This map has been deleted on the request of its creator. It is no longer available.
??????????Skyripper wrote:
b657
Maps using default colors use 2 red combos in a row
It's confirmed, I actually just noticed it myself.peppy wrote:
??????????Skyripper wrote:
b657
Maps using default colors use 2 red combos in a row
Screenshot is from my Turn the Beat Around map, played in Solo with Auto. Also happens in Test mode, iircpeppy wrote:
In what? editor? gameplay? heaven? fuck
p.s. I can't replicate.
i've made some modifications - can you try again?Jdbye wrote:
osu! b658.test
Videos don't seem to work at all for me anymore.
In "Funtastic Power! - This is Sparta REMIX" (ranked) the music started playing, but the screen froze, and the PC lagged so bad I had problems closing osu! - it took me several minutes just to get task manager open. It doesn't fail the song or anything - it just keeps going. It is worth noting that once, it did fail the song after freezing, and osu! still worked fine, but when I started the same song again without restarting osu! and let it run to the end, osu! crashed with an error message (not the crash reporter).
In "Caramell - Caramelldansen (Speedycake Remix)" (ranked) the video showed a few frames, then went back to the skin background. No lag at all.
It seems likely to me that the ffmpeg integration has something to do with it, as it worked fine before that.
EDIT: It seems that videos do work - but only on some songs. osu! just crashed in the middle of a song with a video (with the error reporter), however the video worked fine up until that point.
That fixed Caramelldansen, but not This is Sparta REMIX. Same problem as before.peppy wrote:
i've made some modifications - can you try again?
No, but doesn't testing the beatmap prompt you to save it?peppy wrote:
The distance snap value is saved in the .osu file. Do you think the osu! file should always be saved on changing it then o.O? At the moment it won'tRemmyX25 wrote:
b658
Editor:
If you change the Distance snap value, then test the map, the distance snap value reverts back to its original value.
Ex:
D.Snap starts at 1.0, change to .06, F5, D.Snap is back to 1.0
Probably related to another bug which has been resolved.Card N'FoRcE wrote:
I dunno if it's a bug or a problem somewhere else, anyway this happened to me when i updated to b680
[screenie snipped]
This doesn't happen to public release
All bugs listed up to this post should be resolved in b684"Negative" rankings are not fixed yet..
Rolled has experienced something similar:strager wrote:
I'm getting something weird related to sliders in b684 as well.RemmyX25 wrote:
2) So after a bit of playing around, foulcoon, Cheese, and I have come to an agreement as to whats causing slider lag while playing Double Time. If the slider velocity normally speeds up, the game will not register it, breaking the map (basically becomes a normal 1x slider instead of 2x). This only happens if Frame Limiter is turned ON.
Sometimes when I play a map all sliders are half the speed they should be. I end up failing 'cus I can't hit notes after when the slider should be. Restarting the map fixes the problem.
I just tried my WIP and the sliders actually doubled in speed. Again, restarting fixes this.
I have the frame limiter off and am using no mods.
It seems timing sections are not reloaded when you play a new map.#osu wrote:
02:23 < Rolled> for example, say two people map a difficulty of each song and use a varrying 2x bpm or .5 bpm sections
02:23 * Rolled is listening to (Dj Sammy - Heaven (Techno Remix))[http://osu.ppy.sh/s/1646]
02:23 < Rolled> this for example, mine and james difficulty
02:23 < Rolled> he has 2x bpm sections in his difficulty
02:24 < Rolled> and they are transfering over to my difficulty, without the 2x bpm
02:24 < Rolled> however the sliders are still 2x the BPM
02:24 < Rolled> even though it's not meant to be a 2x section
Rolled wrote:
This one is weird. Foulcoon told me about this bug earlier (his screenshot.) What it does, is when you click this spot, it sends you to the very beginning of the song (whether you're playing the map in standard osu mode, or editing.)
Can be rather annoying when doing hitsounds and stuff. Also, it's instant-fail if you click it while playing a map. You're sent back to the beginning, your score stays the same, and all the hitobjects are invisible (you can hear hitsounds, though)
Also I wasn't able to replicate it after he told me about it. It's happening to me now, though.
This is probably due to the position of your loop definition. It is not being loaded until too late into the storyboard (sprites are loaded during breaks to save the huge load-time at map startup). If you can't fix this by moving the definition it may be a bug in the loading code (in which case let me knowawp wrote:
Yeah, the actual animation/sprites start at the beginning of the last break, iirc.
Also, the loop innards last 4 seconds, not three, so it should be almost four minutes long.
4,0,1,"img\02.png",0,0
L,-250,53
M,2,0,1000,420,340,420,336
M,1,1000,2000,420,336,420,332
M,2,2000,3000,420,332,420,336
M,1,3000,4000,420,336,420,340
F,0,210477,211400,1,0
Can you actually replicate this after the update the night before you mentioned it? I asked SFG and she couldn't.strager wrote:
Same here. REALLY annoying. =|Saturos-fangirl wrote:
clicking in the upper part of the screen during editor/testplay is skipping to the beginning of the song again
This bug is still present (storyboard begins at the start of the final break, as oppose to the start of the map).awp wrote:
b695.test
Storyboarding:
It just occurred to me, after searching the forums, that I never properly posted this bug. I apologize for that.
The problem can be easily observed in Ooparts (see above link). In the editor, the storyboard plays without a complaint. But in test/regular play, the storyboard elements won't appear until the last break occurs. Each of the looping elements appears at its own time with an offset ranging from -1500 to 0 (so that to the user they all appear to start immediately, but move up and down in different periods) and they appear in that order once the first break starts, so I'm guessing the loop offset is being interpreted as "offset from the start of the last break" rather than "offset of the start of the song". I was able to get the storyboard to work throughout the entire map by deleting all the breaks, but then it's unrankable/badly designed.
This one's mostly fixed. No more infinite loop, but I have all my images listed 01,02...16,17.png, and 10.png is being interpreted as "1.png" and as an animation (probably because the last digit is a 0). I can fix this by changing the name of 10.png to anything that doesn't end in 0, but it's a pretty annoying limitation imo.awp wrote:
The sprite library also falls into an infinite loop because I guess my sprites are being interpreted as animations or something. Problem starts as img/10.png, thinking that 10.png is "an animation named 1, and 0 is the first frame".
This is hard to believe looking at the code behind it. The glowing is definitely being created at the right location.Cyclone wrote:
I'm having trouble getting a screenshot of this, but on a large stack on note in Kiai time, the glowing effect appears where the notes would be in the editor, not where they stack to.
...what? I watched that and it looks fine?Cyclone wrote:
Here's a short video of what I am observing.
http://up.ppy.sh/files/kiaimisplacement.avi
They're glowing in both places?
i noticed this a few days ago but i wasn't sure if i should report it or notCyclone wrote:
Here's a short video of what I am observing.
http://up.ppy.sh/files/kiaimisplacement.avi
They're glowing in both places?
this is a nullref exceptionawp wrote:
I don't get any of that, but every time I close osu (I hit escape instead of clicking exit) I get a generic "The application osu! had to close down." dialog window. As if it were a problem.
Confirmed.Starrodkirby86 wrote:
b706
Universal volume only affects Sound effects and Hitsounds, but not music.