just download the release (opsu-0.3.2.jar)Kinac wrote:
Noob question, but where Is the opsu.jar file? I can't find anything called opsu in the opsu-master folder.
https://github.com/itdelatrisu/opsu/releases/
just download the release (opsu-0.3.2.jar)Kinac wrote:
Noob question, but where Is the opsu.jar file? I can't find anything called opsu in the opsu-master folder.
Thu Jul 24 11:34:19 BST 2014 ERROR:** Uncaught Exception! **again java = bleeeeh
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)
...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...nookls wrote:
at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source)
I think you mean "open-source". ^.^xNousagi wrote:
if i'm not mistaken, peppy has planned to outsource osu @_@
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 Minecraftnookls wrote:
again java = bleeeeh
what did I say?ErunamoJAZZ wrote:
the real solution is not converting mp3 -> wav... is play mp3. Try using libav/ffmpeg.
Howl wrote:
Uhm... May this can help you to avoid converting mp3 to wav? http://openinnowhere.sourceforge.net/lameonj/
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.
Use newer JavaItachi17 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.
Thanks now it works.LudziE12 wrote:
Use newer Java
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.xLudziE12 wrote:
To Author: Have you done the circular curve alghorithm?
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.Asuka- wrote:
Good work! Is there any way to change the resolution?
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!chong601 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.FieryLight wrote:
Oh, I see.... Well, hopefully you come across something perfect that leads you to it. I wouldn't expect it anytime soon but, still, hopefuleuphyy 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.FieryLight 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)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.
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.xFieryLight wrote:
EDIT: Hmm, just downloaded and it doesn't seem to work for me
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.chong601 wrote:
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.euphyy wrote:
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.xFieryLight wrote:
EDIT: Hmm, just downloaded and it doesn't seem to work for meI'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.chong601 wrote:
Afaik, it does work at my workplace Linux Ubuntu (14.10 32-bit, PulseAudio sound system)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
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).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.
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.Doqtor Kirby wrote:
Might try and run this again on my RPi
K. RPi. Not gonna happen as of now. But what about the problem running it on a Windows box?euphyy wrote:
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.Doqtor Kirby wrote:
Might try and run this again on my RPi
Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?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)
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.chong601 wrote:
some misaligned arrows, unusually giant score bars...
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 wrote:
Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
The question was not regarding my RPi, it was regarding my x86-based Windows tablet.euphyy wrote:
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.chong601 wrote:
some misaligned arrows, unusually giant score bars...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 wrote:
Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
My best bet is try updating your JREs...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
Wed Feb 11 21:16:52 SGT 2015 ERROR:** Uncaught Exception! **The map will not play when this happens
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)
written in Java using Slick2D and LWJGL, wrappers around the OpenGL and OpenAL libraries.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?
Eh... Java. One of the languages I ain't got any experience in. Ah well.chong601 wrote:
written in Java using Slick2D and LWJGL, wrappers around the OpenGL and OpenAL libraries.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?
neither do i... i do have some java knowledge but i never touched those with GUI yet...Tuxdude143 wrote:
Eh... Java. One of the languages I ain't got any experience in. Ah well.
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.chong601 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.)FieryLight 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, imoTuxdude143 wrote:
Yep, unfortunately.euphyy 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.)FieryLight wrote:
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)
*heavy breathing*euphyy wrote:
- Audio: MP3s in beatmaps are now streamed instead of converted (finally!). Also improved sound effect loading, and added preliminary MP3 support for them.
Sweeeeeeeeeet <3<3<3euphyy wrote:
- 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!
HIT ERROR BAR?!?!?!?!?!?!euphyy wrote:
- 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).
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.xFieryLight 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?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...
I'm not sure.. does this help with anything?euphyy 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.xFieryLight wrote:
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.euphyy wrote:
The sliders should really be drawn offscreen first, yeah. I'll look into it when I have time.
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...Agrrox wrote:
will opsu support @2x (HD) resolution files?
Sorry, this is really beyond me. x.xFieryLight wrote:
I'm not sure.. does this help with anything?
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.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.Okay, thanks!
Stefive wrote:
Do you have to use the set skin?
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.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.
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.Agrrox wrote:
So you place image files in the root of Skins folder ?
That'd be fantastic! I sent you a PM.Agrrox wrote:
Also I have interest of making skin for opsu! I have skills with bitmap/vector graphics.
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.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!
>Android port of opsu!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.)
LIVING THE DREAMeuphyy 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.)
Eh... That's a bit silly. They really need to fix this up[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
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.xxasuma wrote:
- Disable mouse/pen clicks. (So people who drag the pen can properly play).
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?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)
I don't know why that'd happen; try reporting it on fluddokt's GitHub?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'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!XinCrin wrote:
For android version , could be cool to make a improved UI.
If i have an Apple PC and an iPhone...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
Finally I can decently play this gameeuphyy 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?
Tue Mar 03 22:18:36 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\applause.mp3'.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)
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)
** 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)
What device and what version of android do you have?marcostudios wrote:
onle little problem on opsu-android, if i ssearch for a beatmap it shows the keyboard but i can't type anything
Is this from running the release jar?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'.
...
Can you try the commit over on ' fluddokt/omaster' branch and see if that helps?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.
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?
I have run both version 0.6.0 and the source version (which i have built myself)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.
Commit on it or just make a pull request? I'm quite new to Git thoughhanawanta wrote:
Can you try the commit over on ' fluddokt/omaster' branch and see if that helps?
I've tested it and you're right it doesn't work.chong601 wrote:
I have run both version 0.6.0 and the source version (which i have built myself)
I'm no expert on git but,chong601 wrote:
Commit on it or just make a pull request? I'm quite new to Git though
Sorry, I don't know much about this.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...
yeachong601 wrote:
OT: are you fluddokt by any chance? o.O
Since its about the same as opsu, it might not be that way for all songs.Tuxdude143 wrote:
Sync was perfect out of the box
You might be able to swipe up from the bottom or left to right from the right to get access to the software buttons.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!
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.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!
I'll see what I can do.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.
You might be able to swipe up from the bottom or left to right from the right to get access to the software buttons.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
Yea I don't know maybe.
Fixed: JarSplicePlus and opsu commits.euphyy wrote:
I'll see what I can do.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.
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 Aprilxasuma wrote:
- Disable mouse/pen clicks. (So people who drag the pen can properly play).
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)
if (!disableMouseKeys) {Found this on Slick2D website (http://slick.ninjacave.com/wiki/index.php?title=Input#Mouse_2)
public void mousePressed(int button, int x,int y)
}
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
}
** 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)
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.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?
Sorry, there's still no support for skin switching or skin.ini. x.xNitrousdragon 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.)LaughingKing37 wrote:
Thanks for the quick feedback! ^.^xasuma wrote: