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

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Topic Starter
eldnl

MillhioreF wrote:

Yes, exactly. It was already possible, but you have to be pixel perfect - apparently playing with 60 FPS gives you a few milliseconds of leeway.
nope, that shit about miliseconds or frames or whatever does not exist, that jump is practically uncatchable with 120fps or more because the catcher stops in the next fruit, and because of that the next fruit is uncatchable. . . when you play with 60fps the catcher doesn't stop in the next fruit and keep going to the other fruit, not sure if you can understand this xD
MillhioreF
Oh, so you did do the jump with 60 fps... that explains it then! 60 fps makes pixeljumps catchable after all...
Topic Starter
eldnl

MillhioreF wrote:

Oh, so you did do the jump with 60 fps... that explains it then! 60 fps makes pixeljumps catchable after all...
nope ://
MillhioreF
Well okay, it makes some catchable, not all. The watashi map is literally impossible with 120 FPS, but it's doable with 60 FPS. I'm sure there's some pixeljumps that can't be caught anyway, and definitely really fast sliders can't!
Topic Starter
eldnl
I did the watashi map, is not that easy but it's possible just because there is a lag that let you catch the last note, really weird, probably peppy did something to this? o.o



Edit:

that lag is not normal

[suicide


Double time 8-)

Hardrock


Hardrock Double time!

ALL the fucking mods!
MillhioreF
It's been confirmed that this map's jump is sometimes catchable due to some weird song start lag... Supposedly it wouldn't happen if you placed the notes ~5 seconds after the song starts, but I haven't tested that.

EDIT: also hardrock makes hyperdashes appear, so it doesn't count
[suicide

MillhioreF wrote:

It's been confirmed that this map's jump is sometimes catchable due to some weird song start lag... Supposedly it wouldn't happen if you placed the notes ~5 seconds after the song starts, but I haven't tested that.

EDIT: also hardrock makes hyperdashes appear, so it doesn't count
Does double time count? You do get a high velocity than normal.
Topic Starter
eldnl

Manchineel wrote:

MillhioreF wrote:

It's been confirmed that this map's jump is sometimes catchable due to some weird song start lag... Supposedly it wouldn't happen if you placed the notes ~5 seconds after the song starts, but I haven't tested that.

EDIT: also hardrock makes hyperdashes appear, so it doesn't count
Does double time count? You do get a high velocity than normal.
that's why it doesn't count either
[suicide
that's why it doesn't count either
Then we have a solution! use Hardrock or double time for the problem.
More score, more people happy. Also you'll gain more skill this way!
Genius.
VelperK

Manchineel wrote:

that's why it doesn't count either
Then we have a solution! use Hardrock or double time for the problem.
More score, more people happy. Also you'll gain more skill this way!
Genius.
you retrograd person, stop trolling these kind of threads and gtfo.
you did the same with the ctb droplets thingy topic.
Seph
actually running on vsync 60fps makes my ryuuta move faster than it should be (or its just me) but i tried doing it on some pixel jump and i apparently caught that pixel jump on rainbow tylenol when i pause and switched from unlimited to 60fps. though playing on it makes ryuuta control hard as fuck
Topic Starter
eldnl

Seph wrote:

actually running on vsync 60fps makes my ryuuta move faster than it should be (or its just me) but i tried doing it on some pixel jump and i apparently caught that pixel jump on rainbow tylenol when i pause and switched from unlimited to 60fps. though playing on it makes ryuuta control hard as fuck
60fps is not faster, there is something different with the hyperdash I think.
VelperK
I'm bumping this. I'd really like to see it fixed since CtB is the most broken osu! mode as of now.

By the way, here's one simple example of an impossible jump: http://puu.sh/1jxet
MillhioreF
Here is an updated version of the Watashi map with three scenarios where hyperfruit fail to spawn:

*3-Note Jump
*Spaced Stream (same broken mechanic as 3-Note Jump, but in a more extreme scenario)
*Fast Slider

Note that the 3-Note Jump is catchable under some strange lag-based circumstances, but the others are definitely not (and the 3-Note Jump can't be caught without lag either.) Also included is a tick rate 2 version of Fast Slider, to show that hyperfruits spawn correctly when there are no small droplets involved.
Topic Starter
eldnl
peppy has something to say here? if you still don't understand the problem I could explain it in a better way.
peppy
It has been confirmed so is already confirmed. You need to wait until I get a chance to look at this (relatively low-priority) bug.
MillhioreF
Speaking of which, the doubletime bug was resolved long ago, so I'll change the topic name (unless someone objects)
DarkAngel101_old
:oops: :P :x 8-) :( :o ;) :( :arrow:
119410501
lol x2
Drafura
Stop spamming.

MillhioreF wrote:

Speaking of which, the doubletime bug was resolved long ago, so I'll change the topic name (unless someone objects)
Thank you.
Topic Starter
eldnl
Why is this low priority?, is the most visited thread, so most people want this, don't you? well, we just need to wait :z
MillhioreF
I think it's high-priority myself, but peppy disagrees (see his most recent post) and his opinion vetos mine :o
TheVileOne
This isn't high-priority because it's been a problem with CTB since CTB was a game. If it wasn't high priority then, it's not just going to become a focal point now. Old bugs are low priority compared to new bugs and trust me there are a lot of new bugs that can and should be fixed before this bug which everyone is already used to gets fixed.

One can thing of this from an accessibility standpoint. How many players does this bug affect compared to other bugs? There aren't that many "impossible" CTB maps, and there are far less players who can play these CTB maps anyways. Fixing this would only please a small group of players, while gamewide bugs/ bugs affecting wider ranges of people take higher priority.

Also this will require peppy to just drop everything he's doing and focus on nothing but this bug for a whole development day.
Drafura

TheVileOne wrote:

Fixing this would only please a small group of players, while gamewide bugs/ bugs affecting wider ranges of people take higher priority.
What about XAT trying to mod CtB diff wich can't even determine if the maps are FCable ?

I personnally see it as high priority for the sake of CtB mapping, modding and gaming, but I understand this bug is pretty tricky to fix cause determining a maximum non hyper jump too short could make a lot of maps too easy to FC, and using a too long one could not entierly fix the problem (well the problem is a bit more complicated than that but this is an easy way to explain why it's tricky to fix).
peppy
All the cases in MillhioreF's example map should now be fixed on the test build. Please test all cases (including other maps, as hyperdash may now be spawning in places it is not required, which may or may not need to be fixed).

I also added an alert when watching a replay which moves faster than humanely possible, which only displays on the test build. Might be handy for checking any replays you think may not be legit, and pointing them out to me in a PM for confirmation. Keep in mind this may be a result of lag, too.
Deif
Totally fixed for pixel jumps:


And for some maps with complicated dashes:


And this is just for fun ^^

Drafura
Detected a little problem with many sliders :

Taking this map as example :
http://osu.ppy.sh/p/beatmap?b=46477&m=2
00:22:537 (1,2,3) - those sliders have now hypers in the first beat and the middle droplet but the hyper isn't triggered when the player catch them. For this map I catched the sliders sometimes without the fix so basically they was catchable (with dash ofc) but I think they still need this fix since they was really really really hard to catch.

http://osu.ppy.sh/p/beatmap?b=27737&m=2
00:45:257 (1,1,1) - Kinda same problem some elements of sliders seems to trigger the hyper showed in the fruit and some not.

http://osu.ppy.sh/s/65294
01:28:530 (7,8) - Here it's a mapping problem. Randomness of the position of the droplet could be kinda annoying to map cause for the same slider speed/direction it's going to pop or not the hyper droplet (you can compare with previous sliders). Anyway the hyper isn't trigger when playing as in the others maps.
Seph
gg pixel jumps
Deif

Drafura wrote:

http://osu.ppy.sh/p/beatmap?b=27737&m=2
00:45:257 (1,1,1) - Kinda same problem some elements of sliders seems to trigger the hyper showed in the fruit and some not.
Regarding this: Even with the hyper-droplets, they seem to be a bit unstable and those sliders are very hard to catch. Can someone confirm this?
Seph
so much for my effort on fcing airman, tested the fix and now its easy as shit. bs
Drafura
About the generation of hypers, yes it seems to trigger a little bit too easily for example :
http://osu.ppy.sh/p/beatmap?b=127363&m=2
02:27:853 (2,3,4) - Example of unrequired hyperdashes in a 2 fruits jump. The fruits are allready catchables and not that hard.

http://osu.ppy.sh/b/85550&m=2
00:29:714 (1,2,3) - Example of unrequired hyperdashes in a 3 fruits jump. The fruits are allready catchables and not that hard. I just realize with this map that with little circle size the hypers are triggered way to often.

More example wich shouldn't get hyperdash :
http://osu.ppy.sh/p/beatmap?b=93842&m=2
All extra hyperdashes added in this map are not needed.

http://osu.ppy.sh/p/beatmap?b=128872&m=2
00:16:303 (2) - Not required.

I hope this will be helpfull to adjust the triggering values.
MillhioreF
Droplet hyperdashes still don't seem to work correctly. The first fruit of a slider now gives hyperdash up to the droplet as it should, but the droplet doesn't renew the hyperdash status and Ryuuta only moves at normal speed (which isn't always enough.) Fast Slider on my example map seems to still be uncatchable because of this.
Seph
in the easiest explanation: Hyperdash spawn is very much like halftime before it was tweaked, except its on normal speed.
MillhioreF
Here's an example of hyperfruits spawning where they aren't needed.

This map on TAG4 difficulty:
00:12:042 (1,1,1) - these three notes are just barely catchable (you have about 1/10 second of leeway) but now they're much easier because hyperfruit spawn anyway.
TheVileOne
This has extra hyperfruits and it was possible to FC before. They are unneeded.
00:19:900 (12,1) - in this map is perfectly catchable without a hyperfruit.
http://osu.ppy.sh/b/90192

I really don't like thinking about making already possible maps easier just to fix some bug that affect 0.01% of maps.
MillhioreF
Ideally, nothing would change except for jumps that were impossible before. I'm not sure how feasible that is code-wise, though.
TheVileOne
Then peppy obviously set the catchable distance rate wayy too short, because the hyperfruit change to fix these issues would have been a tiny fraction of a change in the spacing differential. This is a large, way overdoing it change. It fixes it, but it's breaking other things.

There shouldn't be a limit that's considered too difficult to catch. If it's catchable, then it should be allowed. the hyperfruits shouldn't present a threshold for too difficult, unless that threshold is uncatchable.
peppy
Please try the test build again. I have updated it slightly and am curious as to the results.
TheVileOne
There was an error loading this beatmap.

Please fix this soon if you want me to continue testing. I will be starting a mod soon.
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