osu!'s crashing everytime a slider is about to appear. NotShinta, who also uses OpenGL, has the same problem.
SliderStyle: 2
This is already planned for the future iirc. (Try searching the feature requests forum for things like this)Sonic Fumes wrote:
I have new idea:
osu! InGame browser (only able to go on osu website, only supporter can download directly)!
Why? Is there a reason for not using Firefox/Opera/Chrome?Sonic Fumes wrote:
I have new idea:
osu! InGame browser (only able to go on osu website, only supporter can download directly)!
cheers!peppy wrote:
Mapping:
(+) 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)
Editor:
(*) Timing panel usability improvements.
0.0 awesomepeppy wrote:
(+) The speed of approach circles can now be independently picked from Overall Difficulty.
All not related to new build, and likely existing bugs or stupidity.Derekku wrote:
Besides that, players seem to be having issues with multiplayer, deleting beatmaps, and loading beatmaps, but haven't provided details.
(+) The speed of approach circles can now be independently picked from Overall Difficulty.!!!
(+) 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.
Approach rate is not shown on the web listing yet. I'm sure you will live.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.
Umm...peppy wrote:
Gameplay:
(*) On new maps with triple compound timing, Taiko drumrolls will be triple.
I have changed the changelog to read:arien666 wrote:
Umm...peppy wrote:
Gameplay:
(*) On new maps with triple compound timing, Taiko drumrolls will be triple.
I wonder if people are confused with 1/4 or 1/3 Taiko sliders...
Is there any notification about this ;_;?
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.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.
Oh yeah...peppy wrote:
Approach rate is not shown on the web listing yet. I'm sure you will live.
peppy wrote:
osu! does not support proxies, no.
Maybe you should look up the definition of VPN, or maybe the differences between a VPN and a proxy.Bass-chan wrote:
Lie.
I managed somehow to connect to osu! via proxy.(CyberGhost VPN program)
No context?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 .-.
It displays in test mode, which is more accurate for getting actual during-gameplay numbers.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.
I can think of at least 3 bugs matching this totally awesome description which have been fixed, and none that haven't.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?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 .-.
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 frompeppy wrote:
(+) Break transitions can now be moved around in the timeline.
It's an glitch what happened to me...Galkan92 wrote:
What?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 .-.
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.K2J wrote:
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 frompeppy wrote:
(+) Break transitions can now be moved around in the timeline.
(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...
Some questions about this HS(HighSpeed) thing.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)
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
Does this resolution display in your windows display setup?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?yes. my monitor is 24 inch(1920x1200 fullscreen)