======================================================================= ================ LAG - Recommended Settings============================ ======================================================================= MFH recommends the following important settings to minimize lag Performance -> Killswitch FX -> STATIC (Animated is one of the largest known cause of lag) Fretboard -> Board Speed -> SET CONSTANT (all other settings involve at least 2 more floating-point calculations very often during gameplay) Fretboard -> Set Constant -> 200 (HIGHER = SLOWER: this can be any number without affecting lag, other than trying to draw too many notes at once) Performance -> Set Priority -> ABOVE NORMAL (this helps a great deal as well with lag, especially if you have other applications running) ======================================================================= ======================= Practice Mode ================================= ======================================================================= If you want to practice a multi-track song with all instruments playing... make a copy of that song's folder, edit the title in the song.ini so you can tell the difference, merge all the .ogg tracks into the song.ogg, and delete all .ogg files except song.ogg. To add practice sections to a song with NO text / section events at all (no solo markers), just add text events or section markers wherever you'd like a practice marker. (GH1-style) If you would like to add practice sections to a song that already has guitar solo markings, and those solo markings are actual section markers (like in Rock Band), you must add more section markers to designate practice sections. ======================================================================= ======================= Guitar Solo Markings ========================== ======================================================================= To add Guitar Solos to a custom song, you can use either of two methods: 1: Rock Band Method) Add a "Section" marker (this is the most common way, RB uses this method) Name this section marker "gtr_solo" or "gtr_solo_a" or something like that. You may have several "gtr_solo_xxx" sections in a row for one single solo The very next "Section" marker that does not say "gtr_solo" marks the end of the solo. 2: Guitar Hero Method) Add a regular MIDI text event "solo_on" to mark beginning. Add another regular MIDI text event "solo_off" to mark ending. Please note, if your solo markers contain any of the following words they might be filtered: "Drum" "Hand" "Map" "Organ" "Verse" ======================================================================= ======================= Analog Killswitch Notes ======================= ======================================================================= The way the analog killswitch works is a little different than digital killswitch as far as when you get extra starpower. The digital killswitch algorithm still determines when the tails turn white (when used with an analog input, the game just checks analog position against a threshold). However, the new analog killswitch function includes a new method for gaining starpower. Instead of having to hold down the digital killswitch to constantly receive starpower, the analog killswitch checks against the last position you were at. As long as you are moving the whammy, you will get points. Hold the whammy in one position and you will only get one "chunk" of starpower before moving it again. ======================================================================= ====================== Note Hit Accuracy Display ====================== ======================================================================= Under "Visual Settings," you can enable a note hit accuracy display by setting the "Accuracy" option as follows: *****"Off" will display no feedback on your hit accuracy. *****"Numeric" will display the game's numerical representation of your hit accuracy *In the game, a number will appear when you hit a note. This number represents your hit accuracy. **An accuracy of 0 means you hit the note exactly at the right time. **An accuracy of greater than 0 means you hit the note early. **An accuracy of less than 0 means you hit the note late. **The accuracy will dissappear when you miss, or pause the game. **If you are always hitting late (negative numbers), try DECREASING your audio delay. **If you are always hitting early (positive numbers), try INCREASING your audio delay. *****"Friendly" will display colored text based on the following logic: * RED: "Very Early" when you are hitting close to the early edge of the hit window * YELLOW: "Early" when you are hitting a bit better * YELLOW: "Slightly Early" when you are hitting even better * GREEN: "-Excellent!" when you are hitting almost perfect but a little early * GREEN-BLUE: "Perfect!!" when you are actually hitting with a 0 error (-1.0 to 1.0, small window) * GREEN: "+Excellent!" when you are hitting almost perfect but a little late * YELLOW: "Slightly Late" when you are hitting a bit later * YELLOW: "Late" when you are hitting a bit later * RED: "Very Late" when you are hitting close to the late edge of your hit window *****"Both" will display the friendly text and the numerical representation below it ======================================================================= ====================== BROWSING UPLOADED SCORES ======================= ======================================================================= To check Divra's world charts (for us, with starpower), you need to go to this URL: http://fofchart.exofire.net/index.php?sp=true ======================================================================= ====================== Ho/Po System details: ====================== ======================================================================= Ho/Po is short for Hammer On / Pull-off A Note which is marked differently than usual is a Ho/Po-note. This means that the note is tappable and doesn't require a strum/pick. Thanks to Myfingershurt, Alarian mod has several options for the Ho/Po- system: *"None" = No tappable notes at all. -Every note (or chord) requires a strum. *"RF-Mod" = Original Ho/Po system from RF-Mod 4.15. -The first note in a string of the same notes can NOT be tapped. -The note before a chord can NOT be tapped. -You can NOT strum a tappable note while holding a lower fret. -You can NOT tap an incorrect fret in between Ho/Pos -You CAN hold a higher fret and tap a lower fret -You can NOT tap a note after a chord. *"GH2 Strict" = Guitar Hero 2-like Ho/Po system with strict rules. -The first note in a string of the same notes CAN be tapped. -The note before a chord CAN be tapped. -You CAN strum a tappable note while holding a lower fret. -You can NOT tap an incorrect fret in between Ho/Pos -You can NOT hold a higher fret and tap a lower fret -You CAN tap a note after a chord (if the option is enabled) *"GH2 Sloppy" = Guitar Hero 2-like Ho/Po system with sloppy rules. -The first note in a string of the same notes CAN be tapped. -The note before a chord CAN be tapped. -You CAN strum a tappable note while holding a lower fret. -You CAN tap an incorrect fret in between Ho/Pos -You CAN hold a higher fret and tap a lower fret -You CAN tap a note after a chord (if the option is enabled) Basic premise: tappable note after chord -You CAN pull off any other fingers from a 3-or-4-note chord to "tap" a Ho/Po. -You CAN pull a finger off a higher fret from the chord to "tap" a Ho/Po. -You CAN pull a finger off a lower fret from the chord to "tap" a Ho/Po. ======================================================================= ======================== Neckspeed details: ======================== ======================================================================= Neck speed is calculated like this: example bpm = 150 example speedpercent = 90% (which is 0,9) A lower value on the Neck's speed results in a Faster Neck By BPM: (340-bpm)/speedpercent -> (340-150)/0,9 = 211,1... on all difficulties Board speed by BPM will always be fastest on all difficulties (Also tightest hitwindows) By Difficulty+BPM: Expert: Constant = 226 (Constant-(bpm/10))/speedpercent -> (226-(150/10))/0,9 = 234,4... Hard: Constant = Expert Constant + 30 = 256 Gives neckspeed = 267,8... Normal: Constant = Hard Constant + 30 = 286 Gives neckspeed = 301,1... Easy: Constant = Easy Constant + 20 = 306 Gives neckspeed = 323,3... Boardspeed by BPM+Difficulty will always be the second fastest choice, same goes for hitwindows By Difficulty: All Constants are 6 less than in Difficulty+BPM. 220, 250, 280 and 300 Expert: Constant/speedpercent -> 220/0.9 = 244,4... Hard/Medium/Easy: 277,7.../311,1.../333,3... Naturally the Neckspeed and hitwindows will be the slowest (and widest) for Boardspeed by Difficulty.
Jaroc-Jaromir