how i can download and install?
are you a troll or what? you posted in two open source threads asking for how to download and install. What about reading what's written in the OP?RehaOyundaDegil wrote:
how i can download and install?
Sad to say that the slider pattern is actually intended... The only solution is use the best quality for slider rendering.Sendji wrote:
Hi. At first I would like to thank developers for this great port.It works flawless on my S5.
I have minute problem. I accidentally changed all settings by unexpected swipe over settings screen. Could you tell me how can I revert default settings? Thanks.
(It happened on my phone)
Nvm. I deleted .cfg file and opsu created a new one.
___________________________________________________________
I have two other problems and both could be seen on the screen below.
>http://up.fastpoke.org/img/c2844e094e829c31ced2cad5ebd89dfd.png
First problem related to sliders. They look wrong. Excess circles appear through the sliders and reverse sliders.
Second problem is about the ball which appear instead of skin's "ring".
This is how it should look (screenshot from pc's original osu)
>http://up.fastpoke.org/img/c04faafdd6ac9b5b45c23b1bb6787ea3.png
Any ideas how I can terminate these issues?
What phone are you using? AFAIK, some phones does have issue with opsu!. S5, S6 and Note 4 to name a few....Hydrixel wrote:
it laggs soo much when spinners appear... but osudroid doesent have this problem....
I might take a look later. The music offset option has an awful implementation right now, so changing offsets during gameplay might not even work without a complete overhaul...Howl wrote:
The feature already is inside osu!. You can change the local offset of a map by using +/- on your keyboard while the map is being played, so why not make it similiar to how osu! does it?
Blame Java. Nobody's ever going to fix that bug. /sigh624338352 wrote:
Can't open if i pasted on my osu! folder
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).Sendji wrote:
I have two other problems and both could be seen on the screen below.
Please report the issue (with screenshots) here so fluddokt can look at the issue. If it's also a problem in the desktop version, report it to me here instead.Hydrixel wrote:
i copied skin as said on the instructions page... but their too big for the screen XD,, only the cursor, numbers, and some other elements resized automatically...
No idea how/if this can be done with LWJGL/Java.Zeon013 wrote:
no mouse sensitivity option?
Awesome! Waiting for the Android release.euphyy wrote:
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).Sendji wrote:
I have two other problems and both could be seen on the screen below.
Maybe its the OpenGL render, on my Samsung Galaxy Tab 3 it lags me but on my MetroPCs don't lags at all.Hydrixel wrote:
it laggs soo much when spinners appear... but osudroid doesent have this problem....
We (me and euphyy) had a chat about this a few months ago. tl;dr of what he told me then: it would be pretty complicated to do. Although if a lot of people are willing to help, we can figure something out.rodrigez_BCL_ wrote:
It's on your future plan implement an online mode?
Xerath Solo Top wrote:
On opsu! android version, there's no hitsounds
i cant provide any logcat sorry.
Currently running CyanogenMod 12.1 (Android 5.1.1) Sprout8 (Android One) Official Nightlies.
Sorry 4 my bad english XD
*facepalm*Hot Loli wrote:
how can i play streams? (android)
ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?chong601 wrote:
*facepalm*Hot Loli wrote:
how can i play streams? (android)
just tap as fast as you can (or use a keyboard if you phone support USB On-the-Go)
If you've got a screen big enough, you can try doing this.Hot Loli wrote:
ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?chong601 wrote:
*facepalm*
just tap as fast as you can (or use a keyboard if you phone support USB On-the-Go)
well only if you have big screen, then you can use 2 fingers to stream (7+ inch minimum, 10 inch recommended) or use a keyboard attached to your phoneHot Loli wrote:
ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?
I think you got the point wrong here. There is one guy working on the PC version, which is opsu! itself, and another one who is working on opsu! for android. I think euphyy (the creator and mantainer of the PC version) would rather carry on working on it for the PC version, while leaving everything related to the android version to fluddokt, the guy working on the android port.gintoki147 wrote:
I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
It seems that fluddokt has been even busier than I have lately, which is why the Android version hasn't been getting as many updates. (I don't blame him, since porting my changes can't be very interesting...) But it's all open source, so really anyone can take over if they want to.Howl wrote:
I think you got the point wrong here. There is one guy working on the PC version, which is opsu! itself, and another one who is working on opsu! for android. I think euphyy (the creator and mantainer of the PC version) would rather carry on working on it for the PC version, while leaving everything related to the android version to fluddokt, the guy working on the android port.gintoki147 wrote:
I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
Well, to be honest, I would support the choice to rewrite the entire game in libGDX.euphyy wrote:
It seems that fluddokt has been even busier than I have lately, which is why the Android version hasn't been getting as many updates. (I don't blame him, since porting my changes can't be very interesting...) But it's all open source, so really anyone can take over if they want to.
A technical issue is the way the Android version is written. To actually get the program running on Android, fluddokt had to switch the game engine from Slick2D (simple, dead, and desktop-only) to libGDX. But instead of porting the source code, which would've taken a very long time, he's "faking" the Slick2D API and replacing the implementation of all referenced methods with libGDX code. It works, as you can tell, but comes with these large problems:The only two choices I can see are to rewrite the project completely in pure libGDX (which nobody wants to do) or continue developing in Slick2D and porting the changes (which anyone can try to do, if they're up for it).
- If someone updates the Slick2D code and calls Slick2D methods not yet "faked", all of those methods need to be rewritten as well (which isn't always easy, or even possible).
- If anyone continues developing the libGDX code with pure libGDX calls, the source code will be a mess of mixed Slick2D/libGDX and merging changes from the Slick2D code will get significantly harder.
- Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.
A more practical problem is that I don't actually own an Android device, so I'm not easily able to test anything for it.
I don't think there'd be any significant performance gains because opsu! isn't very resource-intensive anyway. There's also a lot of Slick-specific code in the states and audio, so there's more rewriting required than you'd expect. I'm not discouraging you from porting the code, but if you're willing to do that much, it might really be more worth your time to help fluddokt merge changes over to his fork. (Though the new slider rendering code might be a pain to move over there...)chong601 wrote:
Don't download 1/4 beatmaps then. Is that hard?gintoki147 wrote:
I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.XinCrin wrote:
Don't download 1/4 beatmaps then. Is that hard?gintoki147 wrote:
I love this project.
Personally, I think you should drop desktop support and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
opsu! could need specific beatmaps for it, like osu! stream
tfw opsu!-android have no support of multitouchAgrrox wrote:
im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.
Probably the beatmaps don't have a correct offset. A local offset feature (per-beatmap offset) has already been requested on this thread.gintoki147 wrote:
I don't know if this is a known issue, but still...
Even though I adjusted the music offset in the options menu, some songs are clearly out of sync with the objects, while others play just fine.
Maybe opsu! is not reading the beatmaps' offset correctly?
I'm playing on Android btw
Theoretically, yes. But nobody has tried building the libGDX version for iOS because I think nearly none of the contributors have Macs... (and here's my request that's been ignored )YangireKaito wrote:
I'm trying to find the Ios version.Does it work on ios?
Tue Sep 01 21:23:06 CLT 2015 ERROR:Pixel format not accelerated
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:302)
at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34)
at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:367)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:348)
at itdelatrisu.opsu.Container.start(Container.java:69)
at itdelatrisu.opsu.Opsu.main(Opsu.java:205)
Tue Sep 01 21:23:06 CLT 2015 ERROR:** Uncaught Exception! **
Tue Sep 01 21:23:06 CLT 2015 ERROR:null
java.lang.NullPointerException
at itdelatrisu.opsu.GameImage.setDefaultImage(GameImage.java:615)
at itdelatrisu.opsu.GameImage.getImage(GameImage.java:553)
at itdelatrisu.opsu.ui.Cursor.reset(Cursor.java:290)
at itdelatrisu.opsu.Container.close_sub(Container.java:121)
at itdelatrisu.opsu.Container.start(Container.java:75)
at itdelatrisu.opsu.Opsu.main(Opsu.java:205)