making this gimmick called ctb ranked is bringing more work than anyone could have foreseen
The catcher is faster but isn't enough, please play the map that I put as an example and FC it, if you can you win \o/Mercurial wrote: 5t3f12
This error appears 'cause with DT the plate moves more fast than No node, and supposedly by salad! (Catch the beat tester) the map is still FCable.
Why do you said that? Please give me a map that you FC'ed with "impossible" jumps with dt and I will believe in you.119410501 wrote: 6j5q2p
You need robofingers, but none of the jumps in DT are really impossible, just too hard for humans.
Thanks xDMillhioreF wrote: 6w3d4u
i put a bot to eldnl's map... it caught the edge of the first fruit on the very last pixel and still couldn't catch the next one119410501 wrote: 6j5q2p
You need robofingers, but none of the jumps in DT are really impossible, just too hard for humans.
http://osu-ppy-sh.jeuxcrack.net/b/40460?m=2 <-- For example. Both last HDashes dissapear, but it's still FCable (and I was too dumb to do it orz).eldnl wrote: 663i2l
Why do you said that? Please give me a map that you FC'ed with "impossible" jumps with dt and I will believe in you.119410501 wrote: 6j5q2p
You need robofingers, but none of the jumps in DT are really impossible, just too hard for humans.
Or FC the map that I give to you, should be easy because it is possible for you ...
Are you an idiot or something? the thing that you pointed out has nothing to do here, the point is that most of the Hdash jumps are impossible, and for now, no one can say otherwise, because you just talk, but let me see if you can do these jumps ....Don Omar wrote: 6u593i
First. Double time increases the speed of map by 1,5x, not by 2x.
Second. Ryuuta moves in 2x speed, so... PROBLEM?
EDIT 1: HalfTime decreases speed of map by 0,75x, not by 0,5x.
Ryuuta moves in 0,5x speed so many hyperdashes appear.
This is not a bug of speed. This is a bug of mods naming.
EDIT 2: DoubleTime needs double speed of reaction to catch even unvanished hyperdashes so most of them are uncatchable as player hasn't got enough reaction to it.
I think ctb community don't want to help, and if peppy don't want to fix it this should be closedShiirn wrote: 234850
Calling people stupid doesn't improve your arguement.
However, I have presented these bugs to the dev team (and peppy directly) as a whole multiple times with multiple avenues of examples and multiple suggestions on how to fix it and have seen it thrown instantly into the "put it off forever" pile, so I wouldn't hold my breath on it getting fixed.
Ever.
taiko got widescreen , and it can be argued that that's no fair for the people who played without the longer lane... it's all part of balance changes to make osu! better!119410501 wrote: 6j5q2p
Fixing this bug would be not fair for the people who have played maps before when the bug was not fixed, and not fair for the people who quitted.
I think that this bugged DT just gives a chance to people who can't DT on only HD maps, and it's ok.
If you read someone post that you don't want to fix it, so, but if you will do, thanks and good luck o7peppy wrote: 6w4l42
Leaving bugs is not fair to players which remain in the game and have put up with them for this long. Accusing me of not fixing this bug when it is already marked confirmed is not a wise move. It will be fixed, but has roots which lie deep in algorithms that could affect other elements and need to be thoroughly tested. This will happen, but it may take some time.
Don Omar wrote: 6u593i
First. Double time increases the speed of map by 1,5x, not by 2x.
Second. Ryuuta moves in 2x speed, so... PROBLEM?
EDIT 1: HalfTime decreases speed of map by 0,75x, not by 0,5x.
Ryuuta moves in 0,5x speed so many hyperdashes appear.
This is not a bug of speed. This is a bug of mods naming.
EDIT 2: DoubleTime needs double speed of reaction to catch even unvanished hyperdashes so most of them are uncatchable as player hasn't got enough reaction to it.
Thanks, edited OP.MillhioreF wrote: 6w3d4u
here is a re of the map... I can't think of a better, simpler way to illustrate it!
Also there are "uncatchable" fruits (without DT) that should have been given hyper-dash, but not with the current algorithm:peppy wrote: 6w4l42
Leaving bugs is not fair to players which remain in the game and have put up with them for this long. Accusing me of not fixing this bug when it is already marked confirmed is not a wise move. It will be fixed, but has roots which lie deep in algorithms that could affect other elements and need to be thoroughly tested. This will happen, but it may take some time.
This is a different bug where if there's a droplet in between two slider ends, it doesn't get hyperdashed. Nothing to do with reverse arrows.VelperK wrote: 2v2r1m
Also, you should take a look at this one:
http://osu-ppy-sh.jeuxcrack.net/p/beatmap?b=27737&m=2
This is somewhat different, we're talking about a reverse slider, not 3 circles.
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: 6w4l42
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.
peppy wrote: 6w4l42
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.
osu file format v9
[General]
AudioFilename: tutorial.ogg
AudioLeadIn: 0
PreviewTime: -1
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
[Metadata]
Title:osu! tutorial
Artist:Peter Lambert
Creator:peppy
Version:CTB Test
Source:
Tags:
[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:2.56
SliderTickRate:4
[Events]
//Background and Video events
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 ()
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255
[TimingPoints]
255,374.123148869836,4,1,0,100,1,0
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0,192,4744,6,0,B|512:192,1,512
OMGeldnl wrote: 663i2l
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: 6w4l42
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: 6w4l42
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.
eldnl wrote: 663i2l
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: 6w3d4u
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.
Does double time count? You do get a high velocity than normal.MillhioreF wrote: 6w3d4u
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: 546y5t
Does double time count? You do get a high velocity than normal.MillhioreF wrote: 6w3d4u
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
you retrograd person, stop trolling these kind of threads and gtfo.Manchineel wrote: 546y5t
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: e4q1c
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
What about XAT trying to mod CtB diff wich can't even determine if the maps are FCable ?TheVileOne wrote: 4cy22
Fixing this would only please a small group of players, while gamewide bugs/ bugs affecting wider ranges of people take higher priority.
Regarding this: Even with the hyper-droplets, they seem to be a bit unstable and those sliders are very hard to catch. Can someone confirm this?Drafura wrote: 3pc1b
http://osu-ppy-sh.jeuxcrack.net/p/beatmap?b=27737&m=2
00:45:257 (1,1,1) - Kinda same problem some elements of sliders seems to trigger the hyper showed in the fruit and some not.