Resolved hitsound issues in HXJ's NM updated a few patterns. This should be all good now. Bubbled!
16:21 _Stan: <3
16:22 Critical_Star: <3
16:23 _Stan: tofu bubbled half month before, So I try my luck ~
16:23 _Stan: see it can or not can Q from you~
16:23 Critical_Star: u did not send me the link yet
16:24 *_Stan is listening to [https://osu.ppy.sh/b/1125530 Nightmare - Dream to Nightmare]
16:24 _Stan: sorrieee
16:24 Critical_Star: not problem
16:24 Critical_Star: your boyfriend
16:24 Critical_Star: haha
16:24 _Stan: 2333
16:25 _Stan: blush face /o/w/o/
16:27 Critical_Star: wanna irc real quick?
16:28 Critical_Star: i can Q instantly after this
16:28 _Stan: ok
16:28 Critical_Star: 00:21:612 (21612|3,21780|3,21949|2,22286|3) - wanna swap col? not really a biggie
16:29 *Critical_Star is editing [https://osu.ppy.sh/b/1125576 Nightmare - Dream to Nightmare [Nightmare]]
16:29 _Stan: ok
16:29 Critical_Star: 00:24:308 - here is just like 00:24:477 (24477|2,24477|1,24477|3) - it wont be that hard for triple either
16:30 _Stan: let me check hs
16:30 _Stan: ok added
16:30 Critical_Star: 00:26:499 (26499|0,26499|1,26921|3,26921|2) - a triple jack here? rather than doing 34-12 like u usually does
16:30 Critical_Star: sure
16:32 _Stan: so if triple-jack here should be same there00:26:921 - ?
16:32 Critical_Star: yep, i mean both also
16:32 _Stan: ok
16:33 _Stan: a little hard but I think fine
16:33 Critical_Star: 00:39:308 (39308|2) - wanna reduce a note? since is a calm part now, might be easier for player to play along with 1/8
16:34 _Stan: here is a heavy beat
16:35 _Stan: so I think if I delete a note make 2 here can not keep the same setting on beats.
16:35 Critical_Star: yup i know is your intention to make triple
16:35 _Stan: but after a fast stairs at col [3] it's really make a combo-break so...
16:35 Critical_Star: is just a suggestion to reduce the tension here after 1/8 usage but it is fine too if u wanted to keep
16:36 _Stan: how about I exchange the col [3] [4] 00:39:224 (39224|2,39266|3,39308|2) -
16:36 Critical_Star: i think a stair will play better
16:36 _Stan: it will be more comfort?
16:36 _Stan: ok
16:36 _Stan: then keeo
16:36 _Stan: keep*
16:37 Critical_Star: 00:57:173 (57173|3,57194|2,57215|0,57237|1,57258|3,57279|2,57300|0,57321|1) - i wonder if anymore could hit perfectly for 1/16
16:37 Critical_Star: especially along with sv usage
16:38 Critical_Star: this part i can fc but not perfect la, just saying only
16:38 _Stan: accroding to this sound here is 1/16 if it's too hard should I change it to 1/8 or 1/12?
16:39 Critical_Star: the sound itself is 1/16
16:39 _Stan: keep it's hardest diff
16:39 Critical_Star: i guess try 1/16 first
16:39 Critical_Star: see how later when rank got ppl complain or noty
16:39 Critical_Star: not
16:40 Critical_Star: 01:17:904 (77904|1,78241|1,78409|1) - what is this pattern following?
16:40 Critical_Star: bass?
16:40 _Stan: hit
16:40 _Stan: or bass
16:40 Critical_Star: pretty odd for 1/8 length
16:40 _Stan: I don't now what is this sound name..
16:41 Critical_Star: 1/4 would be better?
16:41 _Stan: LN 1/8 is a emphasize as I ask for Evening
16:41 _Stan: he thinks it's good setting
16:42 Critical_Star: well ok then'
16:42 _Stan: ok 1/4
16:42 _Stan: I understand
16:42 Critical_Star: lol
16:43 Critical_Star: i mean if u wanted to keep sure, at least you have a reason to do so
16:43 _Stan: 1/8 lol
16:43 Critical_Star: yaa but u say is pretty a good setting from evening
16:43 Critical_Star: lol
16:43 _Stan: still 1/8 lol
16:43 Critical_Star: i dont mind also
16:43 Critical_Star: because of the sv al0ng
16:43 Critical_Star: 1/8 is slighly easier to hit compared to 1/4 length
16:44 Critical_Star: so i can understand why he suggest that
16:44 _Stan: right
16:44 _Stan: that what I wanna said
16:44 _Stan: and can make a feel of rush
16:44 _Stan: in this section
16:44 Critical_Star: yep
16:44 Critical_Star: it should be fine then
16:45 Critical_Star: ok
16:45 Critical_Star: and u could adjust the hp slightly higher to prevent spam pass
16:45 Critical_Star: 9 would be cool
16:46 Critical_Star: OD can go 8.6 to make slightly harder than MX
16:46 _Stan: yep
16:46 _Stan: agree
16:47 Critical_Star: ok, update when u done
16:48 _Stan: ok
16:49 _Stan: just 1 consult
16:49 _Stan: 00:24:308 - I should add note at col [3] or [4] ?
16:50 _Stan: if at 3 can make a mirror with next 3-notes but I think [4] will be more comfort to hit
16:51 Critical_Star: 4 would be cool
16:51 _Stan: ok
16:51 Critical_Star: depend on which finger u are comfortable to jack with
16:52 _Stan: updated
16:54 Critical_Star: ok cool
16:55 Critical_Star: lower diff should be good to go
16:56 Critical_Star: ready to go?
16:56 _Stan: qwq I don't undersant
16:57 Critical_Star: eh?
16:57 Critical_Star: what wrong? :o
16:57 Critical_Star: oh wait let me post irc mod
(owo=)b aligatouCritical_Star wrote:
好棒棒, Q
This mp3 is what I can get quality, just take it from ITG3 files. I really can not get better quality about it, if kami~ you can get better one I can replace it~Kamikaze wrote:
hitsound volume crusade
the mp3 quality is not too great, is there no official album from PIU to grab a better mp3 quality off? The other Dream to Nightmare chart I have on osu has a bit worse mp3 but you can still hear artifacts in this one so if possible try to get a better quality one
Some one like blend or some one like overshaowing, but I think the good way to make it is to balence them. If you think it's so unhearable I can add the volume. So I'll add at least 10%, too much I afaird that will sick them who don't like overshaowingKamikaze wrote:
the hitsounds, especially sub bass and hat blend in with the mp3 and hitnormals partially, although hitnormals are hearable on the default skin, all of those are barely over what I would consider straight up not okay so I recommend to up the volume by at least 10%
I make them mini-jacks for reason that 1) it's should be, just match the music tone. For MX I only make 3 mini-jacks to reflect the same tone and drop when the music have change. So in Nightmare ( means hardest diff ) so I make other mini-jack and it's really cool I think~ xD, This part I consultde Evening, I make them and listen to his opinions, of course, I have only my intentions. 2) As for pattarn, it's not so hard to hit or so difficult to combo them, I try my best to balenced the col so make sure it's not so nonsense and terrible experence when you play them ( I mean player who have higher level), I know I can not make all player satisfied with my pattern, cuz not everyone have good technique on any type of skills in 4K mode, like someone can not jack, someone can not stairs, someone hate LN or someone just don't like SV.. so If the quality of the setting is so bad and unrankable I'll fix them, or I wanna just keep it.. xD can I?Kamikaze wrote:
I've heard really mixed opinions about the patterning and I myself don't really like ending most bursts with hands because that creates minijacks that don't have much meaning but that's minor, I told people to post if they have any suggestions
okii~ thx you so helpful, let's DQ this,Lanturn wrote:
So um. Metadata team here. Correct me if I'm wrong since I'm not really knowledgeable about the Groove series.
In the Groove 3 isn't a real game. It's a modified theme that people were able to put on machines.
The actual In the Groove 3 game was canceled because of a lawsuit with Konami or something so it doesn't actually exist.
Because of this, Your current source is invalid and should be placed in the tags or removed.
Instead please use "PUMP IT UP - 2013 FIESTA 2 -" as the source since it appeared on this version of the game.
Unicode Title: Dream to Nightmare
Unicode Artist: Nightmare
Source: PUMP IT UP - 2013 FIESTA 2 -
- References:
+ http://www.piugame.com/piu.prime2/pumpitup/software.php
+ https://lanturn.s-ul.eu/2L0sAQyk
+ https://lanturn.s-ul.eu/96nc1hYh
Let me know and I can call a QAT to DQ this. Also consider checking the other posts by Kamikaze and Wadu for other fixes that may need to be applied.
As for this, I can understand that some people like blending hitsounds the same way some people don't use hitsounds at all, but it is a rule in Ranking Criteria that the hitsounds must give audible feedback when playing, so it cannot be blending. If the volume increase fixes the problem that's cool, but just be sure to check if they blend or not._Stan wrote:
Some one like blend or some one like overshaowing, but I think the good way to make it is to balence them. If you think it's so unhearable I can add the volume. So I'll add at least 10%, too much I afaird that will sick them who don't like overshaowing
thank you so much~ no changeWadu wrote:
MX
01:05:432 - col 3
01:06:780 - col 2
01:08:128 - col 3
01:09:477 - col 3 (should be col 2 for consistency)
01:10:825 - col 3
these all jack I make it in design. As for it is MX diff so short mini-jack here I think is ok for player that have MX level to play and jack with next jack interval is 1s is enough to give player to relax and prepare
Nightmare
01:00:713 to 01:02:061
I really don't know what to say, other than.. What the hell is this?
You gotta change this, it's way too dense for the map.
I think it's not to dense, it's just more than 01:12:173 - , for player that can play 5* it's not so super-hard to hit in 1/6
Fine chart anyway, gl!
Thanks Lanturn !Lanturn wrote:
Unicode Title: Dream to Nightmare
Unicode Artist: Nightmare
Source: PUMP IT UP - 2013 FIESTA 2 -
yeah, this method is really effective and convenient, hs problems done~Kamikaze wrote:
The pattern looks better, I'm fine with that
however I still think that sub bass, bass and hat hitsounds are way too blending, especailly hat
I checked and hat absolutely has to be at 100% to be clearly hearable (even then it's not perfect) and both bass hitsounds should be at at least 90%
You can change that fast by doing the replace all command in notepad inside the .osu file like this:
yeah, I think it's properly that this audio file have some change some how when I wanna +3 db on it. By accident.Deif wrote:
It's true that the timing is off, but not that much as you stated. Offset should be 56 instead (+17 to the current one) if you hear other sections of the song. The first note is a delayed scratch anyway, so it's hard to base the whole song's offset on it.
Just leave itDeif wrote:
Additionally, the song uses a 3/4 timing signature at the beginning (if you follow the drums) and then changes to 4/4 again. It's discussable to use additional metronome resets on the sections 00:22:976 - to 00:37:807 - and 01:16:908 - to 01:27:695 - since its chaos is in the nature of this song, though you probably won't need them.
all fixedEtsu wrote:
Hi, would like to point out the hs:
Diff EZ in 00:31:892 (31892|3) - should be hat like the diff HD and MX.
00:45:376 (45376|1) - is bass or sub bass?
00:50:937 (50937|3) - missing hat and 00:56:331 (56331|3) -
01:11:836 (71836|1) - inconsistency and 01:12:510 (72510|0) - ?
The length EZ is inconsistent, delete and add LN again 01:43:437 (103437|0) -
keep, cuz they are, you can play it st 25% playbacksebaex wrote:
Hello, a little mod here
Both MX & Nightmare
00:12:106 (12106) - 00:14:803 (14803) - 00:17:499 (17499) - Those notes aren't playing something, delete them
Yep it's little
luv yaTofu1222 wrote:
Because the offset is changed, you need to snap all green lines to the new offset. Go to "Timing" and select all green timing points. Then you will see a input box telling you to change all the timing points by a certain time. Enter 17 into the box and Aimod warnings will disappear.
oki, done. Thanks
In MX and Nightmare, 00:45:393 - here should only be a sub bass hitsound so delete the bass.
fixed
In EZ, make 01:11:853 (71853|1,72190|3,72527|0) - them into drumhit as you put drumhit instead of sub bass for all in EZ. Be sure to add drumhit to other diffs in the same point as 01:11:853 - too.
ok
Besides, NM is based on entirely different hitsound base, since you only put sub bass instead of drumhit in NM when these two hitsounds have conflicts. I would prefer you to actually make all sub bass in NM that actually also have drumhit hitsounds into drumhit, which might be a pretty exhausting job. It's just a suggestion, since it will not harm if you just make all in NM in a different way, which keeps the consistency in itself. I am just with the purpose of keeping the consistency of the whole mapset so it depends on you.
yeah, it's right. I already changed it into Drumhit sound and keep same with EZ setting in HS
Maybe give it like 3 days to wait if there are other issues being brought up by other modders. If not, I will just rebubble it as soon as possible. Hopefully we can let it go and save osu!mania again.
Rip. now we need nukeGaralulu wrote:
sorry for late, but I have to check it[EZ][HXJ's NM]
- 00:16:404 (16404|1) - should be drumhit.wav as other diffs did.
- 00:19:775 - for melody progress, you should add one note here, it also has melody line.
- 00:32:247 (32247|2) - should be hat.wav.
- 00:55:168 (55168|3) - should be sub bass.wav.
- 01:29:213 - 01:29:550 - for drum, adding LN as 01:28:033 (88033|1) - is better for me. It's heavy enough, should be mapped.
- 01:34:100 (94100|2) - just putting one note at 1/1 line is not good idea tho. That sound starts at 01:34:100 (94100|2) - , so pattern should be same with sound. Making LN from 01:34:016 - to 01:34:269 - or just put one note at 01:34:016 - instead of 01:34:100 - is better tho.
[HD]
- 00:50:786 (50786|1) - it has 2 quite different sound, 00:50:786 - 00:50:954 - sounds like scratch, 00:50:954 - 00:51:291 - drum roll. I don't think it can be placed with one LN.
[Nightmare]
- 00:55:168 - 00:55:336 - drum roll part, only this part is mapped with 1/4 stream, rather than LN. it doesn't have heavy 1/4 thing, just one LN is better tho.
- 00:13:202 (13202|3) - punk.wav is missing.
- 00:56:516 (56516|3) - you used bass.wav for this but why not for 00:53:820 (53820|0) - ? I can't find difference when I listen this without adding hitsound.
- 01:05:617 - drumhit.wav is missing.
solid chart, nice work!