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Old 06-18-2012, 01:38 PM   #501
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

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Old 06-18-2012, 01:41 PM   #502
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

I enjoy sitting around a campfire and playing SMO

edit: wowowow ninja'd by buzz lightyear
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Old 06-18-2012, 02:38 PM   #503
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Wow... I just now notice 2 mistakes in my zanzibar green file. D:
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Old 06-18-2012, 07:29 PM   #504
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Files sent
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Old 06-18-2012, 11:14 PM   #505
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Submissions are closed

Only send me file fixes/updates. Final notes will be posted later and I'll have another files in need of gfx list.
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Old 06-18-2012, 11:32 PM   #506
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

i'll be doing second charts for the first epidemic and passage d sometime
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Old 06-19-2012, 01:29 AM   #507
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Quote:
Originally Posted by Bynary Fission View Post
Here is a tip. If you are using negative bpms, there are two things you need to remember:

-The negative bpm should be the same as the bpm it skips to (i.e -200 bpm should skip to 200 bpm), otherwise it will take you to a random place.

-When using negative bpms, have it return to the normal positive bpm the number of measures you want to skip. For example, if you place a negative bpm on m10 and have it return to normal on m11, it will skip to m12 (the space between m10 and m11 is your skipped space - Stepmania doesn't recognize it exists and anything put in there is seen but ignored).
Ah right. Thanks for the refresher. Since these things haven't been written down in some form of guide, I always have to rediscover how to use negative bpms haha. Of which I have a few more questions, if you could answer them:

- What negative bpm does one use? e.g. difference between using -10.000 bpm and -100.00 bpm
- When you use consecutive negative bpms for visual tricks, you often need to use stops on each section of negative bpms. How does one determine the length of time for each stop? A trick in one part of a song may require different lengths of stops than another trick.
- I tested this already, and I think the answer is a no, but is there any way to be holding on a freeze note during consecutive negative bpms (without causing misses)?

If anyone else knows the answer to these questions, please say so!

I think once I experiment a bit, I'll write notes down and maybe eventually make a thread.

Last edited by bmah; 06-19-2012 at 01:32 AM..
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Old 06-19-2012, 01:46 AM   #508
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Quote:
Originally Posted by bmah View Post
Ah right. Thanks for the refresher. Since these things haven't been written down in some form of guide, I always have to rediscover how to use negative bpms haha. Of which I have a few more questions, if you could answer them:

- What negative bpm does one use? e.g. difference between using -10.000 bpm and -100.00 bpm
- When you use consecutive negative bpms for visual tricks, you often need to use stops on each section of negative bpms. How does one determine the length of time for each stop? A trick in one part of a song may require different lengths of stops than another trick.
- I tested this already, and I think the answer is a no, but is there any way to be holding on a freeze note during consecutive negative bpms (without causing misses)?

If anyone else knows the answer to these questions, please say so!

I think once I experiment a bit, I'll write notes down and maybe eventually make a thread.
1) Generally you use the negative version of the original BPM (ie. if the part you want to make a warp is at 200bpm, you make a -200bpm warp, after a whole measure you put it back to 200bpm, and a measure after that is set, you place the notes. It's the easiest way really unless you want to get REALLY technical

2) Easy way is to use Stepmania's "convert area to BPM stop". There you'll know how long a stop is based on the length of the area covered on the chart converted into seconds for the stop. Where you put it on the gimmick will determine when the stop will happen (ie. if you put the stop at the negative bpm starting point, it'll do the stop first, then show the warp. If you put it right where it warps to, it'll show the warp first, then give the BPM stop)

3) Yes, make it a freeze note for the whole warp (as in, extend the note even through the warp). Unless you want the visual gimmicks to happen while you see the "end" of the hold note, then I dunno, but it IS possible. I've never played with this before though so I dunno
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Old 06-19-2012, 02:11 AM   #509
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Isn't there a 100000000 BPM trick to do some neat stuff? For example, I remember playing a simfile for Weave Detonator that had mines in holds.
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Old 06-19-2012, 02:32 AM   #510
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Quote:
Originally Posted by ddr_f4n View Post
1) Generally you use the negative version of the original BPM (ie. if the part you want to make a warp is at 200bpm, you make a -200bpm warp, after a whole measure you put it back to 200bpm, and a measure after that is set, you place the notes. It's the easiest way really unless you want to get REALLY technical

2) Easy way is to use Stepmania's "convert area to BPM stop". There you'll know how long a stop is based on the length of the area covered on the chart converted into seconds for the stop. Where you put it on the gimmick will determine when the stop will happen (ie. if you put the stop at the negative bpm starting point, it'll do the stop first, then show the warp. If you put it right where it warps to, it'll show the warp first, then give the BPM stop)

3) Yes, make it a freeze note for the whole warp (as in, extend the note even through the warp). Unless you want the visual gimmicks to happen while you see the "end" of the hold note, then I dunno, but it IS possible. I've never played with this before though so I dunno
Tested a few things.

1) Alright. I've seen several files though in which a completely different negative bpm is used from the actual song's speed. Have yet to test it, but there must be some sort of function that changes according to the speed of the negative bpm.

2) That "convert beats to pause" simply determines the time equivalent of an area you've highlighted. But if the trick requires several steps of negative bpms (e.g. backward movement of mines), I would suppose each step needs to have a fraction of time that'll eventually sum up to the total time taken?
e.g. the backward movement of mines lasts one second long. Each negative bpm step moves the set of mines by a 64th note value. There are, say, twenty 64th note partitions within one second. I suppose then that each negative bpm step would require a stop value of 1/20 = 0.05 seconds each?

3) A few things I've found out:
- If the freeze begins on the negative bpm, then you'll miss unless you repeatedly hit the freeze note (which is gay).
- If you start the freeze before the trick begins, but continue that very first freeze the entire length of the trick, then yes it does work. Stipulation: cannot see tail end of freeze during the trick.
- If you start the freeze before the trick begins, but use individual freezes at each negative bpm step, you'll apparently hit the freeze fine without an "N.G.", despite the freeze animation fading away at the very end of the trick. Also, this method visually looks messy. As you hit your freeze, the freeze arrow feeds into the arrow receptor, but once it goes through negative bpms, it'll show the freeze past the arrow receptor (as if you didn't hit it).


Thanks for the info btw! I think question #2 is the one I need to know about the most however.
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Old 06-19-2012, 02:34 AM   #511
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

I used very low bpms in Eyes of June to prevent the players from accidentally hitting mines or arrows that are supposed to be fake. You can put notes very close to the receptor and not affect the players if you set the bpm low (like -10 ~ 10), but if you use it too soon, the timeframe will go beyond the start point and will do funny things (which you probably don't want)

Also, when you do negbpm skip, be sure to skip at least an entire measure, and do not put any notes or mines in areas being skipped. Otherwise it will not work for some versions of stepmania. (for example, 4.0, openITG)

Code:
BPM180          BPM-50  [fake]   BPM50 [skipped] BPM180
--m10-------------m11--------------m12-------------m13-------------m14
   |   Some notes  | Put fakes here |  Keep empty   |   Some notes  |
----------------------------------------------------------------------
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Last edited by leonid; 06-19-2012 at 02:43 AM.. Reason: make it pretty
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Old 06-19-2012, 02:45 AM   #512
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Ah, thanks for the extra consideration there. I guess that means using freezes throughout the entire bpm trick may not work on all versions (I use 3.9 and it works fine). That's too bad.

or maybe not? idk if the tail of a freeze would screw up other versions of SM; it's not a note or mine.
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Old 06-19-2012, 02:46 AM   #513
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

well you can make it LOOK like it works
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Old 06-19-2012, 10:22 AM   #514
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Old 06-19-2012, 02:48 PM   #515
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BUUTSU

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Old 06-19-2012, 04:00 PM   #516
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Hatsune Miku no Shoushitsu -Gekijouban- (leonid)
- Hard pain step. Difficulty gap is a bit big but whatever.
Yes


Eiffel 65 'Blue' Remix (blindreper1179)
- Your offset is incorrect. It's late by 0.04.
- Layering transitions aren't very smooth and are quite abrupt. For example, at M9+ (Beat 33+).
- 12th jumps at M18+ (Beat 68+) are inaccurate.
- I skimmed the rest. Overall, the layering way too inconsistent. There are also absolutely no hands, holds, mines and the like—this isn't FFR, don't be afraid to experiment.
No


Theory of Eternity (WTP, Zy, CHA, Fly)
- My only issue with this file is that all the charts are very close in difficulty. There is barely any gap in between the charts, but I'll let it slide.
Yes


Zanzibar Green (Valor)
- It's offsync. Global offset issue probably.
- Save for an Icyworld Jumpstream pack of sorts.
No


The Sampling Paradise (Kommisar)
- Good.
Yes


AVALON (leonid)
- Great.
Yes


El Perdedor (iRanch)
- Brave song choice, lol.
- No real commentary. Well layered. Only reason I see that people won't play this is because of the song itself.
Yes


Bingo Highway (Remix ver.) (bmah)
- Good thing the easier difficulties compensate for the expert chart's difficulty.
Yes


Kimi no Heart ni Lock-on (bmah)
- Cool.
Yes


Seiken Densetsu - Final Battle (Wineandbread)
- Excellent.
Yes


えっへん≦( ̄^ ̄)≧どやどす?天狗自慢 (plopadop)
- Get me some romaji or english translation for this.
- Really needs easier charts. At this point in the pack though I'd say save this for the next pack I do, lol.
No


Chronon (Antronach)
- My issue is that there aren't really enough 3-note hands to counterbalance the amount of quad usage in this file. Tone down the quad usages to 3-not hands would be an easy fix.
- Beat 119.5, ragebait. Change the patterns.
- Save for next pack.
No


What You Got (lurker)
- Other chart I can't even call an easier difficulty, it was half-assed as fuc but I don't care at this point.
- Good otherwise. Wasn't expecting you to ever submit to these packs, rofl.
Yes


GIGA BREAK (melonid)
- Good.
Yes


The Island Pt. 2 (Yotipo)
- Different enough from Rog's chart in FFRCP3.
- Easier charts are good too.
Yes


Raison D'etre ~Kousasuru Shukumei V2 (Pompomoulin)
- Didn't fix a single thing I suggested for the Expert chart.
- Mines in Hard chart vs mines in Expert chart are kinda inconsistent. One's too different from the other.
- Overall, the Hard chart isn't simplified enough.
- At this point, I'd say save for next pack.
No


Checking You Out V2 (mi40)
- Acceptable.
Yes


44 edit V2 (mi40)
- Not simplified enough.
- At this point, I'd say save for next pack.
No


Where's Bill V2 (mi40)
- Removing a bunch of 16th stream isn't called simplifiying, you also have to take into consideration factors like jump/hand/grace note layering and all that jazz.
- Acceptable but I'll replace Louder with this file.
Yes


Breaking Through The Gate V2 (wc)
- Good.
Yes


Tuff Guy Not Tuff V2 (Yotipo)
- Good.
Yes


Hunters Chance (Baq12)
- Great.
Yes


Polar 240 (Baq12)
- Great.
Yes


Jomanda (Gameoson)
- M18+ (Beat68+) some missing piano chord jumps.
- M30+ (Beat116+) you might want to double check the sync with DDReam. It seems off.
- M32+ (Beat124+) the holds aren't really necessary. If you wish to include them, you definitely need to trim the lengths down by more than half it's current length.
- You probably should tone down the hand usages a tad more in the Medium chart.
- Save for next pack I do.
No


Poseidon (Kors K Mix) (Gameoson)
- No real commentary.
Yes


Voice (Niko)
- Excellent.
Yes


EXTERMINATION (moches)
- Sex.
Yes




Final queue size is 83 files.

Graphics people might wanna check the first post for a list. I'll be knocking out a lot of the sets myself so make sure to check periodically so you don't end up doing the same sets as I do.
http://www.flashflashrevolution.com/...26&postcount=1
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Old 06-19-2012, 04:04 PM   #517
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Quote:
Originally Posted by Evnoir View Post
BUUTSU

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Old 06-19-2012, 04:10 PM   #518
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

83 files.
That's too damn much DDDD>
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Old 06-19-2012, 04:12 PM   #519
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

Quote:
El Perdedor (iRanch)
- Brave song choice, lol.
- No real commentary. Well layered. Only reason I see that people won't play this is because of the song itself.
Yes
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can't wait for this pack
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Old 06-19-2012, 04:21 PM   #520
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Default Re: FFR Community Pack Summer 2012 (Submissions Open)

do red and blue versions of pack
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