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opsu! - an open-source osu! client (UNOFFICIAL)

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Hydrixel
Opsu for android is what im referring to....: the spinner glitches/stops, and i cant complete a full turn :'( :(:(:(:shock:
chong601

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?
Sad to say that the slider pattern is actually intended... The only solution is use the best quality for slider rendering.
For the ball, i guess is that you didn't have the sliderball images copied to the Skins folder.

The slider rendering has been changed for the desktop version but only available on opsu-android as soon as fluddokt is free and merging changes to Android build...

Hydrixel wrote:

it laggs soo much when spinners appear... but osudroid doesent have this problem.... :(:(:o:o:o:o:o:o:o
What phone are you using? AFAIK, some phones does have issue with opsu!. S5, S6 and Note 4 to name a few....
Topic Starter
euphyy
Release: v0.10.1
Bug fix release (thanks to Bigpet!). This fixes a major rendering issue when playing with "Flashlight" and the new slider style enabled. I also updated all the project dependencies -- I haven't noticed any compatibility issues while testing, but let me know if something isn't working properly.

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?
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...

624338352 wrote:

Can't open if i pasted on my osu! folder
Blame Java. Nobody's ever going to fix that bug. /sigh

Sendji wrote:

I have two other problems and both could be seen on the screen below.
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).

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...
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.

Zeon013 wrote:

no mouse sensitivity option? :o
No idea how/if this can be done with LWJGL/Java.
Sendji

euphyy wrote:

Sendji wrote:

I have two other problems and both could be seen on the screen below.
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).
Awesome! Waiting for the Android release.


Is the spinner bug going to be fixed? It freezes every 0.5 second after starting spinning.
rodrigez_BCL_

Hydrixel wrote:

it laggs soo much when spinners appear... but osudroid doesent have this problem.... :(:(:o:o:o:o:o:o:o
Maybe its the OpenGL render, on my Samsung Galaxy Tab 3 it lags me but on my MetroPCs don't lags at all.
rodrigez_BCL_
It's on your future plan implement an online mode?
Howl

rodrigez_BCL_ wrote:

It's on your future plan implement an online mode?
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.
Xerath Solo Top
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
WasuraretaKioku

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



Fix for no hitsounds on CM12.1 / Android 5.1.1,
Go to Settings>Developer Options and find the option "Use AwesomePlayer (deprecated). Activate that then reboot.
Tadaaa~~~~ Problem Solved! (Don't forget to set the option "Disable All Sound Effects" to "No" on Opsu! Android.)
Hope it helps
Sorry for very bad english hahahaha
Xerath Solo Top
@WasuraretaKioku thank you! This actually solved my problem! You Rock XD!
Hot Loli
how can i play streams? (android)
chong601

Hot Loli wrote:

how can i play streams? (android)
*facepalm*
just tap as fast as you can (or use a keyboard if you phone support USB On-the-Go)
Hot Loli

chong601 wrote:

Hot Loli wrote:

how can i play streams? (android)
*facepalm*
just tap as fast as you can (or use a keyboard if you phone support USB On-the-Go)
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?
Howl

Hot Loli wrote:

chong601 wrote:

*facepalm*
just tap as fast as you can (or use a keyboard if you phone support USB On-the-Go)
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?
If you've got a screen big enough, you can try doing this.
chong601

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?
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 phone
Keep in mind because opsu-android have limitations that it only can register only one input at a time because ospu-android emulates touch input as mouse for now.
Hot Loli
Well then, i don't have tablet, just phone 4.7 inch. Waiting for another input method.
gintoki147
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:
Howl

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:
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.
Topic Starter
euphyy

Howl wrote:

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:
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.
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:
  1. 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).
  2. 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.
  3. Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.

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).

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.
chong601

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:
  1. 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).
  2. 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.
  3. Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.

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).

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.
Well, to be honest, I would support the choice to rewrite the entire game in libGDX.

Reasons are because of libGDX are targeted at making games on any platform as well as cleaner code base (as long we don't do much of editing and mucking around)
From my view, most of the game (map parser, objects, states (need confirming, yet to reach that part), sounds) itself can be retained as is, but the drawing part must be rebuilt to use libGDX platform.

Also, by changing to libGDX, the performance issues on opsu-android may be possible to be handled since there's no API faking going on everywhere as well as the desktop version which seems still have room for more improvement

For the part of rewriting, I might able to offer my help but because of my Java skill limitations (and the fact that libGDX documentation is quite lengthy, so it takes time for me to understand how the whole platform works for now), I might unable to handle the project on my own and have to keep up with RL stuff.
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