13188. prednisonemr (226.15.150.178.triolan.net) –
18 Feb 2016 21:00:32
[ Quake 3 Done! ]
Hiya be friends. 2+0+1+6 |
|
thks it fixed it rendering now |
|
I may have forgotten to include "controller.png" and "controllerdown.png" with the binary distribution; that failing on that line means it wasn't able to load some graphic.. You can download them from subversion (click the source link on the home page) and put them in the directory with scopefun.exe. Note that scopefun is the least user-friendly of the apps, since I was just using it on a one-off basis to make some of the movies! |
|
Sorry for the wrong name... ! |
|
Hi Tom, unfortunately I've had to get a new MacBook, but Escape is still not working under El Capitain... :-( I hope you'll be able to fix it soon! |
|
This is what I get from scope fun before it crashes
WinMain.
Loaded ddraw...
Get command line...
Parse command line...
Init SDL
SDL initialized OK.
With no command line argument, assuming movie name
smb-playfun-futures-progress.fm2
.. from config file.
scopefun.cc:49. Check failed: stb_rgba
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information. |
|
How do I set up scopefun? |
|
13180. Harry (c-24-20-218-48.hsd1.or.comcast.net) –
08 Feb 2016 17:33:52
[ Theme from Zürich ]
Thanks Tom
- In by last day of the month (Buzzer Beater!)
- NES Emulator thread safe pain (Alley Oop!)
- Theme from Zurich (Slam Dunk!)
- Woodworking "Console" (Swish! ... [miss] ;)
- Reassurance your weblog will still be going in 12 years (Bonus!)
That's only 144 entries away! |
|
If you want to write custom objective functions, put them in "mario.objectives" (if the game in config is "mario"). Each line has the floating point weight followed by the decimal memory offsets (0-2047) in descending importance. |
|
I think I'm getting this thing. So how do I, (without compiling anything) teach it a text based goal? The readme speaks of a "tasbot" thing but there is no tasbot.exe in the folder |
|
Here you go: http://spacebar.org/songs-nonfree/ Not sure anything in there is good except for the two I played at the show.
For drums, I mapped some drum samples (from a SID emulator?) to the standard channel 10 midi mapping, but only really for the drums that I tend to use. There are terrible volume problems and so on. Works better if you compose the drum track for t7eshero specifically. I also did something for live drums where you could select the patch set, but I don't remember.
I think I only use velocity of NOTE_ON to control the volume. |
|
One more quick question: does MIDI track volume control in-game track volume, or does only velocity work for that?
Also I'm really tempted to bombard you with feature requests but I know I should just learn ML and implement them myself! Argh! |
|
Rock'n'roll is very serious business and requires complete stillness at all times. (Alternately I may not have configured the tilt thingy properly.)
I think you're pretty close to implementing the time division stuff properly actually. The time division (aka PPQN, parts per quarter note) is the number of ticks per quarter note, which you seem to be reading & interpreting correctly in genscore when figuring out measure lengths. If we want to correctly calculate ms per tick, we know tick/beat and tempo is just beat/min so it's just a matter of math to get there. For example: my song is at 127bpm. 127 beat/min * 120 tick/beat = 15240 tick/min, 1/15240 min/tick * 60000 ms/min = ~4 ms/tick. Setting my song to 4 in songs.hero sounds pretty damn close to me. (I think most programs use microsecond, or maybe sample, accuracy for doing this kind of thing.) Possible you might have to multiply or divide by 2 if the timesig is in terms of 8th notes, but my instinct is telling me that's not necessary - I think when most DAWs say "beats per minute" they really mean "quarter notes per minute" regardless of time signature.
As far as how the drum sounds are mapped to MIDI notes, is it just General MIDI-style?
Thanks, I'll take a look at sound.c. My song has a lot of doubled parts since the arrangement wasn't intended to be played like this so it could use some cleanup too. I also had some issues with some notes missing from the score but I haven't messed with the watermark option yet, so I'm wondering if that might be the issue.
I wouldn't mind if you slipped me some nonfree songs one way or another :P Also I was definitely planning on doing some Ludum Dare soundtrack songs, that's at the top of the list! |
|
Nice! :) No accelerometer though??
Yeah, I actually don't do tempo changes in my music very much, I think I just got found the time division stuff very confusing and gave up on it. I'd like to support it, though. |5| is the tick multiplier, yes, and -1 and -1 are, I think "how much I like the song" and "how hard it is"? Not used anywhere, though.
Looks like "R" is RHODES (appears to be unimplemented) and D is drums (should work, though no promises it will sound good).
There is indeed a limit to the number of mix channels internally. You can probably just increase NMIX in sound.c and it will just work, though if it's large enough it'll start missing the sample deadlines (you'll hear it).
Some day I will put out a proper version of this game and will include some nonfree songs (e.g. the covers I did for that show), so if you make any songs that play particularly well, please contribute them. :) I vote "Spacious MiniMars" |
|
No worries! As far as less-documented open source projects go, this one was relatively straightforward :P (aside from the usual windows terminal stuff, which is always awful regardless)
In other news.... victory is mine!!! http://i.imgur.com/BZFhMJ5.png
120 PPQN worked just fine and got me to a reasonable tempo.
So are the |5|-1|-1| etc lines in songs.hero for the tick multiplier? What with all your timesig changes I'm a bit surprised you don't support tempo changes too :P
I did manage to figure out the + notation for tracks - that one was actually documented! :D Looks like there are undocumented R and D track types available too, what are those?
Also, is there a limit to how many tracks/voices the internal synth can do? I think some stuff was missing in playback but the song I was trying to use is pretty dense note-wise.
The MIDI exception is just "raise MIDI "unknown status byte"" at line ~328 of midi.sml, looks like it's in a big switch statement that handles the major types of MIDI events. |
|
Wow, sorry you had to go through all this; it's annoying even for me to try to compile it so I can only imagine!
The tempo problem is something that happened to me when trying to output songs for this last round, too. I think that there is a time division (maybe this is the same as ppqn) somewhere in the file that I am not handling properly in t7eshero. I think that I was able to get Sonar to make files it could use by changing the time division to 120. I'm not sure I ever even implemented tempo in t7eshero, rather, I translate midi ticks straight to an integer number of milliseconds. There's an int in songs.hero that sets this. You may just be able to turn up/down the tempo there.
BTW, in case it's not clear, you need to set track names like "+W" (saw) "+Q" (square) and so on in order to assign instruments; MIDI instruments are ignored. For genscore, you give it the set of tracks that it should generate the guitar tablature from. Most of the time I manually curate which tracks are active at a given time to get a playable score. Good luck! :)
What is the exception that midi.sml raises? I implemented this against some old documentation (I believe the "Sound Blaster Book") in college, so I'm sure it's not complete!! |
|
Almost there! (sorry for the spam but the process of figuring this out is really fun for some reason!) Had to figure out a weird MIDI workflow since Ableton Live apparently can't export full MIDI files (?!) but I made a proper MIDI of one of my songs and after some cleanup got it to play. The tempo is totally wrong though... reminds me of ages-old issues I used to have with midimml. In MIDI is the tempo supposed to be an event on the control (0th) track? I assume it's relative to the PPQN/resolution somehow... I'm exporting with default PPQN of 480 but I'm not sure if I have any other options in my DAW re: tempo in an exported MIDI. I've been combing through the genscore & sml-lib midi source a bit but since I'm not too familiar with Standard ML I haven't made a whole lot of progress yet.
Side note: midi.sml doesn't recognize aftertouch as a valid MIDI event/status byte so I had to scrub my file of all such data. IMO it should just spit out a warning & continue for known-to-MIDI-spec-but-unsupported events rather than bailing with an exception. |
|
Holy crap I got it to work!! Turns out the plain old mlton binary works fine from make if you're in mlton's msys terminal. Some other notes:
- Had to edit the makefile a bunch to specify some binary (mlton & gcc) and include & lib paths (SDL)
-- Also had to reinstall mlton to a different path, since I initially installed it in the usual program files dir like a normal human being, and make/gcc apparently cannot deal with spaces in -I paths even if escaped or quoted. Sigh.
- mingw.txt is a massive red herring, HACKING is king.
-- Accordingly latency seemed fine without explicitly setting directsound support
- Secret dependencies! sdlml & sml-lib
-- I got really confused when trying to get my SDL paths working. Went down some serious rabbit holes thinking I had to put stuff in /usr/local, also I tried to get sdlml to build on its own without realizing that the t7eshero makefile basically does it itself
- Got confused again with how the input config menu only pays attention to whatever was used first in the main menu. Honestly I think it should accept input from any device.
Anyway it was only an hour or two, so not too bad considering the horrific state of building anything in the terminal on Windows. Now to try and hack some of my songs into it! |
|
Wow, I'm designing some fonts and was looking for a tool JUST like yours and just when I thought it was a godsend that could save me time and energy after stumbling on your page, I read this gestapo crap. Unbelievable!
This is the simplest of matters ever! These our OUR fonts, we are not violating anyone's copyright. "Embed" is a font developer's tool just like any other. It is no different in its ability to change font embeddability flags than ANY other normal font creating programs, where someone has the ability to set the flag!
In short: this guy from Agfa might as well sue every single font designing program, such as Fontographer, because they too allow you to manipulate embeddability flags of your OWN font, to which you OWN copyrights, before releasing them to the public! This is insane!
Fearing that someone might use your program to steal HIS fonts, is like saying that all houses that have steak knives for cutting steak during dinner should be punished for the possibility of using them against his family! It's crazy! Having this tool is a very useful tool for any professional font developer or hobbyist like me, and clearly it does not imply that it can, nor that it should, be used for copyright infringement. What is more, most of us who are graphic designers know better than going around embedding fonts which we don't own and, most importantly, that our clients do not own the copyrights to, for the simple reason that sooner or later we would be caught. If someone wants to "steal" a font, they can merely zip it, copy it and send it to someone, they don't need to go roundabout the process and "allow embedding" in PDFs! For crying out loud! What an absurd situation you're dealing with having to put up with this bully!
Thank you for making the issue known and informing the public of such madness. I will make sure NEVER to use Agfa monotype fonts ever again in my designs and will tell all my graphic designer friends. And I think this is the right response. |
|
The show was awesome!! Everyone killed it. So glad I made the trip. I'd love to hear those covers again too, or even have the proper T7ES Hero files!
On that note I've been trying to get it building on Windows again. (I've done it on Linux before with no problems but Windows is a bit more convenient for me at the moment.) Hoo boy... MinGW et al continue to be an absolute nightmare. For the life of me I can't figure out how to get mlton (via make) to work in any terminal, they all spit out syntax errors as if it can't run the .bat file properly. Not sure if this is an issue with make or what, as running mlton.bat on its own works in the windows terminal as well as git bash (but not msys). Any tips? Alternately - having a provided windows binary for the game would also be awesome :P |
|
I believe that Adam Goode made a basic A* solver, and there is also an retrograde solver for some subsets of the game (in the source code distribution) that I used to generate some of the harder puzzles. I don't think anyone has tried to create any high-level AIs. It's probably pretty difficult. |
|
Has anyone made an Escape AI? |
|
13156. Sara Calvo (47-63-111-193.red-acceso.airtel.net) –
03 Dec 2015 10:05:21
[ ARST ARSW ]
I don't know why, but I can't stop watching it. It's so interesting the way each actor deliver a word in so many different ways due to the character and the context. And see how the most iconic words like Lightsaber, Leia or Skywalker are just said only one or two times. I love it! |
|
Do not stare directly into the beam! |
|
Awesome! Mirth increase. Zaniness increase. Conviviality coalesce. May all shine forth, yet none look directly into the beam.
Have Fun Tom. |
|