I know, but so it doesnt break when checking for it
Edit: Or when there are multiple maps at 5.00 star rating (since it can't go higher)
Edit: Or when there are multiple maps at 5.00 star rating (since it can't go higher)
I think I should be able to implement the first, with HTML. It's a very good idea- in absence of AIMod's ability to transfer the clicked time directly to a certain note, this would be the next best substitute.Sakura Hana wrote:
Ok just tried the program myself, and there's some stuff i'd like to point out:
- Not sure how useful exporting the whole thing to clipboard can be, it would be better if you can click on a warning and it copies the timeline minutes:seconds:miliseconds when clicking on timing section warnings or for notes/spinners/sliders minutes:seconds:miliseconds (combonumbers), so that it can be found faster inside the map when needed.
- It'd be better if the difficulties were arranged by star rating, rather than alphabetically, just like osu! itself does (when identical star rating, it then orders them alphabetically).
Stack leniency: 0.2 is the minimum available in editor but a lot of BATs like 0.3 and higherakrolsmir wrote:
First two comments about stack leniency were both implemented. What are the acceptable ranges for stack leniency and circle size?
Okay, I'll implement a circle size check. And perhaps warn against circle size 3 as well?blissfulyoshi wrote:
Stack leniency: 0.2 is the minimum available in editor but a lot of BATs like 0.3 and higherakrolsmir wrote:
First two comments about stack leniency were both implemented. What are the acceptable ranges for stack leniency and circle size?
Circle size: 3-7 are available in editor
On another note, I think the editor should output something similar to mod post, so:
00:06:154 (1) - The start of the spinner at 00:06:154 (1) is unsnapped.
Okay time to test the newest version
The problem with that is that scoring is based off star rating as well, and he already said he doesn't know the algorithm for star rating, let alone scoring algorithmAyeen wrote:
Im suggesting add in score for each difficulty. Nowadays many mappers tend to have guest difficulty, and one of the issues arise from that is scoring spreadsheet messed up which like the score is very close even though the hardness is quite far gap or the harder difficulty is lower score than the less difficult beforehand
Oh right. I remember considering that at some point, but it wasn't a particularly high priority since AIMod already checks for that. But since someone pointed it out, I guess I can throw that feature in.blissfulyoshi wrote:
Yay sb!
I haven't got a chance to check to test the sb stuff yet, but I noticed that the AIBat does not test to see if you have a preview point or not ( previewPoint != -1)
I guess I will do some more testing soon to see what else I find. Besides that, keep up the good work!
Yeah, it's partly that, and partly that it's something else that the osu! editor testplay mode will also show you. If someone ever gets me the algorithm and I can figure out how to properly use it, then I might include it, but it's not a high priority because that functionality is already available.Sakura Hana wrote:
The problem with that is that scoring is based off star rating as well, and he already said he doesn't know the algorithm for star rating, let alone scoring algorithmAyeen wrote:
Im suggesting add in score for each difficulty. Nowadays many mappers tend to have guest difficulty, and one of the issues arise from that is scoring spreadsheet messed up which like the score is very close even though the hardness is quite far gap or the harder difficulty is lower score than the less difficult beforehand
(I remember modding that )Ayeen wrote:
Some map cant seem to be opened by the newest ver. The map that I talking about is Dj Taka Color Maybe you can pinpoint what actually causing it unable to open or it just my computer here
[TimingPoints]It really ought to be 1429 for the offset, since I can't remember the last time 0.1 milliseconds made a difference. Personally I'm unsure why osu! editor allows times, x and y-locations to be decimals, but whenever that happens the program breaks. I'm working on a way to fix that (or at least some kind of notice about the errors in the .osu file)
1428.91603239078,387.096774193548,4,1,0,60,1,0
blissfulyoshi wrote:
Another feature:
Check for consistent BPMs for uninherited timing sections (assuming the decimal numbers don't break things here...)
So, if I understand everything correctly, you guys mean that an uninherited timing section should have a different BPM from the timing section before it, unless it was used for a metronome reset. How about a warning that says goes like:Ayeen wrote:
Edit: thinking about what Bliss said, maybe you can add in some unherited timing that was used for metronome reset too.
Oh, I see. I relied on the listing under "FAQ > Map Design Issues > Missing/Unnecessary files in the package" for which files to consider skin files, but I guess that listing misses out on others. I'll put the other ones in the next update, based on what's in the default skin template- I hope that's comprehensive.blissfulyoshi wrote:
Small bugs:
pippidon and sliderb stuff come out as unused image files right now even though they are used (I am guessing this is not implemented yet, but I didn't see it on the changelog)
No problem! I'm always happy to receive more feedback. Though I'm not sure what you mean by this suggestion, could you elaborate on that?Ayeen wrote:
Sorry for the 3rd post, I suggesting to pin out the slider speed underneath the inherited time as well
Ayeen wrote:
About the storyboard, it seem there an issue where it cant elaborate subfolder content. And some skin element that was used to be reported as "unused" as well. Though, i wont say that would be a big issue
Example:
This was used, but reported unused skin elementSPOILERfail-background.png
pause-overlay.png
star2.png
Example:
It reported missing, but actually it was used in SBSPOILER***Missing SB Files***
SB\fly.png
SB\beatmap.png
SB\star.png
SB\mduh.png
SB\storyboard.png
SB\black.png
SB\BG.png
SB\fly2.png
SB\and.png
Bleh ninjaed by Bliss
Good idea, added onto todo list.Ayeen wrote:
Slider speed I mean there was inherited timing like 0.75, 0.5,0.6 and so on. This is for map that are using more than 3 setup specifically. Though, I think this one can be easily notice via playing the map itself.
I see... the bug was caught and eliminated, should be good on the next release. (I mistakenly used the same HashSet for both unused images and all image names... not a good idea)Ayeen wrote:
Well for the SB files missing:
Pit a pat Summer Where the SB folder is inside the song folder just like common SB files always. I think it be more complicated when there is another folder inside the "SB" folder like lyrics folder.
Well, that actually makes a lot of sense- so much so that I had assumed I already programmed it that way. Turns out I didn't, but that's fixed now. Here's what the output under Timing Sections looks like now:blissfulyoshi wrote:
Oh sorry for being vague, I was not talking about metronome switches (in fact those are fine). I was talking about consistent BPMs across diffs because sometimes a mapper forgets to change the BPM on all diffs when changing timing sections (very rare, but oh well)
About how to call me, yoshi is fine. The reason a lot of ppl use bliss is because there are multiple yoshis, but feel free to use whatever you want.
That would make sense, since the program is configured to check from the first instance of "[Colours]" to the first instance of "[Hitobjects]". I think the bigger question is how the mapper managed to get 2 lines of that in the first placeblissfulyoshi wrote:
Oh yeah, this was a strange scenario. If you add a word under [Colours], (during the mod he had [Colours] printed twice), AIBat says the combo colors are inconsistent even though all of them were exactly the same. (It took me a while to realize what the issue was, but I severely doubt that this will happen very often)
Yeah, this problem isn't just for AIBat but comes up for all .jar's in any folder that has a "!" as the last character in the filename. Weird glitch or something, but I don't think it's something I can fix.ziin wrote:
Update java, make sure you don't put aibat in the actual osu folder (I couldn't run it in any folder which had a ! in the path).
I'm using Windows 7 too (64 bit). Hm... to try and control for other variables, try unzipping this test folder and putting it on your desktop, and trying to open that with AIBat. If that works then it probably has something to do with the external drive, if not then probably admin privileges. Additionally, what happens after you press the "Enter" button? Does the program freeze up (i.e. you can't click on anything/select any other folders) or just not respond?Card N'FoRcE wrote:
I swear that i can't get AIBat to work °°
I got the jar application, i run it and choose the beatmap folder.
After that i don't get anything else., whatever folder i choose it doesn't work.
I'm using Windows 7. If this helps, I have osu! sotred in a external drive, but i don't think it should be an issue °°
***Unused Image Files***
pippidonkiai3.png
pippidonkiai1.png
pippidonidle3.png
pippidonidle0.png
pippidonidle2.png
pippidonclear3.png
pippidonclear0.png
pippidonkiai0.png
pippidonclear6.png
pippidonclear1.png
pippidonfail0.png
pippidonfail1.png
pippidonclear4.png
pippidonidle1.png
pippidonclear2.png
pippidonkiai2.png
pippidonclear5.png
I already tried everything you said here: i tried opening the folder by both CTRL-O and manual folder selection, but when i press Enter it just does nothing °°akrolsmir wrote:
I'm using Windows 7 too (64 bit). Hm... to try and control for other variables, try unzipping this test folder and putting it on your desktop, and trying to open that with AIBat. If that works then it probably has something to do with the external drive, if not then probably admin privileges. Additionally, what happens after you press the "Enter" button? Does the program freeze up (i.e. you can't click on anything/select any other folders) or just not respond?
Also, on the off chance this works, try opening folders with the direct open function (ctrl+O, or File>Open). Shouldn't make a difference but might as well give it a shot.
I spent ten minutes trying to understand this part... did you mean AudioLeadIn? If so, that's a good suggestion, but is 1 sec long enough?blissfulyoshi wrote:
Another suggestion: Give a warning if the preview time + the time difference between the start of the song and the first note is less than 1s. This is to make sure the preview time is long enough.
Is Pippidon limited to exactly those frames, or can the animation be changed at will? (If it's the latter I'll have to implement that after I understand and properly account for SB animations. Which I should do anyways.)blissfulyoshi wrote:
Bugs:
Pippidon is not checked
selection-mod-xxxxxx should not be in a map skin (they don't show up) (there are actually quite a few skin files don't affect maps that are currently allowed right now, let me see if I can find a comprehensive list)
Taiko code printout for reference:
My guess is that Java somehow is denied access to reading files on your computer- that's the only reason I can think of for the window to open and yet not be able to open beatmaps. When I get some more spare time I'll try porting it to .exe to see if it makes a difference, but in the meantime you could try downloading eclipse and compiling the code yourself . I'm really sorry it doesn't work for you, if there are any maps you'd like to check you can always PM me and I'll send AIBat's results to you.Card N'FoRcE wrote:
I already tried everything you said here: i tried opening the folder by both CTRL-O and manual folder selection, but when i press Enter it just does nothing °°
The program doesn't freeze up when i press Enter, it just doesn't analyze the folder whatever the path is (even C:\AAAA).
I tried having a look at admin rights, but i basically have everything allowed already and UAC is disabled. I also removed some kind of "lock" under Properties because this is a downloaded file.
I dunno what else to do xD
No, this won't automatically rank your beatmapsSorry but this statement is still making me smile lololol
If AudioLeadIn + First note < 1500, output an error. It's more of an error check to make sure that you don't forget an AudioLeadIn if you need it.akrolsmir wrote:
I spent ten minutes trying to understand this part... did you mean AudioLeadIn? If so, that's a good suggestion, but is 1 sec long enough?
Add in a "skin mode". Or add the skin specific stuff (like fruit-plate, selection mods, and circle highlight) in a "skin" tab, and apply its own custom skinset (like how hitcircle, hitcircleoverlay, and approach circle have to be together). If someone has a skin specific file in the beatmap, treat it like a skin, and put a notice at the top saying "if this is not a skin, you have an unnecessary skin file in your map and should remove it".akrolsmir wrote:
I left in selection-mod-xxxx and other similar files so that AIBat could be used to check skins as well beatmaps, but I guess that could cause problems with the overlap (i.e. someone accidentally includes a selection-mod-taiko in their beatmap folder and AIBat doesn't catch it). Perhaps I'll just create a short skin checker later and release it seperately.
You can try reading the id3 tag, but the best way is to figure out the song duration.akrolsmir wrote:
And the method for calculating bitrate seems great, the only thing stopping me is finding the length of an mp3 file (still).
akrolsmir wrote:
I spent ten minutes trying to understand this part... did you mean AudioLeadIn? If so, that's a good suggestion, but is 1 sec long enough?blissfulyoshi wrote:
Another suggestion: Give a warning if the preview time + the time difference between the start of the song and the first note is less than 1s. This is to make sure the preview time is long enough.
Yeah...Audio lead-in. Not sure about the time 1-1.5 seconds is probably enough though.Is Pippidon limited to exactly those frames, or can the animation be changed at will? (If it's the latter I'll have to implement that after I understand and properly account for SB animations. Which I should do anyways.) Sorry not sure about the details about the frames. I guess for now, just allow all frames.blissfulyoshi wrote:
Bugs:
Pippidon is not checked
selection-mod-xxxxxx should not be in a map skin (they don't show up) (there are actually quite a few skin files don't affect maps that are currently allowed right now, let me see if I can find a comprehensive list)
Taiko code printout for reference:
- Checks for snapping in inherited pointsWhy does this matter? The only green sections that need to be snapped are those that start kiai and those that end kiai, and even end kiai is questionable.
Actually technically they do for a few seconds:blissfulyoshi wrote:
selection-mod-xxxxxx should not be in a map skin (they don't show up) (there are actually quite a few skin files don't affect maps that are currently allowed right now, let me see if I can find a comprehensive list)
It doesnt matter yeah, however it's good to know which ones are unsnapped, because if they are unsnapped AHEAD of a note, then we may have a hitsound problem since for it to affect it it needs to be on the note or before, otherwise it doesnt matter besides kiai really.Lybydose wrote:
- Checks for snapping in inherited pointsWhy does this matter? The only green sections that need to be snapped are those that start kiai and those that end kiai, and even end kiai is questionable.
... I always miss the obvious, practical solutions.ziin wrote:
Add in a "skin mode". Or add the skin specific stuff (like fruit-plate, selection mods, and circle highlight) in a "skin" tab, and apply its own custom skinset (like how hitcircle, hitcircleoverlay, and approach circle have to be together). If someone has a skin specific file in the beatmap, treat it like a skin, and put a notice at the top saying "if this is not a skin, you have an unnecessary skin file in your map and should remove it".
Alright, from there I found a magical library that gets the bitrate directly for me; I might not even need song duration anymore! Also, does anyone have an mp3 file with a Variable Bit Rate and a known average to provide me for testing the bitrate that the library give me?ziin wrote:
You can try reading the id3 tag, but the best way is to figure out the song duration.
And: http://stackoverflow.com/questions/3046 ... me-in-java
You could try digging through the source code, it should be understandable. Maybe . Anyways, currently they are:ziin wrote:
Also, I'm not sure which skin elements you check, but these are the important ones:
approachcircle
hitcircle
hitcircleoverlay
cursor
hit0 etc...
Questionable:
fruits
One thing you can do is check each and make a note that "X" is (much) bigger than the template skin dimensions.
Alright, I think a warning for under 2 seconds would be good, and perhaps a stronger one if it's under 1?Sakura Hana wrote:
Audio Lead-in wise i think 1.5 - 2 seconds before the approach circle appears is fine enough, however that would need a human modder probably (unless you can calculate time with approach rate), so i'd say 2 seconds until the first note should be enough, any less and throw a warning
... tried to use != instead of !.equals() on a string. Anyways, it should be fixed now.blissfulyoshi wrote:
I forgot if this was reported already, but it seems that .png files inside a folder aren't reported correctly.
Aww... that would involve changing how Kiai is checked- I was lazy and just compared the entire thing as strings, which was easier. Which is probably bad coding. Put under TODO.blissfulyoshi wrote:
Also, if some but not all of the kiai timings match up exactly in every diff, could you not post them. (so if only one kiai section is inconsistent among all the diffs, could you only post that one section?)
I couldn't reproduce this, could you tell me which folder you were using when this happened?blissfulyoshi wrote:
Bug: AIBat suggest there should be an epilepsy warning even if epilepsy warning is on.
Yeah, I've heard that. Besides what Sakura said, I just kind of like maps to be nice and neat and snapped (I once popped a bubble to fix one of my maps in that regard). If other's don't care about such things and don't want to change it they can just ignore those warnings, I guess.Lybydose wrote:
Why does this matter? The only green sections that need to be snapped are those that start kiai and those that end kiai, and even end kiai is questionable.