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

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Topic Starter
euphyy_old

chong601 wrote:

I actually noticed the comboburst problem too shortly after I posted the release, and quickly made a re-release after this fix. You probably have the original version of 0.4.0, so just re-download it to fix the problem. Sorry about that!

I don't really know what I can do about the FPS issue, since I'm pretty inexperienced with the low-level graphics stuff. x_x
FieryLight
Hey, do you think you can turn this into a better-than-osu practising client? It'd be great if we could have additional settings in the "Mods" section to change:
- Final overall AR (even if using HT, DT, EZ or HR, this overrides it)
- Final overall Circle Size (even if using EZ or HR, this overrides it)
- Speed (more selections than DT (3/2 speed) and HT (2/3 speed)

I realize that it's probably a lot of work but I think that the ability to change those on the fly for any song would make this a better place to practise than osu itself
Topic Starter
euphyy_old

FieryLight wrote:

Fixed difficulty settings (CS, AR, OD, HP) are already implemented. You can go into the options menu and change them in the "Custom" section. The mechanics are still off from osu!, though, so don't expect too much. :P

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.
FieryLight

euphyy wrote:

FieryLight wrote:

Fixed difficulty settings (CS, AR, OD, HP) are already implemented. You can go into the options menu and change them in the "Custom" section. The mechanics are still off from osu!, though, so don't expect too much. :P

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.
Oh, I see.... Well, hopefully you come across something perfect that leads you to it. I wouldn't expect it anytime soon but, still, hopeful :) And wow, didn't know those options were already in there, I haven't downloaded this since it's release, I can't wait to try it out :D

EDIT: Hmm, just downloaded and it doesn't seem to work for me, I tried twice (and waited quite a while) and noticed there was a text file and it said:

Mon Jan 26 21:50:41 PST 2015 ERROR:Unable to determine Slick build number
Mon Jan 26 21:55:57 PST 2015 ERROR:Unable to determine Slick build number
chong601

euphyy wrote:

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.
Have you tried looking up other open-source Java-based MP3 player? Probably you have more luck on that (but you might need to do something with other things like speedup and timing to your preferred accuracy)

I am looking through the opsu! source code while working to probably find fix for the 61 FPS issue on 240 fps

(and is there any ETA on the other types of sliders? Bezier is definitely unplayable on some old maps xD)
Topic Starter
euphyy_old

FieryLight wrote:

EDIT: Hmm, just downloaded and it doesn't seem to work for me
I don't know what the problem would be, sorry. That log message is normal (a bug in the game library), and I don't have any other information to go off of. x.x

chong601 wrote:

I've searched long and hard for an MP3 library with very basic functionality (streaming, seeking, accurate track position), but still haven't found anything that works. x.x The FPS issue is probably a bug in the Slick2D library (or maybe LWJGL), since I didn't touch any of the internals for that, but maybe you'll find something. xD And like I said before, I don't have much information about the sliders and am usually very busy at school (I'm on break now), so I can't guarantee any work on the sliders unless someone decides to help.
Wiek

euphyy wrote:

FieryLight wrote:

EDIT: Hmm, just downloaded and it doesn't seem to work for me
I don't know what the problem would be, sorry. That log message is normal (a bug in the game library), and I don't have any other information to go off of. x.x

chong601 wrote:

I've searched long and hard for an MP3 library with very basic functionality (streaming, seeking, accurate track position), but still haven't found anything that works. x.x The FPS issue is probably a bug in the Slick2D library (or maybe LWJGL), since I didn't touch any of the internals for that, but maybe you'll find something. xD And like I said before, I don't have much information about the sliders and am usually very busy at school (I'm on break now), so I can't guarantee any work on the sliders unless someone decides to help.
I'm working now on my major game with my team, but when i find time (starting 2 weeks winter holidays this weekend) i will help with the sliders and i will try to fix beads library.

When i started making josu! I searched for good audio library and only beads has separate pitch and speed settings (in others setting pitch changed speed).

I have a question: Is problem with sound and music in linux is fixed? I haven't looked to the repo for some time :)
chong601

LudziE12 wrote:

I have a question: Is problem with sound and music in linux is fixed? I haven't looked to the repo for some time :)
Afaik, it does work at my workplace Linux Ubuntu (14.10 32-bit, PulseAudio sound system)
Topic Starter
euphyy_old
Lots of major updates in the past two weeks, so here's another release!

Release: v0.5.0
A brief overview:
  1. Sliders: Thanks to fluddokt, sliders are now fixed! The old buggy sliders were replaced with two new types: circumscribed circles and linear beziers.
  2. Score Database: Scores are now saved to an SQLite database, so you can view past scores in the song menu much like in osu!.
  3. Beatmap Downloader: There's now a downloads menu that allows you to search for beatmaps, download them, and import them directly through opsu!. The downloader fetches files and data from Bloodcat, so you can only download 4 files at a time (even though there's no actual limitation code-wise).
Some screenshots:
SPOILER
(ignore the scores, they're clearly fake :P)
I'm starting classes again in a few hours, so updates will probably be much slower again (unless anyone wants to help, as usual!). In any case, let me know what you think!
peppy
Hey, I'd rather you didn't use the bundled osu! (audio) tracks here. Some of them aren't licenced for use outside of osu! and I'd like to respect the artist's rights where possible (considering this project is somewhat related to osu!).

Also I noticed there's some artwork that you likely don't have permission to use, so you may want to double-check on that.
peppy
If I don't get a reply acknowledging my last message within the next 24 hours I will be removing this forum thread.
Topic Starter
euphyy_old
Which audio tracks are you referring to? If it's the theme song, I can remove that, but I wasn't aware that osu! had a license on it (I didn't find an indication of that anywhere). The rest of the sounds are from user skins, which are all credited.

I also credited all the skin authors, and I'd be happy to remove any images if the authors want them removed.
peppy
The bundled beatmaps and theme song.
Topic Starter
euphyy_old
Done: https://github.com/itdelatrisu/opsu/com ... 26a0cf8db0 (there aren't any bundled beatmaps)
Sorry for the trouble.
peppy
Thank you.
PizzaLovers007
This is working really great! I did notice the spinners were a little bit hard to finish. I think they are supposed to have some sort "weight" so they keep spinning for a little bit if you stop spinning the cursor.

Could I assist in the project? I'll try to help as much as I can.
Topic Starter
euphyy_old

PizzaLovers007 wrote:

This is working really great! I did notice the spinners were a little bit hard to finish. I think they are supposed to have some sort "weight" so they keep spinning for a little bit if you stop spinning the cursor.

Could I assist in the project? I'll try to help as much as I can.
Of course -- thanks for your interest! Please submit a pull request whenever you're ready, and feel free to discuss any changes you'd like to make beforehand (either here or by opening a GitHub issue).

I have no idea how the spinners are supposed to be done, so any help would be greatly appreciated.
Doqtor Kirby
Aye, development has started again? Might try and run this again on my RPi

But I did get an error running on my main system:
Error while creating game container.
org.newdawn.slick.SlickException: Failed to initialise the LWJGL display
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:378)
at itdelatrisu.opsu.Container.start(Container.java:62)
at itdelatrisu.opsu.Opsu.main(Opsu.java:160)

What did I break?

e~ I broke nothing, it's just my graphics are unsupported?
Topic Starter
euphyy_old

Doqtor Kirby wrote:

Might try and run this again on my RPi
It's not (currently?) supported by LWJGL. After doing some quick searches, it seems like people have managed to hack together something that works (see here), but I wouldn't count on the rest of the program running smoothly (or at all) on a Raspberry Pi.
chong601
Probably will work somehow on the latest Raspberry Pi 2? Those hardware upgrades *drools* :roll:
But yeah, making LWJGL working on Raspberry Pi gonna need to do a lot of hacking... especially when you want to have hardware acceleration
One side note, I am looking at the source code on the part of the layout of opsu!, it just doesn't feel right (some misaligned arrows, unusually giant score bars...) and see whether I can fix it using % rather than using some hacky offsetting or things that complicate things instead...
Doqtor Kirby

euphyy wrote:

Doqtor Kirby wrote:

Might try and run this again on my RPi
It's not (currently?) supported by LWJGL. After doing some quick searches, it seems like people have managed to hack together something that works (see here), but I wouldn't count on the rest of the program running smoothly (or at all) on a Raspberry Pi.
K. RPi. Not gonna happen as of now. But what about the problem running it on a Windows box?

Doqtor Kirby wrote:

Error while creating game container.
org.newdawn.slick.SlickException: Failed to initialise the LWJGL display
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:378)
at itdelatrisu.opsu.Container.start(Container.java:62)
at itdelatrisu.opsu.Opsu.main(Opsu.java:160)
Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
Topic Starter
euphyy_old

chong601 wrote:

some misaligned arrows, unusually giant score bars...
The arrows should be working (mostly) as of the latest release, but I haven't figured out the scorebars -- there's a TODO note about it probably involving cropping the transparent parts off of the images and centering from there, though I haven't had the chance to try it out yet.

Doqtor Kirby wrote:

Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
It's not about a graphics card. LWJGL (the wrapper for OpenGL/OpenAL) doesn't compile for ARM processors (i.e. Raspberry Pi) without a good deal of hacking, which some people have attempted with varying success (and you can find these projects online). I wouldn't count on it working, though -- there are too many other areas where it could fail, even if you manage to get LWJGL working, and performance will probably be horrible.
Doqtor Kirby

euphyy wrote:

chong601 wrote:

some misaligned arrows, unusually giant score bars...
The arrows should be working (mostly) as of the latest release, but I haven't figured out the scorebars -- there's a TODO note about it probably involving cropping the transparent parts off of the images and centering from there, though I haven't had the chance to try it out yet.

Doqtor Kirby wrote:

Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
It's not about a graphics card. LWJGL (the wrapper for OpenGL/OpenAL) doesn't compile for ARM processors (i.e. Raspberry Pi) without a good deal of hacking, which some people have attempted with varying success (and you can find these projects online). I wouldn't count on it working, though -- there are too many other areas where it could fail, even if you manage to get LWJGL working, and performance will probably be horrible.
The question was not regarding my RPi, it was regarding my x86-based Windows tablet.

Sorry for the confusion,
chong601
OK, just looked around on the 0.5.0 release and I think enforcing block-style numbering (like in osu! where numbers adhere to the default skin width will actually make opsu! much more like osu! (max width of the number is 34 pixels)
Example
opsu! score appearance:

osu! score appearance:
Notice that the "1" in osu! is in the same width rather than following the actual image width
I would look into the source code thoroughly probably by the end of March and I probably can help with image offsets (and probably make opsu! adheres to skin.ini?)

EDIT:
uh....


EDIT2:
Probably the offset can be set back to 0 and then manually set -150 ms in the code? -150ms sounds like just like 0
Ignore that
FieryLight
Hey, I tried opsu! again recently and I'm still getting the same error:

Mon Feb 02 21:24:03 PST 2015 ERROR:Unable to determine Slick build number
Wed Feb 11 00:40:29 PST 2015 ERROR:Unable to determine Slick build number

^That was in the .opsu.log file.

BUT I noticed that I can actually use opsu!, I just can't see it. I can scroll to change the volume, I can click to go somewhere (not sure where but it worked), I could use the "back" button after I entered whatever I entered and I even managed to guess where the Exit button was to close opsu! (I had to guess because my cursor disappeared when hovering over it).

Anyway, here's screen shot of how it looks (or rather, doesn't look):


I'll try other .jars tomorrow to see if it's just my own thing

EDIT: Oh yeah, and I can hear the music too
chong601

FieryLight wrote:

Hey, I tried opsu! again recently and I'm still getting the same error:

Mon Feb 02 21:24:03 PST 2015 ERROR:Unable to determine Slick build number
Wed Feb 11 00:40:29 PST 2015 ERROR:Unable to determine Slick build number

^That was in the .opsu.log file.

BUT I noticed that I can actually use opsu!, I just can't see it. I can scroll to change the volume, I can click to go somewhere (not sure where but it worked), I could use the "back" button after I entered whatever I entered and I even managed to guess where the Exit button was to close opsu! (I had to guess because my cursor disappeared when hovering over it).

Anyway, here's screen shot of how it looks (or rather, doesn't look):


I'll try other .jars tomorrow to see if it's just my own thing

EDIT: Oh yeah, and I can hear the music too
My best bet is try updating your JREs...
I think that may be the issue...

EDIT:
Just found out that maps with ogg songs not playable on 32-bit JREs for Windows...
(probably due to the 32-bit JRE issue? They do have some memory limits set on 32-bit afaik)
I did get the stack trace printed:
Wed Feb 11 21:16:52 SGT 2015 ERROR:** Uncaught Exception! **
Wed Feb 11 21:16:52 SGT 2015 ERROR:Java heap space
java.lang.OutOfMemoryError: Java heap space
at java.util.Arrays.copyOf(Unknown Source)
at java.io.ByteArrayOutputStream.grow(Unknown Source)
at java.io.ByteArrayOutputStream.ensureCapacity(Unknown Source)
at java.io.ByteArrayOutputStream.write(Unknown Source)
at org.newdawn.slick.openal.OggDecoder.getData(OggDecoder.java:315)
at org.newdawn.slick.openal.SoundStore.getOgg(SoundStore.java:835)
at org.newdawn.slick.openal.SoundStore.getOgg(SoundStore.java:793)
at org.newdawn.slick.Music.<init>(Music.java:163)
at org.newdawn.slick.Music.<init>(Music.java:75)
at itdelatrisu.opsu.audio.MusicController.loadTrack(MusicController.java:113)
at itdelatrisu.opsu.audio.MusicController.access$000(MusicController.java:44)
at itdelatrisu.opsu.audio.MusicController$1.run(MusicController.java:85)
The map will not play when this happens
Maps with MP3 songs is not affected on this
Maps affected (currently):
Oratorio The World God Only Knows - God only knows
Not playable on latest JRE 32-bit for Windows but playable on JRE 64-bit for Windows (not tested at Linux)
chong601
Sorry for double posting...

After a few plays on opsu!, I found that the hitsounds are some sort of silenced on certain maps (happens on random, some maps have none of this problem but it appears that fast maps have this problem) as well as those hitsounds sounded like delayed on fast maps.

By the way, I am looking at parsing the skin.ini so that opsu! will able to use skins as in like osu!... (still on progress... no idea when i can finish this since i am quite busy with work and rl stuff).

Other than that, everything is going well in opsu! :D
EZ2ACTux
Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?
chong601

Tuxdude143 wrote:

Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?
written in Java using Slick2D and LWJGL, wrappers around the OpenGL and OpenAL libraries.
EZ2ACTux

chong601 wrote:

Tuxdude143 wrote:

Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?
written in Java using Slick2D and LWJGL, wrappers around the OpenGL and OpenAL libraries.
Eh... Java. One of the languages I ain't got any experience in. Ah well.
chong601

Tuxdude143 wrote:

Eh... Java. One of the languages I ain't got any experience in. Ah well.
neither do i... i do have some java knowledge but i never touched those with GUI yet...
Topic Starter
euphyy_old
Release: v0.6.0
Lots of major updates again, and thanks to everyone who contributed! Here's a summary of the changes:
  1. Audio: MP3s in beatmaps are now streamed instead of converted (finally!). Also improved sound effect loading, and added preliminary MP3 support for them.
  2. UI: Added new menus -- game mods (F1), beatmap options (F3), beatmap deletion, song reloading (F5), score management -- and made a lot of changes in the song menu and gameplay. These include fixes to long-standing bugs like misaligned scorebars, missing rotation and fade effects, poor aspect ratios, etc. Check it out!
  3. Other: Spinners are now "weighted"; the beatmap downloader detects songs that are already loaded; added hit error bar; fixed issues with the image loader; and many other updates (see the release notes for details).

chong601 wrote:

Score digits are now fixed-width, and scorebars are fixed. There's still no parser for skin.ini, though. I didn't look at the memory issues either, but let me know if anything's changed in this release. Hitsounds are a known issue, no idea how to fix it.

FieryLight wrote:

Are you still experiencing this? (The errors in the log file don't mean anything, so I have no idea what could be wrong.)

Tuxdude143 wrote:

If you can program in other languages, it shouldn't be too hard to read the source code for this (Java is very readable, imo :P). It's my first real project, so there's nothing fancy happening anywhere, really.
FieryLight

euphyy wrote:

FieryLight wrote:

Are you still experiencing this? (The errors in the log file don't mean anything, so I have no idea what could be wrong.)
Yep, unfortunately.

Other .jar's work fine though (I actually wasted quite a bit of time "checking" with a tetris clone xD)
opsu works fine on my laptop though (though I don't use that to play so.. :| )
chong601
Issue: MP3 sound effects no longer works
Affects: opsu! 0.6.0
Previous working version: opsu! 0.5.0

Stack trace:
Mon Feb 23 20:32:30 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\applause.mp3'.
Mon Feb 23 20:32:30 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:47 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\combobreak.mp3'.
Mon Feb 23 20:32:47 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:48 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\failsound.mp3'.
Mon Feb 23 20:32:48 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:50 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionfail.mp3'.
Mon Feb 23 20:32:50 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:51 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionpass.mp3'.
Mon Feb 23 20:32:51 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnsupportedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)

euphyy wrote:

  1. Audio: MP3s in beatmaps are now streamed instead of converted (finally!). Also improved sound effect loading, and added preliminary MP3 support for them.
*heavy breathing*
No delay in any song loading (even on 52 min map :O )

euphyy wrote:

  1. UI: Added new menus -- game mods (F1), beatmap options (F3), beatmap deletion, song reloading (F5), score management -- and made a lot of changes in the song menu and gameplay. These include fixes to long-standing bugs like misaligned scorebars, missing rotation and fade effects, poor aspect ratios, etc. Check it out!
Sweeeeeeeeeet <3<3<3
Now it actually looked almost osu! now o_o
But, the slider loading is a bit weird... It used to have all loaded in once but now the number comes in first and the whole slider finally becomes opaque after a moment later...

euphyy wrote:

  1. Other: Spinners are now "weighted"; the beatmap downloader detects songs that are already loaded; added hit error bar; fixed issues with the image loader; and many other updates (see the release notes for details).
HIT ERROR BAR?!?!?!?!?!?!
HOLY SHEET THIS IS WHAT I WANT LOL (i have my own version inbuilt though, text version only, will show the last 5 clicks but it is very off compared to this one)
Topic Starter
euphyy_old

FieryLight wrote:

What kind of system are you using? LWJGL is supposed to support almost everything though, so I'm really confused as to why it wouldn't work for you on a Windows PC... x.x

chong601 wrote:

Issue: MP3 sound effects no longer works
Previous working version: opsu! 0.5.0

[...]

But, the slider loading is a bit weird... It used to have all loaded in once but now the number comes in first and the whole slider finally becomes opaque after a moment later...
MP3 sound effects weren't even being loaded until this release. Did you make your own changes to load them before? And can you link me to an example of a file that doesn't work now?

The sliders should really be drawn offscreen first, yeah. I'll look into it when I have time.

If it's not too much trouble, could you post issues on GitHub instead? It'll make it much easier for me to keep track of them -- thanks!
AGRX
will opsu support @2x (HD) resolution files?
FieryLight

euphyy wrote:

FieryLight wrote:

What kind of system are you using? LWJGL is supposed to support almost everything though, so I'm really confused as to why it wouldn't work for you on a Windows PC... x.x
I'm not sure.. does this help with anything?
Steffie
Do you have to use the set skin?
Or can you use your own?
Because i literally cannot play with any other skin than my own :P
Topic Starter
euphyy_old

euphyy wrote:

The sliders should really be drawn offscreen first, yeah. I'll look into it when I have time.
So I tried doing this, but without any satisfactory results. I made a couple of tweaks in 4f0f093 so that the fading doesn't look quite as bad, but it's still not great.

Agrrox wrote:

will opsu support @2x (HD) resolution files?
It's on my to-do list, but honestly I don't know if I'll get to it. It's very tedious to fix all the broken image scales when loading the HD images...

FieryLight wrote:

I'm not sure.. does this help with anything?
Sorry, this is really beyond me. x.x

Stefive wrote:

Do you have to use the set skin?
A "Skins" folder is created in the working directory when you launch opsu!. You can drop any files in there, and they'll be loaded the next time the application starts.
Steffie
A "Skins" folder is created in the working directory when you launch opsu!. You can drop any files in there, and they'll be loaded the next time the application starts.
Okay, thanks! :)
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