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.
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.
I'm most worried about getting huge limitation in term non hyper jump difficulty for ctb mapping than for converted maps. Non hyperdashed jumps are part of CtB, think about Zhsteven's maps, he don't use that many hyperdashes, and it is the intetended behavior he wanted while mapping.Deif wrote: 6h6j6d
That means it's a pretty well memorised map. I'm quite sure somebody who hasn't played it so much won't be able to do a nice performance there. It's challenging enough even with the new HDashes in my opinion, but I'm pretty sure most pros will rage about the "simplicity" of such a popular map.
I'm thinking that this would also help find out cheaters, to some degree. People would take advantage of this limitation and cheat their catcher with some boosted speed.peppy wrote: 6w4l42
I also added an alert when watching a replay which moves faster than humanely possible, which only displays on the test build. Might be handy for checking any replays you think may not be legit, and pointing them out to me in a PM for confirmation.
I think is not the correct way to fix this, the spacing are fine as it is, the only problem are the "pixel jumps" and there should be a way to fix them without changing anything else.TheVileOne wrote: 4cy22
Are you sure you really wanted this?
There wont be super difficult CTb maps as you know it now, because anything past a certain degree of catchability is now hypered. So anything that is 1.9 plus horizontal is now a hyper in With a dance Number, when before only some of them were. Fixing this is going to drastically reduce the difficulty of maps and its not like you can just bring that difficulty back.
prevFruit.x = 256; // Arbitrary initial values
prevFruit.t = -Inf;
minX = 0; // Leftmost catcher position
maxX = 512; // Rightmost catcher position
prevMove = Normal; // Bit flags, Normal=0
// SpaceLeniency and TimeLeniency may (or may not) depend on CircleSize and OverallDifficulty respectively
// Old (public build) behavior is roughly equivalent to SpaceLeniency = CatcherWidth * 0.1875 and TimeLeniency = 0
// when successive hyperdashes are not encountered with
foreach (fruit in fruits)
{
if (fruit is spinner or something like this)
{
continue;
}
fruitLeft = Max(0, fruit.x - CatcherHalfWidth + SpaceLeniency);
fruitRight = Min(512, fruit.x + CatcherHalfWidth - SpaceLeniency);
minX -= Max(0, fruit.t - prevFruit.t - ((prevMove & LeftFullDash) != 0 ? 0 : TimeLeniency)) * DashSpeed;
maxX += Max(0, fruit.t - prevFruit.t - ((prevMove & RightFullDash) != 0 ? 0 : TimeLeniency)) * DashSpeed;
prevMove = Normal;
if (minX > fruitRight)
{
prevFruit.isHyperDash = true;
prevMove |= LeftFullDash;
minX = fruit.x;
maxX = fruit.x;
}
else if (minX >= fruitLeft)
{
prevMove |= LeftFullDash;
}
else
{
minX = fruitLeft;
}
if (maxX < fruitLeft)
{
prevFruit.isHyperDash = true;
prevMove |= RightFullDash;
minX = fruit.x;
maxX = fruit.x;
}
else if (maxX <= fruitRight)
{
prevMove |= RightFullDash;
}
else
{
maxX = fruitRight;
}
prevFruit = fruit;
}
MillhioreF wrote: 6w3d4u
The first fruit of a slider now gives hyperdash up to the droplet as it should, but the droplet doesn't renew the hyperdash status and Ryuuta only moves at normal speed (which isn't always enough.)
The second fruit absolutely needs hyperdash while the first doesn't really require that (getting hyperdash on both fruits makes sense though).MillhioreF wrote: 6w3d4u
-In the 3-note jump, the first fruit hyperdashes while the second doesn't, which is probably intentional. However, due to the catcher slowing down once you're under the next note while still in hyperfruit status, it's impossible to get over far enough to catch the third fruit. Both should still grow hyperdashes.
If there's the same spacing between the 3 fruits the 2 first fruits should be hyperdash'd. Makes much more sense for mapping, and also in term of readability of the map.statementreply wrote: 4c3764
The second fruit absolutely needs hyperdash while the first doesn't really require that (getting hyperdash on both fruits makes sense though).
- Your map must theoretically be SSable. This generally means you must be able to catch absolutely all fruits, including droplets. This ties in the previous point, but is fundamentally for different reasons.
1. Trigger hyperdashlineqtxz wrote: t4b5e
somethimes the catcher is crazy,
this bug appears when you fail the "end hdash fruit"
:3
scarlet rose
It seems that hyperdash exits ~4ms before accurate timing now (~22ms before, with an additional 1-frame slowdown), which could make it harder to control on exiting. If you stop moving or change direction a bit earlier, the catcher could be quite far away. I'm not quite sure about the outcome of such changes though, let's see how pro ctb players feel about the changepeppy wrote: 6w4l42
I find the "change direction" hyperdash speed to be correct. You shouldn't be changing direction until it ends.
It's quite tricky to handle the ryuuta now, specially in over-HDashed songs, where you now need to do a lot of fine movements to control those HDashes. The only song I can think that could be benefited with this new movement algorythm is Cirno's Perfect Math Class, imo...statementreply wrote: 4c3764
It seems that hyperdash exits ~4ms before accurate timing now (~22ms before, with an additional 1-frame slowdown), which could make it harder to control on exiting. If you stop moving or change direction a bit earlier, the catcher could be quite far away. I'm not quite sure about the outcome of such changes though, let's see how pro ctb players feel about the change![]()
statementreply wrote: 4c3764
1. Trigger hyperdashlineqtxz wrote: t4b5e
somethimes the catcher is crazy,
this bug appears when you fail the "end hdash fruit"
:3
scarlet rose
2. Change direction before hyperdash ends while holding dash key
3. Ryuuta moves in the opposite direction at hyperdash speed (should be normal dash speed)
I think I got it wrong. It's definitely a bug.peppy wrote: 6w4l42
I find the "change direction" hyperdash speed to be correct. You shouldn't be changing direction until it ends.
Most experienced people will find the change to be very hard to adapt to, since it would seem like all the luck you needed to hit the pixels was transferred to the hyperdash controlling thing. I mean, now if I go and try some TAG4, only chance will tell if I'll be able to have total control of the Ryuuta when it's in hyperdash status so no, this is a regressive change and I suggest to fix the speed of these special fruits back to their normal state.MillhioreF wrote: 6w3d4u
From my quick tests, hyperdash spawning is now just about perfect, and droplets are even catchable due to the "tighter" hyperdash controls.
However, it's become much harder to actually hit hyperdashes because of this, and I probably speak for most of the CTB community when I say that they'd rather have FC-able maps with the old hyperdash controlling than SS-able maps with the much tighter, harder controlling. Maybe you should save a better droplet solution for a future patch. Perhaps adjust droplet location only on sliders that are hypered to fall into the natural hyperdash range? Not high priority though.
No, just no. It wasn't as much hard as you're predicting (for me) in 99.9% of the songs. I've been testing different TAG4 difficulties, as it seems to be your major preocupation, and these are the results (disregard NoFail and multiply all the scores by 2):VelperK wrote: 2v2r1m
Most experienced people will find the change to be very hard to adapt to, since it would seem like all the luck you needed to hit the pixels was transferred to the hyperdash controlling thing.
And I encourage you to try this map 5 times in both osu! builds (the public and the private): http://osu-ppy-sh.jeuxcrack.net/b/74845Deif wrote: 6h6j6d
No, just no. It wasn't as much hard as you're predicting (for me) in 99.9% of the songs. I've been testing different TAG4 difficulties, as it seems to be your major preocupation, and these are the results (disregard NoFail and multiply all the scores by 2):VelperK wrote: 2v2r1m
Most experienced people will find the change to be very hard to adapt to, since it would seem like all the luck you needed to hit the pixels was transferred to the hyperdash controlling thing.
Comparing to my average scores in those songs, I must it those are only normal tries and not spectacular scores (I didn't pretend to do OMGWTFBBQ records anyway). That means the gameplay in those songs has not (or maybe slightly) changed with the last changes. StrangeProgram is probably the most benefited song of those, as there were a lot of speedy sliders that used to be impossible before.
I encourage experienced players to go into the test build and help to develop this new HDash system, instead of complaining and not offering any constructive solution.
Tried it with the original AR in both versions. Just 1 try was necessary:VelperK wrote: 2v2r1m
And I encourage you to try this map 5 times in both osu! builds (the public and the private): http://osu-ppy-sh.jeuxcrack.net/b/74845
Please, do post the results of each osu! build and then say the same.