I want to see an 18k liveplay so bad nowdudehacker wrote:
Update Log: March 18, 2016
- 10k-18k support for coop play
I want to see an 18k liveplay so bad nowdudehacker wrote:
Update Log: March 18, 2016
- 10k-18k support for coop play
u can just convert any midi and watch autoplay lolabraker wrote:
I want to see an 18k liveplay so bad nowdudehacker wrote:
Update Log: March 18, 2016
- 10k-18k support for coop play
I dont know anyone who can play 18k lol, Hopefully the person who requested it can play it. i dont want my effort go to wasteabraker wrote:
That's not as amazing as seeing an actual human playing it. Hopefully this will allow more maps to practice with.
idk how u get AMA to Acha , nor what it means lolAras25 wrote:
Auto Map -> AMA -> Ama-chan? or Acha-chan?
Very nice, i shall try this later, BTW osu!mp is a great site to upload maps compared to dropboxZenonia wrote:
I have converted some SDVX , IIDX midi 7K
all are KS7-7K except Freedom Dive
5*+
List : http://puu.sh/p53Dm.png
DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0
MIDI Convert.rar = All in one
Very good point, I will try fix this asap, thank you for feedbackFull Tablet wrote:
The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).
Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
ya sorry i was working on my own beatmap with 4 custom bpm setting and forgot to turn it off when i released new version of Automap-chan. i released the fixed version few hours later. i guess u were lucky to get the bad one lol. redownload and it should work. if not let me know i fix it tonight.Omgforz wrote:
For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.
Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)
Really dig the program so far, thanks a lot.
1. sure I will add 2 button to set all tracks to sample/hit object, and 2 other buttons to set all unselected track to sample/hit object, and 1 more button to unselect all selected sample/hit objectOmgforz wrote:
Alright, I've been playing around and testing the program quite a lot in the past few days.
A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for assigning a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)
Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)
That's pretty much all I've got for now, really appreciate the work you've put into this.
Sorry can you please elaborate on this? I don't understand what you trying to say.Omgforz wrote:
Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.
Ah I see what you meant, u wanted all hit sounds to be saved in a sub folders under osu/songs/your song folder/hitsounds-song1/Omgforz wrote:
Thanks for the quick answer.
On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.
Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)
And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
thanks for testing. not having mp3 saves a lot of space so thats good to hearOmgforz wrote:
Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
try 8kbps mp3 loldudehacker wrote:
thanks for testing. not having mp3 saves a lot of space so thats good to hearOmgforz wrote:
Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
fine i will put that on my TODO list for next updateAqo wrote:
not having an mp3 and using virtual breaks the usage of halftime and doubletime mods. try it.
the hitsound quality ends up being worse on normal speed too, but many people might not realize it if they hadn't heard the alternative.
virtual also breaks the editor, making is very difficult to edit the chart.
the benefits of using a highly compressed empty mp3 far outweigh the disadvantage of having a few more kb on the set
Sorry I was kinda busy so I didnt do a lot of testing for the latest release, Thanks for pointing out the bug. I will get it fixed this week.Omgforz wrote:
Tried the new version and it sounds a lot better, but there's a little bug which assigns a hitsound to a note which does not exist in the folder.
Midi in question: http://puu.sh/prsKM/aa029b420a.mid
(tried export with 5k coop + difficulty 4, chord max 3, and all tracks on keysound)
It happens during a multitude of bpm changes, it tries to find this keysound, but it's nowhere to be found. http://puu.sh/prsQV/d03cf776db.png
so it pretty much stays silent. this also happens a few random times in the song (not during bpm changes, but during them you seem to lose most of the notes for some reason)
Keysounds to export were listed as 484, and I can see all 484 .wav files in the folder, so it seems like before exporting is where the problem appears.
Also, when fiddling around I found that perhaps a "mute/unmute all tracks in sample or keysound" button would help out trying to find what you're actually trying to play or not. (sometimes there's lots of bass with various instruments to filter out to not have 6 chords all the time while you still want a high chord number on later sections) That would definitely help out midis with multiple tracks.
There are much more to come still, need make my baby grow until I'm satisfiedRenosoko wrote:
mmmmmm so much update good to see