This map has been deleted on the request of its creator. It is no longer available.
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.
You failed to rank in the local scores! Better luck next time!
Pasonia's taiko plays. He passes in my game but he fails on the other side.Could you retest it with the latest build?
This should be fixed now.mattyu007 wrote:
Taiko auto misses any notes that are 1/4 or closer together
Edit: Any taiko streams longer than 4 notes will basically miss you
22:48 <Pasonia> : peppy - apparently, if I drumroll quick enough in taiko I can make one single note give me combo x 2this makes absolutely no sense to me.
22:48 <Pasonia> : instead of a miss
22:48 <Pasonia> : conversely, if I try to drumroll on a 1/4 using two different buttons i get misses always
correct behaviour. read changelogLarto wrote:
b815.test
When activating Autoplay while testing a beatmap, the cursor still uses the old behavior.