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

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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
AstralPhnx
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.
AstralPhnx

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! :)
AGRX

Stefive wrote:

Do you have to use the set skin?

euphyy wrote:

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.
So you place image files in the root of Skins folder ? I was putting there skin folder inside of it and it will not register.
So basically it loads every image that is in Skins folder?
Topic Starter
euphyy_old

Agrrox wrote:

So you place image files in the root of Skins folder ?
Yeah. I haven't worked on skin switching yet, and there's no parser for skin.ini either. If you just want to load a specific skin located elsewhere, you could change the skin directory path in the config file for now.
AGRX
Also I have interest of making skin for opsu! I have skills with bitmap/vector graphics.
Topic Starter
euphyy_old
Updates:
So fluddokt has been working on an Android port of opsu! for a while now, and the latest version is pretty stable. I think it's way better than osu!droid, so check it out! You can download the APK here: https://github.com/fluddokt/opsu/releases/tag/0.6.0b (Note that since opsu! wasn't designed with mobile in mind, the UI isn't very phone-friendly yet, but just about everything works.)

I've also put up a pretty minimal web page for the project that includes download links (including the APK, if you're on a mobile device) and screenshots: http://itdelatrisu.github.io/opsu/ (I'll probably update it some more soon so that it's actually useful and not just a copy of the README.)

Agrrox wrote:

Also I have interest of making skin for opsu! I have skills with bitmap/vector graphics.
That'd be fantastic! I sent you a PM.
xasuma
Damn!!!! Im pumped for the android version.
XinCrin
For android version , could be cool to make a improved UI.


Keep doing a great job :D
chong601

euphyy wrote:

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!
Yeah, just noticed this when i run back 0.5.0, none of the .MP3 hitsounds were played. But, in 0.5.0, all mp3 hitsounds are ignored by default, but on 0.6.0, all of them are rendered even if they aren't supported.

Sliders... well not a big issue though, just weird that numbers show up first then followed by the whole slider... just feels a bit unnatural for me...

Github... currently i don't have an account for that but will do that on the future issues found :D

Extra notes:
This map will not play on opsu! 0.6.0. It just hangs when trying to play that map (Happens as well on 0.5.0)

About the hitsound issues, I found out that it's related to the way the WAV files are created... If i play opsu! with the preloaded hitsounds, it works (but sometimes it will be silenced). When I use the osu! default hitsound, it just happens a lot... possibly due to the WAV parsing when setting the parameters in javax.sound.sampled? (only optimized to the preloaded hitsounds).

euphyy wrote:

Updates:
So fluddokt has been working on an Android port of opsu! for a while now, and the latest version is pretty stable. I think it's way better than osu!droid, so check it out! You can download the APK here: https://github.com/fluddokt/opsu/releases/tag/0.6.0b (Note that since opsu! wasn't designed with mobile in mind, the UI isn't very phone-friendly yet, but just about everything works.)

I've also put up a pretty minimal web page for the project that includes download links (including the APK, if you're on a mobile device) and screenshots: http://itdelatrisu.github.io/opsu/ (I'll probably update it some more soon so that it's actually useful and not just a copy of the README.)
>Android port of opsu!
*breathing intensifies*
I just checked it out, and HORY SHET IT WORKS (wasted almost half of the day playing around with it and get nagged by the manager at my workplace xD)
Everything is handled well, hitsounds works without any issues (even if the base is Linux)
Just the spinner is a bit too harsh to clear (opsu! does suffer from this but appears to be more forgiving than the Android version)
FPS is good; 57-59 all the way.
Howl

euphyy wrote:

Updates:
So fluddokt has been working on an Android port of opsu! for a while now, and the latest version is pretty stable. I think it's way better than osu!droid, so check it out! You can download the APK here: https://github.com/fluddokt/opsu/releases/tag/0.6.0b (Note that since opsu! wasn't designed with mobile in mind, the UI isn't very phone-friendly yet, but just about everything works.)
LIVING THE DREAM
Bebos
Android version doesn't work for my nexus 4, its just show black screen.
- Marco -
onle little problem on opsu-android, if i ssearch for a beatmap it shows the keyboard but i can't type anything
xasuma
If these things im about to mention are already in the game, sorry but I couldnt find them (and havent read all release notes).
Anyways I think it would be good to look into them.

- Disable mouse/pen clicks. (So people who drag the pen can properly play).
- Check the skinable sounds, with the default skin not all hitsounds work. Leaving some "noiseless" notes. (Also the option to change skins) :D
- The options menu is in a weird un-intuitive spot. (this is not important though actually).

other than that is looking much better than before!
AstralPhnx
Opsu droid completely carks and doesn't boot at all on my moto g 2014. It just boots straight to a black screen. I'm running pac-rom for the moto g 2014 based off android 5.0 lollipop. Don't tell me that you didn't program it for ART properly?
chong601
Opsu-Android works on stock Android 4.4.2 with modifications to run any app using ART rather than Dalvik
I don't think modified android will make it unrunnable (and the game is actually written in Java and uses libGDX to make it Android-compatible)
Paraphen
Yeah I'm thinking there might be an ART issue here, my nexus 5 running 5.0.1 is booting to a black screen :(
AstralPhnx

[Kevlin] wrote:

Yeah I'm thinking there might be an ART issue here, my nexus 5 running 5.0.1 is booting to a black screen :(
Eh... That's a bit silly. They really need to fix this up
Topic Starter
euphyy_old
Guys, please start posting the error logs, as these aren't issues that fluddokt or I can reproduce. If you're having the black screen problem, you can follow the issue on GitHub (and perhaps add more information, if the fixes don't work for you): https://github.com/fluddokt/opsu/issues/1 fluddokt is handling the Android stuff pretty much singlehandedly at the moment, so if you have any experience with Android development, I'm sure he'd love your help.

Also, if anyone wants to try deploying his fork to iOS, please give it a shot! I don't have any Apple devices so I can't try it myself, but libGDX should make this doable without much effort. Read here: https://github.com/libgdx/libgdx/wiki/D ... loy-to-ios

xasuma wrote:

- Disable mouse/pen clicks. (So people who drag the pen can properly play).
I'll add an option for disabling mouse clicks shortly. I don't really know how to handle pen input in Slick2D (or if it's possible), and I don't have anything to test it with, sorry. x.x

chong601 wrote:

But, in 0.5.0, all mp3 hitsounds are ignored by default, but on 0.6.0, all of them are rendered even if they aren't supported.
[...]
This map will not play on opsu! 0.6.0. It just hangs when trying to play that map (Happens as well on 0.5.0)
[...]
Just the spinner is a bit too harsh to clear (opsu! does suffer from this but appears to be more forgiving than the Android version)
Thanks for all the feedback! The issue with sounds being cut off should be mostly fixed now (thanks to fluddokt, again), so try compiling the latest source if you're interested. fluddokt also fixed an issue with the new sliders, so that map should work now (it was infinite looping before). I also noticed the spinner issue on Android, as my FPS goes down dramatically (to 20-30) during them... not sure why yet, though. Lastly, I'm still not sure why you're having MP3 loading problems -- could you link to a file that doesn't load?

marcostudios wrote:

onle little problem on opsu-android, if i ssearch for a beatmap it shows the keyboard but i can't type anything
I don't know why that'd happen; try reporting it on fluddokt's GitHub?

XinCrin wrote:

For android version , could be cool to make a improved UI.
I'd love to, but I don't think anyone has time right now... UI is too painful to write in Slick2D. xD That's a really cool looking design, though!
chong601

euphyy wrote:

Also, if anyone wants to try deploying his fork to iOS, please give it a shot! I don't have any Apple devices so I can't try it myself, but libGDX should make this doable without much effort. Read here: https://github.com/libgdx/libgdx/wiki/D ... loy-to-ios
If i have an Apple PC and an iPhone... :(

euphyy wrote:

Thanks for all the feedback! The issue with sounds being cut off should be mostly fixed now (thanks to fluddokt, again), so try compiling the latest source if you're interested. fluddokt also fixed an issue with the new sliders, so that map should work now (it was infinite looping before). I also noticed the spinner issue on Android, as my FPS goes down dramatically (to 20-30) during them... not sure why yet, though. Lastly, I'm still not sure why you're having MP3 loading problems -- could you link to a file that doesn't load?
Finally I can decently play this game :D
Yeah confirmed the sliders are fixed (damn those sliders are really really fast like teleported xD)
About the spinner, the FPS is on a stable 58fps (set 240 fps but it seems android ignored that) but it really takes a lot of spins to clear even on an Easy map (but on 0.6.1 release, it seems the spinner is a bit relaxed but still harder than the default osu!)

However for the .mp3 loading issue, as of the latest build, it still happen :(
Tue Mar 03 22:18:36 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\applause.mp3'.
Tue Mar 03 22:18:36 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:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Tue Mar 03 22:19:37 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\combobreak.mp3'.
Tue Mar 03 22:19:37 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:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Tue Mar 03 22:19:38 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\failsound.mp3'.
Tue Mar 03 22:19:38 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:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Tue Mar 03 22:19:39 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionfail.mp3'.
Tue Mar 03 22:19:39 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:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Tue Mar 03 22:19:39 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionpass.mp3'.
Tue Mar 03 22:19:39 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:85)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:195)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Those .mp3 hitsounds are from osu! default skin (i am currently using this skin for playing and testing this game since if the defaults work, other skin *might* work well)

I checked the old versions (0.4.0 and 0.5.0) and they seemed to ignore hitsounds with .mp3 extension. Just the 0.6.0 release and the latest version seems to load all hitsounds available.

Slight issue here:
Since v0.4.0, there's a significant amount of jitter (rapid speeding up and down of animations during gameplay). It doesn't seem to make problems on easier maps (since those jitter is really low) but on high maps (AR>8), it really gets noticeable. I have tried playing around the FPS setting (i invented the 600 fps setting xD) but it still have the jitter.


Also, I have accidentally cloned your project instead of cloning the forked project... (very new to Git) but no damage were done to your branch :)
Zone
Works totally fine on my Kindle, but not on my computer. There seems to be a problem with SQLite? I don't really know a lot about coding in that direction

** Uncaught Exception! **
java.lang.UnsatisfiedLinkError: org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
at org.sqlite.core.NativeDB._open(Native Method)
at org.sqlite.core.DB.open(DB.java:161)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:145)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:66)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:21)
at org.sqlite.jdbc4.JDBC4Connection.<init>(JDBC4Connection.java:23)
at org.sqlite.SQLiteConnection.<init>(SQLiteConnection.java:45)
at org.sqlite.JDBC.createConnection(JDBC.java:114)
at org.sqlite.JDBC.connect(JDBC.java:88)
at java.sql.DriverManager.getConnection(Unknown Source)
at java.sql.DriverManager.getConnection(Unknown Source)
at itdelatrisu.opsu.ScoreDB.init(ScoreDB.java:66)
at itdelatrisu.opsu.Opsu.main(Opsu.java:136)

Happen to have any idea on how to fix this?
hanawanta

marcostudios wrote:

onle little problem on opsu-android, if i ssearch for a beatmap it shows the keyboard but i can't type anything
What device and what version of android do you have?
Have you tried pressing space or enter after typing something?
Some keyboards seems to store up what you want to type to autocorrect.


chong601 wrote:

However for the .mp3 loading issue, as of the latest build, it still happen :(
[code]Tue Mar 03 22:18:36 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\applause.mp3'.
...
Is this from running the release jar?
Kinda feels like you are running it from source and its missing the mp3spi.jar somehow.

chong601 wrote:

Slight issue here:
Since v0.4.0, there's a significant amount of jitter (rapid speeding up and down of animations during gameplay). It doesn't seem to make problems on easier maps (since those jitter is really low) but on high maps (AR>8), it really gets noticeable. I have tried playing around the FPS setting (i invented the 600 fps setting xD) but it still have the jitter.
Can you try the commit over on ' fluddokt/omaster' branch and see if that helps?

Yukiine wrote:

Works totally fine on my Kindle, but not on my computer. There seems to be a problem with SQLite? I don't really know a lot about coding in that direction?

What OS are you running?
Are you running it somewhere with a '!' in it?
This is from opsu-0.6.0.jar right?
chong601

hanawanta wrote:

Is this from running the release jar?
Kinda feels like you are running it from source and its missing the mp3spi.jar somehow.
I have run both version 0.6.0 and the source version (which i have built myself)
I have made a copy of the opsu-master (downloaded using zip, not clone from the master branch) and did a priming build and mp3spi.jar is automatically added to dependencies (as mp3spi-1.9.5-1.jar)

hanawanta wrote:

Can you try the commit over on ' fluddokt/omaster' branch and see if that helps?
Commit on it or just make a pull request? I'm quite new to Git though
Oh, by the way, after i tried setting FPS to 600, it appears that spinner is really broken...
On low fps setting (60, 120, 240), the spinner works just fine (can clear any spinner), but on high FPS (600 at my case), i can't clear even easy spinner...

OT: are you fluddokt by any chance? o.O
AstralPhnx
Ok! The android version now works for me and god DAYUM it is LEAPS and BOUNDS ahead of osudroid. Sync was perfect out of the box, circles were not overly massive meaning I could see what I was doing and no lag at all! AMAZING job! Keep it up!

Edit: I know that this is early stages but I'd like to suggest a few things to add. Firstly, add a way to pause the game without using the back button. Reason being that I'm using a moto g 2014 which only has software buttons. I use cyanogen mod to hide them to stop them from getting in the way during gameplay but that leaves me without the ability to pause the game. If you could pop a pause button in there that the user tap holds to pause the game in a later version then that would be really appreciated!

Secondly, hitsounds are absent. Now I know this may be related to the audio lag present in android but osudroid seemed to pull it off. Hitsounds are a really important part of the game so hopefully they get implimented soon.

Apart from that it works like a dream!
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