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osu! Public Release b825

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Topic Starter
peppy
After a few weeks it seems we are finally reaching the end of the long path to having a stable Taiko ranking system. Many bugs were fixed and after a few days to ensure no more problems are found, the score reset on Taiko mode will be carried out. Be sure to check out the other new features present in this new release too - including an implementation of Relax mod for Taiko, and the new AIMod map checking system!

2009-08-13 (b824)
Editor:
(+) AIMod pre-release version. Accessible via shortcut key Ctrl-Shift-A in editor.
(+) New LoopType parameter for storyboard animations.
(+) Beat snap divisor and grid size are saved along with each beatmap.
(*) Many editor timing section related improvements.

Gameplay:
(+) New relax mod for Taiko gameplay mode.
(+) Hit sounds and many game effects are now panned based on cursor/character/hit location.
(*) Many Taiko fixes and hopefully scoring which is ready to be reset and ranked.
(*) Altered autopilot movement to make the hittable range fully usable.

Misc:
(+) When selecting "low end pc", all other graphical enhancements are forced off.
(*) Video playback memory optimisations.
(*) Many more bugfixes.

No full changelog this time around because I'm a bit too tired to put it together - go read the changelog listing if you want though ;).
DoctorToxn
Very nice peppy. Just need one option to enable/disable "Hit sounds and many game effects are now panned based on cursor/character/hit location" added next release. Or maybe give the mappers the option to enable/disable this on a per map basis.
Derekku
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mosluv

DoctorToxn wrote:

Very nice peppy. Just need one option to enable/disable "Hit sounds and many game effects are now panned based on cursor/character/hit location" added next release. Or maybe give the mappers the option to enable/disable this on a per map basis.
^I agree with this. I really hate this new hitsound effect. It would be nice if it was an option while making the map, because I don't like it going left & right through my headphones.
Hikato

peppy wrote:

(+) Hit sounds and many game effects are now panned based on cursor/character/hit location.
This is horrible. If it's going to stay make it possible to disable it. D:
DoctorToxn

Derekku Chan wrote:

DoctorToxn wrote:

Very nice peppy. Just need one option to enable/disable "Hit sounds and many game effects are now panned based on cursor/character/hit location" added next release. Or maybe give the mappers the option to enable/disable this on a per map basis.
NO. NO MORE TOGGLES.

This was added because it's a nice effect and it's subtle enough that it's not annoying/crappy-sounding/whatever. :|
When started playing w/ the new patch, I thought my headphones were broken. I checked the release information, and saw it was a new feature. I thought ok, I will test it out for a bit. I am finding that I am way more distracted with the sounds going left and right in my headphones. I am also noticing that the beats are not sounding as clear as they did. Like they are being cut off and fading in and out.

Let me make myself clear right now. I do not think it is a bad addition to the game, I just wish for a toggle either on a global basis or a per map basis. I think it is great that features like this are being added to the game all the time. I just wish that they are not forced onto everyone without a say.

Let me also say this. Peppy, I understand first hand when programmers put a lot of time and effort into features and the client just does not like it, or asks for it to be changed. So I am not trying to be critical here, just suggesting an option that might make the game more versatile for us all, and not displease anyone at the same time.
Derekku
Changing my mind about the toggle. I tested earlier to see what this sounded like with a couple songs and it sounded subtle enough (I barely even noticed a difference). But just now, I tested with a few more songs, and like DT says, notes/music seem to fade in/out and it doesn't sound that great. Sorry x_x
foulcoon
The sounds panning does get distracting, but I really do like the effect it has on sliders.
Gens
C'mon, I like the effect :(
Donjo
Before you reset the Taiko scores, I think that you should adjust the large notes on Taiko so that people using the keyboard can actually hit them correctly and gain the double points they offer. As it is, it requires such pinpoint accuracy that it seems only using an actual drum controller will allow players to hit them correctly. Unless something is done, those with such accessories will have a distinct advantage in the scoreboards.
ShaggoN
That sound panning was annoying at the beginning, but in few minutes i got used to it, and now it's OK for me :)
Topic Starter
peppy

Donjo wrote:

Before you reset the Taiko scores, I think that you should adjust the large notes on Taiko so that people using the keyboard can actually hit them correctly and gain the double points they offer. As it is, it requires such pinpoint accuracy that it seems only using an actual drum controller will allow players to hit them correctly. Unless something is done, those with such accessories will have a distinct advantage in the scoreboards.
You obviously just fail at it? I can hit them fine, as can al other testers. If you have frame limiter off, note that you will see two individual scores for the hit - not one as you may expect. You are probably mistaking osu! not handling both hits?
Topic Starter
peppy
I'm removing panning altogether. Fuck toggles and fuck you guys.

If anyone has anything to say apart from request new toggles, please feel free to post in this thread. Otherwise kindly go away :)
Derekku
I think that more people should visit the Feature Requests forum to give their opinions on new things... Maybe then there would be a little bit less complaining when new features do come out. It's always the same small group of people on the forum and it doesn't help a whole lot :X

The only reason I personally changed my mind is because it's hard to judge rather something like this would sound good unless I was able to hear it first. XP
Ekaru
I loved the panning.

-----------------------------

That said, I didn't even notice the Taiko accuracy thing. I always thought it was 50%. Well, that explains a lot! I hope for a Taiko reset soon~!

AIMod is awesome, even if it currently only handles spacing. It helped me correct some jump sections on one of my maps. I like how when the spacing's within a tolerable range, the red line turns green. <3 it so far. Some of my maps get "No problems found!", and the others only get a couple intentional things (some only get 1/2), so that's nice.

The relax mod for Taiko is nice also. It confused me at first, though, because it didn't look different XP. Although, I think it's "katsu's" and not "katu's". *insert retarded grin here*
Topic Starter
peppy
Also don't argue about it or I will close this thread.

Edit: I am going to try a compromise by reducing the level of this effect. If I hear another complaint about it I will remove it altogether. If you are going to comment on panning then make sure you are on b825. And make it productive.
youngdow
oh... i have expected 'taiko ranking reset' :)



peppy, Thank you~
anonymous_old
I like the hitsound-stereo thingy. However, it seems notes toward the middle are slightly louder than notes at the far edge and such. I think hitsounds should be the same volume regardless of location. (Unless Night of Nights had some volume changes I haven't noticed until now.)
jmaeshawn
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Topic Starter
peppy
AIMod bases distance spacing on the distance between the first two objects in each combo. If you are getting false positives, this is likely the source of the problem.
MMzz

Donjo wrote:

Before you reset the Taiko scores, I think that you should adjust the large notes on Taiko so that people using the keyboard can actually hit them correctly and gain the double points they offer. As it is, it requires such pinpoint accuracy that it seems only using an actual drum controller will allow players to hit them correctly. Unless something is done, those with such accessories will have a distinct advantage in the scoreboards.

I have no problem hitting them either :P
My ocd makes me hit them o.e"
LuigiHann
I think the problem inherent to the panning is that it's going to sound great to some people and awful to others, not because of different opinions, but because of different sound systems. I'll check it out a bit before I post my own opinion on it
Gemi
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DoctorToxn
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FurukawaPan
I thought peppy removed it entirely after complaints were received.

At any rate the pan is completely imperceptible on my machine with b825.

I liked the original effect, to be honest.
Topic Starter
peppy
The effect is not 40% of what it used to be. I don't really plan on changing it higher based on the general consensus.
Zekira
Sidenote on the Taiko's 'Relax' mod:

-Maybe you can make it so that the sound is still what you pressed but it will be considered correct? E.G. I hit a Don with a Katsu but I hear a Katsu instead of a Don. That's how it worked out in the game, but I'm not sure you'll be able to do this...
-Graphic change for the icon of the mod? Have it as the picture of Donko instead (Donko is the tambourine girl) so that non-English speaking Jap people will realize that this is actually the closest mod to Donko Mode.
Topic Starter
peppy

Zekira wrote:

Sidenote on the Taiko's 'Relax' mod:
-Maybe you can make it so that the sound is still what you pressed but it will be considered correct? E.G. I hit a Don with a Katsu but I hear a Katsu instead of a Don. That's how it worked out in the game, but I'm not sure you'll be able to do this...
No. It was specifically designed to sound the correct sound. It would be stupid otherwise.

Zekira wrote:

-Graphic change for the icon of the mod? Have it as the picture of Donko instead (Donko is the tambourine girl) so that non-English speaking Jap people will realize that this is actually the closest mod to Donko Mode.
No.
Gabi
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Topic Starter
peppy
It doesn't in my limited testing. Can you provide an example of this occurring?
Gabi
ah my bad, its happening when you stack notes with slider endpoints. since slider end points are sometimes not perfectly snapped to the grid :S

http://up.ppy.sh/files/screenshot088-1.jpg

http://up.ppy.sh/files/screenshot089-1.jpg
anonymous_old
On the whole hitsound panning thing, perhaps make a slider for the effect in options instead of a toggle? People can then enable it as much as they wish or disable it altogether.
LuigiHann

peppy wrote:

No.
peppy, make it so that when you go into taiko mode, it uses the taiko skin for all the menus. Then when I update the taiko skin again (which is inevitable) I'll just make the ralax icon into a donko and everyone will be happy

The current relax icon in the taiko skin is totally arbitrary
Ekaru

Gabi wrote:

ah my bad, its happening when you stack notes with slider endpoints. since slider end points are sometimes not perfectly snapped to the grid :S

http://up.ppy.sh/files/screenshot088-1.jpg

http://up.ppy.sh/files/screenshot089-1.jpg
That is user error.

Your hit circles should "snap" to the slider's endpoints. If needed, go back in time on the timeline until it "snaps", then move forward in the timeline to the desired place, and *then* place down your hitcircle. Usually it snaps as you go along, though.

I say it's user error because I have maps with hit circles snapped to slider endpoints. And, AIMod never points those out. Not even on Larto's difficulties.
anonymous_old
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Ekaru

strager wrote:

I think the game still stacks them properly when you play, but AImod still complains, and that's a (possile) bug.
I know it stacks them properly during play. However, he just placed it somewhere close, and didn't have it "snap" to the slider endpoint. Hence why AIMod counted it as an error.

Since it wasn't stacked properly, AIMod sees it as being a few pixels away from the slider endpoint, not stacked. If you snap the hitcircle to the slider endpoint, there isn't a problem. That's why I said it was a user error; it wasn't stacked completely in the Editor, and AIMod goes by the hit circle's locations in the Editor, not where they are during play, as far as I can tell at least.

'Sides, you can just, you know, ignore it if you know it's not an error. I don't see any real problem here. Simply stack it right if it bugs you (described how to do it above). It's not a human so it isn't going to be perfect. I was simply explaining why AIMod detected it. It detected it as being a tad amount of way from the slider's endpoint, which it was.
anonymous_old

Ekaru wrote:

That's why I said it was a user error; it wasn't stacked completely in the Editor, and AIMod goes by the hit circle's locations in the Editor, not where they are during play, as far as I can tell at least.
That's not a user error. It's a bug in the program.
Ekaru
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Topic Starter
peppy
Stop writing meaningless walls of text -.-
Ekaru

peppy wrote:

Stop writing meaningless walls of text -.-
K.

I think it should be changed so that if it stacks in gameplay, AImod doesn't detect it as a mistake, even if it isn't in the same position in the Editor.

Is that better?
anonymous_old
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Ekaru
Read the post before the post you just posted. That should make it clearer what I think.

EDIT: And he said "no" to a toggle. Why would he say "yes" to a slider? *shrugs* There has been almost no complaining after he changed it, so I think it's about perfect as it is.
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