{"content":"\n \n \n <\/a>\n <\/div>\n \n \n VelperK<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1,172 posts\n <\/a>\n <\/div>\n\n \n ed May 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n VelperK<\/a>\n\n \n 2012-09-13T15:17:44+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n peppy wrote:<\/h4>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.<\/blockquote>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 something <\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n peppy<\/a>\n\n \n \n \n <\/div>\n\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 19,323 posts\n <\/a>\n <\/div>\n\n \n Here since the beginning<\/div>\n <\/div>\n <\/div>\n\n \n \n \n \n \n peppy<\/a>\n\n \n 2012-09-13T15:18:43+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n 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.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n eldnl<\/a>\n\n \n Former osu!catch Champion: 2013\n <\/div>\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,930 posts\n <\/a>\n <\/div>\n\n \n ed March 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n eldnl<\/a>\n\n \n 2012-09-13T20:58:37+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n peppy wrote:<\/h4>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.<\/blockquote>We should create another thread for the other bugs?<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n peppy<\/a>\n\n \n \n \n <\/div>\n\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 19,323 posts\n <\/a>\n <\/div>\n\n \n Here since the beginning<\/div>\n <\/div>\n <\/div>\n\n \n \n \n \n \n peppy<\/a>\n\n \n 2012-09-14T01:18:50+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Nah, it's fine here for now.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n chenjunwu12<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1 post\n <\/a>\n <\/div>\n\n \n ed September 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n chenjunwu12<\/a>\n\n \n 2012-09-28T05:55:38+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n eldnl wrote:<\/h4>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<\/a>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.<\/blockquote><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n 119410501<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 665 posts\n <\/a>\n <\/div>\n\n \n ed April 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n 119410501<\/a>\n\n \n 2012-10-07T11:59:53+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n lol<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n MillhioreF<\/a>\n\n \n Pro Tester\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 5,004 posts\n <\/a>\n <\/div>\n\n \n ed July 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n MillhioreF<\/a>\n\n \n 2012-10-14T05:07:49+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Bumping because VelperK just made a new discovery.Apparently, playing with vsync on at 60 FPS makes the fruits stutter on some frames, causing them to not fall, yet still letting the catcher move forward. This makes previously impossible jumps like the one on this map just barely possible, but only if you're not playing with 120 FPS or more!<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n eldnl<\/a>\n\n \n Former osu!catch Champion: 2013\n <\/div>\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,930 posts\n <\/a>\n <\/div>\n\n \n ed March 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n eldnl<\/a>\n\n \n 2012-10-14T16:07:37+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n ^ do you mean like rainbow tylenol jump?<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n MillhioreF<\/a>\n\n \n Pro Tester\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 5,004 posts\n <\/a>\n <\/div>\n\n \n ed July 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n MillhioreF<\/a>\n\n \n 2012-10-14T18:29:49+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n 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.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n eldnl<\/a>\n\n \n Former osu!catch Champion: 2013\n <\/div>\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,930 posts\n <\/a>\n <\/div>\n\n \n ed March 2010<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n eldnl<\/a>\n\n \n 2012-10-15T02:59:27+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n MillhioreF wrote:<\/h4>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.<\/blockquote>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 xD<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n 1t2n2y