LOL Now i know what is negative SVs. Still it's impossible because i think it will ruin the notes but maybe i support this one XDFullerene- wrote:
Feel the Beats has negative SVs where the map scrolls backwards.
LOL Now i know what is negative SVs. Still it's impossible because i think it will ruin the notes but maybe i support this one XDFullerene- wrote:
Feel the Beats has negative SVs where the map scrolls backwards.
i can imagine it right now-Kamikaze- wrote:
I'm all for negative sv, it can create really awesome "flashback" effects without ruining the gameplay, also supporting increased sv limits just for the sake of mapping freedom
I disagree. There are players who read note placement by listening to music and only looking on which column notes are (reading patterns by ears), and 0,0x is mostly used either for very short amount of time, for breaks, or for bigger impact on sv bumps. As for rankabilty, no one said that they should be rankable, though imo 0,00 could go through if used wiselybaraatje123 wrote:
About 0.00x, how do you know it goes on?
Imo they can't be rankable, as it is nigh impossible to read it properly, rven for experienced players
It could be used for unranked maps, with no intention of ranking
I love ur mapszeroclover wrote:
mapper can do anything they want baratje
i can make freezing note before in std , even backward note effect in std (but still using SB stuff to do it)
https://osu.ppy.sh/s/69803 - sv in std like this (backward approach circle)
https://osu.ppy.sh/s/42267 freezing note, yeah
i support this feature because is fking damn cool
like slider going backwards? xDbaraatje123 wrote:
Time for some Technical explanation why this Can't really happen, unless it needs to get a completely change of the .osu file
A red Line uses the following code (Just an example)
1788,389.61038961039,4,2,1,100,1,0
1788-->Offset
389... --> 10000/BPM --> Bpm=154
4-->4/4 Timing set-up
2-->Red line (I think, but not sure)
1-->Custom Hitsoundset used
100-->Hitsounds Volume
1-->Hitsounds type (Normal(0), Soft(1) and drum(2))
0-->Kiai activated or not
A green line uses the following code (Just an example)
14645,-100,4,1,1,100,0,1
14645-->Offset
-100-->-100/SV change (1.0) If this number gets positive, it'll display 1.00x
4-->4/4 Timing setup
1--> Greenline (I think)
1-->Custom hitsoundset used
100-->Hitsounds Volume
0-->Hitsounds type (Normal(0), Soft(1) and drum(2))
1-->Kiai activated or not
Any positive number in a green line at the "-100" spot will make it crash
Also 0 or -0 will make it crash
Edit: If the 1/2 DO mean red/green line, this should be able to get achieved, but if it's not, then tere is no way to do this, as a Positive number at the "-100" spot then means BPM, and a negative number means SV change
Also, 30.0x is actually achievable
Change the -100 to -100/30-->3.333
I am fine with 0.01 as minimum (Whis is possible to get by using -10000 at the "-100" spot) , but lower is actually not achievable, as that can then also be used for standard maps, which can cause real weird stuff
Kodora wrote:
You can edit .osu file to achieve any SV, this is allowed.
I only wondering why do you need 0.0 as it never works like real 0?
This is allowed?Kodora wrote:
You can edit .osu file to achieve any SV, this is allowed.
For making true stopKodora wrote:
I only wondering why do you need 0.0
If there is a repeating pattern it shouldnt be a problem. Or if its increased during a slider.Tidek wrote:
Support 0,0x or for example yellow line for true stop in scrolling (like in DDR/SM), well made stops can be easily readable and make map look more fun.
Not sure about 10x/30x thingy, because it will be only usefull in sudden showing up notes in the middle of screen, other things are only memorable and unreadable.
This is not unrankable, see this thread for clarification. Additionaly, I'd say that it's better to keep this feature "hidden" as it now, so it would not be misused too often.arviejhay wrote:
Yep that the way to break the SV limit but i think editing the .osu file is unrankable
And when mapper wants to achieve any SV. they just edit the .osu file then replace blah blah, etc
It's kinda frustrating to some lazy mappers. Like me, sort of
It's best if they confirmed (approve) this So they won't get lazy editing sdfsdfdcsdc.
For making true stoparviejhay wrote:
Like hold notes in osu stream? Nah. They won't accept that since theres a rule called hold notes is unrankable.Kodora wrote:
I have readed title already. Sliders always should have speed, else they would be unexpected & confusing - not even talking that osu! itself never supported 0.0 speed. If you want something like "true stop", ask for a Hold feature for specified gamemodem
Of course. Also there's should be a option to makes that stops on slider on o!m can make combo increases or pauses the combo until stop finishes.arviejhay wrote:
...
But in osu mania, its all right if a long note (slider on mania) stops or the gameplay stops and it can be fun and gives the mapper to map widely.
I think pausing the combo on a slider is much better. I'm just curious what if it there's a slider in a negative SV? The combo decreases? xDRyu Sei wrote:
I like the "true stop" option, but no with the negative SV because it would shock players. A map that has special SV (like 0 or negative) should have a special icon (preferably next to the diff name), so players will notice if the map has "true stop" or "backscroll"
Of course. Also there's should be a option to makes that stops on slider on o!m can make combo increases or pauses the combo until stop finishes.
If there's that scroll part. They will not click the notes or I mean press the notes. They will wait until the rewind is over.Sirade wrote:
My Opinions:
osu!mania:
--- 0 SV
Simply agree with this, supported.
--- Negative SV
Not sure because if notes come from the bottom since the judgement line is already at the bottom, how can people react fast enough to click this note.
Oh well, then, support "Negative SV" for mania too.arviejhay wrote:
If there's that scroll part. They will not click the notes or I mean press the notes. They will wait until the rewind is over.
I think that's what you thinking.
Or else they will break the combo.
It can come from the bottom or top forward then backwards
Thanks for this baraatje123, time for me to pitch in my 2centsbaraatje123 wrote:
Time for some Technical explanation why this Can't really happen, unless it needs to get a completely change of the .osu file
A green line uses the following code (Just an example)
14645,-100,4,1,1,100,0,1
14645-->Offset
-100-->-100/SV change (1.0) If this number gets positive, it'll display 1.00x
4-->4/4 Timing setup
1--> Greenline (I think)
1-->Custom hitsoundset used
100-->Hitsounds Volume
0-->Hitsounds type (Normal(0), Soft(1) and drum(2))
1-->Kiai activated or not
I try it and it didn't crash but it turns to 1.0xKuro wrote:
(-)SV, should be somewhat feasible though, right? Correct me if I am wrong, but I don't see why it would crash if you enter a positive number, unless osu is specifically looking for a negative value. That would make sense then because it probably wouldn't return anything else. #RIPpositivenumbers
While Editing the .osu fileKuro wrote:
As for the other one...
With how SV is currently calculated, 0.0x SV is impossible. You guys should give up on that one because dividing by zero is something you just don't do. In other words, you're trying to divide something by nothing, that's a big no no. Unless, you like seeing "undefined" all the time? =w=
i probably make a new thread in the feature request and make a new rule that 0.0x and negative SVs can't be rank able in standard,taiko and ctb.baraatje123 wrote:
But then it's still moving
Also, Kuro, that one bolded line
I thought a negative number there means Green, and a positive number means Red
This is afaik not the case, so negatives can be achieved
Also, the 0.00 is not really achievable, or you'll have -100000 in that line (0.001x) I used -9999999999999999999999999999999999
However, if support comes from this, the .osu will probably get a change, and as that'll also affect other modes, I can't agree
me too. standard 0.0x? Nah, Taiko 0.0x? probably Nah, CTB ? nope especially when you trying to catch the last fruit then it stops in the middle lol.
Standard:
0.00: Holds, no movement, really unclear if a circle or slider
Negative: Not gonna work
Taiko:
0.00:True stop, can make maps really messy, due to the way SV works in Taiko
Negative:This one can be fun, but it can also make it impossible
CtB: No influence AFAIK
I still disagree with this, as when this goes in, there is also a way to bring this into other modes
Divide 0 error incomingbaraatje123 wrote:
Time for some Technical explanation why this Can't really happen, unless it needs to get a completely change of the .osu file
A green line uses the following code (Just an example)
14645,-100,4,1,1,100,0,1
14645-->Offset
-100-->-100/SV change (1.0) If this number gets positive, it'll display 1.00x
4-->4/4 Timing setup
1--> Greenline (I think)
1-->Custom hitsoundset used
100-->Hitsounds Volume
0-->Hitsounds type (Normal(0), Soft(1) and drum(2))
1-->Kiai activated or not
Divide 0 lelChirimu-Chan wrote:
Divide 0 error incomingbaraatje123 wrote:
Time for some Technical explanation why this Can't really happen, unless it needs to get a completely change of the .osu file
A green line uses the following code (Just an example)
14645,-100,4,1,1,100,0,1
14645-->Offset
-100-->-100/SV change (1.0) If this number gets positive, it'll display 1.00x
4-->4/4 Timing setup
1--> Greenline (I think)
1-->Custom hitsoundset used
100-->Hitsounds Volume
0-->Hitsounds type (Normal(0), Soft(1) and drum(2))
1-->Kiai activated or not
The same thing applies to 8x SV>infinity, where it forever caps out at 8x scroll rate no matter what. Negative SV values are also treated as positive when you manually edit them in notepad (SV is denoted as -number.decimals in the editor, so negative SV would be either number.decimals or --number.decimals, both result in positive for the notepad, and negative in the editor). Baraatje talked about how this cannot work in the physical sense, as in how the notepad file would outright reject this, but I'll talk about how if it were to accept such values, this is probably how osu! would react, going off of observations from how songs react to current BPM/SV changes.Evening wrote:
0.01 - 0.10 SV, though is apply-able in the editor, doesn't seem to be giving their correct scrolling speed effect since if you'd add a 0.01x next to a 0.1x, it doesn't seem to change speed.