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FAQ
Frequently Asked QuestionsGeneralWhere can I find discussions about this game?On the FretsOnFire Fan Forum. More specifically, in the FoFiX Development & Discussion Thread Playing the GameLAG - Recommended SettingsWe recommend the following important settings to minimize lag:
Memory LeaksIMPORTANT - Note on the memory leak and how to handle it: Python version 2.4 (which Frets on Fire 1.2.451 is built on) has an inherent memory leak problem. As you play more songs, this leak will eat more and more of your physical and virtual memory until the game runs unplayably slow. Every so often, it is recommended that you quit the game completely and restart it. This clears all memory used and restarts the game fresh. Update: Windows users have a workaround option to handle the memory leak -- MiniMem can be set to automatically "optimize" memory usage and free leaked memory for FretsOnFire.exe Audio GlitchesProblem: When I play FoFiX, all of the audio has static in it. I get the noise with all audio from the game including songs. FoFiX is the only program for which I have this issue. Solution: Increase the Audio buffer size. Pick one of these two procedures. Through the menus
By editing your fofix.ini fileIncrease the buffersize value located in the audio section. The possible values are: 256, 512, 1024, 2048, 4096, 8192, 16384, 32768, 65536. Animated Stage SelectionUnder "Theme Settings" there is a setting for "Animated Stage" "Normal" is the default, and works like before; the game will look in data\themes\<themename>\stages\ for .png files to display in-game. If you see "None" - this means that no Stages folder was found at all. You will always have a blank stage until you fix this. Any sub-folders in the Stages folder will be selectable here; the game will look in the selected folder for .png files to display in-game. "Random" will only be available if the game detects more than one animated stage subfolder to choose from. It will choose from one of these subfolders each time a song loads randomly, always ignoring the stages\ folder. Normal, non-rotating stage modes still function as normal - and will ignore these animated stages sub-folders. Rotation Delay is the delay between stage images in stages\ (slideshow) Animation Delay is the delay between stage frames in an animsated stage subfolder To summarize: The stages folder is for the standard slideshow stage rotation with a long delay. The animated subfolders are for frames, meant for display with a short delay. You wouldn't want the standard slideshow animating fast, and you wouldn't want a random static background frame from one of the animated subfolders... Backing up / Restoring CareersBackupThe following is a manual procedure for backing up a Frets on Fire career in Windows (assuming you have WinRAR installed):
NOTE: Changing folder names, or relocating this career to a different folder (altering it's absolute folder structure in any way) will require you to perform some extra manual folder manipulation to restore. RestoreThe following is a manual procedure for restoring up a Frets on Fire career in Windows, backed up using the above method (assuming you have WinRAR installed, and that you haven't altered the folder structure leading to this career):
Stage Backgrounds / Stage Modes / Stage RotationStage determination logic / psuedocode: ("End" means, stage background policy has been determined.) Stage mode: Blank takes precedence over everything else - no matter what, you will have a blank background. End. Otherwise: If you are in Practice mode, and there is a practice.png in your themes\(themename)\stages\ folder, then it will be displayed. End. If you are in Practice mode, and there is no practice.png in your themes\(themename)\stages\ folder, then it will force Blank stage mode (Practice mode should have no distractions anyway). End. If you have a song-specific background.png in the current song's folder, and your Song Stages option is On, then it will display the song-specific background.png. End. If no song-specific background.png exists in the current song's folder, or your Song Stages option is Off, (also at this point, you do NOT have Blank Stage mode selected, and you are NOT in practice mode) then: If Stage Rotation is set to anything but Off, the stages will rotate as described by the setting (i.e. Random, BackNForth, In Order). practice.png will be ignored. End. Otherwise: If Stage mode: Default is selected, if themes\(themename)\stages\default.png exists, then default.png will be displayed. End. If the default stage does not exist, Blank stage mode will be forced. End. If Stage mode: Random is selected, A random stage will be selected from the available stages in themes\(themename)\stages\, excluding practice.png. This stage will be displayed. End. The Stage modes (except Blank, which takes precedence) are completely over-ridden by the Rotation setting. When Rotation is off, Stages: Default shows the default stage. Stages: Random shows a random stage. They could be in one setting, I'm just limited in how long the setting names can be. "Stages: Rotate Random" and "Stages: Rotate BackNForth" would probably be well off the screen, for example. Star Scoring"RB" (Rock Band style) scoring
"GH" (Guitar Hero style) scoring
"RB+GH" hybrid scoringEither of the above conditions result in gold stars (high enough avg multiplier OR 100% notes hit) I know the 5.3 avg multiplier is actually unreachable with some songs (with very little or no sustains) but that's the way it's supposed to be, if the real game is any indication. "FoF" scoringBased on accuracy alone. i.e., 95%+ is 5 stars, no matter if you have a 1x avg multiplier (you overstrummed every single one of those notes at least once). Tutorial SongIn order for the Training -> Tutorials menu option to work, you have to have at least one tutorial song in the game's data\tutorials folder. The original FoF Jurgen Tutorial may be downloaded from mediafire at this URL (included with full release 3.021 or later): http://www.mediafire.com/?zm1jjlwxnyr MultiplayerMultiplayer > Party ModeLooks like a single player mode, but if you'll notice there's a countdown (that you can set in the Options menu)... the game switches between 1st and 2nd player controls every 30 seconds (or however long you set) to play a single track in a song. It is the original multi-player mode from a way earlier version. Party mode actually was designed to be for as many players as could switch guitars during a given song. See, the way Party Mode is supposed to work is (if you have more than two players):
... ... until all players have played (if the song is still going at this point), then player 1 just gets in the rotation again and it starts over. The Party Mode timer can be adjusted in the basic options, in case 30 seconds is too long or too short for your particular party. Co-OpThis is probably the mode you're looking for. Recently added to FoFiX, this is the newest and most popular 2-player mode. This closely resembles the 2-player cooperative mode found in the original Guitar Hero console game. Each player gets their own note streak counter and starpower / overdrive meter, but share a single rockmeter, a single rockmeter arrow, a single combined score, and a single combined star score. When one player activates starpower / overdrive, only that player's "increases" to the rockmeter benefit from the starpower / overdrive. At the end of a song, both players' individual scores will be remembered and uploaded to highscore charts as usual (if enabled) - co-op scores currently have no mechanism to be stored or ranked or even categorized for all the different instrument / difficulty combinations. You can play co-op with Jurgen by enabling him and setting him to player 2 only. However, only your individual score will be retained and uploaded (if enabled). Face-OffThis was the first two-player mode, from the old Alarian mod. This mode completely duplicates the first player game window for the second player, complete with separate rock meters and scores. This is considered to be the laggiest mode in the game, as it requires the most resources to operate. Pro Face-OffPro-Face Off is a bit strange, and is tough to keep fair unless both players are playing the same instrument and difficulty. Each note player 1 hits decreases player 2's rock meter, and vice versa (along with the normal increasing / decreasing of each player's rock meter based on notes hit / missed). Eventually one player will "make" the other player fail. You can face Jurgen by enabling him and setting him to player 2 only. Good luck! Practice ModeIf you want to practice a multi-track song with all instruments playing... make a copy of that song's folder, edit the title in the song.ini so you can tell the difference, merge all the .ogg tracks into the song.ogg, and delete all .ogg files except song.ogg. To add practice sections to a song with NO text / section events at all (no solo markers), just add text events or section markers wherever you'd like a practice marker. (GH1-style) If you would like to add practice sections to a song that already has guitar solo markings, and those solo markings are actual section markers (like in Rock Band), you must add more section markers to designate practice sections. Analog Killswitch NotesAnalog killswitch fades volume to the whammy position, scaled to the kill volume. Digital killswitch cuts volume immediately to the kill volume. The way the analog killswitch works is a little different than digital killswitch as far as when you get extra starpower. Instead of having to hold down the digital killswitch to constantly receive starpower, the analog killswitch checks against the last position you were at. As long as you are moving the whammy, you will get points. Hold the whammy in one position and you will only get one "chunk" of starpower before moving it again. If you are using a PS2 guitar through a USB adapter: As long as the PS2 guitar is in analog mode (if this is settable in your adapter control panel) the whammy can be used as the killswitch control. If your guitar is in digital mode, the whammy bar will most likely register as strums. Look in your PS2 - USB adapter manual for instructions how to change to analog. Note Hit Accuracy DisplayUnder "Visual Settings," you can enable a note hit accuracy display by setting the "Accuracy" option as follows:
Browsing Uploaded ScoresTo check Divra's world charts (for us, with starpower), you need to go to this URL: http://www.wembley1967.com/chart/ HO/PO System DetailsHo/Po is short for Hammer On / Pull-off A Note which is marked differently than usual is a Ho/Po-note. This means that the note is tappable and doesn't require a strum/pick. Thanks to Myfingershurt, FoFiX has several options for the Ho/Po- system:
"Chord Pull-Off" - Basic premise: Ho/Po note after a chord
How to report bugs or issuesPlease refer to ReportingBugs. Board Speeds"Percentage" mode directly uses the "Speed Percent" number you set as the board speed with no calculations during gameplay..... In all other cases, the "Speed Percent" number is used as a percentage scaler for the board speed (all other board speed modes involve calculations during gameplay) Neckspeed DetailsNeck speed is calculated like this: example bpm = 150 example speedpercent = 90% (which is 0,9) A lower value on the Neck's speed results in a Faster Neck By BPM: (340-bpm)/speedpercent -> (340-150)/0,9 = 211,1... on all difficulties Board speed by BPM will always be fastest on all difficulties (Also tightest hitwindows) By Difficulty+BPM:
By Difficulty: All Constants are 6 less than in Difficulty+BPM. 220, 250, 280 and 300 Expert: Constant/speedpercent -> 220/0.9 = 244,4... Hard/Medium/Easy: 277,7.../311,1.../333,3... Naturally the Neckspeed and hitwindows will be the slowest (and widest) for Boardspeed by Difficulty. Content CreatorsCreating CareersCoolguy said: Since Hero FoF had the unlock system added to it, we need to make previously released song packs (including but not limited to (I love that phrase): GH1, GH2, GH80's, GH3, GH:A, RB, GH:OT?, PH1, PH2) into song packs that have the correct settings for the unlock system to work. Then we can release these with Hero FoF so people will be able to use the unlock system. Here's the procedure:
[titles] sections = tier1 tier2 tier3 tier4 tier5 tier6 tier7 tier8 bonus [tier1] name = 1. Opening Licks unlock_id = gh2_1 [tier2] name = 2. Amp Warmers unlock_id = gh2_2 ... [bonus] name = Bonus Songs unlock_id = gh2_bonus
NOTE: the highscores no longer affect the carrer unlocking, so quickplaying an unlocked song won't cause issues. Ordering Songs Within CareersV3.000 allows sorting within tiers based on song name (as before). Now, prefixes used for tier song sorting (1. 2. 3. etc.) will be filtered out. Songs will be indented forward slightly from their tiers. This is now the accepted / standard method that should be used for all career packs (song.ini - add 1. 2. 3. 4. 5. etc. to order songs any way you'd like) For an example of this, see the GH1 or GH2 career pack's song.inis. PNG Formatting HelpBlazingamer said: When saving an image for FOF in a .png format there are several things you must follow.
Guitar Solo MarkingsTo add Guitar Solos to a custom song, you can use either of two methods:
Name this section marker "gtr_solo" or "gtr_solo_a" or something like that. You may have several "gtr_solo_xxx" sections in a row for one single solo The very next "Section" marker that does not say "gtr_solo" marks the end of the solo.
Add another regular MIDI text event "solo_off" to mark ending. Please note, if your solo markers contain any of the following words they might be filtered: "Drum" "Hand" "Map" "Organ" "Verse" TranslatorsTranslations with Accent Marks (') or Tildes (~)NOTE: The following does not apply to the updated Spanish, French, French (reform 1990), or German translations - they should work fine by default. Accent marks and tildes cause FoF some confusion if you don't tell it ahead of time how to handle them. Right now, we only have two options (and neither completely handles both)...
add this line in your fretsonfire.ini, under the game section (however, tildes will cause errors - "é" is correctly displayed, "õ" displays an error ("codec can't decode byte (...) invalid data"), and there's a risk it will crash or hang at the loading screen): Encoding = UTF-8 -or-
Encoding = Latin To read the included .CHM (Compiled HtMl) help fileDownload Software Help Explorer Viewer (includes windows version) or DevelopersCompiling the SourceTo set up source files for this mod and compile from scratch: Get the latest and greatest source code from the Source tab. For instructions on where to retrieve and how to install the required source modules so you can compile & build FoFiX yourself, see the RequiredSourceModules wiki. | |