Double time
Hardrock
Hardrock Double time!
ALL the fucking mods!
Does double time count? You do get a high velocity than normal.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
that's why it doesn't count eitherManchineel wrote:
Does double time count? You do get a high velocity than normal.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
that's why it doesn't count eitherThen we have a solution! use Hardrock or double time for the problem.
you retrograd person, stop trolling these kind of threads and gtfo.Manchineel wrote:
that's why it doesn't count eitherThen 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.
60fps is not faster, there is something different with the hyperdash I think.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
Thank you.MillhioreF wrote:
Speaking of which, the doubletime bug was resolved long ago, so I'll change the topic name (unless someone objects)
What about XAT trying to mod CtB diff wich can't even determine if the maps are FCable ?TheVileOne wrote:
Fixing this would only please a small group of players, while gamewide bugs/ bugs affecting wider ranges of people take higher priority.
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?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.