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osu! Public Release b1650

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TKiller
(+) The speed of approach circles can now be independently picked from Overall Difficulty.
web beatmap listing only shows OD value, shouldn't approach rate be added too now for maps where it's different? I already updated my map with OD 7 AR 8 but listing only shows 7 stars in Accuracy.
Topic Starter
peppy

TKiller wrote:

web beatmap listing only shows OD value, shouldn't approach rate be added too now for maps where it's different? I already updated my map with OD 7 AR 8 but listing only shows 7 stars in Accuracy.
Approach rate is not shown on the web listing yet. I'm sure you will live.
TKiller
sure, just being too curious
NatsumeRin
another question about AR:
seems AR doesn't count to star rating or max score now, so is there sth to prevent weird map like OD9&AR3 being ranked?
and... consider AR to be a part of calculating scores... i guess.
arien666

peppy wrote:

Gameplay:
(*) On new maps with triple compound timing, Taiko drumrolls will be triple.
Umm...
I wonder if people are confused with 1/4 or 1/3 Taiko sliders...
Is there any notification about this ;_;?
Topic Starter
peppy

arien666 wrote:

peppy wrote:

Gameplay:
(*) On new maps with triple compound timing, Taiko drumrolls will be triple.
Umm...
I wonder if people are confused with 1/4 or 1/3 Taiko sliders...
Is there any notification about this ;_;?
I have changed the changelog to read:
(*) On new maps with a compound time tick rate (3 or 6), drumrolls are played in compound timing.

If that makes any more sense. There is no notification apart from the ticks being at different points on the roll, which should be plenty. In situations it is used, it will likely "feel" right anyways.
Topic Starter
peppy
There seems to be a few problems with multiplayer games. A fix will be available in a few hours all going well.
mm201

NatsumeRin wrote:

another question about AR:
seems AR doesn't count to star rating or max score now, so is there sth to prevent weird map like OD9&AR3 being ranked?
and... consider AR to be a part of calculating scores... i guess.
AR is left out of star calculations on purpose. Sometimes a low AR can actually increase difficulty, so the relationship is non-obvious and shouldn't affect score.

peppy wrote:

Approach rate is not shown on the web listing yet. I'm sure you will live.
Oh yeah...

edit: Hit quote instead of edit FFFFF
Zeugziumy
And also, the typo fix on Approved beatmap :P
Thanks for the update man
osuLalala
I am asking something about the system in the osu!
i'm sorry if this topic has already asked for

why in osu! doesn't support proxy connection? so if the internet using proxy, i still can connect to osu! using the proxy?

thx before
Topic Starter
peppy
osu! does not support proxies, no.
Lilac
The countdown and the black bars from breaks are counted in the SB Load.

Is that suppose to happen?
Topic Starter
peppy
SB Load is only a guide. You can take it as you will. Personally I would include them but it shouldn't change the number by enough to matter.
Bass

peppy wrote:

osu! does not support proxies, no.


Lie.


I managed somehow to connect to osu! via proxy.(CyberGhost VPN program)
Topic Starter
peppy

Bass-chan wrote:

Lie.
I managed somehow to connect to osu! via proxy.(CyberGhost VPN program)
Maybe you should look up the definition of VPN, or maybe the differences between a VPN and a proxy.

I don't really appreciate being called a liar, but since it came from you I will take it with a grain of salt.
Pokerkid
Nice...i love updates to fix the buggs.
Zeugziumy
Peppy... You didn't fixed the Normal and Soft sound glitch...
Affecting this glitch my maps have a change to not be ranked .-.
Topic Starter
peppy

gabrielwoj wrote:

Peppy... You didn't fixed the Normal and Soft sound glitch...
Affecting this glitch my maps have a change to not be ranked .-.
No context?
K2J
Just a note to whoever's using the SB Load, it counts all the layers currently active in the SBE. Thus, if you have both Pass and Fail on, you'll see inaccurate numbers (as both layers won't appear at the same time during gameplay). Try it with one or the other to get a better reading.
Topic Starter
peppy

K2J wrote:

Just a note to whoever's using the SB Load, it counts all the layers currently active in the SBE. Thus, if you have both Pass and Fail on, you'll see inaccurate numbers (as both layers won't appear at the same time during gameplay). Try it with one or the other to get a better reading.
It displays in test mode, which is more accurate for getting actual during-gameplay numbers.
mm201

gabrielwoj wrote:

Peppy... You didn't fixed the Normal and Soft sound glitch...
Affecting this glitch my maps have a change to not be ranked .-.
I can think of at least 3 bugs matching this totally awesome description which have been fixed, and none that haven't.
Galkan

gabrielwoj wrote:

Peppy... You didn't fixed the Normal and Soft sound glitch...
Affecting this glitch my maps have a change to not be ranked .-.
What?
K2J

peppy wrote:

(+) Break transitions can now be moved around in the timeline.
OK, I waited a few days just to make sure I wasn't missing something obvious, but what is this and how can I change this? Does it control when Pass/Fail layers switch from

(Had all 300 last combo)/(Did not have all 300 last combo)

to

(Have health bar above half)/(Have health bar below half),

or is it something different?

I've tried "moving" the break by clicking and dragging in both the top timeline and the bottom timeline, and nothing happens. There doesn't appear to be a drop-down option or a button in the SBE, either...
Zeugziumy

Galkan92 wrote:

gabrielwoj wrote:

Peppy... You didn't fixed the Normal and Soft sound glitch...
Affecting this glitch my maps have a change to not be ranked .-.
What?
It's an glitch what happened to me...
The whistle sound of Normal is the same of soft... and all other sounds too...
Much beatmaps have variations of their sounds...
Derekku

K2J wrote:

peppy wrote:

(+) Break transitions can now be moved around in the timeline.
OK, I waited a few days just to make sure I wasn't missing something obvious, but what is this and how can I change this? Does it control when Pass/Fail layers switch from

(Had all 300 last combo)/(Did not have all 300 last combo)

to

(Have health bar above half)/(Have health bar below half),

or is it something different?

I've tried "moving" the break by clicking and dragging in both the top timeline and the bottom timeline, and nothing happens. There doesn't appear to be a drop-down option or a button in the SBE, either...
It's for authenticity reasons. In the original Ouendan games, the HP/score bars would sometimes stay on the screen for a second even after the beats had stopped appearing. Same thing for the end; the bars would come back a bit before it was time to play again.

You drag either the beginning of the break (a small <-> arrow will appear) or the dark section of the end of the break to move it.
K2J
All right, cool. I assume, then, the break sections in the .osu refer to the time the HP bar is offscreen, and the game automatically determines where the actual break (e.g., not losing HP) is from that?
Topic Starter
peppy
This is correct.
arien666

peppy wrote:

(+) Custom slider speeds between 2x and 1/2x may be used. Slider tick rate behaviour has been made more intuitive to accommodate this. (A maximum of three slider speeds for ranked maps still applies)
Some questions about this HS(HighSpeed) thing.


1. Does '3 changes limit' also affect Taiko-only or CtB-only ;_;?
[Since some maps have various speed changes with inherited timing]

2. If someone made the map(not Taiko-only or CtB-only) which has more than 3 changes but on that part only circles exist(without any sliders), does that matter about ranking-critia ;_;?
[Since some TaikOsu maps orz(Kita,Hataraku,etc songs that has HS changes)]


:3
If that is not accepted, I should get another way to solve this problem ;_;
or I should give up speed changes orz
mm201
The 3-speed rule is a ranking guideline. There is nothing inside the program to prevent more (besides AiMod bitching at you :P).

Taiko-exclusive maps seems like a fair exemption.
Schizo_old
Your display's native resolution is now offered in Options. Invalid resolutions will now be hidden.
After osu! was updated, I can't select resolution 1920*1200 of windows mode
I'm used to play osu! in 1920*1200, and I used to play osu! in windows mode because of lag
please fix it.
Topic Starter
peppy

Schizo wrote:

After osu! was updated, I can't select resolution 1920*1200 of windows mode
I'm used to play osu! in 1920*1200, and I used to play osu! in windows mode because of lag
please fix it.
Does this resolution display in your windows display setup?
For the time being, please edit your config manually
Schizo_old
Does this resolution display in your windows display setup?
yes. my monitor is 24 inch(1920x1200 fullscreen)
anyway, I've solved this problem by modifying .cfg file. thank you for your help peppy :)
mm201
Are you using a multiple monitor setup? This is the only cause I could think of, if your primary monitor is smaller than the one you're using for osu!
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