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

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chong601

sugarmikuchan wrote:

I tried to open opsu! and it came out with this error .__.

Thu May 07 22:28:48 SGT 2015 ERROR:** Uncaught Exception! **
Thu May 07 22:28:48 SGT 2015 ERROR:org.sqlite.core.NativeDB._open(Ljava/lang/String;I)V
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.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.OsuDB.init(OsuDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:138)
Did you happen to run this game on folders with "!"? (for example like D:\opsu! or C:\osu!)
opsu! doesn't work in directories with an exclaimation mark.
Topic Starter
euphyy

chong601 wrote:

Did you happen to run this game on folders with "!"? (for example like D:\opsu! or C:\osu!)
opsu! doesn't work in directories with an exclaimation mark.
...so I realized I was handling that error completely wrong. It actually gets caught as of 50d55d8 (hopefully).

Sorry for being gone for so long -- I haven't had the time to keep up with this project lately. I'll get back to it when I have the chance.
chong601

euphyy wrote:

...so I realized I was handling that error completely wrong. It actually gets caught as of 50d55d8 (hopefully).

Sorry for being gone for so long -- I haven't had the time to keep up with this project lately. I'll get back to it when I have the chance.
at least we know that you are still maintaining it lel
deadrestos
I don´t know how to transfer from osu beatmaps to opsu ... can someone help me ? :o
chong601
just copy the beatmaps to:
Windows: <drive letter>:\path\to\opsu\folder\Songs
Linux: /path/to/opsu/folder/Songs
Android: Internal storage/Songs folder or Internal Storage/opsu/Songs (depend on which opsu-android you use, but either one)
Topic Starter
euphyy
Release: v0.9.0
Summary of important changes:
  1. Speed changing: This update implements the "Half Time" and "Double Time" mods, as well as playback speed selection during replays. Note that pitch is shifted with the current implementation; a new music player is in the works.
  2. Back-end updates: There were some major back-end additions, notably hit object stacking and Catmull curves.
  3. Visual improvements: Changed to a cleaner font (Droid Sans Fallback), improved hit animations, and fixed a handful of other issues.
  4. Download servers: Added support for downloading from the osu!Mirror and Hexide servers.

Thanks again for all your support!
Newb1et

euphyy wrote:

Release: v0.9.0
Summary of important changes:
  1. Speed changing: This update implements the "Half Time" and "Double Time" mods, as well as playback speed selection during replays. Note that pitch is shifted with the current implementation; a new music player is in the works.
  2. Back-end updates: There were some major back-end additions, notably hit object stacking and Catmull curves.
  3. Visual improvements: Changed to a cleaner font (Droid Sans Fallback), improved hit animations, and fixed a handful of other issues.
  4. Download servers: Added support for downloading from the osu!Mirror and Hexide servers.

Thanks again for all your support!
Awesome! You back on the project? Love to see this progress more! :D 🙌

Oh, seems like the 0.9.0 update is currently for PC as of right now. Guess I'll wait... 😓
Bigpet
I'm currently exploring to maybe making a platform shim, so that opsu! can be more easily ported to other platforms (because, lets be honest, there's no one single framework that can truly handle all platforms with reasonable trade-offs).

Anyway during that exploration I saw that a bunch of the Slick2D files seem to be patched, is there a brief explanation as to what was changed?
(I know that I can always just do a diff, but asking doesn't hurt and I can do other things in the meantime :P )

Also it seems to me that using Gradle as a build system is lot easier for the purposes of creating multiple versions and swapping out parts of the source on different platforms. But I'll worry about that a lot later when it becomes relevant, I just want to test the waters on how attached you are to Maven as the build system ;) .
chong601

Bigpet wrote:

I'm currently exploring to maybe making a platform shim, so that opsu! can be more easily ported to other platforms (because, lets be honest, there's no one single framework that can truly handle all platforms with reasonable trade-offs).
kinda agree on that, but i don't think we can deal with multiple different platforms with one codebase (monkeypatching those will be ugly, like REALLY ugly in my sense). cmiiw though since i don't really involved with multiplatform software development before....

Bigpet wrote:

Anyway during that exploration I saw that a bunch of the Slick2D files seem to be patched, is there a brief explanation as to what was changed?
(I know that I can always just do a diff, but asking doesn't hurt and I can do other things in the meantime :P )
Slick patches probably because of recent skin select implementation (vs single selection on previous) and changes on hit lighting and scores (300,100,50,miss)

Bigpet wrote:

Also it seems to me that using Gradle as a build system is lot easier for the purposes of creating multiple versions and swapping out parts of the source on different platforms. But I'll worry about that a lot later when it becomes relevant, I just want to test the waters on how attached you are to Maven as the build system ;) .
Gradle build... well not a big issue for me but i actually quite love Maven because i can do shading (put all .jars in one .jar file).
not quite sure if Gradle can do the same or not :|

but if GStreamer build is coming, that will be a bad news for opsu-android since i don't think there's a Android build for that...
Topic Starter
euphyy

Bigpet wrote:

Sure, that'd be fantastic! (Though it'd be even better if you finished the sliders first... XD) Fill me in with more details if you decide to follow through with this!

A quick summary of the Slick2D changes:
  1. GameContainer: very minor changes in error logging.
  2. Image: added 'getAlphaAt()' method, added 'drawCentered()' method, changed some coordinate operations from integer to float.
  3. TextField: edited 'keyPressed()' method to make text input more like osu! (e.g. no ctrl+z undo, no cursor shifting with arrow keys, added ctrl+backspace for word-backspace).
  4. Everything audio-related: added MP3 streaming support.

I haven't used Gradle except for building APKs, and those weren't very pleasant experiences (very slow builds, builds always taking up all 4 cores...). I think Maven's much nicer, but feel free to convince me otherwise. xP
Bigpet
@euphyy this is actually some Malcom in the Middle situation right here


But I guess I can just hack it into the current architecture, it's not that dramatic anyways. But I'll need to think about pre-initializing a certain number of FBOs because there's a stutter as soon as the first few sliders hit currently.

Do you maybe know how many sliders can be on-screen at max at the same time? I'm guess it's actually a really low number like 2 or 3 based on how they work. I mean I can just leave the maximum unbounded but pre-initilize like 2 or 3 FBOs and just see if that's enough or if people complain about lags.
Topic Starter
euphyy

Bigpet wrote:

Yeah, I'd say 2 or 3 (but the program should still perform reasonably if someone puts a ridiculous number of sliders on one screen XD). You could probably calculate the max for a beatmap while parsing its hit objects without much effort, though... but that's up to you. xP
chong601

euphyy wrote:

Yeah, I'd say 2 or 3 (but the program should still perform reasonably if someone puts a ridiculous number of sliders on one screen XD). You could probably calculate the max for a beatmap while parsing its hit objects without much effort, though... but that's up to you. xP
3 might not be enough... get a TAG 4 map and add EZ mod and bang, at least 10 sliders....
xasuma
Looking good :D
Pakemania
Just discovered this today. Downloaded and tested the client and it really seems awesome. I'm a linux player and I've been waiting for a native client. I'm really looking forward to future updates. If you get a few more features done, I'll probably switch to the open-source client entirely. Keep it up! ;)
kago chan
Ich will das alte osu. Opsu legt und die spints gehen nicht, opsu ist viel zu schnell da schaff ich nur von B - D. bei osu ist das anders, alles genau perfekt das tempo, keine legs,> man schafft die spints < und da schaffte ich von SS - D aber meistens nur SS - A
ALSO BITTE TUT DAS ALTE ☆OSU☆ WIEDER UPGRADEN.
ICH WILL DAS ALTE OSU WIEDER HABEN!!! >:(:(>:(>:(:?:(
Ps Opsu hat viel zu viele sachen die man umstellen kann, imgegenteil von osu.
Bigpet

kago chan wrote:

Ich will das alte osu. Opsu legt und die spints gehen nicht, opsu ist viel zu schnell da schaff ich nur von B - D. bei osu ist das anders, alles genau perfekt das tempo, keine legs,> man schafft die spints < und da schaffte ich von SS - D aber meistens nur SS - A
ALSO BITTE TUT DAS ALTE ☆OSU☆ WIEDER UPGRADEN.
ICH WILL DAS ALTE OSU WIEDER HABEN!!! >:(:(>:(>:(:?:(
Ps Opsu hat viel zu viele sachen die man umstellen kann, imgegenteil von osu
I don't think the opsu! developers are affiliated with osu!, so we can't actually "upgrade ☆OSU☆", the source code for that is neither public nor open source.

Did you try the desktop version or the Android port? Because I think the Android port is currently lagging a bit behind.
ccxex29

Bigpet wrote:

kago chan wrote:

Ich will das alte osu. Opsu legt und die spints gehen nicht, opsu ist viel zu schnell da schaff ich nur von B - D. bei osu ist das anders, alles genau perfekt das tempo, keine legs,> man schafft die spints < und da schaffte ich von SS - D aber meistens nur SS - A
ALSO BITTE TUT DAS ALTE ☆OSU☆ WIEDER UPGRADEN.
ICH WILL DAS ALTE OSU WIEDER HABEN!!! >:(:(>:(>:(:?:(
Ps Opsu hat viel zu viele sachen die man umstellen kann, imgegenteil von osu
I don't think the opsu! developers are affiliated with osu!, so we can't actually "upgrade ☆OSU☆", the source code for that is neither public nor open source.

Did you try the desktop version or the Android port? Because I think the Android port is currently lagging a bit behind.
its not a light game for android though, ask your specs.. also what device do you use, because mine is not lagging even a bit..
quaternary
On the Android version my settings aren't saving, e.g. I have to reset my offset, turn off combobursts, re-enable pause button, etc etc etc. every time I launch opsu. The scoreboards are saving properly though ...
Bigpet

tuddster wrote:

On the Android version my settings aren't saving, e.g. I have to reset my offset, turn off combobursts, re-enable pause button, etc etc etc. every time I launch opsu. The scoreboards are saving properly though ...
Sounds like the settings file isn't getting written correctly. The scoreboards are in a sqlite database separate from the basic settings.
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