This map has been deleted on the request of its creator. It is no longer available.
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.
That doesn't mean I agree with it for the reasons mentioned aboveGabi wrote:
@awp
(+) [peppy] Added editor menu option for adding an inheriting timing section. This is the default for Ctrl-P.
viewtopic.php?f=30&t=16043
Personally, I agree with the move, considering how the ratio of inherited to non-inherited sections in my maps is usually about 50:1. While it didn't need to be the same key combo, it certainly needed a key combo.awp wrote:
b850.test
I seriously doubt this is a bug (it must have been deliberate) but it is bugging the crap out of me so I'll mention it here anyway.
Ctrl+P now creates an inherited timing section, as oppose to a regular timing section. This is a rather annoying move in my opinion for two reasons:
One, changing an already existing (and for someone like me, very popular) hotkey to another function is disorienting. Why can't Inherited be Ctrl+Shift+P or something?
Two, there's really no reason for a hotkey to create an inherited section. I understand for maps that are a single section, you'll likely have more inherited sections than real sections but you need to enter the timing setup panel to configure inherited sections anyway so you're not saving any extra steps.
confirmed. Also there is a very small bug that i'm not sure about. But when you change the overall difficulty without saving the map you get this The 1 is there but not the circle it slow fades in tho. But it looks odd.awp wrote:
b857UNSTABLE-EDITOR.test
-After modifying a highlighted slider, the slider then becomes "sticky"; buttons can't be pressed and clicking anywhere on the playfield modifies the end vertex of the slider that is highlighted. Touching the toolbars at the top or pressing 1/2/3/4 disables the sticky slider.
Confirming.awp wrote:
-After modifying a highlighted slider, the slider then becomes "sticky"; buttons can't be pressed and clicking anywhere on the playfield modifies the end vertex of the slider that is highlighted. Touching the toolbars at the top or pressing 1/2/3/4 disables the sticky slider.