Agreed~ExPew wrote:
[Offset]
5755?? just my opinion
all change , ogg - to wavExPew wrote:
as requested
no kudosu!
[Hitsounds]
reduce all piano hitsounds around 20~30% , very noisy
[Offset]
5755?? just my opinion Agreed!
EDIT 2:
wtf is this?
i saw in sample import all of ogg. format
so using format .ogg is unrankable
Rumia- wrote:
remove (TV Size) in the title
also the source should be Hayate no Gotoku!
additional : add opening to tags
no kd.
final check , doneExPew wrote:
ok final check
[Missing Keysounds]
G#4
B4
F#6 (T)
A5 (T)
C#5
E5
remove all this hitsound on this note ( because it
turns silenced )
easy way to remove:
File > open .osu in notepad > Edit > Replace (Ctrl+H) > set hitsound missing nime
:26 < custom hitsound volume
:G#4.wav < hitsound missing
replace with :
:0 < 0% custom hitsound volume
replace all caution, it may crash your osu if you put wrong and take a note every missing keysound has different volume set : (volume) : (keysound name)
[Sora's HD+]
SB note :
01:21:266 - reduce sb note volume around 50%
[MX]
01:09:845 (69845|1) - remove hitsound ( why need 2 same hitsound, noisy ) wut?? , when i put 2 ? fixed
01:16:664 (76664|3) - ^ fixed
01:32:345 (92345|0) - does it necessary piano sound here? it suppose same as the rest , but why did i put piano ?? - fixed- remove , change to whistle
sorry , i reheard back , i delete the wrong piano , E5 restore , A4 delete , HD+ - fixedExPew wrote:
ops, detect again
no kudosu
[EZ]
00:41:891 (41891|0) - remove hitsound
00:47:345 (47345|0) -
00:52:800 (52800|0) -
[NM]
00:41:891 (41891|3) - remove hitsound
00:47:345 (47345|2) -
00:52:800 (52800|3) -
[HD]
00:41:891 (41891|2) - remove hitsound
00:47:345 (47345|0) -
00:52:800 (52800|1) -
[Sora's HD+]
00:27:232 (27232|0) - remove hitsound the no hitsound change to whistle
[MX]
00:41:891 (41891|1) - remove hitsound
00:47:345 (47345|2) -
00:52:800 (52800|1) -
01:19:391 (79391|3) -
:3 , didn't notice , it was the starting piano FIXED!!ExPew wrote:
lolol
ko x check penuh....da tukar hitsound, ade lagi tercicir
[Sora's HD]
00:16:664 (16664|0) - A4
All FIXED !!!Rumia- wrote:
for nm i think its better not to add any sv since new player cant really deal with sv changes . also it is quite bad for lower difficulties.
[HD]
fix MX's sv mod
[Sora's HD+]
sv before kiai time is too harsh , change every sv with 2.00x to 1.5 looks more fit to the difficulty.
01:00:044 - change sv 0.1x to 0.2x
01:30:300 - about 2.00 sv again like previous
01:31:323 - to 01:31:749 - this sv really confusing , i suggest to delete it for better in terms of playing and difficulty spread.
01:32:175 - about 2.00 sv again like previous , too.
[MX]
just a slight sv is confusing , suggesting :
move 0.5x sv a 1/4 earlier
01:08:737 - snap to 01:08:652
01:09:249 - snap to 01:09:164
01:25:186 (85186|2,85357|1,85527|3) - how about this ? http://puu.sh/blTEk.jpg
01:26:720 (86720|1,86891|0,87061|2,87061|1,87232|3) - http://puu.sh/blTML.jpg like this more fit the music , since there is a repeat 1/2 bass at 01:27:232
01:27:658 - , 01:28:340 - , 01:29:022 -, 01:29:703 -
hmm i guess its kinda weird for you to skip the stream on every 2nd note , why not just add them ?
01:31:323 - add a note , there is a kick here
call me back when you fix these.
i cant set it , only QAT can do that.ShikiNoHollow wrote:
did you forgot GENRE ?
The second set of SVs caused me to get 50s on my sightread since the notes were on screen for too long. Changed them to what Bobbias suggested in editor and it plays a lot better as well as looking more normal.Bobbias wrote:
Those SVs confused me the way they are now. Since they aren't balanced, the SV causes the notes to appear in a different place than they are supposed to, making the actual timing of the notes confusing, which is why I made the post in the first place.
Calculating the visual stretch effect that these SV have using this formula: 0.5*(1/3)+1.5*(2/3) says the notes appear 1.16666.. times later than they are supposed to. The 0.5 and 1.5 there are the SVs, and the 1/3 and 2/3 are what fraction of the SV effect they last for. If it's 0.5*(1/2)+1.5*(1/2) this number is 1, which is correct. This is the same math Agka explains in his thread. If you want to leave these SVs where they are, try 0.33x and 1.33x instead, since this is also balanced. Either way, SVs used this way should always equal 1 in this math, otherwise they confuse players.