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Storyboard Problems New Problem

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Total Posts
21
Topic Starter
m980
Ok.. I found out what is stuffing up my beatmap

4,0,1,"bg\bgar.png",320,240
_L,11546,25
__N,0,0,35,
__F,0,35,70,1,1
_F,0,11546,13268,1,1
How do i counter this? I am trying to make a faithful storyboard to a certain song (Not Telling) And this the the part where the people they are helping are being charged up.. You know.. it's after every break.

Edit :

Another thing is stuffing it up..

4,0,1,"bg\bgar1.png",320,500
_L,121736,25
__P,0,0,35,H
__F,0,35,70,1,1
_M,2,121736,123036,320,500,320,240
_F,0,121736,121736,0,1
_F,0,124403,124403,1,0
The thing is.. That is what i is meant to be.. Osu fails to read this?
peppy

m980 wrote:

__N,0,0,35,
WTF is an N transform? ^^;
Topic Starter
m980
o.o'' Hmm.. I was sure it was something else.. Let me see something
Echo
I think you wanted something like this?

4,0,1,"bg\bg06.png",320,240
_L,15690,25
P,0,0,35,H
F,0,35,70,1,1
_F,0,15690,17440,1,1

edit: what the heck is that fade doing there? *checks*
edit2: ah, i see, to unflip it

edit3: technically, the last line (_F,0,15690,...) is unnecessary. I just put it there to explicitly say when it'll be showing.

Topic Starter
m980

Echo49 wrote:

I think you wanted something like this?

4,0,1,"bg\bg06.png",320,240
_L,15690,25
P,0,0,35,H
F,0,35,70,1,1
_F,0,15690,17440,1,1

edit: what the heck is that fade doing there? *checks*
edit2: ah, i see, to unflip it

edit3: technically, the last line (_F,0,15690,...) is unnecessary. I just put it there to explicitly say when it'll be showing.
Cool.. Thanks.. But..

It does the effect thing in editor.. but when i test, it's just the background.. no animation whatsoever..

And then when i try to test again.. it stuffs up...

eh?
peppy
how about if you play without using the editor? it might be saving incorrectly in the editor itself
Topic Starter
m980
K.. Thanks.. It works in play mode..

But the thing is.. when i went to the osu file to check the code, it was the N thing.. It changed from
  P,0,0,35,H
to
  N,0,0,35,

That is probably why my other beatmap stuffed up..
peppy
(*) Fixed bug with storyboard (Parameter type transformations in a loop didn't save correctly).

I hope you're running test version! If not, ping me on irc.
Topic Starter
m980
Ok..

So i put animation

6,3,1,"pe\gcharge.png",320,500,2,5
M,1,10546,11768,320,500,320,240
F,0,10546,11046,0,1
F,0,12268,12268,1,0

but now.. whenever i try to save my storyboard (I am putting bookmarks to show when to change each bg and sprite) it comes up with the following message..

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.


Whole bunch of code


************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
There is an option to continue or to quit.. Continue dosen't make it save at all.. Quit makes it come up with the following error..

An error has occurred.

System.InvalidCastException: Unable to cast object of type 'osu.GameplayElements.Events.EventAnimation' to type 'osu.GameplayElements.Events.EventSprite'.
at osu.GameplayElements.HitObjects.HitObjectManager.SaveFile(Boolean requireConfirmation, Boolean newFile, Boolean CheckChangesOnly)
at osu.GameModes.Edit.Editor.Exit(Boolean requireConfirmation)
at osu.GameBase.Form_FormClosing(Object sender, FormClosingEventArgs e)
at System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e)
at System.Windows.Forms.Form.RaiseFormClosingOnAppExit()
at System.Windows.Forms.Application.ExitInternal()
at System.Windows.Forms.Application.ThreadContext.OnThreadException(Exception t)
at System.Windows.Forms.Control.WndProcException(Exception e)
at System.Windows.Forms.Control.ControlNativeWindow.OnThreadException(Exception e)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()
Help??
Echo
The "whole bunch of code" in the JIT dialog is in fact the only important part of that dialog =P

Most likely a problem with inheritance?
Topic Starter
m980
um..

************** Exception Text **************
System.InvalidCastException: Unable to cast object of type 'osu.GameplayElements.Events.EventAnimation' to type 'osu.GameplayElements.Events.EventSprite'.
at osu.GameplayElements.HitObjects.HitObjectManager.SaveFile(Boolean requireConfirmation, Boolean newFile, Boolean CheckChangesOnly)
at osu.GameModes.Edit.Forms.EditorControl.saveToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ezencryption_lib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
License
Assembly Version: 1.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
ziplib
Assembly Version: 1.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
osu!
Assembly Version: 1.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_32/mscorlib/2.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
osu
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/my/Downloads/OSU/osu.DLL
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 1.0.0.0
Win32 Version: 1.1.10405.0
CodeBase: file:///C:/Users/my/Downloads/OSU/Microsoft.Xna.Framework.DLL
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.762
Win32 Version: 8.00.50727.762
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.762_none_10b2f55f9bffb8f8/msvcm80.dll
----------------------------------------
Microsoft.Ink
Assembly Version: 6.0.0.0
Win32 Version: 6.0.6000.16386
CodeBase: file:///C:/Windows/assembly/GAC_32/Microsoft.Ink/6.0.0.0__31bf3856ad364e35/Microsoft.Ink.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.312 (rtmLHS.050727-3100)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

Ok.. That is the whole bunch of code..

Note that i am using windows vista.. if that affects anything (which it probably shouldn't)
peppy
Yay, its a bug that I can actually fix! Fixed :)
Topic Starter
m980

peppy wrote:

Yay, its a bug that I can actually fix! Fixed :)
It's been fixed?? The error still comes up..
peppy
Sorry I spoke too soon. Please update and try again :).
Topic Starter
m980
//Storyboard Layer 1 (Failing)
4,1,1,"pe\bam.png",320,240
F,0,15030,15030,0,1
F,0,43461,43461,1,0
4,1,1,"pe\bang.png",320,200
L,15030,800
S,0,0,10,0,0
S,0,10,20,1,1
S,0,20,30,1,1
S,0,30,40,0,0
F,0,15030,15030,0,1
F,0,43461,43461,1,0

//Storyboard Layer 2 (Passing)
6,2,1,"pe\gbash.png",320,240,2,5
L,15030,100
M,0,0,200,320,249,320,254
M,0,200,400,320,254,320,249
F,0,15030,15030,0,1
F,0,43461,43461,1,0

Ok.. You while you play.. when you get Elite Beat, Beat or nothing, the scene on the top screen changes? I am trying to imitate that. So when you are failing, the passing should disappear, and if you are passing, the failing should disappear. But in the following code, Note that the second one is an animation. It dosen't disappear when you are failing. It has the passing layer. So.. Is there an easy solution that i just can't see or am i screwed?

It probably isn't very major, but it makes it look better.
peppy
Sorry for making you find all these bugs.
Fixed that one too! :D
Topic Starter
m980

peppy wrote:

Sorry for making you find all these bugs.
Fixed that one too! :D
Nah it's fine. I should be sorry for making you fix these bugs!

;)
peppy
I'm REALLY looking forward to your storyboard. :P
Topic Starter
m980
Ok. New Problem. Read first post
Echo
Can you post with _ for spaces, since it's kinda hard to tell which parts are inside the loop.
peppy
Not sure how this happened, but a fix is up in latest test build.
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