forum

Circles in Sliders

posted
Total Posts
4
Topic Starter
TangentTo
Hi can someone tell me if forcing you to alternate by making sliders that finish at the same time as te next starts and circles during sliders is a thing or is allowed, heres a example, the bruh difficulty is just the weird part (beatmapsets/1439120#osu/2961108)
WitherMite
you cant have two objects on the same timeline tick, every part of the slider is an object. It will actually cause bugs like auto fails if you do this without much thought.

That being said 2b maps do this, and there are tools that help figure out if the map will auto fail at the end and how to fix it. Just dont expect it to ever get ranked.
Topic Starter
TangentTo
Im ngl i have no idea what 2b maps are(imma search it up), also by auto fail do u mean it just doesnt complete

wait (https://www.youtube.com/watch?v=8teIBNQfr7Q) its all clear now

Also mine dont auto-fail
this comment frome a dev explains this completely

"Auto+ dev here, spent lots of time investigating different 2B behaviours.

The primary reason for most of the 2B bugs (unhittable objects, sliders stopping responding to input) is the use of a certain search algorithm when dealing with hit objects. During gameplay all hit objects are stored in a big list sorted by object appearance time. Every frame osu! needs to process input on the active objects (check if you're holding a slider, check if you just clicked on a circle and so on), and instead of going through the entire potentally huge list it selects a small chunk of objects which should be visible on screen around the current timestamp. It does so by searching for the earliest hit object which is still visible (hasn't disappeared yet). It uses an efficient search algorithm called binary search which assumes the list is sorted. However osu! compares the objects by their end time as opposed to their appearance time.

On maps without overlapping objects the list ends up sorted anyway (since if object A appears before object B, then it ends before object B as well), however on 2B maps this is frequently not the case (a hit circle in the middle of a slider appears after the slider but ends before the slider). When binary search operates on a non-sorted list it gives unpredictable results depending on the exact code of the search. The only guarantee here which happens to hold for osu! is that given the same input it will have the same outcome (so basically the same map will play the same for everyone). However what this means is changing a potentially unrelated part of a 2B map can completely change the behavior of the 2B section. Here's a fun experiment: take the [Original] difficulty of Graves of Heaven. At 05:20:857 there's a slider repear arrow which is impossible to hit. Now try cutting out an unrelated part of the map, say, the beginning, in notepad. You will be able to observe that sometimes the slider becomes perfectly hittable and sometimes you start to be able to only 50 it as opposed to 100. Actually, the same slider is present in the [Debug] difficulty where it's perfectly hittable.

In Lazer they moved to a completely different system free of all of these bugs, so I'm really hoping to see more great 2B maps.
"

what are peoples opinion on 2b maps, interested or just bad?
Dragontail
2B maps are when more than one object is happening at the same place of time (at least to my knowledge). People do enjoy playing them for fun but it is unrankable if you are going for that.

beatmapsets/90935#osu/246410 (Here's an example)
Please sign in to reply.

New reply