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Magma: C3 Roks Edition v3.3.2 [07/28/15]


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#41 TrojanNemo

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Posted June 6, 2013 - 01:44 PM

please keep this on topic. I need feedback on Magma. other issues can be addressed elsewhere.

#42 TLITD31

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Posted June 6, 2013 - 06:44 PM

Would it be possible to take out the error for tempo maps over 300 BPM? A lot of those Frets on Fire songs have terrible tempo maps, but they are playable. I'm able to compile a Con file with the tempo over 300 BPM through LeFluffie and it would be easier if I was able to pass them directly through Magma.

#43 TrojanNemo

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Posted June 6, 2013 - 07:25 PM

most likely yes.
send me a project file that will compile as is except for that 300 bpm restriction. just open the audio file in audacity, mute it, RAR and upload, so it'll be very small. i don't need to actually hear it, just have all the necessary files so the project will compile once we bypass the 300 bpm thing.

#44 Farottone

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Posted June 6, 2013 - 07:33 PM

most likely yes.
send me a project file that will compile as is except for that 300 bpm restriction. just open the audio file in audacity, mute it, RAR and upload, so it'll be very small. i don't need to actually hear it, just have all the necessary files so the project will compile once we bypass the 300 bpm thing.


Make sure though this is a selectable option not on by default, because we're effectively removing a valid check on temp map issues (300+ BPM means the song has a fudged tempo map, 99,999% of the times).

#45 TrojanNemo

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Posted June 6, 2013 - 07:35 PM

most likely yes.
send me a project file that will compile as is except for that 300 bpm restriction. just open the audio file in audacity, mute it, RAR and upload, so it'll be very small. i don't need to actually hear it, just have all the necessary files so the project will compile once we bypass the 300 bpm thing.


Make sure though this is a selectable option not on by default, because we're effectively removing a valid check on temp map issues (300+ BPM means the song has a fudged tempo map, 99,999% of the times).


that's a check done by MagmaCompiler. all we can do is disable it or changing the value, but it's a permanent change, not selectable in Magma. so you guys battle it out then.
I don't see why anyone would ever want something with 300BPM so I have no stake on this.

#46 TLITD31

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Posted June 6, 2013 - 07:52 PM

most likely yes.
send me a project file that will compile as is except for that 300 bpm restriction. just open the audio file in audacity, mute it, RAR and upload, so it'll be very small. i don't need to actually hear it, just have all the necessary files so the project will compile once we bypass the 300 bpm thing.

This should be everything.
http://www.mediafire...5uy6qzgmbkv77mb

#47 TrojanNemo

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Posted June 6, 2013 - 10:45 PM

updated the OP with new images and new feature list link.
updated the software as well

- added ability to drag and drop a song's .c3 file to open it in Magma
- made it so changing settings that go into the .c3 file also prompt you to save your progress, before if all you changed were "extra" .c3 settings you could have closed your project and lost them. not anymore!
- changes to the menu graphics
- changes to how a few minor things work
- changed some settings so now the background image matches across the tabs, my OCD was ticked off that it would move when switching from Game Data to Information :what:

i think we're close to final. enjoy your exclusive access guys. nobody else has this!

#48 TrojanNemo

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Posted June 7, 2013 - 02:23 PM

This should be everything.
http://www.mediafire...5uy6qzgmbkv77mb


dude. no. there is no way you need to jump from 133 to 366 for less than one measure and come back down to 133 again. you find me a reason why it would be needed and i'll think about it. but at this point i'm going to side with farottone and not implement that.

#49 MFX

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Posted June 7, 2013 - 02:46 PM

Heh, that would look quite stupid/funny on the animations.

#50 TrojanNemo

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Posted June 7, 2013 - 06:53 PM

update is coming with a couple new things.

if I don't get any error reports or any other problems to fix, Monday i'll go public with this and make it available to all.

thanks for your feedback and I hope you've enjoyed the early access to the software. expect this to be the trend going forward with anything else I create for C3.

#51 TrojanNemo

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Posted June 8, 2013 - 12:16 AM

updated again with a few fixes to the logic so it just works better, nothing major to mention.

also finished making the drop down menus look nice enough for my liking. :excited:

as of this version and going forward, the exe is MagmaC3.exe, so it won't overwrite your old (original) Magma. however, you still need to overwrite the MagmaCompiler.exe and should (but obviously don't have to) overwrite the default.bmp image.

only thing missing from the last requests is to lift the directed camera cuts limit. will be done soon.

#52 TrojanNemo

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Posted June 9, 2013 - 08:08 PM

alright so it seems the camera cut limitation is not going to be lifted. it's embedded deep into the midi validation function and disabling it screws with a lot of necessary parts of the compiler.
so as of right now it looks like it's not going to happen.

if any of you happen to have the source code to MagmaCompiler or know how to reverse C++ binary let me know...doing this in assembly is a nightmare.

i've made some other changes to the way Magma operates, adding some minor improvements here and there. i won't post that until tomorrow, when we'll be going live. make sure to download tomorrow's update, as that will be the "final" release until a major issue comes up or I have time to come back and revisit it.

after tomorrow i'll be working on updating LeFluffie and the Visualizer, and after that RBMaker.

so plenty of software updates coming in the next few weeks. always trying to make things easier for you guys. :D

#53 Farottone

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Posted June 9, 2013 - 10:22 PM

Awesome. :D

#54 ws54

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Posted June 9, 2013 - 10:46 PM

Sorry for the late feature request. My feature request is if there is an "ERROR" in the output it would be great to skip the CON building process.

Also, I was running your first version just fine. Just now I downloaded the latest beta version and I am getting an unhandled exception when I click on the build button, as follows:

System.NullReferenceException: Object reference not set to an instance of an object.
at MagmaC3.BuildForm..ctor(MainForm form, Boolean auditionOnComplete)
at MagmaC3.MainForm.ButtonBuildSong_Click(Object sender, EventArgs e)

#55 TrojanNemo

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Posted June 9, 2013 - 10:50 PM

it already should be stopping the con process if there is an error in building the rba. it checks if the rba is built and if there was no error, if so, continue, otherwise stop.

as far as that error, yup, I noticed it and fixed it. I suppose I will just update it when I get home tonight. sorry for that.

EDIT: redownload from the OP. connected to my home pc via remote desktop and uploaded the latest version. should be working fine.

#56 ws54

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Posted June 9, 2013 - 11:01 PM

OK the exception was fixed and it builds now. Thanks!

Regarding skipping the RBA -> CON conversion, that is still happening even though there are errors in the RBA build.
This is a partial output...


ERROR: Project Compiler: Midi compiler failed.
RBA Build ended at 3:58 PM.

Starting RBA -> CON conversion...
Creating package file C:\Users\Name\Desktop\RockBand\Songs\TimeForMeToFly\TimeForMeToFly_rb3con...

XBLA unlocking C:\Users\Name\Desktop\RockBand\Songs\TimeForMeToFly\TimeForMeToFly_rb3con...

File unlocked

Deleted temporary 'extract' folder...
================
Success!
Completed RBA -> CON conversion successfully!
You should be able to put it in your Xbox and start playing right away.
Enjoy.
================

#57 TrojanNemo

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Posted June 9, 2013 - 11:14 PM

if it's converting the rba it's because it's there. do you have an old rba file in the project folder?
more importantly, why is the midi compiler failing? no other information? are you working with anything "funny" as far as your midi file?

#58 ws54

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Posted June 9, 2013 - 11:25 PM

I purposely introduced an error to test the feature that you said was there.

Maybe I set my projects up differently from others, but each of my songs are set up in a single folder. Within each folder is the rbproj file, all other sources, and everything else that is generated from doing a build. Of course, if it is a new song that you are working on from scratch then there won't be RBA files in the folder until it successfully builds for the first time. But then after that, there is an RBA file left over from previous build. An easy solution is you could delete the RBA file at the start of the build, but some people might like to keep that. So it would be better to read the output and search for the ERROR text.

#59 Farottone

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Posted June 9, 2013 - 11:47 PM

if it's converting the rba it's because it's there. do you have an old rba file in the project folder?


There's always an RBA file, except for the very first time. :)

#60 TrojanNemo

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Posted June 10, 2013 - 12:13 AM

not so if you delete them. it's never a good idea to keep the rba from build to build, in my opinion. I only leave it there for people who might want the rba for audition mode or something like that. but I personally delete the rba before I compile the project. I suppose I can do that here too, make it delete if it finds it.

still, i'll look at the code. it should only proceed to convert to con if it gets the exit code that it built successfully. if it's giving an error, regardless of whether there is a RBA file or not, it should stop at that point. so i'll go over the code tonight.




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