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formi

Kinac wrote:

Noob question, but where Is the opsu.jar file? I can't find anything called opsu in the opsu-master folder.
just download the release (opsu-0.3.2.jar)
https://github.com/itdelatrisu/opsu/releases/
E m i l i a
is this another "osu"-like game?
and if i'm not mistaken, peppy has planned to outsource osu @_@
unko
it just hangs on loading beatmaps about 75% through for me
Thu Jul 24 11:34:19 BST 2014 ERROR:** Uncaught Exception! **
Thu Jul 24 11:34:19 BST 2014 ERROR:multiple points
java.lang.NumberFormatException: multiple points
at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source)
at java.lang.Float.parseFloat(Unknown Source)
at itdelatrisu.opsu.OsuTimingPoint.<init>(OsuTimingPoint.java:92)
at itdelatrisu.opsu.OsuParser.parseFile(OsuParser.java:325)
at itdelatrisu.opsu.OsuParser.parseAllFiles(OsuParser.java:90)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:123)
again java = bleeeeh
dl4me

xNousagi wrote:

is this another "osu"-like game?
and if i'm not mistaken, peppy has planned to outsource osu @_@
Are you bad at reading or something?
Topic Starter
euphyy_old

nookls wrote:

at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source)
...okay. Instead of adding extra parser checks as I've previously done, I've decided to just catch all bad input in 83e4860 (binary). Although there's absolutely no reason for there to be a decimal point error in a generated beatmap file...

xNousagi wrote:

if i'm not mistaken, peppy has planned to outsource osu @_@
I think you mean "open-source". ^.^
Wiek

nookls wrote:

again java = bleeeeh
One exception doesn't mean Java is a crap. It's a great language, faster than C#, and little slower than C++. I think you know Java is slow from badly written Minecraft :)
Howl
Uhm... May this can help you to avoid converting mp3 to wav? http://openinnowhere.sourceforge.net/lameonj/
LoYiKe
It's great I can play osu on my crapy eeepc with linux.

I'm c# guy and I think java is really fine.
ErunamoJAZZ
the real solution is not converting mp3 -> wav... is play mp3. Try using libav/ffmpeg.
Howl

ErunamoJAZZ wrote:

the real solution is not converting mp3 -> wav... is play mp3. Try using libav/ffmpeg.
what did I say?

Howl wrote:

Uhm... May this can help you to avoid converting mp3 to wav? http://openinnowhere.sourceforge.net/lameonj/
Rirakusu
Great work (although the slider issue is quite disappointing)! Will you add the beatmap editor in the future?
- Marco -
How about an opsu! updater? :D
dkun
Kudos on your hard work so far! I'd love to see where this goes.
Nekiluz
how can i run it on a blackberry?
Topic Starter
euphyy_old
Hey everyone! I apologize for the necro, but just letting you all know this project hasn't completely died yet. I pushed a lot of updates over the past few weeks, with significant memory and stability improvements, graphical polishing, many new features, and code enhancements.

Release: v0.4.0

The full changelogs are on GitHub, but these are some of the highlights since I last posted:
  1. Memory reductions: With ~1000 beatmaps, opsu! uses about 50% less memory than in the previous version (so it's now comparable to osu!).
  2. Error handling: Along with better error checking, there's now a dialogue box that should appear whenever an error occurs with the exception and a prompt to report it.
  3. Visuals: Lots of tweaks. Most noticeably, there are hover effects on almost all menu elements now, so everything feels a lot more interactive.
  4. Beatmap loading: For those who had trouble with the (still relatively slow) beatmap parser, you can now press 'Esc' to interrupt the parser and run the game with the currently loaded maps. You can also press 'F5' in the song menu to reload maps (including new ones). It's also possible to restart the program from the options menu by pressing 'Ctrl+Shift+F5', without needing to reload any beatmaps.
  5. Development-related: opsu! is now distributed as a Maven project (thanks to Tillerino), and I rewrote parts of JarSplice to allow automatically building the standalone JARs; it only takes a single command to compile, run, or package the source code now (if you're interested, instructions are listed on the readme page). I also cleaned and rewrote a lot of the code, so it's far better organized.
Again, I can't really guarantee that I'll be able to keep working on this -- I'm just doing it for fun now, and I'm pretty busy at school -- but feel free to leave any comments!
Itachi17
New version of your app doesnt work for me. The older one(I think it was 0.3.2 or so) was functional but only in home directory.(The Songs and Skins folders must be in home directory. I dont remember if the app itselft must be in home directory.)

This is the output:
Exception in thread "main" java.lang.UnsupportedClassVersionError: itdelatrisu/opsu/Opsu : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:643)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:323)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:268)
Could not find the main class: itdelatrisu.opsu.Opsu. Program will exit.

Im using GNU/Linux Ubuntu 14.04.
Wiek

Itachi17 wrote:

New version of your app doesnt work for me. The older one(I think it was 0.3.2 or so) was functional but only in home directory.(The Songs and Skins folders must be in home directory. I dont remember if the app itselft must be in home directory.)

This is the output:
Exception in thread "main" java.lang.UnsupportedClassVersionError: itdelatrisu/opsu/Opsu : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:643)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:323)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:268)
Could not find the main class: itdelatrisu.opsu.Opsu. Program will exit.

Im using GNU/Linux Ubuntu 14.04.
Use newer Java
To Author: Have you done the circular curve alghorithm?
Itachi17

LudziE12 wrote:

Use newer Java
To Author: Have you done the circular curve alghorithm?
Thanks now it works.
Topic Starter
euphyy_old

LudziE12 wrote:

To Author: Have you done the circular curve alghorithm?
No, I haven't. I haven't really been focusing on the sliders since I really don't have any idea how osu! implements them. x.x
Wiek
When i started working with my clone here: https://github.com/LudziE12/josu i first tried to make that alghorithm. You can found it there (not ended). Maybe tomorrow i will push working one.
Asuka-_old_1
Good work! Is there any way to change the resolution? :oops:
Topic Starter
euphyy_old

Asuka- wrote:

Good work! Is there any way to change the resolution? :oops:
In the song menu, there's a little wrench icon next to the search bar. That'll take you to the options menu, and the first one is screen resolution.
chong601
I have played opsu since the 1st version till the latest version and i just can say that this game is (almost) flawless in performance and stability apart from Bezier sliders which screws the play and the non-default skin which distracts a lot xD

However, since my workplace is mostly Linux based OS, i found that opsu! never runs above 61FPS even if the limiter is set above of 60 FPS (vsync)
On Windows, it works fine on high fps (can reach up to 240 FPS).

The Ubuntu I am using is Ubuntu 14.10 and using JDK (not JRE) 8u25 (kind of lazy to install JRE because my workplace is mostly developing software using Java and JDK usually includes the Java runtime as well)

Also, I found that if I try to use my skin, the comboburst sometimes pops up an extremely stretched slider ball which is weird (also happens occasionally with no custom skin) but i can't properly reproduce it (too random)
Topic Starter
euphyy_old

chong601 wrote:

I actually noticed the comboburst problem too shortly after I posted the release, and quickly made a re-release after this fix. You probably have the original version of 0.4.0, so just re-download it to fix the problem. Sorry about that!

I don't really know what I can do about the FPS issue, since I'm pretty inexperienced with the low-level graphics stuff. x_x
FieryLight
Hey, do you think you can turn this into a better-than-osu practising client? It'd be great if we could have additional settings in the "Mods" section to change:
- Final overall AR (even if using HT, DT, EZ or HR, this overrides it)
- Final overall Circle Size (even if using EZ or HR, this overrides it)
- Speed (more selections than DT (3/2 speed) and HT (2/3 speed)

I realize that it's probably a lot of work but I think that the ability to change those on the fly for any song would make this a better place to practise than osu itself
Topic Starter
euphyy_old

FieryLight wrote:

Fixed difficulty settings (CS, AR, OD, HP) are already implemented. You can go into the options menu and change them in the "Custom" section. The mechanics are still off from osu!, though, so don't expect too much. :P

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.
FieryLight

euphyy wrote:

FieryLight wrote:

Fixed difficulty settings (CS, AR, OD, HP) are already implemented. You can go into the options menu and change them in the "Custom" section. The mechanics are still off from osu!, though, so don't expect too much. :P

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.
Oh, I see.... Well, hopefully you come across something perfect that leads you to it. I wouldn't expect it anytime soon but, still, hopeful :) And wow, didn't know those options were already in there, I haven't downloaded this since it's release, I can't wait to try it out :D

EDIT: Hmm, just downloaded and it doesn't seem to work for me, I tried twice (and waited quite a while) and noticed there was a text file and it said:

Mon Jan 26 21:50:41 PST 2015 ERROR:Unable to determine Slick build number
Mon Jan 26 21:55:57 PST 2015 ERROR:Unable to determine Slick build number
chong601

euphyy wrote:

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.
Have you tried looking up other open-source Java-based MP3 player? Probably you have more luck on that (but you might need to do something with other things like speedup and timing to your preferred accuracy)

I am looking through the opsu! source code while working to probably find fix for the 61 FPS issue on 240 fps

(and is there any ETA on the other types of sliders? Bezier is definitely unplayable on some old maps xD)
Topic Starter
euphyy_old

FieryLight wrote:

EDIT: Hmm, just downloaded and it doesn't seem to work for me
I don't know what the problem would be, sorry. That log message is normal (a bug in the game library), and I don't have any other information to go off of. x.x

chong601 wrote:

I've searched long and hard for an MP3 library with very basic functionality (streaming, seeking, accurate track position), but still haven't found anything that works. x.x The FPS issue is probably a bug in the Slick2D library (or maybe LWJGL), since I didn't touch any of the internals for that, but maybe you'll find something. xD And like I said before, I don't have much information about the sliders and am usually very busy at school (I'm on break now), so I can't guarantee any work on the sliders unless someone decides to help.
Wiek

euphyy wrote:

FieryLight wrote:

EDIT: Hmm, just downloaded and it doesn't seem to work for me
I don't know what the problem would be, sorry. That log message is normal (a bug in the game library), and I don't have any other information to go off of. x.x

chong601 wrote:

I've searched long and hard for an MP3 library with very basic functionality (streaming, seeking, accurate track position), but still haven't found anything that works. x.x The FPS issue is probably a bug in the Slick2D library (or maybe LWJGL), since I didn't touch any of the internals for that, but maybe you'll find something. xD And like I said before, I don't have much information about the sliders and am usually very busy at school (I'm on break now), so I can't guarantee any work on the sliders unless someone decides to help.
I'm working now on my major game with my team, but when i find time (starting 2 weeks winter holidays this weekend) i will help with the sliders and i will try to fix beads library.

When i started making josu! I searched for good audio library and only beads has separate pitch and speed settings (in others setting pitch changed speed).

I have a question: Is problem with sound and music in linux is fixed? I haven't looked to the repo for some time :)
chong601

LudziE12 wrote:

I have a question: Is problem with sound and music in linux is fixed? I haven't looked to the repo for some time :)
Afaik, it does work at my workplace Linux Ubuntu (14.10 32-bit, PulseAudio sound system)
Topic Starter
euphyy_old
Lots of major updates in the past two weeks, so here's another release!

Release: v0.5.0
A brief overview:
  1. Sliders: Thanks to fluddokt, sliders are now fixed! The old buggy sliders were replaced with two new types: circumscribed circles and linear beziers.
  2. Score Database: Scores are now saved to an SQLite database, so you can view past scores in the song menu much like in osu!.
  3. Beatmap Downloader: There's now a downloads menu that allows you to search for beatmaps, download them, and import them directly through opsu!. The downloader fetches files and data from Bloodcat, so you can only download 4 files at a time (even though there's no actual limitation code-wise).
Some screenshots:
SPOILER
(ignore the scores, they're clearly fake :P)
I'm starting classes again in a few hours, so updates will probably be much slower again (unless anyone wants to help, as usual!). In any case, let me know what you think!
peppy
Hey, I'd rather you didn't use the bundled osu! (audio) tracks here. Some of them aren't licenced for use outside of osu! and I'd like to respect the artist's rights where possible (considering this project is somewhat related to osu!).

Also I noticed there's some artwork that you likely don't have permission to use, so you may want to double-check on that.
peppy
If I don't get a reply acknowledging my last message within the next 24 hours I will be removing this forum thread.
Topic Starter
euphyy_old
Which audio tracks are you referring to? If it's the theme song, I can remove that, but I wasn't aware that osu! had a license on it (I didn't find an indication of that anywhere). The rest of the sounds are from user skins, which are all credited.

I also credited all the skin authors, and I'd be happy to remove any images if the authors want them removed.
peppy
The bundled beatmaps and theme song.
Topic Starter
euphyy_old
Done: https://github.com/itdelatrisu/opsu/com ... 26a0cf8db0 (there aren't any bundled beatmaps)
Sorry for the trouble.
peppy
Thank you.
PizzaLovers007
This is working really great! I did notice the spinners were a little bit hard to finish. I think they are supposed to have some sort "weight" so they keep spinning for a little bit if you stop spinning the cursor.

Could I assist in the project? I'll try to help as much as I can.
Topic Starter
euphyy_old

PizzaLovers007 wrote:

This is working really great! I did notice the spinners were a little bit hard to finish. I think they are supposed to have some sort "weight" so they keep spinning for a little bit if you stop spinning the cursor.

Could I assist in the project? I'll try to help as much as I can.
Of course -- thanks for your interest! Please submit a pull request whenever you're ready, and feel free to discuss any changes you'd like to make beforehand (either here or by opening a GitHub issue).

I have no idea how the spinners are supposed to be done, so any help would be greatly appreciated.
Doqtor Kirby
Aye, development has started again? Might try and run this again on my RPi

But I did get an error running on my main system:
Error while creating game container.
org.newdawn.slick.SlickException: Failed to initialise the LWJGL display
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:378)
at itdelatrisu.opsu.Container.start(Container.java:62)
at itdelatrisu.opsu.Opsu.main(Opsu.java:160)

What did I break?

e~ I broke nothing, it's just my graphics are unsupported?
Topic Starter
euphyy_old

Doqtor Kirby wrote:

Might try and run this again on my RPi
It's not (currently?) supported by LWJGL. After doing some quick searches, it seems like people have managed to hack together something that works (see here), but I wouldn't count on the rest of the program running smoothly (or at all) on a Raspberry Pi.
chong601
Probably will work somehow on the latest Raspberry Pi 2? Those hardware upgrades *drools* :roll:
But yeah, making LWJGL working on Raspberry Pi gonna need to do a lot of hacking... especially when you want to have hardware acceleration
One side note, I am looking at the source code on the part of the layout of opsu!, it just doesn't feel right (some misaligned arrows, unusually giant score bars...) and see whether I can fix it using % rather than using some hacky offsetting or things that complicate things instead...
Doqtor Kirby

euphyy wrote:

Doqtor Kirby wrote:

Might try and run this again on my RPi
It's not (currently?) supported by LWJGL. After doing some quick searches, it seems like people have managed to hack together something that works (see here), but I wouldn't count on the rest of the program running smoothly (or at all) on a Raspberry Pi.
K. RPi. Not gonna happen as of now. But what about the problem running it on a Windows box?

Doqtor Kirby wrote:

Error while creating game container.
org.newdawn.slick.SlickException: Failed to initialise the LWJGL display
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:378)
at itdelatrisu.opsu.Container.start(Container.java:62)
at itdelatrisu.opsu.Opsu.main(Opsu.java:160)
Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
Topic Starter
euphyy_old

chong601 wrote:

some misaligned arrows, unusually giant score bars...
The arrows should be working (mostly) as of the latest release, but I haven't figured out the scorebars -- there's a TODO note about it probably involving cropping the transparent parts off of the images and centering from there, though I haven't had the chance to try it out yet.

Doqtor Kirby wrote:

Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
It's not about a graphics card. LWJGL (the wrapper for OpenGL/OpenAL) doesn't compile for ARM processors (i.e. Raspberry Pi) without a good deal of hacking, which some people have attempted with varying success (and you can find these projects online). I wouldn't count on it working, though -- there are too many other areas where it could fail, even if you manage to get LWJGL working, and performance will probably be horrible.
Doqtor Kirby

euphyy wrote:

chong601 wrote:

some misaligned arrows, unusually giant score bars...
The arrows should be working (mostly) as of the latest release, but I haven't figured out the scorebars -- there's a TODO note about it probably involving cropping the transparent parts off of the images and centering from there, though I haven't had the chance to try it out yet.

Doqtor Kirby wrote:

Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
It's not about a graphics card. LWJGL (the wrapper for OpenGL/OpenAL) doesn't compile for ARM processors (i.e. Raspberry Pi) without a good deal of hacking, which some people have attempted with varying success (and you can find these projects online). I wouldn't count on it working, though -- there are too many other areas where it could fail, even if you manage to get LWJGL working, and performance will probably be horrible.
The question was not regarding my RPi, it was regarding my x86-based Windows tablet.

Sorry for the confusion,
chong601
OK, just looked around on the 0.5.0 release and I think enforcing block-style numbering (like in osu! where numbers adhere to the default skin width will actually make opsu! much more like osu! (max width of the number is 34 pixels)
Example
opsu! score appearance:

osu! score appearance:
Notice that the "1" in osu! is in the same width rather than following the actual image width
I would look into the source code thoroughly probably by the end of March and I probably can help with image offsets (and probably make opsu! adheres to skin.ini?)

EDIT:
uh....


EDIT2:
Probably the offset can be set back to 0 and then manually set -150 ms in the code? -150ms sounds like just like 0
Ignore that
FieryLight
Hey, I tried opsu! again recently and I'm still getting the same error:

Mon Feb 02 21:24:03 PST 2015 ERROR:Unable to determine Slick build number
Wed Feb 11 00:40:29 PST 2015 ERROR:Unable to determine Slick build number

^That was in the .opsu.log file.

BUT I noticed that I can actually use opsu!, I just can't see it. I can scroll to change the volume, I can click to go somewhere (not sure where but it worked), I could use the "back" button after I entered whatever I entered and I even managed to guess where the Exit button was to close opsu! (I had to guess because my cursor disappeared when hovering over it).

Anyway, here's screen shot of how it looks (or rather, doesn't look):


I'll try other .jars tomorrow to see if it's just my own thing

EDIT: Oh yeah, and I can hear the music too
chong601

FieryLight wrote:

Hey, I tried opsu! again recently and I'm still getting the same error:

Mon Feb 02 21:24:03 PST 2015 ERROR:Unable to determine Slick build number
Wed Feb 11 00:40:29 PST 2015 ERROR:Unable to determine Slick build number

^That was in the .opsu.log file.

BUT I noticed that I can actually use opsu!, I just can't see it. I can scroll to change the volume, I can click to go somewhere (not sure where but it worked), I could use the "back" button after I entered whatever I entered and I even managed to guess where the Exit button was to close opsu! (I had to guess because my cursor disappeared when hovering over it).

Anyway, here's screen shot of how it looks (or rather, doesn't look):


I'll try other .jars tomorrow to see if it's just my own thing

EDIT: Oh yeah, and I can hear the music too
My best bet is try updating your JREs...
I think that may be the issue...

EDIT:
Just found out that maps with ogg songs not playable on 32-bit JREs for Windows...
(probably due to the 32-bit JRE issue? They do have some memory limits set on 32-bit afaik)
I did get the stack trace printed:
Wed Feb 11 21:16:52 SGT 2015 ERROR:** Uncaught Exception! **
Wed Feb 11 21:16:52 SGT 2015 ERROR:Java heap space
java.lang.OutOfMemoryError: Java heap space
at java.util.Arrays.copyOf(Unknown Source)
at java.io.ByteArrayOutputStream.grow(Unknown Source)
at java.io.ByteArrayOutputStream.ensureCapacity(Unknown Source)
at java.io.ByteArrayOutputStream.write(Unknown Source)
at org.newdawn.slick.openal.OggDecoder.getData(OggDecoder.java:315)
at org.newdawn.slick.openal.SoundStore.getOgg(SoundStore.java:835)
at org.newdawn.slick.openal.SoundStore.getOgg(SoundStore.java:793)
at org.newdawn.slick.Music.<init>(Music.java:163)
at org.newdawn.slick.Music.<init>(Music.java:75)
at itdelatrisu.opsu.audio.MusicController.loadTrack(MusicController.java:113)
at itdelatrisu.opsu.audio.MusicController.access$000(MusicController.java:44)
at itdelatrisu.opsu.audio.MusicController$1.run(MusicController.java:85)
The map will not play when this happens
Maps with MP3 songs is not affected on this
Maps affected (currently):
Oratorio The World God Only Knows - God only knows
Not playable on latest JRE 32-bit for Windows but playable on JRE 64-bit for Windows (not tested at Linux)
chong601
Sorry for double posting...

After a few plays on opsu!, I found that the hitsounds are some sort of silenced on certain maps (happens on random, some maps have none of this problem but it appears that fast maps have this problem) as well as those hitsounds sounded like delayed on fast maps.

By the way, I am looking at parsing the skin.ini so that opsu! will able to use skins as in like osu!... (still on progress... no idea when i can finish this since i am quite busy with work and rl stuff).

Other than that, everything is going well in opsu! :D
AstralPhnx
Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?
chong601

Tuxdude143 wrote:

Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?
written in Java using Slick2D and LWJGL, wrappers around the OpenGL and OpenAL libraries.
AstralPhnx

chong601 wrote:

Tuxdude143 wrote:

Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?
written in Java using Slick2D and LWJGL, wrappers around the OpenGL and OpenAL libraries.
Eh... Java. One of the languages I ain't got any experience in. Ah well.
chong601

Tuxdude143 wrote:

Eh... Java. One of the languages I ain't got any experience in. Ah well.
neither do i... i do have some java knowledge but i never touched those with GUI yet...
Topic Starter
euphyy_old
Release: v0.6.0
Lots of major updates again, and thanks to everyone who contributed! Here's a summary of the changes:
  1. Audio: MP3s in beatmaps are now streamed instead of converted (finally!). Also improved sound effect loading, and added preliminary MP3 support for them.
  2. UI: Added new menus -- game mods (F1), beatmap options (F3), beatmap deletion, song reloading (F5), score management -- and made a lot of changes in the song menu and gameplay. These include fixes to long-standing bugs like misaligned scorebars, missing rotation and fade effects, poor aspect ratios, etc. Check it out!
  3. Other: Spinners are now "weighted"; the beatmap downloader detects songs that are already loaded; added hit error bar; fixed issues with the image loader; and many other updates (see the release notes for details).

chong601 wrote:

Score digits are now fixed-width, and scorebars are fixed. There's still no parser for skin.ini, though. I didn't look at the memory issues either, but let me know if anything's changed in this release. Hitsounds are a known issue, no idea how to fix it.

FieryLight wrote:

Are you still experiencing this? (The errors in the log file don't mean anything, so I have no idea what could be wrong.)

Tuxdude143 wrote:

If you can program in other languages, it shouldn't be too hard to read the source code for this (Java is very readable, imo :P). It's my first real project, so there's nothing fancy happening anywhere, really.
FieryLight

euphyy wrote:

FieryLight wrote:

Are you still experiencing this? (The errors in the log file don't mean anything, so I have no idea what could be wrong.)
Yep, unfortunately.

Other .jar's work fine though (I actually wasted quite a bit of time "checking" with a tetris clone xD)
opsu works fine on my laptop though (though I don't use that to play so.. :| )
chong601
Issue: MP3 sound effects no longer works
Affects: opsu! 0.6.0
Previous working version: opsu! 0.5.0

Stack trace:
Mon Feb 23 20:32:30 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\applause.mp3'.
Mon Feb 23 20:32:30 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:47 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\combobreak.mp3'.
Mon Feb 23 20:32:47 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:48 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\failsound.mp3'.
Mon Feb 23 20:32:48 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:50 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionfail.mp3'.
Mon Feb 23 20:32:50 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:51 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionpass.mp3'.
Mon Feb 23 20:32:51 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)

euphyy wrote:

  1. Audio: MP3s in beatmaps are now streamed instead of converted (finally!). Also improved sound effect loading, and added preliminary MP3 support for them.
*heavy breathing*
No delay in any song loading (even on 52 min map :O )

euphyy wrote:

  1. UI: Added new menus -- game mods (F1), beatmap options (F3), beatmap deletion, song reloading (F5), score management -- and made a lot of changes in the song menu and gameplay. These include fixes to long-standing bugs like misaligned scorebars, missing rotation and fade effects, poor aspect ratios, etc. Check it out!
Sweeeeeeeeeet <3<3<3
Now it actually looked almost osu! now o_o
But, the slider loading is a bit weird... It used to have all loaded in once but now the number comes in first and the whole slider finally becomes opaque after a moment later...

euphyy wrote:

  1. Other: Spinners are now "weighted"; the beatmap downloader detects songs that are already loaded; added hit error bar; fixed issues with the image loader; and many other updates (see the release notes for details).
HIT ERROR BAR?!?!?!?!?!?!
HOLY SHEET THIS IS WHAT I WANT LOL (i have my own version inbuilt though, text version only, will show the last 5 clicks but it is very off compared to this one)
Topic Starter
euphyy_old

FieryLight wrote:

What kind of system are you using? LWJGL is supposed to support almost everything though, so I'm really confused as to why it wouldn't work for you on a Windows PC... x.x

chong601 wrote:

Issue: MP3 sound effects no longer works
Previous working version: opsu! 0.5.0

[...]

But, the slider loading is a bit weird... It used to have all loaded in once but now the number comes in first and the whole slider finally becomes opaque after a moment later...
MP3 sound effects weren't even being loaded until this release. Did you make your own changes to load them before? And can you link me to an example of a file that doesn't work now?

The sliders should really be drawn offscreen first, yeah. I'll look into it when I have time.

If it's not too much trouble, could you post issues on GitHub instead? It'll make it much easier for me to keep track of them -- thanks!
AGRX
will opsu support @2x (HD) resolution files?
FieryLight

euphyy wrote:

FieryLight wrote:

What kind of system are you using? LWJGL is supposed to support almost everything though, so I'm really confused as to why it wouldn't work for you on a Windows PC... x.x
I'm not sure.. does this help with anything?
Steffie
Do you have to use the set skin?
Or can you use your own?
Because i literally cannot play with any other skin than my own :P
Topic Starter
euphyy_old

euphyy wrote:

The sliders should really be drawn offscreen first, yeah. I'll look into it when I have time.
So I tried doing this, but without any satisfactory results. I made a couple of tweaks in 4f0f093 so that the fading doesn't look quite as bad, but it's still not great.

Agrrox wrote:

will opsu support @2x (HD) resolution files?
It's on my to-do list, but honestly I don't know if I'll get to it. It's very tedious to fix all the broken image scales when loading the HD images...

FieryLight wrote:

I'm not sure.. does this help with anything?
Sorry, this is really beyond me. x.x

Stefive wrote:

Do you have to use the set skin?
A "Skins" folder is created in the working directory when you launch opsu!. You can drop any files in there, and they'll be loaded the next time the application starts.
Steffie
A "Skins" folder is created in the working directory when you launch opsu!. You can drop any files in there, and they'll be loaded the next time the application starts.
Okay, thanks! :)
AGRX

Stefive wrote:

Do you have to use the set skin?

euphyy wrote:

A "Skins" folder is created in the working directory when you launch opsu!. You can drop any files in there, and they'll be loaded the next time the application starts.
So you place image files in the root of Skins folder ? I was putting there skin folder inside of it and it will not register.
So basically it loads every image that is in Skins folder?
Topic Starter
euphyy_old

Agrrox wrote:

So you place image files in the root of Skins folder ?
Yeah. I haven't worked on skin switching yet, and there's no parser for skin.ini either. If you just want to load a specific skin located elsewhere, you could change the skin directory path in the config file for now.
AGRX
Also I have interest of making skin for opsu! I have skills with bitmap/vector graphics.
Topic Starter
euphyy_old
Updates:
So fluddokt has been working on an Android port of opsu! for a while now, and the latest version is pretty stable. I think it's way better than osu!droid, so check it out! You can download the APK here: https://github.com/fluddokt/opsu/releases/tag/0.6.0b (Note that since opsu! wasn't designed with mobile in mind, the UI isn't very phone-friendly yet, but just about everything works.)

I've also put up a pretty minimal web page for the project that includes download links (including the APK, if you're on a mobile device) and screenshots: http://itdelatrisu.github.io/opsu/ (I'll probably update it some more soon so that it's actually useful and not just a copy of the README.)

Agrrox wrote:

Also I have interest of making skin for opsu! I have skills with bitmap/vector graphics.
That'd be fantastic! I sent you a PM.
xasuma
Damn!!!! Im pumped for the android version.
XinCrin
For android version , could be cool to make a improved UI.


Keep doing a great job :D
chong601

euphyy wrote:

MP3 sound effects weren't even being loaded until this release. Did you make your own changes to load them before? And can you link me to an example of a file that doesn't work now?

The sliders should really be drawn offscreen first, yeah. I'll look into it when I have time.

If it's not too much trouble, could you post issues on GitHub instead? It'll make it much easier for me to keep track of them -- thanks!
Yeah, just noticed this when i run back 0.5.0, none of the .MP3 hitsounds were played. But, in 0.5.0, all mp3 hitsounds are ignored by default, but on 0.6.0, all of them are rendered even if they aren't supported.

Sliders... well not a big issue though, just weird that numbers show up first then followed by the whole slider... just feels a bit unnatural for me...

Github... currently i don't have an account for that but will do that on the future issues found :D

Extra notes:
This map will not play on opsu! 0.6.0. It just hangs when trying to play that map (Happens as well on 0.5.0)

About the hitsound issues, I found out that it's related to the way the WAV files are created... If i play opsu! with the preloaded hitsounds, it works (but sometimes it will be silenced). When I use the osu! default hitsound, it just happens a lot... possibly due to the WAV parsing when setting the parameters in javax.sound.sampled? (only optimized to the preloaded hitsounds).

euphyy wrote:

Updates:
So fluddokt has been working on an Android port of opsu! for a while now, and the latest version is pretty stable. I think it's way better than osu!droid, so check it out! You can download the APK here: https://github.com/fluddokt/opsu/releases/tag/0.6.0b (Note that since opsu! wasn't designed with mobile in mind, the UI isn't very phone-friendly yet, but just about everything works.)

I've also put up a pretty minimal web page for the project that includes download links (including the APK, if you're on a mobile device) and screenshots: http://itdelatrisu.github.io/opsu/ (I'll probably update it some more soon so that it's actually useful and not just a copy of the README.)
>Android port of opsu!
*breathing intensifies*
I just checked it out, and HORY SHET IT WORKS (wasted almost half of the day playing around with it and get nagged by the manager at my workplace xD)
Everything is handled well, hitsounds works without any issues (even if the base is Linux)
Just the spinner is a bit too harsh to clear (opsu! does suffer from this but appears to be more forgiving than the Android version)
FPS is good; 57-59 all the way.
Howl

euphyy wrote:

Updates:
So fluddokt has been working on an Android port of opsu! for a while now, and the latest version is pretty stable. I think it's way better than osu!droid, so check it out! You can download the APK here: https://github.com/fluddokt/opsu/releases/tag/0.6.0b (Note that since opsu! wasn't designed with mobile in mind, the UI isn't very phone-friendly yet, but just about everything works.)
LIVING THE DREAM
Bebos
Android version doesn't work for my nexus 4, its just show black screen.
- Marco -
onle little problem on opsu-android, if i ssearch for a beatmap it shows the keyboard but i can't type anything
xasuma
If these things im about to mention are already in the game, sorry but I couldnt find them (and havent read all release notes).
Anyways I think it would be good to look into them.

- Disable mouse/pen clicks. (So people who drag the pen can properly play).
- Check the skinable sounds, with the default skin not all hitsounds work. Leaving some "noiseless" notes. (Also the option to change skins) :D
- The options menu is in a weird un-intuitive spot. (this is not important though actually).

other than that is looking much better than before!
AstralPhnx
Opsu droid completely carks and doesn't boot at all on my moto g 2014. It just boots straight to a black screen. I'm running pac-rom for the moto g 2014 based off android 5.0 lollipop. Don't tell me that you didn't program it for ART properly?
chong601
Opsu-Android works on stock Android 4.4.2 with modifications to run any app using ART rather than Dalvik
I don't think modified android will make it unrunnable (and the game is actually written in Java and uses libGDX to make it Android-compatible)
Paraphen
Yeah I'm thinking there might be an ART issue here, my nexus 5 running 5.0.1 is booting to a black screen :(
AstralPhnx

[Kevlin] wrote:

Yeah I'm thinking there might be an ART issue here, my nexus 5 running 5.0.1 is booting to a black screen :(
Eh... That's a bit silly. They really need to fix this up
Topic Starter
euphyy_old
Guys, please start posting the error logs, as these aren't issues that fluddokt or I can reproduce. If you're having the black screen problem, you can follow the issue on GitHub (and perhaps add more information, if the fixes don't work for you): https://github.com/fluddokt/opsu/issues/1 fluddokt is handling the Android stuff pretty much singlehandedly at the moment, so if you have any experience with Android development, I'm sure he'd love your help.

Also, if anyone wants to try deploying his fork to iOS, please give it a shot! I don't have any Apple devices so I can't try it myself, but libGDX should make this doable without much effort. Read here: https://github.com/libgdx/libgdx/wiki/D ... loy-to-ios

xasuma wrote:

- Disable mouse/pen clicks. (So people who drag the pen can properly play).
I'll add an option for disabling mouse clicks shortly. I don't really know how to handle pen input in Slick2D (or if it's possible), and I don't have anything to test it with, sorry. x.x

chong601 wrote:

But, in 0.5.0, all mp3 hitsounds are ignored by default, but on 0.6.0, all of them are rendered even if they aren't supported.
[...]
This map will not play on opsu! 0.6.0. It just hangs when trying to play that map (Happens as well on 0.5.0)
[...]
Just the spinner is a bit too harsh to clear (opsu! does suffer from this but appears to be more forgiving than the Android version)
Thanks for all the feedback! The issue with sounds being cut off should be mostly fixed now (thanks to fluddokt, again), so try compiling the latest source if you're interested. fluddokt also fixed an issue with the new sliders, so that map should work now (it was infinite looping before). I also noticed the spinner issue on Android, as my FPS goes down dramatically (to 20-30) during them... not sure why yet, though. Lastly, I'm still not sure why you're having MP3 loading problems -- could you link to a file that doesn't load?

marcostudios wrote:

onle little problem on opsu-android, if i ssearch for a beatmap it shows the keyboard but i can't type anything
I don't know why that'd happen; try reporting it on fluddokt's GitHub?

XinCrin wrote:

For android version , could be cool to make a improved UI.
I'd love to, but I don't think anyone has time right now... UI is too painful to write in Slick2D. xD That's a really cool looking design, though!
chong601

euphyy wrote:

Also, if anyone wants to try deploying his fork to iOS, please give it a shot! I don't have any Apple devices so I can't try it myself, but libGDX should make this doable without much effort. Read here: https://github.com/libgdx/libgdx/wiki/D ... loy-to-ios
If i have an Apple PC and an iPhone... :(

euphyy wrote:

Thanks for all the feedback! The issue with sounds being cut off should be mostly fixed now (thanks to fluddokt, again), so try compiling the latest source if you're interested. fluddokt also fixed an issue with the new sliders, so that map should work now (it was infinite looping before). I also noticed the spinner issue on Android, as my FPS goes down dramatically (to 20-30) during them... not sure why yet, though. Lastly, I'm still not sure why you're having MP3 loading problems -- could you link to a file that doesn't load?
Finally I can decently play this game :D
Yeah confirmed the sliders are fixed (damn those sliders are really really fast like teleported xD)
About the spinner, the FPS is on a stable 58fps (set 240 fps but it seems android ignored that) but it really takes a lot of spins to clear even on an Easy map (but on 0.6.1 release, it seems the spinner is a bit relaxed but still harder than the default osu!)

However for the .mp3 loading issue, as of the latest build, it still happen :(
Tue Mar 03 22:18:36 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\applause.mp3'.
Tue Mar 03 22:18:36 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Tue Mar 03 22:19:37 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\combobreak.mp3'.
Tue Mar 03 22:19:37 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Tue Mar 03 22:19:38 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\failsound.mp3'.
Tue Mar 03 22:19:38 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Tue Mar 03 22:19:39 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionfail.mp3'.
Tue Mar 03 22:19:39 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Tue Mar 03 22:19:39 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionpass.mp3'.
Tue Mar 03 22:19:39 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Those .mp3 hitsounds are from osu! default skin (i am currently using this skin for playing and testing this game since if the defaults work, other skin *might* work well)

I checked the old versions (0.4.0 and 0.5.0) and they seemed to ignore hitsounds with .mp3 extension. Just the 0.6.0 release and the latest version seems to load all hitsounds available.

Slight issue here:
Since v0.4.0, there's a significant amount of jitter (rapid speeding up and down of animations during gameplay). It doesn't seem to make problems on easier maps (since those jitter is really low) but on high maps (AR>8), it really gets noticeable. I have tried playing around the FPS setting (i invented the 600 fps setting xD) but it still have the jitter.


Also, I have accidentally cloned your project instead of cloning the forked project... (very new to Git) but no damage were done to your branch :)
Zone
Works totally fine on my Kindle, but not on my computer. There seems to be a problem with SQLite? I don't really know a lot about coding in that direction

** Uncaught Exception! **
java.lang.UnsatisfiedLinkError: org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
at org.sqlite.core.NativeDB._open(Native Method)
at org.sqlite.core.DB.open(DB.java:161)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:145)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:66)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:21)
at org.sqlite.jdbc4.JDBC4Connection.<init>(JDBC4Connection.java:23)
at org.sqlite.SQLiteConnection.<init>(SQLiteConnection.java:45)
at org.sqlite.JDBC.createConnection(JDBC.java:114)
at org.sqlite.JDBC.connect(JDBC.java:88)
at java.sql.DriverManager.getConnection(Unknown Source)
at java.sql.DriverManager.getConnection(Unknown Source)
at itdelatrisu.opsu.ScoreDB.init(ScoreDB.java:66)
at itdelatrisu.opsu.Opsu.main(Opsu.java:136)

Happen to have any idea on how to fix this?
hanawanta

marcostudios wrote:

onle little problem on opsu-android, if i ssearch for a beatmap it shows the keyboard but i can't type anything
What device and what version of android do you have?
Have you tried pressing space or enter after typing something?
Some keyboards seems to store up what you want to type to autocorrect.


chong601 wrote:

However for the .mp3 loading issue, as of the latest build, it still happen :(
[code]Tue Mar 03 22:18:36 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\applause.mp3'.
...
Is this from running the release jar?
Kinda feels like you are running it from source and its missing the mp3spi.jar somehow.

chong601 wrote:

Slight issue here:
Since v0.4.0, there's a significant amount of jitter (rapid speeding up and down of animations during gameplay). It doesn't seem to make problems on easier maps (since those jitter is really low) but on high maps (AR>8), it really gets noticeable. I have tried playing around the FPS setting (i invented the 600 fps setting xD) but it still have the jitter.
Can you try the commit over on ' fluddokt/omaster' branch and see if that helps?

Yukiine wrote:

Works totally fine on my Kindle, but not on my computer. There seems to be a problem with SQLite? I don't really know a lot about coding in that direction?

What OS are you running?
Are you running it somewhere with a '!' in it?
This is from opsu-0.6.0.jar right?
chong601

hanawanta wrote:

Is this from running the release jar?
Kinda feels like you are running it from source and its missing the mp3spi.jar somehow.
I have run both version 0.6.0 and the source version (which i have built myself)
I have made a copy of the opsu-master (downloaded using zip, not clone from the master branch) and did a priming build and mp3spi.jar is automatically added to dependencies (as mp3spi-1.9.5-1.jar)

hanawanta wrote:

Can you try the commit over on ' fluddokt/omaster' branch and see if that helps?
Commit on it or just make a pull request? I'm quite new to Git though
Oh, by the way, after i tried setting FPS to 600, it appears that spinner is really broken...
On low fps setting (60, 120, 240), the spinner works just fine (can clear any spinner), but on high FPS (600 at my case), i can't clear even easy spinner...

OT: are you fluddokt by any chance? o.O
AstralPhnx
Ok! The android version now works for me and god DAYUM it is LEAPS and BOUNDS ahead of osudroid. Sync was perfect out of the box, circles were not overly massive meaning I could see what I was doing and no lag at all! AMAZING job! Keep it up!

Edit: I know that this is early stages but I'd like to suggest a few things to add. Firstly, add a way to pause the game without using the back button. Reason being that I'm using a moto g 2014 which only has software buttons. I use cyanogen mod to hide them to stop them from getting in the way during gameplay but that leaves me without the ability to pause the game. If you could pop a pause button in there that the user tap holds to pause the game in a later version then that would be really appreciated!

Secondly, hitsounds are absent. Now I know this may be related to the audio lag present in android but osudroid seemed to pull it off. Hitsounds are a really important part of the game so hopefully they get implimented soon.

Apart from that it works like a dream!
hanawanta

chong601 wrote:

I have run both version 0.6.0 and the source version (which i have built myself)
I've tested it and you're right it doesn't work.
It seems that jarsplice doesn't include 'META-INF\services' from mp3spi.
So a quick fix would be to copy that into the opsu jar.
I can't really think of a more permanent solution.

chong601 wrote:

Commit on it or just make a pull request? I'm quite new to Git though
I'm no expert on git but,
you first need add the repo as a remote,
then fetch this remote,
then checkout the branch. I think.

chong601 wrote:

Oh, by the way, after i tried setting FPS to 600, it appears that spinner is really broken...
On low fps setting (60, 120, 240), the spinner works just fine (can clear any spinner), but on high FPS (600 at my case), i can't clear even easy spinner...
Sorry, I don't know much about this.

chong601 wrote:

OT: are you fluddokt by any chance? o.O
yea


Tuxdude143 wrote:

Sync was perfect out of the box
Since its about the same as opsu, it might not be that way for all songs.

Tuxdude143 wrote:

Edit: I know that this is early stages but I'd like to suggest a few things to add. Firstly, add a way to pause the game without using the back button. Reason being that I'm using a moto g 2014 which only has software buttons. I use cyanogen mod to hide them to stop them from getting in the way during gameplay but that leaves me without the ability to pause the game. If you could pop a pause button in there that the user tap holds to pause the game in a later version then that would be really appreciated!
You might be able to swipe up from the bottom or left to right from the right to get access to the software buttons.
Yea I don't know maybe.

Tuxdude143 wrote:

Secondly, hitsounds are absent. Now I know this may be related to the audio lag present in android but osudroid seemed to pull it off. Hitsounds are a really important part of the game so hopefully they get implimented soon.
Apart from that it works like a dream!
Most hits sounds should work, its just disabled by default because.... yeah I should change that. You will need to enable it in the settings and then do a hard reset on the app by exiting from the main menu and then swiping it out in the recent app or using a task manager.
Topic Starter
euphyy_old

hanawanta wrote:

It seems that jarsplice doesn't include 'META-INF\services' from mp3spi.
So a quick fix would be to copy that into the opsu jar.
I can't really think of a more permanent solution.
I'll see what I can do.

I also just added a beatmap cache, so let me know if that actually speeds up loading times.
AstralPhnx
You might be able to swipe up from the bottom or left to right from the right to get access to the software buttons.
Yea I don't know maybe.
I can but it's still not the most ideal solution for those of us with software buttons. Games like cytus hide the software buttons but they still have a pause button for those of us who have software buttons. It's a small thing but it makes our lives a hell of a lot easier
Topic Starter
euphyy_old

euphyy wrote:

hanawanta wrote:

It seems that jarsplice doesn't include 'META-INF\services' from mp3spi.
So a quick fix would be to copy that into the opsu jar.
I can't really think of a more permanent solution.
I'll see what I can do.
Fixed: JarSplicePlus and opsu commits.
(unrelated: looking at JarSplice's code makes me cringe, re: line 70)
chong601
previous message

xasuma wrote:

- Disable mouse/pen clicks. (So people who drag the pen can properly play).
Probably this will do the disable mouse keys.... (didn't have the time to test this because i can't get access to IDEs till after April :( )
public void mouseMoved(int oldx, int oldy, int newx, int newy)
public void mousePressed(int button, int x, int y)
public void mouseReleased(int button, int x, int y)
public void mouseWheelMoved(int change)

Probably can do something like this
if (!disableMouseKeys) {
public void mousePressed(int button, int x,int y)
}
Found this on Slick2D website (http://slick.ninjacave.com/wiki/index.php?title=Input#Mouse_2)

Places where mouse keys should be disabled: during gameplay (but rellow mouse keys when game paused)
Edit:
Damn, already added LOL

About the gameplay smoothness, I think probably its due to the way this game renders the graphic... I don't think switching to higher precision timer will easily fix that issue maybe because probably due to the update FPS is lower than the render FPS causing these jitter (and I found that this game have many different update() and render() calls on different GameContainer which makes it hard to find which one to modify :? ). I will look again on the code again and see whether I can get the right place to do it or not....

In short, the update FPS can be set to absolute maximum (or set it high enough but will not bring the computer to a drag, 240fps might be good enough i guess) and then set the render FPS to the FPS setting defined in the Options (60 vsync, 120 or 240)

My proposed solution is this (non-gameplay probably doesn't need this, only gameplay since they are really sensitive to timing at milisecond accuracy since it is quite easy to not get 300 at AR>9 maps):
private long nextFrameTime;

public void init (GameContainer gc) throws SlickException{
//do all init logic here

//keep this line below
nextFrameTime=Sys.getTime();
}

//update the backend logic at 240fps
//render part not shown... i have no idea on how to do that for now xD
public void update(GameContainer gc, int delta) throws SlickException {

int count = 0;
while(nextFrameTime < Sys.getTime()) {
update(gc);
nextFrameTime += Sys.getTimerResolution() / 240;
if (++count == 8) {
nextFrameTime = Sys.getTime();
break;
}
}
}

private void update(GameContainer gc) throws SlickException {
// put all game logic here
}
Topic Starter
euphyy_old
Release: v0.7.0
A lot of general enhancements and fixes with this release -- please refer to the release notes for details. A few quick points:
  1. Beatmap cache: Beatmaps are now cached in a database after the application starts. Coupled with some other tweaks, loading times are now drastically lower (ex. loading is about 6x faster on my computer).
  2. Automatic updater: All future releases can be automatically downloaded from within the application.
  3. Bug fixes: Major spinner improvements (fade in effect, support counterclockwise rotation, show RPM for "auto"/"spun-out" mods, remove dependence on FPS); slider calculation fixes; multiple sound effects can now play simultaneously; and many others.
Thanks again for all the support!
xasuma
SPOILER
** Uncaught Exception! **
java.lang.NullPointerException
at itdelatrisu.opsu.db.OsuDB.setStatementFields(OsuDB.java:309)
at itdelatrisu.opsu.db.OsuDB.insert(OsuDB.java:250)
at itdelatrisu.opsu.OsuParser.parseDirectories(OsuParser.java:184)
at itdelatrisu.opsu.OsuParser.parseAllFiles(OsuParser.java:78)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:106)


Fixed ^

Now it works ;) , and the loading time for songs was much faster.
AstralPhnx
Thank you SO MUCH for a pause button option in the android version this update! Keep it up!
LaughingKing37
I started playing Osu for the past month so I'm fairly new to the Osu community. So why is there a need to make an Osu clone except have it open source? Isn't the main game polished enough that there wouldn't be a need to recreate it?
chong601

LaughingKing37 wrote:

I started playing Osu for the past month so I'm fairly new to the Osu community. So why is there a need to make an Osu clone except have it open source? Isn't the main game polished enough that there wouldn't be a need to recreate it?
As of now, peppy still haven't make osu! source code open for public viewing. IIRC, he did say that it will be released by end of this year.
opsu! is actually a reimplementation of the original osu! game (no osu!devs are involved in this project afaik) and it is mainly contributed by euphyy (itdelatrisu) and hanawanta (fluddokt) and some players submitting bug reports.

Another reason of making clones is because osu! isn't really available other than Windows (although it is supported in Mac and Linux via Wine but heh, not everyone have good experience with those like I can't even make it work without recompiling my kernel :o)

Another reason is because they are just have nothing to do and decided on trying to make their own :)

Examples of the osu! clone available are:
  1. osu!iPhone (currently dead since the dev (nuddles) stopped developing it)
  2. osu!droid (presumably dead since the devs (Pesets and neico) not actuvely maintaining the code and tbh, the game suffers from multiple issues ranging from lack of support for newer versions of .osu format, memory corruption and image corruption)
  3. osu!WP (not sure about the status but probably still active)
  4. osuweb (browser version, not tested yet)
  5. osu!uebu (not released yet, browser version, HTML5 based with WebGL probably still in active development, the dev (Frowned) is working on it, but no ETA on the release date)
  6. Wojtkosu (XNA based, not active i think? the thread is 2 years old since the dev last posted in the forums :? )
Nitrousdragon
euphyy, how do you use a custom skin? I really don't like the preset skin and there is a Skins folder. I'm sure there is a purpose for it. (Is there?)

I put Black 2014 in the folder, but there's no skin option or anything.

EDIT: I fixed it, nvm.
Topic Starter
euphyy_old
Release: v0.8.0
This version includes mostly gameplay-related updates, summarized below:
  1. Replays: There is now support for recording, parsing, and exporting game replays. fluddokt helped fix many of the major problems, but please report any bugs you find. Note that this can play osu! replays (you'll have to do it manually, since there's no UI for it), but osu! cannot play opsu! replays (even though the output format is nearly identical).
  2. Game mods: This update adds the "flashlight" and "autopilot" mods, and fixes "auto" (cursor is now shown) and "hard rock" (hit object coordinates are now flipped).
  3. Other: Implemented follow points; added track previews in the downloads menu; support loading @2x images; and a handful of other bug fixes and tweaks.
As always, thanks for all your feedback!

Note 1: This update includes changes to the score database format, but if all goes well, the database should be altered automatically when opening the new version. Make a backup of your old database if you want.

Note 2 (to peppy): I'm currently using the osu! servers for the track previews -- as I've seen some other sites do -- but let me know if you want me to remove this.


Nitrousdragon wrote:

Sorry, there's still no support for skin switching or skin.ini. x.x

LaughingKing37 wrote:

It's really just for fun, but as chong601 mentioned, opsu! runs on more platforms than osu! and will also work on lower-end computers. There are plenty of other things you can do, too, but you'll have to be creative. (Here's an example.)
xasuma
Wonderful update! I am very happy with the way this is going :)

Two thing I would like to point out:

1. Flashlight does not get any smaller as the combo increases (I think) . I don't know if you intend it that way.
2. The music offset is different for different songs. (I use -100ms or -150ms ) one of those two worked for the songs I played, but I had to change them depeding on the song. Any fix for the offset to just make it automatic would be wonderful. :p

Suggestion:

- In-game custom frame cap (I know its on the .cfg file) :p
- opsu! logo , instead of the default java logo shortcut.
- How to change skin? Make it more obvious :p


Issues:

After update, and restart the game: https://github.com/itdelatrisu/opsu/issues/55
Then this happened https://github.com/itdelatrisu/opsu/issues/56
Then the update got reverted? And it asks me to update many time, feels like its in a loop.
and this https://github.com/itdelatrisu/opsu/issues/57

cheers :D
Topic Starter
euphyy_old

xasuma wrote:

Thanks for the quick feedback! ^.^
  1. Flashlight does get smaller at 100 and 200 combo, as stated on the wiki. I didn't verify if that's correct, but that's what's currently implemented.
  2. The music offset option is really just a bad fix for whatever mysterious problem is causing the inconsistent beatmap offsets. I could never figure out what was wrong...
  3. What do you mean by "custom frame cap"? Like, let the user select any FPS? (That sounds reasonable, as long as I cap it. XD But it wouldn't be as convenient if you wanted to quickly switch between the current preset values.)
  4. Custom app icons aren't possible as long as I'm distributing JARs (and not native executables). I don't plan on changing this at the moment, sorry.
  5. Skin-related updates have been on my to-do list for a long time, but I honestly can't say if/when I'll get to it. I can't bring myself to take the time to figure out what everything in skin.ini does... :P
As for your issues: the updater downloads the new JAR and saves it as a new file -- it doesn't overwrite the old one. I think all of your problems are being caused by you running 0.7.0 instead of 0.8.0 after your database gets updated -- let me know if that resolves everything.
xasuma
custom frame cap: http://puu.sh/gHOds/de9132fd33.png (but in game, so I could type the fps limit)
So, switch between 60fps, 120fps, 240fps, customfps.


And yes, that was the issue!
It's a little un-intuitive that it doesn't overwrite the older version. But anyways, that was it. :)
Bigpet
I like to idle in open-source project chatrooms :D

So is there any official chatroom (preferably IRC) for opsu? If not, I'll be idling in #opsu on freenode by myself in the meantime
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