot of crap indeed... about the songs that causes crashes its simply a try{} catch{} in the loop that load the songs and a dialog to deal with them...it could be implemented in 5 minutes in the game source...otherwise if u download a big pack and someone give problems you have to guess by copying them in groups or so Another suggerences: In the songs that doesnt have starpower implemented add a random one by the game. Later it could be made smarter so it is added in the peak parts of the songs. Starpower for everybody! Add views to the songlist like: new, never played, frequently played, never completed, stars score (1-5), favorites (player marked) Two view modes of the game normal and expertise, this way options like deleting songs, renaming song/interpeter, songlist views/filters and so stay hidden to people that prefer to see the game more like GH3 or simpler I imagine a songlist search or text filtering cant be implemented in a mod, it has to be in game source, doesnt it? PD: I saw at the start of this post a compiled list of request in order to not repeat them but i saw it was a little outdated, it would be great to have a list of uptodate requests and a vote count next to each one like : "request #. 5 Positives, 2 Negatives" or something like that
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Post by txf on Jun 16, 2008 10:58:15 GMT -5
I dunno if this has been requested yet. But I was wondering... Is it possible to have priority for .charts?. From what I heard, if you have a .mid and a .chart in the same folder, it'll use the mid. Thing is, I use the same folder for my GZ and FoF songs(so I dont gotta have 2 copies of every song)... And I want to have the Gh3 charts, while having the notes.mid still usable. Thx
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Post by stranxk on Jun 16, 2008 13:14:36 GMT -5
a tag in the stage2d.xml "<SavedTrigger xsi:type="StarpowerOnTrigger">" that will play an animation when the starpower is activated and ends when the starpowers desapears you can use this for that trigger: <SavedTrigger xsi:type="StarpowerOnTrigger"> <action xsi:type="PlayAnimation"> <animation actor="falmes" priority="1"> <file>Stage2D\flames.png</file> <x>x</x> <y>y</y> <looping>false</looping> <files>1</files> <imagesX>7</imagesX> <layer>1</layer> <speed>1</speed> <unit>Beats</unit> </animation> </action> </SavedTrigger>
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Post by Tean on Jun 16, 2008 15:39:29 GMT -5
@ Callisto - Not really a request, but more of a question -- how do you want to handle the star power meter? My own thinking leads to something like this:
-PNG - side-by-side frames (like other animated images) -Approx 22 frames: 1 for empty, 1 for full, and 20 inbetween. This could be used in both gaining and draining star power.
The general idea of that is that not only would it work for the packaged version of the game, but would also be modular for... well, mods. If that sounds like a plan then I might be able to draw something up.
---------------------------------------------------------------------------
A couple other quick things as well:
-I'm sortof confused on the 2D/3D notes, but are "2 1/2D" notes now supported? (I.E. a simple 3D plane with a 2D texture tacked on). If so, awesome. If that's going to be an issue then my next question is two fold: At what rate do the star notes turn, and does .x/.fbx allow for keyframe animation? If that's the case then Rock Band Overdrive notes can have a keyframe animation rotating the notes in the opposite direction at the same speed, essentially nullifying the spin.
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Post by meforero on Jun 20, 2008 18:14:03 GMT -5
Before very very very thank you, it's my life game, play my favorite song again,again,again again.
I suggest that the image of stage2D are painting to stretch for view at resolution of game, example if the stages images in stage2d folder are 600x400 and resolution of my game gz is 800x600, that the the all images paint complete all screen (actuality, it view crop).
Thank you
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Post by stranxk on Jun 20, 2008 18:21:06 GMT -5
Before very very very thank you, it's my life game, play my favorite song again,again,again again. I suggest that the image of stage2D are painting to stretch for view at resolution of game, example if the stages images in stage2d folder are 600x400 and resolution of my game gz is 800x600, that the the all images paint complete all screen (actuality, it view crop). Thank you specify the resolution of the images in the stage2d.xml if the resolution in the stage2d.xml is smaller than the one in the config.xml the stage2d will be scaled up. if the resolution in the stage2d.xml is bigger than the one in the config.xml the stage2d will be scaled down.
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