FFR Community Pack Summer 2012 (Submissions Closed)

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  • hi19hi19
    lol happy
    FFR Simfile Author
    • Oct 2005
    • 12194

    #496
    Re: FFR Community Pack Summer 2012 (Submissions Open)

    Oh **** the deadline is now











    ehhh might send some fixes in later


    Comment

    • ddr_f4n
      FFR Player
      • Sep 2005
      • 3807

      #497
      Re: FFR Community Pack Summer 2012 (Submissions Open)

      I never touched SMO
      Out Now!


      Older Releases:
      Vocaloid: Project Pad Pack 3rd
      Gpop's Pack of Original Pad Simfiles
      東方幻想踊 (Touhou Gensouyou) ~ Illusionary Dance Fantasy & Vocaloid: Project Pad Pack 2nd

      Comment

      • TwistedPhoenix
        Forum User
        • Sep 2011
        • 393

        #498
        Re: FFR Community Pack Summer 2012 (Submissions Open)

        Alright, I think we'll do it on Jousway's simply because he actually has commands on his.
        smo.jousway.co.uk

        And feel free to suggest times; I can do this at any time during the day, but I'm not sure whether or not some of you have things you need to do.

        Comment

        • i love you
          Live a wonderful life~
          FFR Simfile Author
          • Oct 2006
          • 7313

          #499
          Re: FFR Community Pack Summer 2012 (Submissions Open)

          What is SMO
          ===============================
          The idea that RDCP 3 may come out in the future is a fun thought to have~
          ===============================

          Comment

          • Choofers
            FFR Player
            FFR Music Producer
            • Dec 2008
            • 6205

            #500
            Re: FFR Community Pack Summer 2012 (Submissions Open)

            Originally posted by i love you
            What is SMO
            a delicious snack, made with Graham crackers, marshmallows, and chocolate

            Comment

            • TwistedPhoenix
              Forum User
              • Sep 2011
              • 393

              #501
              Re: FFR Community Pack Summer 2012 (Submissions Open)

              Comment

              • dAnceguy117
                new hand moves = dab
                FFR Simfile Author
                • Dec 2002
                • 10097

                #502
                Re: FFR Community Pack Summer 2012 (Submissions Open)

                I enjoy sitting around a campfire and playing SMO

                edit: wowowow ninja'd by buzz lightyear

                Comment

                • xVaLoRx
                  MYFUCKINGSOUND
                  • Nov 2009
                  • 1427

                  #503
                  Re: FFR Community Pack Summer 2012 (Submissions Open)

                  Wow... I just now notice 2 mistakes in my zanzibar green file. D:

                  Comment

                  • baq12
                    FFR Veteran
                    • Jul 2008
                    • 186

                    #504
                    Re: FFR Community Pack Summer 2012 (Submissions Open)

                    Files sent

                    Comment

                    • Gundam-Dude
                      `~`
                      FFR Simfile Author
                      • Oct 2005
                      • 7327

                      #505
                      Re: FFR Community Pack Summer 2012 (Submissions Open)

                      Submissions are closed

                      Only send me file fixes/updates. Final notes will be posted later and I'll have another files in need of gfx list.


                      (Download My Magnum Opus, Solo Kpop Pack!)

                      My Simfiles (4key & 6key)

                      Comment

                      • who_cares973
                        FFR Player
                        • Aug 2006
                        • 15407

                        #506
                        Re: FFR Community Pack Summer 2012 (Submissions Open)

                        i'll be doing second charts for the first epidemic and passage d sometime

                        Comment

                        • bmah
                          shots FIRED
                          Profile Moderator
                          FFR Simfile Author
                          Global Moderator
                          • Oct 2003
                          • 8448

                          #507
                          Re: FFR Community Pack Summer 2012 (Submissions Open)

                          Originally posted by Bynary Fission
                          Here is a tip. If you are using negative bpms, there are two things you need to remember:

                          -The negative bpm should be the same as the bpm it skips to (i.e -200 bpm should skip to 200 bpm), otherwise it will take you to a random place.

                          -When using negative bpms, have it return to the normal positive bpm the number of measures you want to skip. For example, if you place a negative bpm on m10 and have it return to normal on m11, it will skip to m12 (the space between m10 and m11 is your skipped space - Stepmania doesn't recognize it exists and anything put in there is seen but ignored).
                          Ah right. Thanks for the refresher. Since these things haven't been written down in some form of guide, I always have to rediscover how to use negative bpms haha. Of which I have a few more questions, if you could answer them:

                          - What negative bpm does one use? e.g. difference between using -10.000 bpm and -100.00 bpm
                          - When you use consecutive negative bpms for visual tricks, you often need to use stops on each section of negative bpms. How does one determine the length of time for each stop? A trick in one part of a song may require different lengths of stops than another trick.
                          - I tested this already, and I think the answer is a no, but is there any way to be holding on a freeze note during consecutive negative bpms (without causing misses)?

                          If anyone else knows the answer to these questions, please say so!

                          I think once I experiment a bit, I'll write notes down and maybe eventually make a thread.
                          Last edited by bmah; 06-19-2012, 12:32 AM.

                          Comment

                          • ddr_f4n
                            FFR Player
                            • Sep 2005
                            • 3807

                            #508
                            Re: FFR Community Pack Summer 2012 (Submissions Open)

                            Originally posted by bmah
                            Ah right. Thanks for the refresher. Since these things haven't been written down in some form of guide, I always have to rediscover how to use negative bpms haha. Of which I have a few more questions, if you could answer them:

                            - What negative bpm does one use? e.g. difference between using -10.000 bpm and -100.00 bpm
                            - When you use consecutive negative bpms for visual tricks, you often need to use stops on each section of negative bpms. How does one determine the length of time for each stop? A trick in one part of a song may require different lengths of stops than another trick.
                            - I tested this already, and I think the answer is a no, but is there any way to be holding on a freeze note during consecutive negative bpms (without causing misses)?

                            If anyone else knows the answer to these questions, please say so!

                            I think once I experiment a bit, I'll write notes down and maybe eventually make a thread.
                            1) Generally you use the negative version of the original BPM (ie. if the part you want to make a warp is at 200bpm, you make a -200bpm warp, after a whole measure you put it back to 200bpm, and a measure after that is set, you place the notes. It's the easiest way really unless you want to get REALLY technical

                            2) Easy way is to use Stepmania's "convert area to BPM stop". There you'll know how long a stop is based on the length of the area covered on the chart converted into seconds for the stop. Where you put it on the gimmick will determine when the stop will happen (ie. if you put the stop at the negative bpm starting point, it'll do the stop first, then show the warp. If you put it right where it warps to, it'll show the warp first, then give the BPM stop)

                            3) Yes, make it a freeze note for the whole warp (as in, extend the note even through the warp). Unless you want the visual gimmicks to happen while you see the "end" of the hold note, then I dunno, but it IS possible. I've never played with this before though so I dunno
                            Out Now!


                            Older Releases:
                            Vocaloid: Project Pad Pack 3rd
                            Gpop's Pack of Original Pad Simfiles
                            東方幻想踊 (Touhou Gensouyou) ~ Illusionary Dance Fantasy & Vocaloid: Project Pad Pack 2nd

                            Comment

                            • Arntonach
                              Owlbears Rock!
                              • Mar 2012
                              • 2494

                              #509
                              Re: FFR Community Pack Summer 2012 (Submissions Open)

                              Isn't there a 100000000 BPM trick to do some neat stuff? For example, I remember playing a simfile for Weave Detonator that had mines in holds.
                              pack of hard stuffs

                              pack of my stuffs

                              Comment

                              • bmah
                                shots FIRED
                                Profile Moderator
                                FFR Simfile Author
                                Global Moderator
                                • Oct 2003
                                • 8448

                                #510
                                Re: FFR Community Pack Summer 2012 (Submissions Open)

                                Originally posted by ddr_f4n
                                1) Generally you use the negative version of the original BPM (ie. if the part you want to make a warp is at 200bpm, you make a -200bpm warp, after a whole measure you put it back to 200bpm, and a measure after that is set, you place the notes. It's the easiest way really unless you want to get REALLY technical

                                2) Easy way is to use Stepmania's "convert area to BPM stop". There you'll know how long a stop is based on the length of the area covered on the chart converted into seconds for the stop. Where you put it on the gimmick will determine when the stop will happen (ie. if you put the stop at the negative bpm starting point, it'll do the stop first, then show the warp. If you put it right where it warps to, it'll show the warp first, then give the BPM stop)

                                3) Yes, make it a freeze note for the whole warp (as in, extend the note even through the warp). Unless you want the visual gimmicks to happen while you see the "end" of the hold note, then I dunno, but it IS possible. I've never played with this before though so I dunno
                                Tested a few things.

                                1) Alright. I've seen several files though in which a completely different negative bpm is used from the actual song's speed. Have yet to test it, but there must be some sort of function that changes according to the speed of the negative bpm.

                                2) That "convert beats to pause" simply determines the time equivalent of an area you've highlighted. But if the trick requires several steps of negative bpms (e.g. backward movement of mines), I would suppose each step needs to have a fraction of time that'll eventually sum up to the total time taken?
                                e.g. the backward movement of mines lasts one second long. Each negative bpm step moves the set of mines by a 64th note value. There are, say, twenty 64th note partitions within one second. I suppose then that each negative bpm step would require a stop value of 1/20 = 0.05 seconds each?

                                3) A few things I've found out:
                                - If the freeze begins on the negative bpm, then you'll miss unless you repeatedly hit the freeze note (which is gay).
                                - If you start the freeze before the trick begins, but continue that very first freeze the entire length of the trick, then yes it does work. Stipulation: cannot see tail end of freeze during the trick.
                                - If you start the freeze before the trick begins, but use individual freezes at each negative bpm step, you'll apparently hit the freeze fine without an "N.G.", despite the freeze animation fading away at the very end of the trick. Also, this method visually looks messy. As you hit your freeze, the freeze arrow feeds into the arrow receptor, but once it goes through negative bpms, it'll show the freeze past the arrow receptor (as if you didn't hit it).


                                Thanks for the info btw! I think question #2 is the one I need to know about the most however.

                                Comment

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