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opsu! - an open-source osu! client (UNOFFICIAL)

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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
rafradek_old
Could you make android version of the game more suitable for mobile? Hit objects are too small on smaller devices, sliding is too sensitive, there are no options, and config files are saved in external storage rather than internal.
ShishanoSakura
I just found this awesome apk for Android so I'm still testing it out but till now it's awesome, haven't seen any bugs really.

Suggestions:
- Sign In option for the game so that your process could be like saved? (I don't know if it's possible already haven't seen it) Because I find that my phone works like a mouse tab on the insane beatmaps.
- Android gameplay bigger, I have a large screen (6.5inch) and it tends to get annoying with the small icons.

I'll report if I find bugs anywhere! :D
Manivela
This is amazing i hope you keep going. Android compatibility is awesome
Newb1et
Awesome Android port! Although is it just me or is the accuracy grading a bit too agressive, having a hard time to get good accuracy from that I've got good accuracy. Also, the new cursor seems to be a bit delayed(probably the reason why accuracy is low). And last note, why aren't you able to use the original osu! skin? Osu!Droid was able to use the old skin. ;)
chong601

Newb1et wrote:

Awesome Android port! Although is it just me or is the accuracy grading a bit too agressive, having a hard time to get good accuracy from that I've got good accuracy. Also, the new cursor seems to be a bit delayed(probably the reason why accuracy is low). And last note, why aren't you able to use the original osu! skin? Osu!Droid was able to use the old skin. ;)
Delayed cursor may be the touchscreen issue, not game issue (since most android phones have input delay on touchscreen)
The reason opsu! can't use osu! skin is because due to peppy copyright on skin elements (only allowed in osu!, requires explicit permission if wanted to use outside or osu!)
Quote from the original thread (under LICENCE box):
All osu! graphic and other game assets are copyright ppy Pty Ltd.

You are granted permission to use the elements contained within this archive as a template for creating your own skins. You can modify these in any way you see fit. Please do not include the resources if you haven't modified them; the defaults will automatically be used in this case.

You are NOT permitted to use these graphics outside of skins and/or beatmaps. This includes using them on other websites, games, products etc.

If you would like to use the resources outside of the scope provided above, please contact me at pe@ppy.sh

One extra thing to add:
opsu-android requires 200 MB of RAM to run (may require up to 300 MB on certain occasions), so phones with less than 1 GB of RAM on device may not work properly (or wouldn't start at all)
jurassicplayer
I found something that feels like a bug with the sliders, but I've only seen it happen on a single map so far (didn't test very many maps). It's like the slider gets "caught" on the end with like an extra beat and so you have to hold it at the end of the slider while the ball seems to spin in place for that beat.

Map in question (Normal):
https://osu.ppy.sh/s/2585

It's fairly close to the beginning (the slider is shaped like an upside down question mark) and should be noticeable by having one of the slider beat stars on the actual end.
chong601

jurassicplayer wrote:

I found something that feels like a bug with the sliders, but I've only seen it happen on a single map so far (didn't test very many maps). It's like the slider gets "caught" on the end with like an extra beat and so you have to hold it at the end of the slider while the ball seems to spin in place for that beat.

Map in question (Normal):
https://osu.ppy.sh/s/2585

It's fairly close to the beginning (the slider is shaped like an upside down question mark) and should be noticeable by having one of the slider beat stars on the actual end.
You mean this slider?
The said slider in osu!:


The same slider in opsu!:


The code of the slider in the .osu file:
248,251,57161,2,2,L|312:251|312:200|248:200|249:91,1,280,2|0
Yeah confirming that some sliders are really funky on opsu! due to incomplete implementation of the sliders (current available sliders are Bezier and CircumscribedCircle, other types of sliders such as catmull and linear sliders aren't available yet)
The slider is actually a Linear slider, which is iirc isn't available and is then fall back to Bezier which destroys it xD

EDIT: You can report this on Github since he mostly active there (or I can help you forward this bug to the issues tracker)
Energy0124
Oh my science! I can't believe that I didn't discover this project until now. I always want to find a open source osu implementation to learn from and I finally find it today! Thank you euphyy for creating such a amazing project! I will definitely try to help if I get some free time! :)
chong601
you know, euphyy's code is so advanced that my lecturer, company supervisor and friends have obtained the latest copy of the source code to investigate the code structure

even if i know programming, his programming skills exceeded my range of understanding xD
Rori Vidi Veni
dfsafsdfsdafsfsdafdafs
chong601
The current commit on GitHub have support for DoubleTime and HalfTime (although incomplete) since using those wiill cause pitch shift
(you need to manually compile those since there's no pre-release versions)
jnmiah
On my android phone, Galaxy s2, Running 4.1.2, it is stuck on "Loading Sounds". It doesn't move at all. Not sure if it is slow, or not responding at all. Using release 0.8.0a.
ccxex29
First.. im using ASUS ZenFone 5...
No issue in performance... stable at 61fps

The issues for me are:
-the menu scroll is so fast when swiping...
-my preferences are not saved
-its too small for phones... if you could make an option for dpi or gui resize.. it would be useful
-the downloads are slow... in Indonesia...

Thanks in advance..
chong601

jnmiah wrote:

On my android phone, Galaxy s2, Running 4.1.2, it is stuck on "Loading Sounds". It doesn't move at all. Not sure if it is slow, or not responding at all. Using release 0.8.0a.
Did you use custom hitsounds?

ccxex29 wrote:

First.. im using ASUS ZenFone 5...
No issue in performance... stable at 61fps

The issues for me are:
-the menu scroll is so fast when swiping...
-my preferences are not saved
-its too small for phones... if you could make an option for dpi or gui resize.. it would be useful
-the downloads are slow... in Indonesia...

Thanks in advance..
currently using Zenfone 4 A4500CG
1. deal with it (the UI isn't polished yet)
2. not quite sure on this (since it works here)
3. set your CS to 0.1 if you can't read small circles in options
4. deal with it (or just copy osu! PC maps to opsu=>Songs folder)
jnmiah
Chong601, I did not use custom hitsounds. I cant boot it at all.
sugarmikuchan
I tried to open opsu! and it came out with this error .__.

Thu May 07 22:28:48 SGT 2015 ERROR:** Uncaught Exception! **
Thu May 07 22:28:48 SGT 2015 ERROR:org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
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.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.OsuDB.init(OsuDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:138)
chong601

sugarmikuchan wrote:

I tried to open opsu! and it came out with this error .__.

Thu May 07 22:28:48 SGT 2015 ERROR:** Uncaught Exception! **
Thu May 07 22:28:48 SGT 2015 ERROR:org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
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.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.OsuDB.init(OsuDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:138)
Did you happen to run this game on folders with "!"? (for example like D:\opsu! or C:\osu!)
opsu! doesn't work in directories with an exclaimation mark.
Topic Starter
euphyy_old

chong601 wrote:

Did you happen to run this game on folders with "!"? (for example like D:\opsu! or C:\osu!)
opsu! doesn't work in directories with an exclaimation mark.
...so I realized I was handling that error completely wrong. It actually gets caught as of 50d55d8 (hopefully).

Sorry for being gone for so long -- I haven't had the time to keep up with this project lately. I'll get back to it when I have the chance.
chong601

euphyy wrote:

...so I realized I was handling that error completely wrong. It actually gets caught as of 50d55d8 (hopefully).

Sorry for being gone for so long -- I haven't had the time to keep up with this project lately. I'll get back to it when I have the chance.
at least we know that you are still maintaining it lel
deadrestos
I don´t know how to transfer from osu beatmaps to opsu ... can someone help me ? :o
chong601
just copy the beatmaps to:
Windows: <drive letter>:\path\to\opsu\folder\Songs
Linux: /path/to/opsu/folder/Songs
Android: Internal storage/Songs folder or Internal Storage/opsu/Songs (depend on which opsu-android you use, but either one)
Topic Starter
euphyy_old
Release: v0.9.0
Summary of important changes:
  1. Speed changing: This update implements the "Half Time" and "Double Time" mods, as well as playback speed selection during replays. Note that pitch is shifted with the current implementation; a new music player is in the works.
  2. Back-end updates: There were some major back-end additions, notably hit object stacking and Catmull curves.
  3. Visual improvements: Changed to a cleaner font (Droid Sans Fallback), improved hit animations, and fixed a handful of other issues.
  4. Download servers: Added support for downloading from the osu!Mirror and Hexide servers.
Thanks again for all your support!
Newb1et

euphyy wrote:

Release: v0.9.0
Summary of important changes:
  1. Speed changing: This update implements the "Half Time" and "Double Time" mods, as well as playback speed selection during replays. Note that pitch is shifted with the current implementation; a new music player is in the works.
  2. Back-end updates: There were some major back-end additions, notably hit object stacking and Catmull curves.
  3. Visual improvements: Changed to a cleaner font (Droid Sans Fallback), improved hit animations, and fixed a handful of other issues.
  4. Download servers: Added support for downloading from the osu!Mirror and Hexide servers.
Thanks again for all your support!
Awesome! You back on the project? Love to see this progress more! :D 🙌

Oh, seems like the 0.9.0 update is currently for PC as of right now. Guess I'll wait... 😓
Bigpet
I'm currently exploring to maybe making a platform shim, so that opsu! can be more easily ported to other platforms (because, lets be honest, there's no one single framework that can truly handle all platforms with reasonable trade-offs).

Anyway during that exploration I saw that a bunch of the Slick2D files seem to be patched, is there a brief explanation as to what was changed?
(I know that I can always just do a diff, but asking doesn't hurt and I can do other things in the meantime :P )

Also it seems to me that using Gradle as a build system is lot easier for the purposes of creating multiple versions and swapping out parts of the source on different platforms. But I'll worry about that a lot later when it becomes relevant, I just want to test the waters on how attached you are to Maven as the build system ;) .
chong601

Bigpet wrote:

I'm currently exploring to maybe making a platform shim, so that opsu! can be more easily ported to other platforms (because, lets be honest, there's no one single framework that can truly handle all platforms with reasonable trade-offs).
kinda agree on that, but i don't think we can deal with multiple different platforms with one codebase (monkeypatching those will be ugly, like REALLY ugly in my sense). cmiiw though since i don't really involved with multiplatform software development before....

Bigpet wrote:

Anyway during that exploration I saw that a bunch of the Slick2D files seem to be patched, is there a brief explanation as to what was changed?
(I know that I can always just do a diff, but asking doesn't hurt and I can do other things in the meantime :P )
Slick patches probably because of recent skin select implementation (vs single selection on previous) and changes on hit lighting and scores (300,100,50,miss)

Bigpet wrote:

Also it seems to me that using Gradle as a build system is lot easier for the purposes of creating multiple versions and swapping out parts of the source on different platforms. But I'll worry about that a lot later when it becomes relevant, I just want to test the waters on how attached you are to Maven as the build system ;) .
Gradle build... well not a big issue for me but i actually quite love Maven because i can do shading (put all .jars in one .jar file).
not quite sure if Gradle can do the same or not :|

but if GStreamer build is coming, that will be a bad news for opsu-android since i don't think there's a Android build for that...
Topic Starter
euphyy_old

Bigpet wrote:

Sure, that'd be fantastic! (Though it'd be even better if you finished the sliders first... XD) Fill me in with more details if you decide to follow through with this!

A quick summary of the Slick2D changes:
  1. GameContainer: very minor changes in error logging.
  2. Image: added 'getAlphaAt()' method, added 'drawCentered()' method, changed some coordinate operations from integer to float.
  3. TextField: edited 'keyPressed()' method to make text input more like osu! (e.g. no ctrl+z undo, no cursor shifting with arrow keys, added ctrl+backspace for word-backspace).
  4. Everything audio-related: added MP3 streaming support.
I haven't used Gradle except for building APKs, and those weren't very pleasant experiences (very slow builds, builds always taking up all 4 cores...). I think Maven's much nicer, but feel free to convince me otherwise. xP
Bigpet
@euphyy this is actually some Malcom in the Middle situation right here


But I guess I can just hack it into the current architecture, it's not that dramatic anyways. But I'll need to think about pre-initializing a certain number of FBOs because there's a stutter as soon as the first few sliders hit currently.

Do you maybe know how many sliders can be on-screen at max at the same time? I'm guess it's actually a really low number like 2 or 3 based on how they work. I mean I can just leave the maximum unbounded but pre-initilize like 2 or 3 FBOs and just see if that's enough or if people complain about lags.
Topic Starter
euphyy_old

Bigpet wrote:

Yeah, I'd say 2 or 3 (but the program should still perform reasonably if someone puts a ridiculous number of sliders on one screen XD). You could probably calculate the max for a beatmap while parsing its hit objects without much effort, though... but that's up to you. xP
chong601

euphyy wrote:

Yeah, I'd say 2 or 3 (but the program should still perform reasonably if someone puts a ridiculous number of sliders on one screen XD). You could probably calculate the max for a beatmap while parsing its hit objects without much effort, though... but that's up to you. xP
3 might not be enough... get a TAG 4 map and add EZ mod and bang, at least 10 sliders....
xasuma
Looking good :D
Pakemania
Just discovered this today. Downloaded and tested the client and it really seems awesome. I'm a linux player and I've been waiting for a native client. I'm really looking forward to future updates. If you get a few more features done, I'll probably switch to the open-source client entirely. Keep it up! ;)
kago chan
Ich will das alte osu. Opsu legt und die spints gehen nicht, opsu ist viel zu schnell da schaff ich nur von B - D. bei osu ist das anders, alles genau perfekt das tempo, keine legs,> man schafft die spints < und da schaffte ich von SS - D aber meistens nur SS - A
ALSO BITTE TUT DAS ALTE ☆OSU☆ WIEDER UPGRADEN.
ICH WILL DAS ALTE OSU WIEDER HABEN!!! >:( :( >:( >:( :? :(
Ps Opsu hat viel zu viele sachen die man umstellen kann, imgegenteil von osu.
Bigpet

kago chan wrote:

Ich will das alte osu. Opsu legt und die spints gehen nicht, opsu ist viel zu schnell da schaff ich nur von B - D. bei osu ist das anders, alles genau perfekt das tempo, keine legs,> man schafft die spints < und da schaffte ich von SS - D aber meistens nur SS - A
ALSO BITTE TUT DAS ALTE ☆OSU☆ WIEDER UPGRADEN.
ICH WILL DAS ALTE OSU WIEDER HABEN!!! >:( :( >:( >:( :? :(
Ps Opsu hat viel zu viele sachen die man umstellen kann, imgegenteil von osu
I don't think the opsu! developers are affiliated with osu!, so we can't actually "upgrade ☆OSU☆", the source code for that is neither public nor open source.

Did you try the desktop version or the Android port? Because I think the Android port is currently lagging a bit behind.
ccxex29

Bigpet wrote:

kago chan wrote:

Ich will das alte osu. Opsu legt und die spints gehen nicht, opsu ist viel zu schnell da schaff ich nur von B - D. bei osu ist das anders, alles genau perfekt das tempo, keine legs,> man schafft die spints < und da schaffte ich von SS - D aber meistens nur SS - A
ALSO BITTE TUT DAS ALTE ☆OSU☆ WIEDER UPGRADEN.
ICH WILL DAS ALTE OSU WIEDER HABEN!!! >:( :( >:( >:( :? :(
Ps Opsu hat viel zu viele sachen die man umstellen kann, imgegenteil von osu
I don't think the opsu! developers are affiliated with osu!, so we can't actually "upgrade ☆OSU☆", the source code for that is neither public nor open source.

Did you try the desktop version or the Android port? Because I think the Android port is currently lagging a bit behind.
its not a light game for android though, ask your specs.. also what device do you use, because mine is not lagging even a bit..
quaternary
On the Android version my settings aren't saving, e.g. I have to reset my offset, turn off combobursts, re-enable pause button, etc etc etc. every time I launch opsu. The scoreboards are saving properly though ...
Bigpet

tuddster wrote:

On the Android version my settings aren't saving, e.g. I have to reset my offset, turn off combobursts, re-enable pause button, etc etc etc. every time I launch opsu. The scoreboards are saving properly though ...
Sounds like the settings file isn't getting written correctly. The scoreboards are in a sqlite database separate from the basic settings.
Topic Starter
euphyy_old
fluddokt just posted the APK for the 0.9.0 release, and it resolves many of the issues mentioned above. You can get it here.
Newb1et
I just thought of this... why not add a feature to disable or enable the cursor in mobile? Since the cursor eats up RAM on my phone. Disabling it may reduce delay. And hooray for Android port!
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