Why no read the thread title xD
Like hold notes in osu stream? Nah. They won't accept that since theres a rule called hold notes is unrankable.Kodora wrote:
I have readed title already. Sliders always should have speed, else they would be unexpected & confusing - not even talking that osu! itself never supported 0.0 speed. If you want something like "true stop", ask for a Hold feature for specified gamemodem
Of course. Also there's should be a option to makes that stops on slider on o!m can make combo increases or pauses the combo until stop finishes.arviejhay wrote:
...
But in osu mania, its all right if a long note (slider on mania) stops or the gameplay stops and it can be fun and gives the mapper to map widely.
I think pausing the combo on a slider is much better. I'm just curious what if it there's a slider in a negative SV? The combo decreases? xDRyu Sei wrote:
I like the "true stop" option, but no with the negative SV because it would shock players. A map that has special SV (like 0 or negative) should have a special icon (preferably next to the diff name), so players will notice if the map has "true stop" or "backscroll"
Of course. Also there's should be a option to makes that stops on slider on o!m can make combo increases or pauses the combo until stop finishes.
If there's that scroll part. They will not click the notes or I mean press the notes. They will wait until the rewind is over.Sirade wrote:
My Opinions:
osu!mania:
--- 0 SV
Simply agree with this, supported.
--- Negative SV
Not sure because if notes come from the bottom since the judgement line is already at the bottom, how can people react fast enough to click this note.
Oh well, then, support "Negative SV" for mania too.arviejhay wrote:
If there's that scroll part. They will not click the notes or I mean press the notes. They will wait until the rewind is over.
I think that's what you thinking.
Or else they will break the combo.
It can come from the bottom or top forward then backwards
Thanks for this baraatje123, time for me to pitch in my 2centsbaraatje123 wrote:
Time for some Technical explanation why this Can't really happen, unless it needs to get a completely change of the .osu file
A green line uses the following code (Just an example)
14645,-100,4,1,1,100,0,1
14645-->Offset
-100-->-100/SV change (1.0) If this number gets positive, it'll display 1.00x
4-->4/4 Timing setup
1--> Greenline (I think)
1-->Custom hitsoundset used
100-->Hitsounds Volume
0-->Hitsounds type (Normal(0), Soft(1) and drum(2))
1-->Kiai activated or not
I try it and it didn't crash but it turns to 1.0xKuro wrote:
(-)SV, should be somewhat feasible though, right? Correct me if I am wrong, but I don't see why it would crash if you enter a positive number, unless osu is specifically looking for a negative value. That would make sense then because it probably wouldn't return anything else. #RIPpositivenumbers
While Editing the .osu fileKuro wrote:
As for the other one...
With how SV is currently calculated, 0.0x SV is impossible. You guys should give up on that one because dividing by zero is something you just don't do. In other words, you're trying to divide something by nothing, that's a big no no. Unless, you like seeing "undefined" all the time? =w=
i probably make a new thread in the feature request and make a new rule that 0.0x and negative SVs can't be rank able in standard,taiko and ctb.baraatje123 wrote:
But then it's still moving
Also, Kuro, that one bolded line
I thought a negative number there means Green, and a positive number means Red
This is afaik not the case, so negatives can be achieved
Also, the 0.00 is not really achievable, or you'll have -100000 in that line (0.001x) I used -9999999999999999999999999999999999
However, if support comes from this, the .osu will probably get a change, and as that'll also affect other modes, I can't agree
me too. standard 0.0x? Nah, Taiko 0.0x? probably Nah, CTB ? nope especially when you trying to catch the last fruit then it stops in the middle lol.
Standard:
0.00: Holds, no movement, really unclear if a circle or slider
Negative: Not gonna work
Taiko:
0.00:True stop, can make maps really messy, due to the way SV works in Taiko
Negative:This one can be fun, but it can also make it impossible
CtB: No influence AFAIK
I still disagree with this, as when this goes in, there is also a way to bring this into other modes
Divide 0 error incomingbaraatje123 wrote:
Time for some Technical explanation why this Can't really happen, unless it needs to get a completely change of the .osu file
A green line uses the following code (Just an example)
14645,-100,4,1,1,100,0,1
14645-->Offset
-100-->-100/SV change (1.0) If this number gets positive, it'll display 1.00x
4-->4/4 Timing setup
1--> Greenline (I think)
1-->Custom hitsoundset used
100-->Hitsounds Volume
0-->Hitsounds type (Normal(0), Soft(1) and drum(2))
1-->Kiai activated or not
Divide 0 lelChirimu-Chan wrote:
Divide 0 error incomingbaraatje123 wrote:
Time for some Technical explanation why this Can't really happen, unless it needs to get a completely change of the .osu file
A green line uses the following code (Just an example)
14645,-100,4,1,1,100,0,1
14645-->Offset
-100-->-100/SV change (1.0) If this number gets positive, it'll display 1.00x
4-->4/4 Timing setup
1--> Greenline (I think)
1-->Custom hitsoundset used
100-->Hitsounds Volume
0-->Hitsounds type (Normal(0), Soft(1) and drum(2))
1-->Kiai activated or not
The same thing applies to 8x SV>infinity, where it forever caps out at 8x scroll rate no matter what. Negative SV values are also treated as positive when you manually edit them in notepad (SV is denoted as -number.decimals in the editor, so negative SV would be either number.decimals or --number.decimals, both result in positive for the notepad, and negative in the editor). Baraatje talked about how this cannot work in the physical sense, as in how the notepad file would outright reject this, but I'll talk about how if it were to accept such values, this is probably how osu! would react, going off of observations from how songs react to current BPM/SV changes.Evening wrote:
0.01 - 0.10 SV, though is apply-able in the editor, doesn't seem to be giving their correct scrolling speed effect since if you'd add a 0.01x next to a 0.1x, it doesn't seem to change speed.