I am going to leave this second issue until the first has been made public and confirmed as resolved, as I'd rather not create problems on top of problems.
OMGeldnl wrote:
There are some jumps that are possible, but there are some that not, like the short map above, even with this trick is impossible.peppy wrote:
At a code level, the above should still be possible (though hard), which is why I'm asking for a specific test beatmap to be created so I can check.
I think the DT bug was succesfully resolved IMHO, I tried different maps and they all play very well! But I don't have problems with waiting a bit longer either, in case there is a little glitch or somethingpeppy wrote:
I am going to leave this second issue until the first has been made public and confirmed as resolved, as I'd rather not create problems on top of problems.
We should create another thread for the other bugs?peppy wrote:
DT is fixed and will go live soon. I'm talking about the other yet-to-be-confirmed bug mentioned in the last few posts.
eldnl wrote:
There are two problems with hyperdashes and doubletime ...
- First off, when a song have hyperdashes without mods, some of them dissapear when you play with doubletime, and most of them are uncatchable.
- In a second place we have the hyperdashes even when you play with dt, most of them are uncatchable too.
I have an example, please play this map with doubletime: http://puu.sh/13QUy
As you can see the first jump doesn't have hyperdash and is perfectly catchable, in the second jump we had an hyperdash which dissapeared with the doubletime, but it is still catchable; the third jump had an hyperdash too, but it isn't catchable with doubletime, and in the last jump we have an hyperdash even with dt, which is impossible to catch ...
discuss please.
nope, that shit about miliseconds or frames or whatever does not exist, that jump is practically uncatchable with 120fps or more because the catcher stops in the next fruit, and because of that the next fruit is uncatchable. . . when you play with 60fps the catcher doesn't stop in the next fruit and keep going to the other fruit, not sure if you can understand this xDMillhioreF wrote:
Yes, exactly. It was already possible, but you have to be pixel perfect - apparently playing with 60 FPS gives you a few milliseconds of leeway.
nope ://MillhioreF wrote:
Oh, so you did do the jump with 60 fps... that explains it then! 60 fps makes pixeljumps catchable after all...
Does double time count? You do get a high velocity than normal.MillhioreF wrote:
It's been confirmed that this map's jump is sometimes catchable due to some weird song start lag... Supposedly it wouldn't happen if you placed the notes ~5 seconds after the song starts, but I haven't tested that.
EDIT: also hardrock makes hyperdashes appear, so it doesn't count
that's why it doesn't count eitherManchineel wrote:
Does double time count? You do get a high velocity than normal.MillhioreF wrote:
It's been confirmed that this map's jump is sometimes catchable due to some weird song start lag... Supposedly it wouldn't happen if you placed the notes ~5 seconds after the song starts, but I haven't tested that.
EDIT: also hardrock makes hyperdashes appear, so it doesn't count
that's why it doesn't count eitherThen we have a solution! use Hardrock or double time for the problem.
you retrograd person, stop trolling these kind of threads and gtfo.Manchineel wrote:
that's why it doesn't count eitherThen we have a solution! use Hardrock or double time for the problem.
More score, more people happy. Also you'll gain more skill this way!
Genius.
60fps is not faster, there is something different with the hyperdash I think.Seph wrote:
actually running on vsync 60fps makes my ryuuta move faster than it should be (or its just me) but i tried doing it on some pixel jump and i apparently caught that pixel jump on rainbow tylenol when i pause and switched from unlimited to 60fps. though playing on it makes ryuuta control hard as fuck
Thank you.MillhioreF wrote:
Speaking of which, the doubletime bug was resolved long ago, so I'll change the topic name (unless someone objects)
What about XAT trying to mod CtB diff wich can't even determine if the maps are FCable ?TheVileOne wrote:
Fixing this would only please a small group of players, while gamewide bugs/ bugs affecting wider ranges of people take higher priority.