Old 09-1-2009, 01:41 AM   #121
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Default Re: FFR 6 Key Beta Engine

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Originally Posted by Xiaounlimited View Post
O2/DJMAX/Sirius holds please

forced, timed releases
oh god no. I already have enough trouble with SM holds.
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Old 09-1-2009, 10:01 AM   #122
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Default Re: FFR 6 Key Beta Engine

yeah we're not doing forced releases most freezes in charts don't work that way (although I think xiao was trolling)

btw we're also discarding the arrow noteskin permanently, and switching over to notebar/orbular
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Old 09-1-2009, 12:17 PM   #123
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Default Re: FFR 6 Key Beta Engine

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first of all I don't have a base. I'm not ODI and I'm not FFR. second I'm sure as hell not leaching off FFR since THERE'S NOTHING TO LEACH
All you're doing is leeching off FFR. This engine has nothing to do with FFR except the graphics, which is probably not legal for you to use. Yet you call it 6key FFR, use FFR's website graphics on your site, and advertise/build it up on FFR's forums.

The engine is a great idea, associating it with FFR and using FFR's name to gain publicity isn't.
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Old 09-1-2009, 04:32 PM   #124
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Default Re: FFR 6 Key Beta Engine

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All you're doing is leeching off FFR. This engine has nothing to do with FFR except the graphics, which is probably not legal for you to use. Yet you call it 6key FFR, use FFR's website graphics on your site, and advertise/build it up on FFR's forums.

The engine is a great idea, associating it with FFR and using FFR's name to gain publicity isn't.
my post completely negates yours
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Old 09-1-2009, 04:45 PM   #125
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Default Re: FFR 6 Key Beta Engine

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yeah we're not doing forced releases most freezes in charts don't work that way (although I think xiao was trolling)

btw we're also discarding the arrow noteskin permanently, and switching over to notebar/orbular
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Old 09-1-2009, 09:49 PM   #126
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Default Re: FFR 6 Key Beta Engine

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All you're doing is leeching off FFR. This engine has nothing to do with FFR except the graphics, which is probably not legal for you to use. Yet you call it 6key FFR, use FFR's website graphics on your site, and advertise/build it up on FFR's forums.

The engine is a great idea, associating it with FFR and using FFR's name to gain publicity isn't.
Do you realize that this was supposed to be a "proposal" to FFR to prove that this could be done? We've wanted the 6k engine on FFR; so we took it into our own hands.

We did not use FFR's website graphics. I redid them so it'd look extremely similar, but I can claim that they are not from FFR. Put them side by side and you can tell it's not ripped straight from the site. I can easily switch out the banner and colour theme and all of a sudden it's not FFR amirite? The graphics were made that way to emulate FFR for the reason above. You think that can't be changed either? Hell, you think the entire system can't be changed to be entirely different from FFR?

This wasn't supposed to be us "leeching" off of FFR's userbase. Have you even bothered reading any of the other 6k threads because we wanted it to be implemented here? With that said, if this splits from FFR and becomes something entirely different I'd be glad to part with this community. It's not like much headway is being made in the first place. I mean FFS, Blastamos coded the engine on his own from scratch in a matter of days which Nsane doesn't seem to want to use because he'd rather use his archaic as2.0 engine that he "had written awhile ago" but never bothered implementing.

[edit]

With that said:

(19:41:00) Dan!: Nsane already has his solo engine and converter - I mean so do we but that's not the point
(19:41:13) Dan!: Let's say, by some odd chance, it finally gets implemented into FFR.
(19:41:23) Bufang: then we drop everything and go to ffr
(19:41:49) Bufang: I've talked to tass
(19:41:54) Bufang: and we've FINALLY got him in a lock
(19:41:59) Bufang: as long as it gets implemented
(19:42:09) Dan!: so you wouldn't bother competing then
(19:42:15) Bufang: nah
(19:42:17) Bufang: I mean
(19:42:21) Bufang: ffr has a bigger base

We're not so stupid that we don't know when to give up. We ultimately know where we stand.

[/edit]


Also, I was not trolling. I was 100% serious about the forced release holds because I like them better that way.
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Old 09-1-2009, 10:39 PM   #127
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Default Re: FFR 6 Key Beta Engine

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Also, I was not trolling. I was 100% serious about the forced release holds because I like them better that way.
They ruined O2Jam don't ruin a perfectly decent game, please.
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Old 09-1-2009, 11:04 PM   #128
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Default Re: FFR 6 Key Beta Engine

HOLY SH*T

exagon how long has it been

wassup man
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Old 09-2-2009, 12:59 AM   #129
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Default Re: FFR 6 Key Beta Engine

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They ruined O2Jam don't ruin a perfectly decent game, please.
I agree. I didn't mind them much in 02Jam until they were overused, which will ultimately happen later on as files get harder on FFR 6 Key.
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Old 09-2-2009, 01:18 AM   #130
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Default Re: FFR 6 Key Beta Engine

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kEyBeAt
yessssss
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Old 09-2-2009, 01:35 AM   #131
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Default Re: FFR 6 Key Beta Engine

forced release holds are gay, especially because often sounds do not have a clear ending point, or alternatively the large length of some sounds you'd like to emphasize with a freeze is too cumbersome to have a freeze for the whole length and making it end short means you have to guess when you've gotta release it.
maybe shorten the amount of time you can have a finger off the key though to say 4 frames at 30 fps (= 6 at 45, 8 at 60)?
if you absolutely must have them code in ~~lift notes~~

also if you're breaking away make your convertor spit out millisecond/submillisecond timings for notes instead of frame numbers. this lets you do two things, display notes in a more visually meaningful fashion and also stretch timings slightly such that for example when a note's actual timing is just barely with in a frame you can give it an extra frame of 'perfect' in that direction so the timing windows are 'nice' to make up for the fact that the sampling rate is low
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Old 09-3-2009, 12:48 AM   #132
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Default Re: FFR 6 Key Beta Engine

good point

we'll consider it if it isn't too much trouble
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Old 09-3-2009, 09:40 PM   #133
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Default Re: FFR 6 Key Beta Engine

losin views

bump
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Old 09-4-2009, 01:10 PM   #134
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Default Re: FFR 6 Key Beta Engine

What. Lol I'm frankly a little biased towards forced released holds and say that they add an increased level of difficulty to the file (true they tend to be overused but they are also used effectively in some good files). In SM solo, I could just hold down the freezes all the way till past the end and still get an *OK*, or mash the freeze and it still would count. Just my opinion though I'm on the fence =/ I understand that most holds aren't technically accurate when it comes to letting them go, I just feel they add an extra level of fun when used effectively
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Old 09-6-2009, 01:14 AM   #135
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Default Re: FFR 6 Key Beta Engine

notebar and holds are going to be implemented VERY soon

all we need left is xiao's noteskin gfx
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Old 09-6-2009, 01:32 AM   #136
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Default Re: FFR 6 Key Beta Engine

Why would you guys want to reimplement stuff from Stepmania? I like the ffr-style arrows instead of orbular and the no holds, no mines, no tempo-changes simplicity.

the rhythm can still be expressed with that system 95% of the time.

At least let the arrow graphics be an option.
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Old 09-6-2009, 02:45 AM   #137
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Default Re: FFR 6 Key Beta Engine

implement lift notes
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Old 09-6-2009, 11:05 PM   #138
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Default Re: FFR 6 Key Beta Engine

I use arrows for solo jerks ):
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Old 09-7-2009, 02:39 PM   #139
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Default Re: FFR 6 Key Beta Engine

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I use arrows for solo jerks ):
you're doing it wrong then

also more people should be posting in here/praising this
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Old 09-7-2009, 02:49 PM   #140
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Default Re: FFR 6 Key Beta Engine

I'm excited for the updates, but where's the weekly simfile release? Also will arrows still be an option, even though I'm a terrible person who should go to hell for preferring arrows?
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