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Post by canped on Jul 6, 2008 19:34:10 GMT -5
You could use Audacity and mix them together into one song.ogg
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Post by moonflow43 on Jul 6, 2008 20:25:58 GMT -5
You could use Audacity and mix them together into one song.ogg no, i know how to use audacity and cama even posts the song.ogg's with drums mixed into them. but he posts drums separated separately for people who play drums. it's just like guitar, if you don't play, it cuts out :/ what i'm saying is, if i play drums in fof and guitar in gz2, it'd save sooo much space to just use the same songs folder right? idk, maybe i should just learn to live without separate drums in fof
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Post by callisto2002 on Jul 7, 2008 3:34:14 GMT -5
moonflow43Sure, I can add drums.ogg support with the next update.
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Post by moonflow43 on Jul 7, 2008 10:30:41 GMT -5
moonflow43Sure, I can add drums.ogg support with the next update. seriously, thanks. others will definitely appreciate this too, even if they don't know it yet
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Post by canped on Jul 7, 2008 12:24:55 GMT -5
Out of curiosity, then, how difficult would it be to add support for the drum controller from RB? We could play drums with GZ. I wouldn't mind freting them into my charts.
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Post by stranxk on Jul 7, 2008 14:21:03 GMT -5
the only things i want for this game is a note counter! and a "X/Y" (where x = notes hit and y = total notes) in the newspaper. Please Callisto!!!!!!
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Post by sandmanweb on Jul 7, 2008 14:45:40 GMT -5
I agree that notes hits (combo) would be cool to know. Please add an in-game counter and a best combo in the newspaper.
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Post by JD2504 on Jul 7, 2008 18:09:05 GMT -5
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Post by getyourkix on Jul 8, 2008 1:51:27 GMT -5
i would like to see video support for the main menu and setlist
if at all possible
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Post by GZ Guy on Jul 13, 2008 21:30:34 GMT -5
we need to get that 5th strum button so we can use the drum mod at its full ability.
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Post by darthslaw on Jul 15, 2008 19:12:03 GMT -5
To truly get the fullest, Callisto would also need to make the game able to accept multiple strum signals simultaneously without registering as a mis-strum (which is currently what happens). In other words, he'd have to implement a no-strum mode.
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Post by Aram on Jul 25, 2008 2:20:45 GMT -5
Do you think that adding a starpower meter and getting more SP if you whammy long notes would be possbile in the next beta/version?
Also... you can't "stack" more than 2 SP activations, is it possible to change it to 4?
Edit:
hzac said: - Quit/Retry/Practice menu when failing a song - Different "Stars" for when you 100% a song. - "You Rock!" When finishing a song.
Edit2:
I just played a multiplayer game and it doesn't notify you when you are ready to use your SP "Star Power Ready".
Thanks callisto.
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Post by darthslaw on Jul 26, 2008 23:10:06 GMT -5
TwoThree smaller/fine touch requests... Support for player 1 (left) to have one fretboard and player 2 (right) to have another (i.e. maybe call it fretboard2.png or something). Utilization of the PreviewStart/End tags in chart files (if they are present and not both set to 0.00). The value is in seconds (I guess), so PreviewStart=45.00 and PreviewEnd=65.00 should play 0:45-1:05 of the song for the menu preview. Perhaps even add support for these tags in song.ini and song.dat files (@fof people -- is there an existing equivalent tag for song.ini files that could be used?) [edit] Oh, and also increase the speed at which the whammy pulses move down the sustain note tails. Thanks for reading, Callisto
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Post by melonman67 on Jul 27, 2008 8:41:42 GMT -5
This is a lower priority request, but it would be neat to have.
I'd like GZ2 to get some sort of co-op autoplay function implemented (where you play one chart and the other is automatically played for you). I request this solely for showing full expert charts on youtube without having to bother a friend to play.
Of course to prevent score abuse from this, simply remove the score altogether (make it like a practice mode or something).
I post this cause recording 2 vids and properly syncing em up is not fun at all. Even the end product is quite a pain to watch.
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Post by canped on Jul 27, 2008 15:03:14 GMT -5
I've got one- Can you alter the threshold that the song uses to determine a sustained note? At the moment, a 1/16th midi note is sustained in the game (and therefore unhopo-able) but this really shouldn't be the case; this doesn't happen anywhere in GH or FoF because the length of those notes are tiny. Adding the 8th note hopo or using the * event will not fix this. I know I'm the only one who really frets using a MIDI sequencer but it means I have to chart the songs and then re-process them in another software to get them working, which is a bit of a pain and messes up my starpower placement, Is there any way you could change the threshold for sustained notes to 1/8?
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Post by darthslaw on Jul 27, 2008 21:11:00 GMT -5
This is a lower priority request, but it would be neat to have. I'd like GZ2 to get some sort of co-op autoplay function implemented (where you play one chart and the other is automatically played for you). I request this solely for showing full expert charts on youtube without having to bother a friend to play. Of course to prevent score abuse from this, simply remove the score altogether (make it like a practice mode or something). I post this cause recording 2 vids and properly syncing em up is not fun at all. Even the end product is quite a pain to watch. That gave me another idea -- a demo mode. It would probably be a lot of work to get it working completely, but if you decide to pursue this, Callisto, here's what I was thinking: If you stay idle in the main menu too long, the game goes and autoplays a random song. I suppose that at the minimum there should be a boolean in the config file to enable/disable demos. For more flexible control, I also suggest parameters for main menu idle timeout and demo song "root" path (i.e. all songs in this directory and its subdirectories are eligible to be played -- like the random song selector on the setlist). Also, could you make it so that when getting chart file section names all underscores are replaced with spaces and the first letter of each word is capitalized? This is currently how midi file section names are read, and I like it that way Thanks.
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Post by derelict68 on Jul 27, 2008 23:11:23 GMT -5
@darthslaw
When you say autoplays, do you mean that the song would play, the game would play the song without the fretboard but with the current stage, or play the song with the current stage and fretboard with every note being hit?
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Post by JD2504 on Jul 28, 2008 3:00:34 GMT -5
i saw a post talking about whammy and i was wondering are you going to "fix" the whammy effect so it pitch shift the guitar track instead of using the actual effect? (no idea of the name) here is something i found, not sure if it will help... geekswithblogs.net/bitburner/archive/2008/06/22/123061.aspx
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Post by darthslaw on Jul 28, 2008 19:54:57 GMT -5
derelict68I was thinking having it play with the fretboard visible and hitting all the notes. It should probably be watermarked or something though, so that people can't pass it off on YouTube as a FC video. Though, if a Performance Mode ever gets implemented, it could be made to affect any demo modes as well as the real gameplay.
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Post by melonman67 on Jul 29, 2008 13:20:06 GMT -5
Yea DDR/Stepmania has a similar demo function. It has a massive "DEMONSTRATION MODE" flash across the screen while its playing. They even make it seem like a human is playing. Some times the notes are hit kinda late or missed while others are perfect. Kinda neat.
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Post by derelict68 on Jul 30, 2008 2:51:12 GMT -5
[EDIT] Removed request to create new thread
Oh, and I second the issue with the training mode....I tried to narrow down which songs it does it on but there's not much consistency other than they are all custom songs....
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Post by callisto2002 on Jul 30, 2008 8:55:33 GMT -5
derelict68Which issue with the training mode are you talking about?
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Post by derelict68 on Jul 30, 2008 11:40:50 GMT -5
Sorry, I must have spaced and thought I was posting a bug and not a request and thought I was in the same thread. Here is a quote from jd detailing the issue: now that the game is harder and i have to use training to play my hardest songs i noticed that MOST of the custom songs (wich make this important) dont show up any difficulty to select in training so you cant play them but they work perfect in normal mode here is a song with this problem: www.savefile.com/files/1424043if you need any more details please let me know
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Post by 100percent on Aug 6, 2008 19:32:39 GMT -5
Heres a list in witch I'd like to see in GZ2 just giving y'all ideas:
- Note Streaks built onto the score metre or on the top right of your screen - Change in sound when you whammy (more realistic) - The ability to choose fretboards before you play a song due to said amount you have in your folder - An Options menu that allows your to change audio video during a song - A cheats menu with the following: Hyperspeed 1,2,3,4,5 Precision Mode [Hit-boxes are extremely small but not TOO small] Performance Mode No Fail Autoplay Huge Gems Easy Expert [Hit-boxes are extremely huge but not TOO huge]
- a Battle system witch automaticly creates a CPU to play Pro Face Off with ya - Online Play
That is honestly the only things I feel are "missing" from GZ2 but if you don't get them in there its all good. Sorry if I sound a bit demanding.
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Post by Tean on Aug 7, 2008 7:59:42 GMT -5
That got me thinking, I got a few suggestions:
-Support for animated menus.xml. That way mods like the Rock Band mod can have a bit more true-to-game effects -A Loading screen for songs, or at least some text that comes up and says "Loading". With movies or 2D animated 'slideshow' backgrounds you'll wait 10-40 seconds the first time the background loads. Not really necessary, but I had to explain to my friend that it was actually loading, and wasn't locked up. -Support for per-song 2D stages. My thought would be that you have the default stage2D.xml, then you could also have stuff like stageAerosmith.xml (which would point to a different texture folder in the XML), stageFemale.xml (for a female singer), etc. Then in each song's song.ini or .chart:
2DStage = stageAerosmith.xml
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Post by iamdaddy on Aug 7, 2008 9:28:00 GMT -5
Any chance of AA support for those of us with higher end pcs? I can manually do it via 3danalyze but it kills the framerate, it would be nice to see it in game for some extra graphical bossts...
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Decoy
Guitar Hero
BEAT TTFAF 12/2/07 Gamertag = haloxdecoyx
Posts: 101
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Post by Decoy on Aug 9, 2008 20:32:24 GMT -5
i would like the option whether or not to have sp notes spin in the config file so when playing with the rock band mod the sp notes arent spinning it would be awesome if u could do this in one of the next updates callisto thnx
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Post by Triple D on Aug 9, 2008 20:37:38 GMT -5
I would like to be able to use a track event such as a slash or something to disable a HOPO for a note. That would be amazing if you could do that for me, since we already have * events to enable a HOPO.
Also, I'd like to apologize for not being around or updating the FAQ in while, but I'll be able to do it in a few days, I just wanted to mention this request before I forgot it.
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Post by canped on Aug 9, 2008 22:14:58 GMT -5
Don't want hopos? Easy. If its not a .mid, convert it. Open the .mid in a midi sequencer. Process the midi to be twiice as long as it is. Make sure the start times are unchanged. There ya go, no hopos.
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Post by darthslaw on Aug 9, 2008 22:39:25 GMT -5
@triple D The * event toggles the HoPo state of a note, so it can be used to turn off HoPos as well as turn them on. If you want to disable all HoPos for a song, set the HoPo threshold to a large number (e.g. 256). ( How to set HoPo threshold)
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