Magma: C3 Roks Edition v3.3.2 [07/28/15]
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June 20, 2013 at 11:21 pm #401808
it sounds to me like you didn’t read the very first lines of the READ ME.
You need to install Magma, THEN you overwrite those files with the files included in the Magma: C3 Roks Edition folder. Then you can run Magma.exe if you want the old one, or MagmaC3.exe if you want to run this one.
Magmacore.dll is only one of many files it needs.
June 21, 2013 at 12:22 am #401818it sounds to me like you didn’t read the very first lines of the READ ME.You need to install Magma, THEN you overwrite those files with the files included in the Magma: C3 Roks Edition folder. Then you can run Magma.exe if you want the old one, or MagmaC3.exe if you want to run this one.
Magmacore.dll is only one of many files it needs.
Ooooooh, ok. I skimmed through that, so I didn’t see that. Thanks.
June 25, 2013 at 5:49 am #402124UPDATE!
CHANGE LOG
v1.1
- expanded directed camera cuts limit to 50 per song
- removed 18 track limit so now you can have a fully featured custom (21 tracks)!
- removed "all difficulties must have at least one gem in every color" check (Guitar Hero easy/medium charts are good to go as is!)
- added ability to create 4-note chords in guitar/bass/keys
- added ability to compile 6-string bass/rhythm guitar charts on PART REAL_BASS
- added option to include 4-string or 6-string tuning for pro bass
- added extra values to hopo threshold (130 as found in Unbelievable; 90 as seen in Yoshimi Battles the Pink Robots, Pt.1)
- removed "Use custom ID" menu option, replaced with Song ID box in Game Data tab...now see the current song ID and change it instantly by typing in the box!
- no longer need to enter RBA name, will be automatically set from project name (i.e. just File -> Save As) - saving you yet a few more clicks. Can still change the RBA name if you want, or leave it as the project name (default)
- fixed some issues with png_xbox images crashing the program when converting to bmp
- added png_xbox to the list of allowed file formats when you use the button to search for images
- added "Recommended Drum Mix" section under the Audio Tab, which will recommend the drum mix event to put at the start of your PART DRUMS track based on your audio selection, click on it to copy to clipboard, paste in Reaper
- expanded preview time to allow you to set the preview start as high as 75 minutes into a (ridiculously long?) song (this will be reflected in the final CON/LIVE file only)
- added function to check for size of the MIDI, if over 1MB (max allowed size), it uses raynebc's midishrink program to shrink the MIDI for you (1MB maximum file size is still in effect)
- changed layout to account for option to change audio encoding quality (disabled for now while we figure out oggenc.exe)
- changed layout to account for option to use a crowd audio track (disabled for now while we figure out oggenc.exe)
- changed default song rating to Family Friendly
- project names now will always save without spaces, to reduce chance of problems in game
- little bit of code clean up, updates to how some things work, a few layout and code changes to try to improve on slow drawing (still trying to figure out the cause, bear with me in the meantime)
Link in the OP.
Let me know if you experience any issues, I’ve spent quite a bit of time testing and double checking things but one set of eyes can only catch so much…
Unless there are any major issues I won’t be working on adding any new features for a while so I can catch up with Le Fluffie, RB3Maker and the Beatles Project.
Enjoy.
June 25, 2013 at 10:22 am #402129Higher quality MOGGs, huh?
Looks like we will have to look after our space.
June 25, 2013 at 10:52 am #402131To confirm, the game doesn’t asplode with 30 directed cuts going on?
June 25, 2013 at 11:09 am #402132We removed the limitation…its up to you guys to experiment.
Please note I have not tried most of the new features in game. All the testing was done in the programming environment. Everything should be stable and work fine in game. If not, please report it promptly with detailed information so I can fix it. I struggled between waiting a few days or week until I could test things in game, or releasing it to you guys now since i’m fairly confident you won’t have problems with it. Guess which one won? Hopefully it was the right decision.
June 25, 2013 at 1:07 pm #402140Quick question… do the author and release label fields actually… y’know… DO anything? I know they used to be used in the RBN store, but there’s nowhere they show up in the game, is there?
June 25, 2013 at 1:54 pm #402141Release label doesn’t show up anywhere so I’ll remove it in next update.
Author is saved in songs.dta so we can keep track of who authored any given song… this will also be read by upcoming update to lefluffie and any other software we may come up with.
June 25, 2013 at 2:01 pm #402143Higher quality MOGGs, huh?Looks like we will have to look after our space.
That was my main concern. I wonder if the higher quality mogg will even be noticeable in-game. Only one way to find out though.
June 25, 2013 at 2:56 pm #402151alright, for those of you with time and that want to tinker, you can test right now the difference in audio encoding. to be honest, I don’t remember noticing it but it absolutely must be there.
Abbey Road Medley, done manually by creating the multichannel ogg in Audacity, saving at maximum quality (10) is 250MB. Compiled through Magma, using the default quality (3) is only 85MB…considering the uncompressed WAV files are something like 1GB if i remember correctly, there has to be some quality loss.
if you want to try it for yourself, here’s how to do it:
1) compile song normally through Magma C3…that’s quality 3
2a) search rockband.scorehero.com for the 10 minute limit thread, download the modified oggenc file from there and follow those instructions as if you were creating a 10 minute + song the old way. this should work for regular length songs as well. when creating the multichannel ogg in audacity, save as quality 10. follow the instructions on that thread to compile your song with the custom ogg (this way MagmaCompiler adds the necessary mogg header), and then extract from the resulting file as instructed.
make a copy of the CON file you just got through magma in step 1. rename it to something else. open and replace the mogg with the hacked one from step 2a. open the songs.dta and change the song short name at the top (first line) and the song_id line. you might want to change the song name so you can distinguish which one is which in game (i.e. My Song and My Song (Encoding Test)).
put them in game and play them back to back, see if you notice any difference. essentially you’re making two copies of the same song, replacing the mogg in one with a custom made mogg using quality 10.
this is not easy and you need to know your way around a lot of tools, but Pikminguts92 can definitely do it and report back if he’s got the time. I give you the info so you can all test.
if you guys make a case for not adding the option to increase encoding quality (even a little bit), I’ll take it out from the next update. otherwise it’ll be enabled then, since we’re pretty close to having it working at this point…
now, adding the crowd sing along is going to be a pain…so that’s to be determined!
June 25, 2013 at 9:03 pm #402177One thing I didn’t see addressed in the update, did you fix the ability to do 5 lane keys WITHOUT the need to do Pro Keys? Or if I try to do that will it tell me that I still need Pro Keys authored?
Also I didn’t see it anywhere but what exactly is HOPO Threshold? Is it the space allotted to hit the HOPO and still register? and does the bigger number equal more leeway? That’s my total guess I could be so wrong.
June 25, 2013 at 9:45 pm #402180I haven’t gotten to that because it’s tricky. we need to be sure that we disable only that check, because a general check disable will mean you’ll be able to compile songs without keys, bass, etc while there is audio for them, which means in turn your xbox will crash. so, yeah, it’s still in my to do list.
in the meantime, faking the pro keys really only takes 1-2 minutes tops, so just do that, then disable pro keys in Magma.
as far as hopo threshold, I believe that affects at which point notes become HOPOs without having the force HOPO ON marker.
June 25, 2013 at 9:48 pm #402181OK maybe I’ll give it a try to fake pro keys. Could I just do pro keys expert faking it and copy those to hard-easy and change the track name?
June 25, 2013 at 9:53 pm #402182yeah you can. and also do one for animations too so you’ll have some sort of hand movement.
June 25, 2013 at 11:07 pm #402191After installing the latest update, the program was refusing to load — not just the C3 edition, but the original version of Magma as well. Messing around with several uninstalls and reinstalls, I narrowed the problem down to the main_pc_0.ark file — if I overwrite the old one with the new one, that causes the program to not load. If I leave the old one, I can run the latest version.
I haven’t yet tried compiling anything, I’ll advise if anything else breaks.
[*] Edit – just rebuilt one of my tunes, and it appears to have worked successfully. Yay!
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