It's updated now but it always says that there's a newer version available..
Would it be better if I install osu all over again?
Would it be better if I install osu all over again?
Hakurei Reimu wrote:
A little request.
Chinese font should be more smaller,too big..
what version number is display in the top-right corner of the options screen?brmelon wrote:
It's updated now but it always says that there's a newer version available..
Would it be better if I install osu all over again?
It says osu! b1696.peppy wrote:
Hakurei Reimu wrote:
A little request.
Chinese font should be more smaller,too big..what version number is display in the top-right corner of the options screen?brmelon wrote:
It's updated now but it always says that there's a newer version available..
Would it be better if I install osu all over again?
peppy wrote:
If you want to make linear sliders now, you can still do so by double-clicking for sharp corners. The slider guide point will turn red as an indication (you can also ctrl-click an existing point).
I agree with Catmull is ugly, but linear is still useful.peppy wrote:
@dksslqj because catmull is ugly and linear isn't necessary anymore.
I actually approve of this being harder to do. It's horribly ugly and broken! (also no)ykcarrot wrote:
Double click is little bit annoying when make slider like this.
Please restore linear type.
I always run it by clicking the exe =xpeppy wrote:
That seems to be correct. The only other thing I can think of is are you running osu! from a shortcut? If so, can you try running it by directly clicking the exe?
I actually did reboot my machine xDpeppy wrote:
If you are able to let me remote desktop to your pc sometime I could take a look at it; it seems to be something VERY strange and specific to your pc...
Otherwise let's just let it go and hope it fixes itself after a reboot or something.
I'm pretty upset about the removal of the linear and catmull sliders, I often liked to use both of them. Well, linear sliders can still be made with those red points, but catmull is simply not possible anymore. I cannot agree that catmull looked ugly, it just depends on the creativity of the mappers, but that goes for every slider type, there are also ugly bezier sliders. Also mappers didn't have to use catmull or linear sliders, it was just an option...peppy wrote:
Removed catmull/linear slider types. All sliders from now on will be bezier (use multi-part/red points for linear).
Removing the options makes sliders a lot more understandable You can make any shape you made with catmull still, it will just be slightly smoother at the worst. I've read your opinion but I am not budging on this one. Every BAT member I asked agreed that this was a good move forward, so it isn't just me alone.Dangaard wrote:
I cannot agree that catmull looked ugly, it just depends on the creativity of the mappers, but that goes for every slider type, there are also ugly bezier sliders. Also mappers didn't have to use catmull or linear sliders, it was just an option...
yeah...me too...wmfchris wrote:
I wonder if we can choose between simplified and traditional Chinese.
viewtopic.php?f=15&t=662Zekira wrote:
...I don't know if this is the right place to ask for it, but can I have the old spinner-spin.wav of the old Taiko skin if possible? Don't get me wrong, I'm very, VERY pleased that the spinner-bonus.wav was changed, but I liked the spinner-spin.wav of before.
Removed catmull/linear slider types. All sliders from now on will be bezier (use multi-part/red points for linear).Imo this feature makes no sense. If someone uses catmull-sliders only in his map, he has to do another click which takes more time than just starting a point with linear type sliders. It's pretty annoying and there actually is a difference when there's choose between slider types.
Maybe making the text move could be the best way to fit it.peppy wrote:
You can help with translations at li.ppy.sh! As for alignment issues, I will improve that moving forwards (please try and keep the translations as brief as possible so they can fit, though).
Two clicks. Instead of one.fartownik wrote:
De-improving stuff.
This is actually a good point, and something worth considering adding to osu!Explorer09 wrote:
The new skin caused me to realize that in the original Taiko no Tatsujin, the text ド カ ド カ (do ka do ka) etc. helps colorblind players.
Because the color of the notes are a bit hard for me to distinguish, especially without texts. (Namco)
the point is, PS is not for new users, it is a extremely complex tool and it does not hide thatDangaard wrote:
Compare this to some other editing software, say, Photoshop. There a lot of tools you can use, but it takes some time to get used to all of them. I myself am pretty much a noob with PS, so I would compare myself to the new mappers in this case. Isn't it my own interest to inform myself now about the tools available? Or do the developers of PS finally realize there are too many noobs like me, and remove half of the tools to make it simpler?
Agreed, maybe black / white notes instead of red / blue notes work? (Well, this might can be vareid by what color you can't see.)MetalMario201 wrote:
This is actually a good point, and something worth considering adding to osu!Explorer09 wrote:
The new skin caused me to realize that in the original Taiko no Tatsujin, the text ド カ ド カ (do ka do ka) etc. helps colorblind players.
Because the color of the notes are a bit hard for me to distinguish, especially without texts. (Namco :()
peppy wrote:
If you feel you are being limited, you can still force catmull in the .osu file itself (find the slider line and change B to C) :).
You can change it back to how it used to work; just add new sprites to your skin folder for each hitcircle/overlay sprite with taiko- before it.virus73 wrote:
Not really enjoying the Taiko skin. I liked when I had the skin that I use for Osu! mode applied to Taiko mode as well. Not dealing with the change to well. Probably not going back to Taiko mode for a while as a result. Nothing lost I suppose.
Not exactly in the know on how to do that.peppy wrote:
You can change it back to how it used to work; just add new sprites to your skin folder for each hitcircle/overlay sprite with taiko- before it.virus73 wrote:
Not really enjoying the Taiko skin. I liked when I had the skin that I use for Osu! mode applied to Taiko mode as well. Not dealing with the change to well. Probably not going back to Taiko mode for a while as a result. Nothing lost I suppose.
I'm a bit surprised this idea has only been brought in now, but if we were to follow the authentic way these are put, there might be some complications:Explorer09 wrote:
The new skin caused me to realize that in the original Taiko no Tatsujin, the text ド カ ド カ (do ka do ka) etc. helps colorblind players.
Because the color of the notes are a bit hard for me to distinguish, especially without texts. (Namco)
d d d d d d d
ド ド ド ド ド ド ドンHowever for something like:
d d d ddd d d d ddd d
ド コ ドン ドコドン ド コ ドン ドコドン ドンA foreign character, 'コ' (ko), is introduced when there are 3 consecutive don notes.
Well the countdown doesn't bother me, but the removal of the warning arrows might be an issue, especially if you play a map that has many/long breaks.peppy wrote:
[*]Removed some elements in taiko mode that didn't make sense (countdown/warning arrows).
If you can get all the details right, I'll take a look. What happens when there are 3 katsu in a row? How close together should objects be before they get compressed to do/ka? How are rolls/spinners represented?Zekira wrote:
I'm a bit surprised this idea has only been brought in now, but if we were to follow the authentic way these are put, there might be some complications:Explorer09 wrote:
The new skin caused me to realize that in the original Taiko no Tatsujin, the text ド カ ド カ (do ka do ka) etc. helps colorblind players.
Because the color of the notes are a bit hard for me to distinguish, especially without texts. (Namco)
1.) When placing the alphabet on the drumroll notes, the symbol for Renta (forgot what it was) and the number of ~~~~'s should match the length of the drumroll.
2.) The symbols used for the normal notes are not always ド and カ. From my understanding, for each note-distancing below 1/1, each common note-distancing is considered as one 'stream', where the end of the stream will contain either ドン or カッ. E.g:d d d d d d d
The symbols that would be seen here are:ド ド ド ド ド ド ドンHowever for something like:d d d ddd d d d ddd d
It should come up with something like this:ド コ ドン ドコドン ド コ ドン ドコドン ドンA foreign character, 'コ' (ko), is introduced when there are 3 consecutive don notes.
I'm getting a few details wrong here (maybe even a lot, since you kinda get used to reading it by its sound and not by what it looks like anymore), but I'm hoping to know that if it actually gets implemented, will it be fine for the people to just see only two symbols, ド and カ ? From experience in using the Doron mode, fully reading the words like "Don Dokodon don don don" is easier to predict in a musical sense than if it sounded like "Do dododo do do do"...
(to clarify, Doron mode is a mod in the Taiko games where the notes completely disappear, leaving only the text below the 'notes' as visual aid)
1. 3 katsu in a low? Just ka ka kat(カ カ カッ) orzMetalMario201 wrote:
If you can get all the details right, I'll take a look. What happens when there are 3 katsu in a row? How close together should objects be before they get compressed to do/ka? How are rolls/spinners represented?
Also, how should the screen layout be adjusted to accommodate this new strip?
Big hits? In Taiko no Tatsujin they just put (大), like ドン(大), カッ(大), 連打(大). Big hits never appears that close to other notes, so as I know there's no need to make exceptions.MetalMario201 wrote:
I forgot to mention big hits. u.u;
Also (even though this is bad mapping practice, it's important for completeness), is there any special way of showing big hits when too close together to fit the usual text?
Then use it (from the template skin).X_Ray wrote:
I loved the old comboburst. Why did you change it? ;_;
Use the "Clap" button instead of the "Whistle" button to make kat notes if it makes a difference to you. They'll both make the same sound in Taiko mode, but they make different sounds in osu! mode (and therefore, in the editor). If you're not mapping for osu! mode at all then using the clap sounds will be more consistent.OnosakiHito wrote:
Taiko:
Oh, there is one more thing.
The new sound for kat in the edit mode is not suitable.
You can't choose/hear sometimes well, between some timing sections when the kat has an echo.
Edit:And you can't re-check the map good by hearing, because, if you have many kat's the echos are overlapping.
Why is there an echo?:o
Worked.RandomJibberish wrote:
Are you downloading using the updater? Go into the skins tab of the updater and check all the skins you want to download. You might need to delete your existing taiko skin folder.
Although you can prob make almost anything look just as good with bezierChronoman wrote:
I like the Taiko stuff and default skin updates, but what's to be done about using the Catmull-style curves? I just went off to make a beatmap, but I'm rather dismayed that I couldn't make sharply curved sliders, without being perfectly sharp angles.
peppy wrote:
If you feel you are being limited, you can still force catmull in the .osu file itself (find the slider line and change B to C).
Lrn2ElbowCurveJames2250 wrote:
Although you can prob makeChronoman wrote:
I like the Taiko stuff and default skin updates, but what's to be done about using the Catmull-style curves? I just went off to make a beatmap, but I'm rather dismayed that I couldn't make sharply curved sliders, without being perfectly sharp angles.almostanything look just as good with bezier
You are using the template skin. Don't.ykcarrot wrote:
I found 3rd and 4th of default combo colors are same red.
inb4 orange was 4th but now it is 5th.
is this bug?
Watashi no bakapeppy wrote:
You are using the template skin. Don't.
Thank you. It works well!LuigiHann wrote:
In the template skin folder, go into skin.ini (with a text editor) and delete the last combo color line