Done: https://github.com/itdelatrisu/opsu/com ... 26a0cf8db0 (there aren't any bundled beatmaps)
Sorry for the trouble.
Sorry for the trouble.
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, imo ). It's my first real project, so there's nothing fancy happening anywhere, really.Tuxdude143 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.)