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Hyperdash fruits don't always spawn correctly in CTB [confirmed]

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Shiirn
Calling people stupid doesn't improve your arguement.


However, I have presented these bugs to the dev team (and peppy directly) as a whole multiple times with multiple avenues of examples and multiple suggestions on how to fix it and have seen it thrown instantly into the "put it off forever" pile, so I wouldn't hold my breath on it getting fixed.



Ever.
[deleted user]
hey guys, I am the newbie here!! when I want to reply the post here, it failed, why?? :)
Topic Starter
eldnl

Shiirn wrote:

Calling people stupid doesn't improve your arguement.


However, I have presented these bugs to the dev team (and peppy directly) as a whole multiple times with multiple avenues of examples and multiple suggestions on how to fix it and have seen it thrown instantly into the "put it off forever" pile, so I wouldn't hold my breath on it getting fixed.



Ever.
I think ctb community don't want to help, and if peppy don't want to fix it this should be closed
119410501
Fixing this bug would be not fair for the people who have played maps before when the bug was not fixed, and not fair for the people who quitted.
I think that this bugged DT just gives a chance to people who can't DT on only HD maps, and it's ok.
MillhioreF

119410501 wrote:

Fixing this bug would be not fair for the people who have played maps before when the bug was not fixed, and not fair for the people who quitted.
I think that this bugged DT just gives a chance to people who can't DT on only HD maps, and it's ok.
taiko got widescreen support, and it can be argued that that's no fair for the people who played without the longer lane... it's all part of balance changes to make osu! better!
peppy
Leaving bugs is not fair to players which remain in the game and have put up with them for this long. Accusing me of not fixing this bug when it is already marked confirmed is not a wise move. It will be fixed, but has roots which lie deep in algorithms that could affect other elements and need to be thoroughly tested. This will happen, but it may take some time.
Topic Starter
eldnl

peppy wrote:

Leaving bugs is not fair to players which remain in the game and have put up with them for this long. Accusing me of not fixing this bug when it is already marked confirmed is not a wise move. It will be fixed, but has roots which lie deep in algorithms that could affect other elements and need to be thoroughly tested. This will happen, but it may take some time.
If you read someone post that you don't want to fix it, so, but if you will do, thanks and good luck o7
Last Remnant_old

Don Omar wrote:

First. Double time increases the speed of map by 1,5x, not by 2x.
Second. Ryuuta moves in 2x speed, so... PROBLEM?

EDIT 1: HalfTime decreases speed of map by 0,75x, not by 0,5x.
Ryuuta moves in 0,5x speed so many hyperdashes appear.

This is not a bug of speed. This is a bug of mods naming.

EDIT 2: DoubleTime needs double speed of reaction to catch even unvanished hyperdashes so most of them are uncatchable as player hasn't got enough reaction to pass it.

Clearly you have no idea on what you are talking.

DT makes song faster by 1.5x and ryuuta is also faster by 1.5x, same goes for HT (song speed multiplier is 0.75x and also is ryuuta's). I made application that measured ryuuta's "speed" (distance / time) and results are (nomod: 500 units/s, DT: 750 units/s, HT: 375 units/s) which are proof of my statement.
peppy
The opening post's example map where HT catches are impossible seems to have been deleted. Does anyone else have an example I can use to replicate this issue?
MillhioreF
here is a reupload of the map... I can't think of a better, simpler way to illustrate it!
Topic Starter
eldnl

MillhioreF wrote:

here is a reupload of the map... I can't think of a better, simpler way to illustrate it!
Thanks, edited OP.
statementreply

peppy wrote:

Leaving bugs is not fair to players which remain in the game and have put up with them for this long. Accusing me of not fixing this bug when it is already marked confirmed is not a wise move. It will be fixed, but has roots which lie deep in algorithms that could affect other elements and need to be thoroughly tested. This will happen, but it may take some time.
Also there are "uncatchable" fruits (without DT) that should have been given hyper-dash, but not with the current algorithm:
peppy
Can you make an example map reproducing this?
peppy
I have fixed the issues with HT/DT, and pushed out a new test build. I would like people to test this on the test server before making it live to ensure I haven't broken everything, if at all possible.
MrSake
Nice. I tried test build and it seems to work now. With couple retries I could pass this map, which was impossible before


http://osu.ppy.sh/b/144621


Will try some other maps later.
Last Remnant_old
Yup, fixed now, both HT, nomod and DT spawn hypers on same locations which is great but it brings one trouble.

All HT scores would have to be wiped out due to the fact that there are maps which were (are) unFCable with nomod but were FCable with HT (since it spawned more hyperdash jumps).

PS. Example map of map "statementreply" wrote about is this http://osu.ppy.sh/p/beatmap?b=112586&m=2 (combo 403 - 405)
peppy
Maps which can't be FC'd should also be fixed. Please point these out.
Deif
I'm really happy to see this fixed ^^



Tested some maps with NoMod/HR too: They keep the same number of HDashes after applying HT or DT on them. Songs as Kokou no Sousei (3 pixel-jumps) or The Big Black (non-correct HDash generation due to awkward pattern) would be now unFCable with HT!

Aaaaand I've lurked a bit with some songs too:

FCable songs which were impossible before
http://osu.ppy.sh/p/beatmap?b=107297&m=2 (In a normal play, there should've been 5-6 misses due to DT incorrect HDash creation. That miss wasn't due to them)


Messin' around with TAG4 maps
The first song was a real pain before, now it can be FCable. The 2nd one was directly impossible to pass before




I'll try the Kirby Mix Compilation now... That Aurora2 part should be passable now.
Last Remnant_old
OK, I will try to give my idea on how to fix them. Lets say that example is same map I pointed out in previous post:

http://osu.ppy.sh/p/beatmap?b=112586&m=2

What current algorithm probably does is checking 2 separate non-littleDroplet objects, and if they are distant enough, first one becomes hyperdash object. At example map, we have 3 "critical" objects, 403, 404 and 405 combo objects (normal fruits). Current algorithm checks 403 and 404, figures out they are not distant enough leading to no hyperdash, same goes for objects 404 and 405. Indeed, jump between 403 and 404 is catchable, and jump between 404 and 405, but what IS uncatchable is jump between 403 and 405 (which would become hyper if we removed 404). So my solution is to check 2 or 3 objects more in advance (if there is no need for hyper between 403 and 404, check for 403 - 405 distance and if it is big enough, create hypers on all 3 hitObjects (in case 403 - 404 distance was enough, 403-405 checking won't be necessary) ).
peppy
Not sure I understand still. If possible, make a map with just three objects to demonstrate the bug.
Last Remnant_old
http://www.mediafire.com/?ipn6pdlwcc3zd54

.osu file for map http://osu.ppy.sh/s/25

Objects 1 and 2 are catchable, so are objects 2 and 3, but 1-3 are not (simple proof is that you can move left to right holding down dash button and you can miss 1st fruit, get 2nd and miss 3rd (as I said in previous post, if there were no 2nd fruit, 1-3 would become hyper jump and fruit no.1 would become hyperdash fruit) ).

Similar example can be made with 4, 5 or more fruits in a row like that.

PS. Basically, as I mentioned in previous post, checking one fruit in advance (after we determine that 1-2 distance is not hyperdash-necessary, check for 1-3 and if it is hyperdash-necessary, make hypers on all 3 objects) should fix this issue in my opinion.
Topic Starter
eldnl
I want support to test the maps that had bugs ;_;
119410501
Woo good job for the fix = w =)

Now it's time for the 100s freezes \:D\
Topic Starter
eldnl
@ppy if you want some examples of "pixel jumps" there are some maps that has them:

http://osu.ppy.sh/p/beatmap?b=71562&m=2
http://osu.ppy.sh/p/beatmap?b=104945&m=2 (Ijou Nashi difficulty)
http://osu.ppy.sh/s/18009
http://osu.ppy.sh/s/20789
http://osu.ppy.sh/p/beatmap?b=64558&m=2

And there are a lot more.

Edit: http://ha.ppy.sh/ss/1068
Deif
I guess the pixel jump issue can be requested to be solved in another thread...
peppy
Where does the term "pixel jump" come from anyway?
Luna
It's because you have to be pretty much pixel perfect in your positioning when starting the dash, so that you can catch the next fruit with the far end of the plate (which leaves your positioning off for potential following pixel jumps in the same direction)
Deif
It became popular amongst mappers/testers a year ago or so, when many players tried to FC this map w/o HardRock: http://osu.ppy.sh/p/beatmap?b=68431&m=2 (which contains that famous pattern).

It consists on 2 consecutive extreme dashes (1/2 separated notes), which are almost HDashed.

The correct way to play them is positioning the ryuuta at the edge of the 1st fruit and making a sharp movement to get the other 2.

|____________3|
|______2______|
|1____________|
|.\o/...............|

|____________3|
|______2______|
|........\o/........|

|____________3| => CATCHED!
|...............\o/.|

In some cases, it's possible to do it (depends on the BPM, and the distance of the notes in the screen). But when the distance between them is quite close to the HDash, the result of the movement would be something like this:

|____________3|
|______2______|
|1____________|
|.\o/...............|

|____________3|
|______2______|
|.......\o/.........|

|____________3| => MISS!
|.............\o/...|

I hope the graphics are enough explanatory...
Topic Starter
eldnl
Good job Deif
peppy
At a code level, the above should still be possible (though hard), which is why I'm asking for a specific test beatmap to be created so I can check.
MillhioreF
made a custom one with really tiny download
http://puu.sh/14fXc
VelperK
Also, you should take a look at this one:

http://osu.ppy.sh/p/beatmap?b=27737&m=2

This is somewhat different, we're talking about a reverse slider, not 3 circles.
MillhioreF

VelperK wrote:

Also, you should take a look at this one:

http://osu.ppy.sh/p/beatmap?b=27737&m=2

This is somewhat different, we're talking about a reverse slider, not 3 circles.
This is a different bug where if there's a droplet in between two slider ends, it doesn't get hyperdashed. Nothing to do with reverse arrows.
Topic Starter
eldnl

peppy wrote:

At a code level, the above should still be possible (though hard), which is why I'm asking for a specific test beatmap to be created so I can check.
There are some jumps that are possible, but there are some that not, like the short map above, even with this trick is impossible.
statementreply

peppy wrote:

At a code level, the above should still be possible (though hard), which is why I'm asking for a specific test beatmap to be created so I can check.
osu file format v9

[General]
AudioFilename: tutorial.ogg
AudioLeadIn: 0
PreviewTime: -1
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32

[Metadata]
Title:osu! tutorial
Artist:Peter Lambert
Creator:peppy
Version:CTB Test
Source:
Tags:

[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:2.56
SliderTickRate:4

[Events]
//Background and Video events
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
255,374.123148869836,4,1,0,100,1,0
4650,-50,4,1,0,100,0,0


[HitObjects]
112,192,1751,1,0
256,192,1845,1,0
400,192,1938,1,0
496,192,3247,5,0
256,192,3435,1,0
16,192,3622,1,0
0,192,4744,6,0,B|512:192,1,512
Last Remnant_old
I also provided example in my previous post and basically explained what can be done to fix this: p/1779211
peppy
I am going to leave this second issue until the first has been made public and confirmed as resolved, as I'd rather not create problems on top of problems.
119410501

eldnl wrote:

peppy wrote:

At a code level, the above should still be possible (though hard), which is why I'm asking for a specific test beatmap to be created so I can check.
There are some jumps that are possible, but there are some that not, like the short map above, even with this trick is impossible.
OMG
VelperK

peppy wrote:

I am going to leave this second issue until the first has been made public and confirmed as resolved, as I'd rather not create problems on top of problems.
I think the DT bug was succesfully resolved IMHO, I tried different maps and they all play very well! But I don't have problems with waiting a bit longer either, in case there is a little glitch or something :)
peppy
DT is fixed and will go live soon. I'm talking about the other yet-to-be-confirmed bug mentioned in the last few posts.
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