Magma: C3 Roks Edition v3.3.2 [07/28/15]
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July 7, 2013 at 4:39 pm #402786
i’m not taking it personally.
all these features i’m now removing, I had added…because to me it was helpful to have things always default to zero and to have certain instruments enabled, etc. but if i’m the minority then i’ll adjust. almost done restoring the behavior of checking/unchecking to standard “do nothing” behavior.
July 7, 2013 at 6:22 pm #402789UPDATED to v1.1.5
v1.1.5
- added ability to drag and drop audio files into the audio boxes; drag and drop image files into the album art box; and drag and drop midi files into the midi box
- changed behavior so when disabling a track, you no longer lose the reference to the old track or the previously selected difficulty, it will be there when you re-enable (not for Pro Guitar / Pro Bass to avoid game-crashing issues, those you got to re-check manually)
- set "Delete Old RBA File" default to FALSE, so Magma can re-use the old RBA and compile quicker, you can enable it if you'd like a fresh start every compile
- reworked the "Append Song Version to File Name" process = will only append to the CON, not the RBA, which allows Magma to re-use old RBA for quicker compilation
- improved code for verifying all audio tracks are in correct format
- other minor code improvements
Same link in the OP.
There are two options that are currently disabled…those will be enabled in v1.2…whenever I can get around to it.
Let me know if there are any other issues.
July 7, 2013 at 7:32 pm #402796Works perfectly, thanks!
July 7, 2013 at 9:25 pm #402801UPDATED to v1.1.5
v1.1.5
- added ability to drag and drop audio files into the audio boxes; drag and drop image files into the album art box; and drag and drop midi files into the midi box
- changed behavior so when disabling a track, you no longer lose the reference to the old track or the previously selected difficulty, it will be there when you re-enable (not for Pro Guitar / Pro Bass to avoid game-crashing issues, those you got to re-check manually)
- set "Delete Old RBA File" default to FALSE, so Magma can re-use the old RBA and compile quicker, you can enable it if you'd like a fresh start every compile
- reworked the "Append Song Version to File Name" process = will only append to the CON, not the RBA, which allows Magma to re-use old RBA for quicker compilation
- improved code for verifying all audio tracks are in correct format
- other minor code improvements
Same link in the OP.
There are two options that are currently disabled…those will be enabled in v1.2…whenever I can get around to it.
Let me know if there are any other issues.
I’m not sure if you fixed it yesterday, but I ran into 2 issues that were somewhat irritating and I was unable to figure them out. It was a problem specifically with C3 because I reinstalled the default Magma v2 and it was working again.
-MagmaC3 throws out an error regarding the pathname being invalid when creating an RBA. (My computer name has a space in it)
-MagmaC3 was improperly converting my .wav to .mogg. I was testing a single Guitar track and when executing oggenc.exe I was getting error 255 and says it completed. My resulting rb3_con was only 144kb. No audio file, or at least it wasn’t using my backing audio at all.
July 7, 2013 at 9:30 pm #402802For #1 I’d need the specific error and project file…it should not have an error if the file path has spaces only if the rba has spaces…and then it should remove them not give an error.
For #2…said it countless times…audio stuff is done by magmacompiler and oggenc…not magma. Nothing that has been changed should affect anyone and nobody else has reported it…I’d need the project file and audio file to test on my end.
Just to be safe make sure you are always running the latest version.
July 8, 2013 at 1:15 am #402805If MagmaCompiler’s only job is to put all of the tracks into one multichannel WAV, might I suggest a feature to skip this task and import ones we make ourselves?
…Assuming we’ve got the right length and assign channels to which tracks ourselves.
I understand it’s a little more advanced to set up, but hey, this bypass might be another good workaround to this so-called right channel bug, much like that vocals thingy that was talked about in another thread.
July 8, 2013 at 1:17 am #402806Please read through the thread…magmacompiler does almost everything. We cant get rid of it.
July 8, 2013 at 10:47 am #402812If MagmaCompiler’s only job is to put all of the tracks into one multichannel WAV, might I suggest a feature to skip this task and import ones we make ourselves?…Assuming we’ve got the right length and assign channels to which tracks ourselves.
I understand it’s a little more advanced to set up, but hey, this bypass might be another good workaround to this so-called right channel bug, much like that vocals thingy that was talked about in another thread.
Feed it a dummy, valid track, and then edit the songs.dta and replace that and the mogg in the CON?
If you’re proficient enough to build your own moggs, I’m pretty sure editing a text file and using a context menu will be child’s play. ” src=”/wp-content/uploads/invision_emoticons/default_SA_cheeky.001.gif”>
July 16, 2013 at 11:13 pm #403107EWWWW BUGS!
Got one to report that was reported to me and I confirmed it. A project with 21 tracks will NOT compile….don’t know how that got past us. 20 tracks is fine. 21 you’ll get the error. For the time being, DELETE the PART KEYS_ANIM_LH track – even if it’s blank, it does “count” towards the limit when exporting unless you delete the track. Do that for now. We’ll fix this later on.
July 18, 2013 at 12:54 am #403160Check out this bug I found, I selected vocal scroll speed: Crazy – 1700. In game it scrolls by very very slow, it got a laugh out of me. The tubes show as one single line and game highlights the words end up off the screen. lol
Changing the (‘song_scroll_speed’ 17000) in the songs.dta to 1700 and clearing the cache fixes it. ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
Now I got to figure out why my HARM1 isn’t showing up… The day I can compile a new song with out any errors, I’m buying my self a giant cake
July 18, 2013 at 1:06 am #403164I was shocked the other day when I compiled two instruments with all difficulties charted, on the first try. So it IS possible! I didn’t get a cake though. Maybe I’ll play some Portal.
July 18, 2013 at 1:21 am #403165THAT should be a rank under our names. lol
What I always have to look up is the max Sample rate and Bit depth for all the different wav files. Maybe we can get it to say that in the helpful bubbles that put up when you mouse hovers over it?
July 18, 2013 at 3:45 am #403169THAT should be a rank under our names. lolWhat I always have to look up is the max Sample rate and Bit depth for all the different wav files. Maybe we can get it to say that in the helpful bubbles that put up when you mouse hovers over it?
I don’t follow you. Max is always 48000hz 16bit stereo files. 16000 16bit mono files for lipsync.
July 18, 2013 at 3:46 am #403170Check out this bug I found, I selected vocal scroll speed: Crazy – 1700. In game it scrolls by very very slow, it got a laugh out of me. The tubes show as one single line and game highlights the words end up off the screen. lolChanging the (‘song_scroll_speed’ 17000) in the songs.dta to 1700 and clearing the cache fixes it. ” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />
Ooops I’ll fix this tomorrow. ..
Found the error, so yeah, update coming tomorrow.
ProjectFile.ScrollSpeed = 17000;
July 18, 2013 at 4:02 am #403171I don’t follow you. Max is always 48000hz 16bit stereo files. 16000 16bit mono files for lipsync.
It’s not a big deal and findable in the authoring documentation. Today the only stop error was because I had 41000hz 16bit for lipsync. So close to getting error free on the first compile.
I hate to stray from the OP, but I used 41000hz 24bit stereo backing/mutes, is higher sample rate at a lower bit depth better?
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