C3 CON Tools v4.0.0 [01/25/18]
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May 10, 2013 at 10:08 pm #399506
I don’t see any reason to even use TU5 whatsoever unless you absolutely MUST play with people online or you care about leaderboards.
Am I reading this right where you guys are making a dummy dta to forces a name fix to another song? I have utf8 and ansi formatting in a single dta and it can’t read both at once so if what I’m reading is right, and external dummy dta might be the fix for that.
May 10, 2013 at 11:02 pm #399510I don’t see any reason to even use TU5 whatsoever unless you absolutely MUST play with people online or you care about leaderboards.Or you want the “hide 1-lighter songs” functionality. Or you want the RBHP content without having to process and repackage all your DLC and exports into new CONs. Or you want to keep your scores/reviews after trying to rebuild caches between RBHP and customs, so I hear…
For the first issue, I’ve been wondering if it’s possible to overload another filter-capable property to allow you to do your own custom sorting. So you’d have “Family Friendly”, “Unrated”, “OMG I NEVER WANT TO PLAY THIS SONG EVAR AGAIN”… ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
Which of those properties allow you to enter arbitrary values? And can these be manipulated with RBHP-style upgrade files to avoid rebuilding the entire CON?
May 10, 2013 at 11:40 pm #399512You don’t need the 1 lighter rating if you just remove the songs yourself. Why hide half of my AC/DC pack when I can just repack it and have the 9 that I want? Yeah, it’s time consuming but ultimately worth it. My current song count is at 980+ songs with my DLC up to date up until 2011, along with various customs and conversions. My game only has to load 24 items and that could be even less if I wasn’t so OCD about keeping one pack per Guitar Hero game and Rock Band export. And you wouldn’t need to repackage your DLC for RBHP stuff unless you’re me and want to keep all upgrades included in their respective packs. Also, you can recover your online scores if you sign in and update the game for a cache rebuild then revert back to TU4, I’ve found out. Doesn’t work for customs since you can’t place an online score for them. I’m thinking about playing around with the song cache file to see if I can isolate the scoring section so I could combine that with a rebuilt cache or something.
As for making your own rating, I don’t think it’s possible. I know you can’t make your own source sorting in game. I think the game only responds to sorting options from dtas based on what the game is programmed to recognize. And obviously the game doesn’t have a Beatles Rock Band sorting option so we can’t that one ourselves either so it gets shunted off the Rock Band Network sorting.
May 11, 2013 at 6:50 am #399517Am I reading this right where you guys are making a dummy dta to forces a name fix to another song? I have utf8 and ansi formatting in a single dta and it can’t read both at once so if what I’m reading is right, and external dummy dta might be the fix for that.What I’m doing is making “dummy” cons for each song/pack I want to change library data for. I extract an existing .dta, edit whichever details I want, then package a new con with JUST the .dta– so the structure is root/songs/songs.dta and nothing else.
The next step is like the RBHP process, where you disconnect the hard drive (or whatever device has all your actual song files) and start the game so it only sees your dummy files. It creates a cache based on your modified data. Shut down, reconnect storage, reboot game. It now fills out the rest of your cache using actual song files, but it won’t overwrite values that have already been accounted for in the initial build. So your modified song titles/ratings/etc. will stick. Just back out and delete your dummy files after the gimmicked cache has been fully built, and you can play your obsessively re-labeled songs.
For the first issue, I’ve been wondering if it’s possible to overload another filter-capable property to allow you to do your own custom sorting. So you’d have “Family Friendly”, “Unrated”, “OMG I NEVER WANT TO PLAY THIS SONG EVAR AGAIN”… ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />Which of those properties allow you to enter arbitrary values? And can these be manipulated with RBHP-style upgrade files to avoid rebuilding the entire CON?
I’m using the existing Song Rating filter to hide songs. Using the process described above, I am changing the songs I want hidden to “unrated,” and making sure everything else is FF/SR/M. So I’m just making dummy edits for my RBN songs (all unrated by default), and the few HMX songs that I want to hide (to change their “rating” value to a 4). For customs I’m just editing the .dta files directly.
Anyway, when I’m finished, I’ll just filter out what the game now sees as unrated songs and voila– improvised “hide 1-lightered songs” option. I don’t want to deal with breaking up packs, so for me this option is perfect. And since the DLC files themselves haven’t been touched, they are still TU5-safe. The only issue is that I can’t seem to add a rating value to RB1 songs, but luckily those can be deleted individually (bye bye, Wanted Dead Or Alive and Fake Rush!).
I don’t see any reason to even use TU5 whatsoever unless you absolutely MUST play with people online or you care about leaderboards.This is mostly how I feel these days (especially since I’ll be able to utilize the best thing about it in TU4 anyway). The only thing I actually use TU5 for now is to start my cache build, so it includes Dani California/Black Hole Sun. Then I copy the cache to my TU4 stick and let it finish up with my customs.
May 11, 2013 at 11:52 am #399518For customs I’m just editing the .dta files directly.I tried editting the display artist for a custom directly and whenever I try to reload it, it reverts to the old one. I delete it directly from the in-game song cache and then have it reload from the new, altered version of the file, but it still reverts to the old name, as if it still keeps it stored. am I doing somethin’ wrong or is this just normal and I’ll have to work around it? (I have some ideas of how to I just haven’t gotten around to it.)
May 11, 2013 at 12:14 pm #399519For customs I’m just editing the .dta files directly.I tried editting the display artist for a custom directly and whenever I try to reload it, it reverts to the old one. I delete it directly from the in-game song cache and then have it reload from the new, altered version of the file, but it still reverts to the old name, as if it still keeps it stored. am I doing somethin’ wrong or is this just normal and I’ll have to work around it? (I have some ideas of how to I just haven’t gotten around to it.)
As we’ve indicated many times, ANY information stored in the DTA file (artist, title, tiers, instruments available, etc.) is loaded in the cache and can’t replaced other than deleting the cache or changing song ID. I know many people have written a number of times to delete song in game to do a clean delete but that’s simply not true: the only way to update song’s information is to wipe the cache clean, with all your offline scores, or, more wisely, change the song ID and rebuild the CON.
May 11, 2013 at 4:15 pm #399523For customs I’m just editing the .dta files directly.I tried editting the display artist for a custom directly and whenever I try to reload it, it reverts to the old one. I delete it directly from the in-game song cache and then have it reload from the new, altered version of the file, but it still reverts to the old name, as if it still keeps it stored. am I doing somethin’ wrong or is this just normal and I’ll have to work around it? (I have some ideas of how to I just haven’t gotten around to it.)
As we’ve indicated many times, ANY information stored in the DTA file (artist, title, tiers, instruments available, etc.) is loaded in the cache and can’t replaced other than deleting the cache or changing song ID. I know many people have written a number of times to delete song in game to do a clean delete but that’s simply not true: the only way to update song’s information is to wipe the cache clean, with all your offline scores, or, more wisely, change the song ID and rebuild the CON.
Yeah, I’ve been pretty casual about deleting my cache as I’ve been doing all this tweaking. Maybe I wasn’t clear enough about the deleting; I think I took for granted that a lot of people try to avoid that!
But yeah like you said, when you get an updated version of a song, you need a fresh cache to recognize it. I first noticed this when a couple of Beatles tracks got the harmonies added. I deleted the old ones replaced them with the new ones, then wondered why the pro vocals weren’t showing up. Deleted the CACHE and then boom, pro vocals appeared.
May 11, 2013 at 7:57 pm #399533That is super interesting since the RBHP method of creating a dummy .dta works just fine for permanently changing artist or song name song for songs already in your library (just delete them from cache, not delete whole cache). Will have to try for customs then!
May 11, 2013 at 8:25 pm #399534That is super interesting since the RBHP method of creating a dummy .dta works just fine for permanently changing artist or song name song for songs already in your library (just delete them from cache, not delete whole cache). Will have to try for customs then!What method are you using to delete individual items from the cache? I attempted some manual cache editing before, but didn’t manage to get anywhere. Is this on an unmodded console?
May 11, 2013 at 10:49 pm #399541Going in game and choosing delete song and letting it delete the whole relevant pack. Unmodded console.
May 14, 2013 at 4:22 am #399601I can finally show you what i’ve been working on. This will be included in Le Fluffie for RB3 v1.3, coming soon. Just got some font scaling issues to figure out first.
More details to come with the release, but just some preliminary info:
– drag and drop a con/live file to it and the program fills all the information for you
– can also enter the information manually or edit it after the auto-load
– will not only grab the info from the songs songs.dta file (rips it straight from the con) but also the album art.
– you can also manually change the album art displayed with jpg/bmp/png/png_xbox files (just drag and drop)
– auto-upload by default to imgur
— go from blank slate, drag and drop a file, click save, and get a link all in less than 20 seconds!
– to enable/disable pro instruments, just click on the instrument icons
– to select instrument difficulties, just click on the difficulty tier of each instrument for a visual selection
– these are the same images C3 uses, but we no longer need to go through Photoshop, and now we can make them available to all of you for your own customs
– all the images you see are loaded at runtime, so you can fully skin it and have the same functionality but with your own look! (please share the skins here!)
this is still in beta, so the final look might change a bit. I hope you’re as excited to get your hands on this as I am to make it available to you all
May 14, 2013 at 8:31 am #399606Wow. That’s insane. Thanks for helping make it easy to edit your own library.
For me, it’s another huge plus to the whole customs scene.
Being able to edit songs and delete from packs is brilliant.
Love it. Big thanks!
May 15, 2013 at 11:59 am #399660The archive I downloaded yesterday keeps getting a corruption error when I try to extract it. Has anyone else experienced this issue?
May 15, 2013 at 4:58 pm #399668it’s a problem with your download, just tried downloading it on my end and it worked fine.
updated version coming tonight most likely.
May 15, 2013 at 5:42 pm #399669Guess I’ll wait to re-download then.
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