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osu! Public Release b1040 [available]

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Topic Starter
peppy
Mainly a bugfix release, but with some neat changes to the editor too. You may notice breaks now adjust themselves in realtime during note placement, and are automatically added over long silence periods. The seekbar (bottom-left) is also displayed more cleanly. Avatars and alignment issues in multiplayer games are also resolved.

2009-10-19 (b1040)
Editor:
(+) Much improved break placement handling.
(*) Huge performance improvements, especially for longer maps (still some more to come yet).
(*) Bug fixes.

Multiplayer:
(*) Teamplay modes look correct in widescreen resolutions.
(*) Avatars display correctly on scoreboards.

Misc:
(*) Fixed countdown sounding very wrong on some maps.

Full Changelog:
(*) [peppy] Fixed crash in editor when clicking 'test' button.
(*) [peppy] Fixed alignment of tooltips in editor (and widescreen modes).
(*) [peppy] Changed scrub-bar display style to be more readable.
(*) [peppy] Update dialog no longer interrupts gameplay. Only displays/offers updates at the main menu (but alerts anywhere with a notification).
(*) [peppy] Fixed editor selection circles not displaying for hitcircles outside a visible range.
(*) [peppy] Changing settings on Song Setup dialog takes effect instantly. This now invokes a save on closing.
(*) [peppy] Fixed issue #14 (Uploaded map corrupt if difficulty is empty).
(*) [peppy] Fixed issue #32 (Avatars failing to load in multiplayer matches).
(*) [peppy] Fixed team multiplayer scoreboard alignment for widescreen resolutions.
(*) [peppy] Fixed capitalisation of osu! in game mode dropdown (multiplayer Match Setup screen).
(*) [peppy] Increased speed of display animation for Team VS scoreboards.
(*) [peppy] Fixed issue #31 (Speedy Auto-play in Test mode).
(*) [peppy] Fixed issue #28 (Slider does not have priority over timeline).
(*) [peppy] Fixed test mode not playing successfully if it is invoked halfway through the last spinner/slider of a map.
(+) [peppy] New break display style in timeline. Updates breaks on-the-fly.
(+) [peppy] Editor automatically adds breaks over long gaps.
(*) [peppy] Fixed 'autoplay enabled' message disappearing instantly in editor test mode.
(*) [peppy] Modified tap button tooltip to include keyboard shortcut.
(*) [peppy] Fixed bancho randomly silencing large numbers of users.
(*) [peppy] Editor performance increases of up to 2000% (especially noticeable in longer maps).
(*) [peppy] Fixed countdown offset being incorrect for some beatmaps.
Gens
The editor looks sooo good (with new break handling and measures mark). Great work, peppy!
mm201
This map has been deleted on the request of its creator. It is no longer available.
jmaeshawn
I like the way you show the breaks and kiai times in the progress bar now! Very nice :)

One thing I would like improved in the editor is the video offset handling. The little slider in the design window never gives as accurate an offset as I need, and so I resort to opening up the .osu in notepad and typing it in by hand.

If a text box where the mapper can type in the video offset within osu, that would be a great (and simple) addition! :)

On the other hand I see the new break handling features as a plus/minus. The plus is that we no longer have to worry about fixing breaks when beats are moved around on the timeline. On the other hand the editor now add breaks where I'd prefer that there wasn't one, and then won't allow me to right-click and remove the break unless i delete the beat that made the break.

I wish that the editor would allow for more freedom by allowing the mapper to decide whether or not they want the auto-added break by giving us the option on deleting it if they chose to.

Please consider it.

EDIT: Also, does the editor seem to have problems snapping now? I move the beat back and forth on the timeline to find that it let me put the beat between two snap marks.
Kitsunemimi

jmaeshawn wrote:

EDIT: Also, does the editor seem to have problems snapping now? I move the beat back and forth on the timeline to find that it let me put the beat between two snap marks.
It's always done that I think.
anonymous_old

jmaeshawn wrote:

Also, does the editor seem to have problems snapping now? I move the beat back and forth on the timeline to find that it let me put the beat between two snap marks.
[img]
So the bug was half-fixed? Weird.
Ph0X
Gah. MAJOR fps drop I'm getting.
I'm not sure what's causing this though because right before finish yesterday, I switched to widescreen and enabled smooth filter.

Now after the update, I've been getting major fps drops while scrolling chat/songs and ingame (mainly sliders I beleive). Also the sound was popping and breaking alot.

Even after turning back to my old settings, I was having this. I tried closing the extra stuff (photoshop, firefox, etc) but it was still dropping me. Strager recommanded 120limit, but didn't help.

Wonder if I'm the only having this issue. I'll try restarting my computer and playing around more to find the cause of this.

EDIT: OpenGL gives me artifacts, imma try restarting.
anonymous_old

Ph0X wrote:

Strager
strager >=[
Ph0X
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
peppy

MetalMario201 wrote:

Break placement handling is a regression. It removes functionality.
*is shot*
More like fixes what was a bug. *triggers a shootout*
RandomJibberish

jmaeshawn wrote:

On the other hand I see the new break handling features as a plus/minus. The plus is that we no longer have to worry about fixing breaks when beats are moved around on the timeline. On the other hand the editor now add breaks where I'd prefer that there wasn't one, and then won't allow me to right-click and remove the break unless i delete the beat that made the break.

I wish that the editor would allow for more freedom by allowing the mapper to decide whether or not they want the auto-added break by giving us the option on deleting it if they chose to.

Please consider it.
Agreed. A WIP of mine now has random breaks everywhere when I only want 3 >_>
Topic Starter
peppy
You do realise it only adds a break when there is four seconds between two hitobjects? That is a considerably long time, and if you don't want a break there you should probably redesign your map.
m980
Shouldn't the break thing depend on the HP drain? Just so no map completely destroys half the HP Bar, or is almost impossible to die in.
FurukawaPan
There's something going on with pause functionality in this version with the editor. It seems that if I pause at a location somewhere in between beats, then I can't get back onto a tick marker using my mouse wheel or arrow keys. This means for me to place new hit objects, I must resnap my map every time. Or maybe I'm missing an easier way to correct this?

As for the change in break handling, it is my opinion that it should stay the way peppy has changed it for this version, because it is super annoying when I change the way a section ends I have to recreate the breaks, and this is more convenient. In cases such as m980 (don't stop me now) or what MM201 wants, maybe a concept such as setting an "anchor point" for the start of a break (to the rhythm?) might allow the functionality they want.

All in all, I like where the editor is going in terms of functionality. AI-mod is becoming more useful, it has been really helpful to catch objects that somehow got unsnapped and objects that have gotten nudged away from where they should be.
Gabi

m980 wrote:

Shouldn't the break thing depend on the HP drain? Just so no map completely destroys half the HP Bar, or is almost impossible to die in.
im not completley sure but i think the alghorithm handles that in some smart way.
mm201

james039 wrote:

In cases such as m980 (don't stop me now) or what MM201 wants, maybe a concept such as setting an "anchor point" for the start of a break (to the rhythm?) might allow the functionality they want.
I would be in favour of something like a resize cursor on a break which lets you set a "break offset" value which changes only the visual appearance of the break. (HP drain, etc. would still behave as if the break is full-length.)

Four beats would be a fair maximum length for these break offsets, since they might otherwise be abused. The new halftoned effect seen at break ends could then be applied to break beginnings to further clarify what's going on.

I liked the visual appearance of breaks beginning on strong rhythmic points in the music. They gave maps a more professional feel, enriching the gameplay experience just that much more. It's a shame to see them go.
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