Difference between revisions of "Talk:GuitarsOnFire"

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Thank You so much!
 
Thank You so much!
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== Steak ==
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Every time I finish a song, the list of statistics says "Steak." My initial thought was that this was some odd whimsical scoring system. Rather than "amateur" or "professional," perhaps I was being rated as a meat product? It took me the longest time to figure out that this probably meant "Streak." Something to be fixed for the next version? ;D --[[User:IanWatson|IanWatson]] 19:08, 12 July 2009 (UTC)

Revision as of 21:08, 12 July 2009

Guitar Peripheral

Is a wireless rockband guitar compatible with this game?

I don't own those myself (nor any of my friends), but 'jsmaster' did tried the alpha before I released it, and he used a rockband guitar, so I guess so. (and don't forget to sign your post) If some type of guitar does not work, please report so, I've tested with all the guitars I could find. --Daid 21:48, 27 June 2009 (UTC)

How about the nyko frontman wii guitar? it is much cheaper and i hope it could work on this - acyw13 15:06, 03 July 2009(UTC) —Preceding unsigned comment added by Acyw13 (talkcontribs) 22:10, 3 July 2009 (UTC)

I think it would, but I only test it with these guitars:

  • GH3 Guitar [1]
  • GH WT Guitar [2]
  • GH Metallica Guitar [3] (Works 100% the same as a WT guitar)
  • Flying V [4] (These feel a bit cheap, works the same as a GH3 guitar)

Feel free to add to the list if you find out a guitar works. I think every wireless guitar for the Wii should work, but better be sure. --Daid 08:59, 4 July 2009 (UTC)

I can't get a Rock Band guitar to work. The Wii doesn't register it as a controller like it does while playing Rock Band. --BAPACop 07:15, 8 July 2009 (UTC)

Simple rule: If it connects to USB, it won't work. And unless someone with an USB Rock Band guitar figures out how to read it, it will never work. I don't have one, and I don't have enough knowledge about USB to make it work. --Daid 08:58, 8 July 2009 (UTC)

GuitarFun supports PS2 guitars plugged into the Wii GC controller ports using a PS2->GC controller adapter. Are there any plans to add this support to GuitarsOnFire? TechRat 17:26, 9 July 2009 (UTC)

Ah, Guitarfun simply maps GC buttons to ingame buttons, so I copied that mapping for version 0.8. So it might work then. --Daid 21:50, 9 July 2009 (UTC)

Can you use a USB guitar hero guitar/Rock Band Guitar? --[PayneXIII] July 9, 2009 —Preceding unsigned comment added by PayneXIII (talkcontribs) 01:38, 10 July 2009 (UTC)

Look a bit up, I clearly state there that USB guitars won't work. --Daid 10:33, 10 July 2009 (UTC)

Keyboard Adjustment

Sorry, but I don't have one of those guitars so I downloaded the app and could not get past the Player Screen where you select the Guitar and Skill.

I see that the keyboard comes up at Player 5 so could you give 1st player control
to 5th player with keyboard also? Just a comment. RygOn 18:48, 27 June 2009 (UTC)
Right, I was also hoping to find the + mapped to a keyboard key. Zandro 20:15, 27 June 2009 (UTC)
Silly me, I forgot to map any key from the keyboard to the start key. Small patch fixes that, will work in the next version, but great to hear that keyboards do something at least. If you can compile sources yourself, the input_gekko.c file should be easy to patch. Keyboard support was simply a quick extra I didn't pay to much attention to yet. I'll put custom keymapping on my todolist also ;) --Daid 21:48, 27 June 2009 (UTC)
Current keymaps are: F1 to F5 for frets, up/down for strum strumming and right shift for strumming btw --Daid 21:48, 27 June 2009 (UTC)

Mods

Frets on Fire has some already modded versions that make it into very nice looking and playing Rock Band and Guitar Hero clones. Could you port these mods over to your Wii game?

EX: [5]

  • FoF uses Python, and the mods are in python. So making GuitarsOnFire compatible with FoF mods would be too much pain.
  • Those mods use copyrighted materials, we can't just go and copy pictures from games like that.
  • I don't plan on making the menus moddable, but I have plans to make the background stages and guitar neck (or highway as guitarhero calls it) moddable.

--Daid 21:48, 27 June 2009 (UTC)

Okay. And its good to see that they will be customizable. I actually went to check for a graphics directory when I first played it. :P --Kylethedarkn 02:22, 28 June 2009 (UTC)

Yeah, the GFX are embedded in the final dol file. All the examples did this, and I only just found out that I could also load from SD card with slightly different code. And just to make you laugh, here is a picture of the mario stage. --Daid 09:45, 28 June 2009 (UTC)

Well, I have already redone some of the images and stage images. Are you going to start a site for users to post this kind of content? If you are not up to it I would be. --Solarpolitiks 03:28, 11 July 2009 (UTC) —Preceding undated comment added 19:29, 11 July 2009 (UTC).

Cool. The wiki contains an upload facility, as the files shouldn't be that big it wouldn't be a problem to use that. Feel free to make a new section on the main page called "extras" or "mods" or something like that. That keeps all the information at a single page. --Daid 09:34, 12 July 2009 (UTC)

Adding lefty flip

would lefty flip be added in the next version.

Also good job with the game its better than guitarfun.

-Noshow soul 6:10 (central) June 27, 2009

Classic Controller

I haven't had a chance to download and try this yet, but I'm going to copy/paste some feedback I left for GuitarFun: ...how about adding support for the Classic Controller? If you turn it around so that it's facing the screen, it's like a tiny guitar! Your left fingers can cover the buttons (thumb = R shoulder button, index finger = a button, middle finger = x button, ring finger = y button, pinky finger = + button) and you can strum the left analog stick with your right thumb. I suppose the best option would be allowing configurable controls.... But definitely add support for Classic Controller. --Mr. Reaper 01:00, 28 June 2009 (UTC)

Adding classic controls is a piece of cake. Consider it done for the next version. And I don't think you'll be able to play expert songs like that. I'll have to go with your button mapping for now, as I don't own a classic controller. --Daid 09:39, 28 June 2009 (UTC)

Ok, I tested this out, and it works pretty good so far, but it needs two changes: The first note should be on the R button, not the Zr button.... And the strumming is only triggering on a left-right motion of the analogue stick, which is not bad, but it definitely needs to trigger on an up-down motion too.
ClassicControllerAsGuitar.jpg
I took a picture showing how this layout works. I think the Classic Controller will make a pretty good minimal "guitar" for people (like me) who don't have the guitar controller.... even if the controls are a bit cramped. --Mr. Reaper 19:20, 10 July 2009 (UTC)
Nice photo, that helps. I'll change the mapping for the R button. Didn't noticed the classic controller had two R buttons. And I did left and right? damn... then I did it wrong, I wanted to do up/down. The curse of not having that controller myself. --Daid 09:55, 11 July 2009 (UTC)

World Tour Support

I was just wondering if the GH WT guitar controller is supported. I can't check right now since my guitar is @ activision getting repaired. If it isn't supported yet I request it for the next version, and maybe we will even have drum support? But I'm not sure if any libraries have been released with GH drum support... --Danny 11:48, 28 June 2009 (UTC) —Preceding undated comment added 01:50, 28 June 2009 (UTC).

Yes. It supports World Tour guitars. I own one of those myself. I had to patch libwiiuse for it, filled a bug here

The libraries are not yet up to date for drum support, but the information is there, so I could add it. Main problem is I don't have drums to test on. As I find them too expensive. (sponsor me! :P) Also, I didn't encounter any FoF songs with drum support. --Daid 09:39, 28 June 2009 (UTC)

Alright thanks, if anything does happen with the drums I'll be a tester if you want. --Danny 20:51, 28 June 2009 (UTC)

Would it be possible to add support for a drum track, and people could create their own if they wanted to? --BAPACop 07:09, 8 July 2009 (UTC)

Yes it would. But I'm unsure if there is any fork of FretsOnFire with drum support already, I rather not think up something new if people already created drum tracks. This is something for the 1.0 version. --Daid 08:58, 8 July 2009 (UTC)

Ok, found a few tracks with drums support (not just the drums.ogg, but also drums in the midi file) version 0.8 will load then, and you can choose to play them with a guitar. Best I can do for the 0.8 release right now. --Daid 22:39, 8 July 2009 (UTC)

Wii Remote or Gamecube Controller Support

Will it ever be possible to use a Wii Remote or GCN Controller for this game? It looks and sounds good, but I don't have a Guitar Hero Guitar and my USB Keyboard is bad. --Xeladude 11:55, 28 June 2009 (EST) —Preceding unsigned comment added by Xeladude (talkcontribs) 15:44, 28 June 2009 (UTC)

Get a guitar :P seriously. I could add Wiimote support, or NGC support, but it won't live up to the experience like a real plastic fake guitar. Using other controllers then a guitar is not high on my important features list. Keyboard is the next closest thing, but even that is way less fun. --Daid 09:52, 29 June 2009 (UTC)

I can't, I'm low on cash. On the homebrew browser it says I can use my GCN, but that didn't work... --Xeladude 10:25 (EST) —Preceding unsigned comment added by Xeladude (talkcontribs) 14:27, 30 June 2009 (UTC)

Bad points for HBB (also for not including an example song). As the GuitarsOnFire page doesn't show any GCN. The main problem with those controllers is the button mapping. I'll try to add some things, but my primary target is Guitars. --Daid 16:19, 30 June 2009 (UTC)

No Way To Play

Getting the game properly synced is a great advantage for your prog. But I can't really play anything cause when I'm loading the song the strange buzz sound appears which is very loud and you can't play anything (TBH you "can" hear the song itself very silent on the back, but it also sounds strange and echoing. Dunno what to do((( -- Niner 17:30, 28 June 2009 (GMT) —Preceding undated comment added 16:33, 28 June 2009 (UTC).

I had this problem too. It does it when there's a guitar.ogg but no song.ogg. Making a copy of the guitar.ogg and renaming it song.ogg made it work for me. OrangeRight 18:25, 28 June 2009 (UTC)
Simple bug, same thing that causes the bit of noise at the end of a song. Will be fixed in the next version. Thanks for reporting it, as I didn't come around any songs without a song.ogg. --Daid 20:46, 28 June 2009 (UTC)
You are welcome))) So I really don't need to do the stuff with song.ogg creating? Next version won't need that thing? OK. When it'll be released? Niner 6:33, 29 June 2009 (GMT) —Preceding undated comment added 05:37, 29 June 2009 (UTC).
Well, if you want to play songs with the current version you'll have to make sure it has a song.ogg (you could also rename guitar.ogg to song.ogg, as it works fine without a guitar.ogg) And I'll release the next version when it's done, which will be in a week or two, as many irritating bugs where fixed already. I just want to make sure that the api for custom 'stages' is stable, as that will be the major difference between these two versions. --Daid 09:46, 29 June 2009 (UTC)

Sound issue

Recent frets on fire songs now contain a 'drums.ogg' file which are not played in Guitars on fire, so songs are missing the drumming noise. But good job so far on the app. —Preceding unsigned comment added by Kaelonlloyd (talkcontribs) 21:56, 29 June 2009 (UTC)

For now you could probably get away with a manual fix; open up the guitar.ogg and drums.ogg in Audacity (freeware audio program, Google it) and save them as one .ogg file and it should work fine. --Szalkow 01:26, 30 June 2009 (UTC)
It's better to merge the drums with the song.ogg, as the guitar.ogg stops playing when you make a mistake. --Daid 09:00, 30 June 2009 (UTC)
Shouldn't be hard to add this, can you point me in the direction of one of those songs? As the chances are large that they also contain drum notes in the midi file, and I'm pretty sure that I don't read those. (If you cannot post a link here, my email is sneakeye_ [atzel] hotmail) --Daid 09:00, 30 June 2009 (UTC)
http://www.mediafire.com/?la1zqmtzldw - This song contains a Drums.ogg, Rhytem.ogg, Song.ogg, Guitar.ogg for the sound. http://www.fretsonfire.net/forums/viewtopic.php?f=5&t=35745&st=0&sk=t&sd=a&sid=29093d8fbda5a1cb1cbb02338219704c, this link has many momre songs —Preceding unsigned comment added by Kaelonlloyd (talkcontribs) 23:29, 30 June 2009 (UTC)

Lower frets overriding

First off, excellent work on GOF, the timing and mechanics are spot-on and fluid. In my eyes the only problem with the gameplay mechanics at this point is that the game doesn't seem to obey the Guitar Hero/Frets On Fire principle that "pressing lower frets (unless in a chord) does not affect the higher frets". Meaning if the game wants a single red note, and you strum with green and red depressed, GOF doesn't detect it, whereas Guitar Hero would. This is especially noticeable in cascading hammer-ons and pull-offs, which are much harder when you're only allowed to depress one fret button at a time. Is this fixable? --Szalkow 16:21, 1 July 2009 (UTC)

Good news everyone. I already noticed and fixed this for the upcoming version. These kinds of missing features was exactly why I released the alpha version. Just to get feedback on the gameplay. --Daid 08:47, 2 July 2009 (UTC)

Note "tails"

Earlier builds of Frets On Fire also had this issue, but during gameplay any non-sustain notes still have a small tail which serves no purpose and is visually distracting. Is this fixable? --Szalkow 16:23, 1 July 2009 (UTC)

Yes it is, it's on my todo list. Because of the midi file format FoF uses every note needs to have a length, so even non-sustain notes have a length after them. The fix is simply not showing notes with a sustain length shorter then 100ms (in my songs the single notes seem to have a length of 52~53ms). Sustain notes currently also don't give extra score, which is something I'll fix at the same time. --Daid 08:47, 2 July 2009 (UTC)

Navigation

I can't seem to navigate beyond the first screen... I get four options: "Quick Play," two "?" entries, and "Quit." All I can do is use the strum bar to go up and down; there's no way to select any entry. I assume that pressing the green fret or the A button should select, but the GuitarsOnFire page doesn't have a guide for controls, so I don't know what should or shouldn't be working. If it helps, I've got a third-party controller, the "Rock Icon" Guitar.

In any case, this should get you started. More example controls can found elsewhere on the Wiki, such as FCE Ultra GX. Button templates are at Category:Controller Buttons, while keyboard keys are found at Template:{{Keypress}}. --IanWatson 13:31, 2 July 2009 (UTC)

Strange, the green fret should be 'ok' in all menus. Red is 'cancel' in 80% of the cases (not every menu allows cancel in the 0.1a version) I'll add the button mapping to the main page in a sec. --Daid 14:01, 2 July 2009 (UTC)
Oh, and I just figured it out, the reason why it doesn't seem to do anything is because you don't have any songs on your SD card, then it falls back to the main menu without any message. (HBB version doesn't include songs) --Daid 16:11, 2 July 2009 (UTC)
Ah, okay. Makes sense. (: Perhaps a "no songs found" message or popup to avoid confusion would be useful? --IanWatson 20:19, 2 July 2009 (UTC)
I figured the same, so it's already done for the upcoming 0.8 release. --Daid 21:48, 2 July 2009 (UTC)

You're doing a fantastic job, I might finally convert my friend to keen homebrew user with this (he was unimpressed with Guitarfun). The obvious problem is the inability to fail; is this likely to be added in 0.8? Or are you waiting for a 1.0 release? Muzer 22:25, 4 July 2009 (UTC)

It's one of the two things I still have to do for the 0.8 release. (other is configurable keymaps for usb keyboard) I hope to have this released before next friday. It will be a major improvement on the 0.1a release --Daid 23:15, 4 July 2009 (UTC)

Hey it's Kasei again.. I was thinking about something a friend said to me when i showed her this. Is there a way you can make it go down the list of songs by holding DOWN/UP the strum? instead of having to strum over and over again. It's not much a problem for me but it gets more and more annoying as I add more songs. KaseiHonoo 06:56, 9 July 2009 (UTC)

Now that's a good idea. A partial solution is to put the songs in multiple directories (/genre/artist/album/song/ for example) that saves you scrolling and even searching ;) another reason why the 0.1a release was a good idea. I love how much feedback it has generated. --Daid 08:18, 9 July 2009 (UTC)

Help offer

Hey I've trying to figure out how to ask you this but what do you plan on doing graphic wise. I'm more on the programing side of things myself but I'm still trying to learn things that can even be used to make homebrew stuff. Well to get to the point even though I'm not much of an artist I was wondering if I could help you with a few basics graphics like the fail bar and maybe the notes as well? KaseiHonoo 07:42, 7 July 2009 (UTC)

I suggest you wait a bit for the 0.8 release. If you have a good knowledge of C with a bit of C++, then it's possible to work on the 'Core' where the game logic happens. If you are not that knowledgeable in C then it's still possible to contribute. The background stages are done in lua, which is a easy to understand scripting language. Most of the graphics are editable in the 0.8 release, so improvements could be done there. The notes are currently hardcoded 3D objects, so you cannot edit those. The areas where I could use the most help are:

  • 'Simple' stuff, things most people can do:
    • Mario stage. The sprite sheet I found contains many dance moves for Mario, but I don't even use 20% of them.
    • GuitarFun stage. I've tweaked the graphics a bit already, but there is lots of room for improvement here.
    • General GFX tweaks.
  • 'Hard' stuff, things that require experience, or lots of work.
    • Adding touch bar playing. GH WT and GH Metallica allow you to play notes trough the use of the touch bar. This needs to be investigated and 'copied'.
    • Adding whammy/touch bar effects. Needs real time sound processing. I tried to use the effects from gnuitar but that only gave me noise so far.
    • Online options. This first needs to be thought out, what kind of options do we want. And security is important (don't want people to hack wiis trough GuitarsOnFire)

--Daid 09:38, 7 July 2009 (UTC)

Ok so about the general GFX tweaks anything you have in particular? Also is there an easier way to contact you? PS: Are you still on schedule to release .8 before this Friday? KaseiHonoo 23:38, 7 July 2009 (UTC)

The release will happen Friday. The keyboard mapping stuff isn't that hard to add, and it's the only thing left on the ToDo list. As for GFX, just look at stuff you think that need improvements. I think the GuitarFun stage needs the most work right now. I usually connect to the efnet IRC server with the username 'Daid' but I don't always join a channel. --Daid 08:58, 8 July 2009 (UTC)

USB song support

I was wondering if it would be possible for you to make it so that people that play the game, can choose to be able to play songs off a USB/SD drive -- AaronMosh7 20:40, 7 July 2009 (UTC) —Preceding undated comment added 00:49, 8 July 2009 (UTC).

Yes, but when I tried it it didn't work. So I left it out of the 0.1a release. Might had to do something with the libogc version I used, or the USB harddisk. I hope to try this again for the 0.8 release. But I will release without it if I cannot get it to work. --Daid 08:58, 8 July 2009 (UTC)

I tried to get USB working yesterday, but all I got was a crashing Wii or it not reading anything. Not risking crashes I left out USB drive support for 0.8. --Daid 10:33, 10 July 2009 (UTC)

Extra Features

From what I've heard you plan on adding the whammy bar eventually. It sounded like you were trying to get it to change the sound by doing it. I think this might cause a problem as it might make the whammy effects go over to the voices and the rest of the song as well. I suggest you include whammy but simply make it do something to your score. Or if you add something like star power make it raise the bar for it like in the real games. KaseiHonoo 19:07, 9 July 2009 (UTC)

Songs contain a guitar.ogg, that should contain the guitar track, so I only want to apply the effect on that track. --Daid 21:50, 9 July 2009 (UTC)

Most Single Notes are Hammer-Ons

I've noticed that any note not following a chord or a repeated note is always a hammer-on note. Is something wrong with my files or is it the program? —Preceding unsigned comment added by B17bomber (talkcontribs) 07:02, 10 July 2009 (UTC)

The files don't seem to contain information about hammer-on notes. So I added auto-hammer-on generation. It's far from perfect and I am planning to improve it. Currently it sets a note as hammer-on when the previous note ends within 100ms. I found that better then no hammer-ons at all. --Daid 10:33, 10 July 2009 (UTC)

You're saying that all custom song charts on any program can't note something as a hammer-on or pull-off? --B17bomber 18:51, 10 July 2009 (CDT) —Preceding undated comment added 23:52, 10 July 2009 (UTC).

I haven't looked at the most recent version of FretsOnFire, but the version I downloaded about a half year ago didn't support hammer-ons.

Also, my note reading code is based of the Guitarfun code. And that didn't contain anything for hammer-ons. --Daid 09:55, 11 July 2009 (UTC)

I found this

"A refresher: Playing a note and then hammering your finger onto the string will play a different note, allowing you to play notes in rapid succession without strumming. Similarly, playing a note and releasing your finger will change to another note. This functionality inherent in string instruments is built into Guitar Hero and available to you via the incredible RF-Mod, written by Rogue_F of the fretsonfire.net forum community.

  • NOTE: The "HOPO" functionality built into FoF 1.2.451, which was introduced in 1.2.438, is merely a "tapping" implementation. Rather than true HOPO functionality, the developers introduced a feature that simply lets you tap the note to play it rather than strumming as long as the end of the note is close to the next note. This is just wrong and in songs like Sweet Child of Mine results in basically three strums for the entire intro. It's certainly easier, but lacks realism and the challenge that made Guitar Hero so great in the first place."

It sounds like it's the same as what you have, it makes ho/po notes depending on how far away it is.

But you're saying in future versions you could shorten the gap from 100ms to something more realistic? B17bomber 01:08, 12 July 2009 (UTC)

I'll try to make it more realistic, and a configuration option to tweak or disable it. One of my ideas is look at which notes are closest to eachother and use that as distance 'rule'. As I noticed some songs simply put the tails right to the next note when it wants hammer-ons (when it still showed tails for short notes) Maybe I'll also add 'per song' configuration. --Daid 09:38, 12 July 2009 (UTC)

Failing

Hi Daid, I love your new update for Guitars On Fire, the only downside is that you can now fail, I don't like this because I like playing songs on Expert and not having to worry about failing. Could you please put somethig like an options option on the main menu and be able to turn off failing, that would be great. Other than that, awesome jobe, Guitars On Fire is WAAAAAAAAAAAY better than Guitarfun. Keep up the great work! —Preceding unsigned comment added by Chaoboy (talkcontribs) 01:47, 11 July 2009 (UTC)

'Practice mode' I would call it. I'll add it in the next version. If you want to play expert and fail less fast then you could copy the expert notes to the easy track. Easy makes it go slower and fail less fast. --Daid 09:55, 11 July 2009 (UTC)

Thank You so much!

Steak

Every time I finish a song, the list of statistics says "Steak." My initial thought was that this was some odd whimsical scoring system. Rather than "amateur" or "professional," perhaps I was being rated as a meat product? It took me the longest time to figure out that this probably meant "Streak." Something to be fixed for the next version? ;D --IanWatson 19:08, 12 July 2009 (UTC)