Magma: C3 Roks Edition v3.3.2 [07/28/15]
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June 30, 2013 at 4:38 am #402480Here’s an issue with Magma C3…
It doesn’t seem to know anything about a “dirty” state for the audio files anymore. Used to be that if you didn’t touch the audio, it would have the old .mogg around in a cache somewhere and not have to redo the encoding. That’s the potential of a lot of build time saved, if you could make that work again.
EDIT: For the record, I’m using the “Song ID” edit field for this custom I’m working on. Perhaps that could have something to do with it.
haven’t heard of this or seen it in the code. only thing I’m aware of is if you still have the old RBA in the directory, build time is considerably faster, so I think it’s because it’s using it? but haven’t heard anything about what you’re talking about.
June 30, 2013 at 4:39 am #402481Separate issue…We now have a way to set “vocal_tonic_note”, but there’s no setting for “sonic_tonality” (0 == major, 1 == minor, I think)
that feature is disabled for the time being because nobody has proven that it is functional, and my main contributor on that regards (Orange Harrison), believes it was not fully implemented in RB3 and therefore does not work correctly when enabled. I can easily put it in, but given the above, chose not to. can you share some information to the contrary?
June 30, 2013 at 5:55 am #402483Okay, okay, I’m just curious seeing as how this is the software that produces all the customs.
I have some questions: What is it about animations that makes them not work on Wii? The videos look cool and leaves out a part of the experience. Is there a flag or something?
And also, songs can have a (vocal_parts 0) section, but is it supposed to show up properly in the sort? Is this something that was added in title updates?
June 30, 2013 at 10:16 am #402486haven’t heard of this or seen it in the code. only thing I’m aware of is if you still have the old RBA in the directory, build time is considerably faster, so I think it’s because it’s using it? but haven’t heard anything about what you’re talking about.
If you don’t change the audio, build time used to be definitely faster, like a few seconds. Maybe it extracted the MOGG file from the old RBA file and used that?
June 30, 2013 at 2:01 pm #402492Okay, okay, I’m just curious seeing as how this is the software that produces all the customs.I have some questions: What is it about animations that makes them not work on Wii? The videos look cool and leaves out a part of the experience. Is there a flag or something?
That requires knowledge of how a Wii song is formatted. Send me an official song’s dta file so I can look. Do official DLC songs have animations? It may be that like official songs in the Xbox, they use animations already generated in the milo, whereas RBN content (including customs) autogenerate the venue in-game based on whats on the VENUE track.
And also, songs can have a (vocal_parts 0) section, but is it supposed to show up properly in the sort? Is this something that was added in title updates?
been showing up in my xbox for years?
June 30, 2013 at 4:39 pm #402503Okay, okay, I’m just curious seeing as how this is the software that produces all the customs.I have some questions: What is it about animations that makes them not work on Wii? The videos look cool and leaves out a part of the experience. Is there a flag or something?
That requires knowledge of how a Wii song is formatted. Send me an official song’s dta file so I can look. Do official DLC songs have animations? It may be that like official songs in the Xbox, they use animations already generated in the milo, whereas RBN content (including customs) autogenerate the venue in-game based on whats on the VENUE track.
And also, songs can have a (vocal_parts 0) section, but is it supposed to show up properly in the sort? Is this something that was added in title updates?
been showing up in my xbox for years?
Right, I could do that. RB1 songs I’ve managed to import do get animations, but RBN 2.0 songs don’t. If it’s some flag in the Milo file, it sounds even easier. I hope its something easy I can do on my end if it turns out that way.
June 30, 2013 at 5:32 pm #402504If it’s some flag in the Milo file, it sounds even easier. I hope its something easy I can do on my end if it turns out that way.Except as far as I am aware we have no way to modify the milo files…so it’s far from an easy fix.
July 1, 2013 at 12:11 am #402513If it’s some flag in the Milo file, it sounds even easier. I hope its something easy I can do on my end if it turns out that way.Except as far as I am aware we have no way to modify the milo files…so it’s far from an easy fix.
I mean hex editing, if it’s at all feasible. The files do end up looking similar.
July 2, 2013 at 3:52 am #402570UPDATED to v1.1.3
pretty small update, mainly to include the Expert-Only icon as it is featured in the upcoming Visualizer update. also added the requested option to “delete the rba after converting to con/live” and a couple other minor fixes.
as always I recommend staying up to date. same link in the OP.
v1.1.3
- added option to mark song as Expert-only. this will be read by the upcoming Visualizer 2.0
- added option to delete RBA after creating CON/LIVE file
- added "Zero!" button for a one-click restore of the attenuation values to 0.0 (more clicks saved!)
- added option to open this wonderful READ ME right from the About screen
July 2, 2013 at 4:52 am #402575Just curious though if I mark “Expert Only” do i still have to chart the dummy gems in easy-hard for overdrives or is that just for the purpose of the visualizer?
July 2, 2013 at 10:43 am #402581Just curious though if I mark “Expert Only” do i still have to chart the dummy gems in easy-hard for overdrives or is that just for the purpose of the visualizer?of course you still have to. it’s only for visualizer (at the moment). I don’t think I will ever remove the need for EMH to be charted. that would mean EMH don’t get checked for quality control, and then we’re down the slippery slope of crap customs. but since you and Psym do mostly Expert-only, it’s only one more click and then you’d avoid the “is this X-only” questions all over the place
July 3, 2013 at 4:48 pm #402636Just noticed something odd when building a con. I got the error that my filename was too long, and the message says “If you want me to trim it, click Yes, if you want to modify it yourself, click No”. However, the only option is ‘OK’, which lets you modify it yourself.
July 3, 2013 at 4:54 pm #402637D’oh easy fix. Sorry! Next update
July 4, 2013 at 9:51 pm #402699I’m having an issue with audio in game when using Magma C3. It seems as if Magma only compiles the audio which would come out of the left speaker and nothing from the right. I never had this issue when using the old Magma.
July 4, 2013 at 10:02 pm #402700I’m 100% sure it’s not Magma’s fault…because Magma doesn’t touch the audio…MagmaCompiler takes the WAVs and creates an interleaved PCM file, that it sends to oggenc…
It is, however, a well-documented bug…it’s even been discussed in this board this week.
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