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Topic Starter
gummibar
Placing objects on the screen is a very basic rule of thumb. Very basic. It's also a very difficult rule to break, because objects placed outside the playfield get zoinked back to the 512x512 grid anyways. I want to break it. I've discovered some cool, funky methods that allow you to create objects which are completely offscreen. unfortunately, they have significant drawbacks to the point where they all kinda suck to work with. Here they are now.

i guess i never specifically mentioned this, when i say i wish to place objects entirely offscreen, i want to place them entirely off screen. the approach circle and hit circle included. the reason why i can not replicate this is because, unlike sliderbodies, hitcircles are, with very few, very useless exceptions, locked to a 512 x 512 grid.

Stacking
You can stack a whole bunch of objects at (0,0). Stacks are not limited to the playfield, so they can stretch offscreen. This one has the problem of an immense amount of setup that drastically affects the quality of a map. You can mitigate this slightly by setting the stack leniency to NaN with notepad so you do not have to place twentyish objects in quick succession, but this has its own issues. This is the least useful method
NaN
This is easily the most fun one. You can set the x and / or y coordinate of an object to NaN, and it places it offscreen. Very offscreen. 2147483647 pixels offscreen. This has alot of issues.
  1. If you save any changes with the ingame editor, it will replace the NaN value with an actual integer, which promptly gets snapped back to the 512^x grid.
  2. If the object is not the only object in a combo, it will generate so many followpoints that it crashes the game immediately
  3. Sliderbodies drawn with a coordinate of NaN become completely invisible. This is actually really, really cool, since the only other way to make sliderbodies invisible causes autofail, but it is incredibly annoying in the context which i wish to place objects offscreen. (edit: it doesn't make the sliderbodies invisible, it just pushes them incredibly far off screen. Might be able to find a workaround. (edit 6: we've reached inception. turns out the thing making the sliderboides invisible at high values of -x and -y is some strange rectangular border that prevents parts of the slider. i don't know how to manipulate this, nor do i even know if it can be manipulated. shame))
y=512
While the bottom of the players screen is roughly y=400, the playfield extends to y=512. Placing objects at y=512 makes them completely impossible to interact with at any circle size, however, the approach circle is still very visible. This really isn't too bad, but I would like the approach circle to go away as well, and the only way to do that with this method is to set the circle size to 7. Again, this really isn't too bad, but nobody likes cs7. Nobody. This is the method I will use if I do not find a better one.

Do any premium magicians know any better methods? I need some forbidden knowledge if i'm to puzzle this one out. It's unlikely that there is a convenient method, but I would kill for something that makes approach circles invisible or allows sliderbodies drawn past -100000000x/y to appear, even if it takes an absurd amount of effort to replicate.

i sound insane otherwise, so here is why i want to know.
i want to create slider animations (xnor tetrahedron or transform butterfly) which the player intuitively misses, hence why i would like to have sliderbodies appear on screen. i have found methods to waive the penalties of missing almost entirely, even if they are a bit silly, but i'm stumped as to how to make hitcircles that do not draw attention at all (this is why i do not want the player to see the approach circle at all)
DeletedUser_13957006
i'm not sure but experimenting with the Scale Objects option (ctrl+shift+s) might give you some results
Topic Starter
gummibar

Blackeei wrote:

i'm not sure but experimenting with the Scale Objects option (ctrl+shift+s) might give you some results
didn't find anything. i would say its nearly impossible to place objects outside the playfield with the editor alone. its more likely that there is some precise coordinate that just doesn't get resnapped, although such a coordinate would likely be so large that any sliders associated with it would have massive distortions. that said, typing NaN into the scaling function crashes the game instantly. which is pretty interesting.
-Coffee Addict-
Hello Spook, Long time no talk, if you want to place objects outside the editor, there is a way that is VERY time consuming but its mostly safe if you know what you're doing. Wich is editing the slider timming points from the .osu file (opened in notepad) mixed with simple math to scale to whatever size you desire.

Lets say I have this slider , that goes from point A to point B with some anchors. (N slider)


This in the editor will have this construction:
192,256,150135,2,0,B|192:112|192:112|304:256|304:256|304:96,1,479.999987284343

It is kinda messy since it has 4 points it has to store in data, red points are stored twice, as seen above (|192:112|192:112|304:256|304:256|) repeating cordinates means that there is a red anchor point.
Now to manipulate this N slider to go WHEREVER I WANT, I just multiply and DIVIDE them all by a common factor, just as Scaling would do.
Lets not forget that the data also stores for how long the slider has to play, (479.999987284343) so this also will be edited for our slider to fit, if not, our slider would fall short.

Now we just simply multiply and divide accordingly to what we selected as a common factor, aka the number we will use to divide and multiply all numbers in the slider, I used 2.

So, basics first, for an anchor to go up or down, we have to multiple its position or divide it, for example if I want my anchor point at 192:112 to be higher up, I have to divide its Y value, 112 this will result in 56, and the slider will go closer to 0 meaning it will go higher. If I want it to go down, I multiply it, going closer to 512 and going down.

For our anchor to get left and right, 192:112 again, we have to edit its X value, 192, for it to go the left, we have to divide it, meaning it will go closer to the left aka 0. If we want it to go the right, we multiply it, meaning it will go closer to 512, aka the rigth side of the editor.

with this in mind, we can now start to manipulate the position of the anchor points, even beyond the boundaries of the editor, but also we have to fix it's lenght, its pretty simple, just edit it until your slider is back in shape.

Here is an example:


The slider point is at Y:-150

Hope this helps.


Also you can put anything anywhere by editing its cordinates, even circles, its not that hard, just experiment a lot.
Topic Starter
gummibar

-Coffee Addict- wrote:

Hello Spook, Long time no talk, if you want to place objects outside the editor, there is a way that is VERY time consuming but its mostly safe if you know what you're doing. Wich is editing the slider timming points from the .osu file (opened in notepad) mixed with simple math to scale to whatever size you desire.
hi! thank you very much for the response. unfortunately, this may not be used to move hitcircles and sliderheads offscreen since, unlike sliderbody nodes, hitcircles are capped to between (0, 0) and (512, 512), which means that they usually appear onscreen save for some exceptions.
-Coffee Addict-

TheSpook39 wrote:

-Coffee Addict- wrote:

Hello Spook, Long time no talk, if you want to place objects outside the editor, there is a way that is VERY time consuming but its mostly safe if you know what you're doing. Wich is editing the slider timming points from the .osu file (opened in notepad) mixed with simple math to scale to whatever size you desire.
hi! thank you very much for the response. unfortunately, this may not be used to move hitcircles and sliderheads offscreen since, unlike sliderbody nodes, hitcircles are capped to between (0, 0) and (512, 512), which means that they usually appear onscreen save for some exceptions.

Come again ?

This method allows to put anything but circles, (Why would you want to place hitcircles outside the reachable area, that sounds awful) outside the editor boundaries, slider heads can be placed outside as shown bellow in screenshot.



idk man.
Chiru-kun
What about using ctrl+g to reverse sliderbodies? Only works if sliderend being seen is okay with you.
Topic Starter
gummibar
slider heads can not be extended outside of the 512 grid, instead what you are seeing is the 512 grid extending slightly below the playfield. it does not extend far down enough, as the approach circle is visible at any approach circle size above 7. any method which involves simply moving objects outside of this grid will not work, as the object will be clamped back to the 512 grid no matter what. as such, i am looking for ways to make approach circles invisible or less visible for specific objects, or some variant of NaN which breaks the clamp while also being within 2^14 pixels of the playfield. while i should have clarified this immediately, i doubt there will be any solutions that fit as conveniently as i wish, nor do i feel entitled to such a solution anymore.

disregard this thread, even if you have an answer that could be helpful. this a waste of everybody's time.
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