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opsu! - an open-source osu! client (UNOFFICIAL) 653515

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Heh pretty cool, nice work :P
The menu sprites are pretty sexy!
not quite on topic but
peppy was planning to open-source osu!?
Yes, peppy is planning on open sourcing osu!.
inb4 so this is useless, right?
Why would it be, its great opportunity to learn programming for person making it. Also open sourcing osu! is gonna take long time so...
Topic Starter
New Release: v0.2.0

Features:
  1. Sound effects and hit sounds implemented.
  2. Basic for skins.
  3. for non-native cursor images.
  4. Dynamic main menu backgrounds.
Fixes:
  1. Floating-point difficulty values are now working.
  2. Block multiple instances of the program from running.

Marcin wrote: 1u1j

Why would it be, its great opportunity to learn programming for person making it.
I agree! :3
When I double clicked it it created the two files. But nothing else happens.
My game is installed in the normal directory, here is a screenshot of the 2 files if it helps.
I am probably doing something wrong.

Marcin wrote: 1u1j

Why would it be, its great opportunity to learn programming for person making it. Also open sourcing osu! is gonna take long time so...
I agree too, I was just thinking what Sieg could probably answer after having someone confirming that osu! was going to be open source.

euphyy wrote: 2ap2l

Dynamic main menu backgrounds.
Best feature ever 2014
Topic Starter

xasuma wrote: z2640

When I double clicked it it created the two files. But nothing else happens.
My mistake, I shouldn't have assumed that there'd be no mistakes in the *.osu files. Here's a quick fix: http://www.mediafire.com//bjirg ... 12b83a.jar (812b83a)

If anyone has specific unofficial features they'd like to see, please post them!
Awesome . I'd like to check it , but I can't open it :c

XinCrin wrote: 252i24

Awesome . I'd like to check it , but I can't open it :c
Any error? How much time have you waited since opening it?

It takes about 1 hour to load (with no indication it is loading besides the process and the hard drive activity) with ~85,000 beatmaps, and when closing the client and opening it again it takes another hour (loads everything again). Can it use a database so it doesn't have to load all maps at the beginning?
I forgot to edit my post and update java :p . It's already fixed

opsu works fine , It opens inmediately o:
Topic Starter

XinCrin wrote: 252i24

Awesome . I'd like to check it , but I can't open it :c
Are any files created? If so, are any errors generated in the log? Glad it works. Also, I love your skin. :3

Full Tablet wrote: 5o4t51

It takes about 1 hour to load (with no indication it is loading besides the process and the hard drive activity) with ~85,000 beatmaps, and when closing the client and opening it again it takes another hour (loads everything again). Can it use a database so it doesn't have to load all maps at the beginning?
Interesting. I only have around 1000 beatmaps on my computer, but the parser takes consistently less than 1 second to finish for me. ittedly, the parser isn't implemented very efficiently, but an hour is really terrible -- maybe the JVM is slowing it down, but that's a guess. I don't really think I should be looking into databases at the moment, since it'd sidetrack me too much (and correct me if I'm wrong, but I don't think too many others are experiencing this issue). I'll try to keep this issue in mind, but I can't offer any immediate solution (other than just pointing the song path elsewhere). x.x

Is anyone else getting grossly long loading times? (And for how many maps?)
Wait so, since this is now open source, what kinds of things we can do with osu? Or what will people be making or doing with it?
I ed the quick fix, but it still does nothing. I am using win 8.1 64 bit.
Topic Starter
New Release: v0.2.1

Features:
  1. New "Game Options" screen divided into tabs.
  2. New options: hitsound volume, dim level, hide perfect hits, override song background.
  3. Visual tweaks: score animation, reverse arrow rotations, additional "Auto" mod images.
Fixes:
  1. Game not loading OsuFile for maps in a song group. (critical, since v0.2.0)
  2. Additional parser checks for invalid lines.

xasuma wrote: z2640

I ed the quick fix, but it still does nothing. I am using win 8.1 64 bit.
The same error, or a new one? The patch fixed the error in the logs, so you shouldn't be experiencing the same issue.

pop102 wrote: 323834

Wait so, since this is now open source, what kinds of things we can do with osu? Or what will people be making or doing with it?
This is an unofficial version; you'll have to wait longer for osu!'s source to be released.
I get this http://pastebin.com/q1aBRSg4

I updated java to Version 7 Update 60 . And this is as of the newest release up here ^
|

euphyy wrote: 2ap2l

xasuma wrote: z2640

When I double clicked it it created the two files. But nothing else happens.
My mistake, I shouldn't have assumed that there'd be no mistakes in the *.osu files. Here's a quick fix: http://www.mediafire.com//bjirg ... 12b83a.jar (812b83a)

If anyone has specific unofficial features they'd like to see, please post them!
Well, what I was really hoping to see was a lot more control in skinning. E.g.: Force background to be a certain picture, Able to control colour of approach circle without it changing to that of the hitcircle, etc.
Topic Starter

xasuma wrote: z2640

I get this http://pastebin.com/q1aBRSg4
Oh, I see--I kept skimming over that line x.x. Try this: http://www.mediafire.com//dymjp ... 0.2.1a.jar

FieryLight wrote: 4g2o4r

Well, what I was really hoping to see was a lot more control in skinning. E.g.: Force background to be a certain picture, Able to control colour of approach circle without it changing to that of the hitcircle, etc.
I already added the first suggestion (it's in the game options -> gameplay, reads "playfield.png"). As for skinning though, I don't think it makes much sense for me to expand options because osu! won't them. D:
Now it worked! Thanks ^^

And it's pretty good. Im sure you are aware of it's limitations now, and I am looking forward the a more polished/finished version in the future. Very nice job on this. You get a cookie! :)

Also , might be just me, but it's terribly hard to get good accuracy on it. I actually couldn't get more than 90% on a song. Any song.
But nonetheless, keep up the good work! :)
yuanzongli
The Java file doesn't do anything else except creating a *.cfg and *.log file in the osu path folder(where I put the *.jar file).

The *.log is showing this:
Sat Jul 05 01:21:46 JST 2014 ERROR:Unable to determine Slick build number
Sat Jul 05 01:21:46 JST 2014 ERROR:Resource not found: icon16.png
java.lang.RuntimeException: Resource not found: icon16.png
at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69)
at org.newdawn.slick.AppGameContainer.setIcons(AppGameContainer.java:527)
at itdelatrisu.opsu.Opsu.main(Opsu.java:137)
Sat Jul 05 01:21:46 JST 2014 ERROR:Error while creating game container.
Sat Jul 05 01:21:46 JST 2014 ERROR:Failed to set the icon
org.newdawn.slick.SlickException: Failed to set the icon
at org.newdawn.slick.AppGameContainer.setIcons(AppGameContainer.java:530)
at itdelatrisu.opsu.Opsu.main(Opsu.java:137)

the *.cfg is showing this:
# opsu! configuration
# last updated on Saturday, July 05, 2014

BeatmapDirectory = C:\Games\osu!\Songs
Skin = C:\Games\osu!\Skins
Port = 49250
ScreenResolution = 3
FrameSync = 0
FpsCounter = false
ScreenshotFormat = 0
NewCursor = true
DynamicBackground = true
VolumeMusic = 30
VolumeEffect = 20
VolumeHitSound = 20
Offset = -150
DimLevel = 30
ForceDefaultPlayfield = false
HitLighting = true
ComboBurst = true
PerfectHit = true

The version I'm using is 0.2.1. I tried other versions but same thing happens.

euphyy wrote: 2ap2l

xasuma wrote: z2640

I get this http://pastebin.com/q1aBRSg4
Oh, I see--I kept skimming over that line x.x. Try this: http://www.mediafire.com//dymjp ... 0.2.1a.jar
it's still not opening for me :(
here's my log http://puu.sh/9XWU1.txt
Avail_old_1

NikWillOrStuff wrote: 2y5b53

here's my log http://puu.sh/9XWU1.txt
Check your task manager, you apparently have it running twice..
When i've tried to use it it doesn't extract the .osz files so I've tried with unar(open almost every archive).

For s of debian-like systems(Ubuntu, Mint, …):
$ sudo apt-get install unar
$ cd ~/Songs
I Assume Songs is in your home directory.
$ unar path/to/file.osz
(if you use a graphical file manager with most of them drag and drop in the terminal window paste the filepath)
Topic Starter
New Release: v0.3.0

Features:
  1. Added for loading beatmap skins.
  2. Added a module for unpacking OSZ archives.
  3. Added a splash screen for loading resources.
  4. Added options for global fixed difficulty settings (CS, HP, AR, OD).
  5. Added some missing keyboard shortcuts.
Fixes:
  1. Corrected "Hard Rock" difficulty modifiers.
  2. Further fixes in beatmap parser.

lanodan wrote: 2u5x6k

When i've tried to use it it doesn't extract the .osz files so I've tried with unar(open almost every archive).
Thanks for the post! I've added OSZ unpacking now, so you can place any song archives in the root folder and they'll be automatically unpacked into the song directory. (You can change the OSZ loading directory in the configuration file.)

NikWillOrStuff wrote: 2y5b53

it's still not opening for me :(
here's my log http://puu.sh/9XWU1.txt
If another program on your computer is using port 49250, try changing opsu!'s port in the configuration file. It's more likely that there's another program instance running, though.

yuanzongli wrote: 101o22

The Java file doesn't do anything else except creating a *.cfg and *.log file in the osu path folder(where I put the *.jar file).
My mistake, apparently the JAR won't run from the program folder. I couldn't figure out why this happens, but will let you know if I come across anything in the future. The program should still run from elsewhere.

Full Tablet wrote: 5o4t51

It takes about 1 hour to load (with no indication it is loading besides the process and the hard drive activity)
The splash screen displays the current progress, so this shouldn't be as large of an issue now.
I've reported an issue on GitHub related to game sounds not loading correctly.
This is genius. Absolutely genius.


But didn't JLayer have a MP3 playing function?


there is this problem with HR

Also there is a problem with my hp bar and ranking pannel (those color are my 300/100/50s)



Topic Starter

ch1zuru wrote: 731f5z

I've reported an issue on GitHub related to game sounds not loading correctly.
See my reply in the issue. In summary, I attempted to fix the crashes, but getting Java Sound to actually work in Linux seems near-impossible.

iceblade112 wrote: 4o5j6n

But didn't JLayer have a MP3 playing function?
It does, but library's players have minimal functionality (e.g. no built in methods for seeking, getting track position, pausing, setting volume, etc.). It seems possible to stream decoded frames into OpenAL, but I really don't know how I'd do it.

marcostudios wrote: 5c4z8

there is this problem with HR

Also there is a problem with my hp bar and ranking pannel (those color are my 300/100/50s)
I fixed the positioning of the mod icons in 331f374. I'm not sure how osu! is able to position scorebar-colour, since I couldn't find any patterns in dimensions of the scorebar images (if you know anything, that'd be helpful). As for the ranking , I can't tell what the problem is...
Good job, I always dreamed an opensource osu! clone to be created.

marcostudios wrote: 5c4z8

there is this problem with HR

Also there is a problem with my hp bar and ranking pannel (those color are my 300/100/50s)
I fixed the positioning of the mod icons in 331f374. I'm not sure how osu! is able to position scorebar-colour, since I couldn't find any patterns in dimensions of the scorebar images (if you know anything, that'd be helpful). As for the ranking , I can't tell what the problem is...[/quote]

I'm sorry, probably ask a osu!developer for that, i don't know :c
Topic Starter
New Release: v0.3.1

Features:
  1. Saving/loading from checkpoints: CTRL+S and CTRL+L, respectively (or see options screen).
  2. General song menu improvements.
  3. Cursor updates (scaling, rotating, expanding).
Fixes:
  1. Disabled sound effects in Linux by default due to driver issues. This fixes critical sound problems (i.e. tracks not loading at all) and resolves ch1zuru's report.
  2. Improved the positioning and rendering of various menu and game elements.
  3. Window size is now limited by screen resolution.
  4. Search textfield now properly retains focus.
-I can't tell if this happens with all songs, but it is very noticeable in some. Where the timing of beatmaps is off. Very off sometimes (almost 1 second) . The original beatmaps are timed perfectly I am sure of that.
-Also, I mange to crash the game by pressing the left/right arrow quickly in the song selection screen.

I think the approach rate looks slightly clunky, I am not sure what it is but it isn't quite smooth to play regardless of the fps.

Keep it up! I ll keep trying new versions and keep trying to help you find bugs. :)
So I opened up opsu directly after ing it, and it opened all of the .osz files I had in my folder (which of course was where opsu got saved to when I clicked ) since I have my puush set to open (it s .osz) files when I them and it overwrote a ton of my local beatmaps and online beatmaps before their updates.

This was very very frustrating as I literally lost 2 minutes off my marathon map I was working on as well as a lot of storyboard stuff, and progress on my other maps that I was showing to other people.

A program like this should have no reason to open .osz files (unless manually added) in my honest opinion. osu! doesn't even read from anything but the songs folder.
I did a pull request that changes the logo clicking thing.
https://github.com/itdelatrisu/opsu/pull/2

If you click the logo and then again on the real osu!, it brings you to the Play menu.


Oh, and I get a nullpointerexception if I don't comment out lines 138 and 139 on OsuGroupList.java.
if (node.index == expandedIndex)  // don't choose an expanded group node
node = node.next;
Topic Starter
I was out of town for the weekend, so I apologize for the late replies. I addressed many of the issues above in 943c2af.

xasuma wrote: z2640

  1. I'm really stumped about why the timings are so far off between different beatmaps. In my tests, most songs are playable with an offset somewhere between -150 ~ -50 ms, but I'm aware that this will vary by machine and it's a much larger range than I'm satisfied with. Sorry that I can't offer any solution at the moment.
  2. I couldn't reproduce the crash, but I probably fixed it in the revision linked above.
  3. Can you expand on "clunky"? If you're referring to the scaling factor of the approach circles, I'm aware that it's currently wrong (capped at 3x size, whereas I think osu! follows an unbounded formula). Suggestions are appreciated!

Lanturn wrote: 5e1w6j

I'm sorry for the inconvenience; I don't know anything about mapping, so the possibility of that situation didn't occur to me. I've changed the default OSZ directory to a new folder ("SongPacks"), so hopefully this won't happen to anyone else. Again, I'm really sorry for all the issues this caused for you.

iceblade112 wrote: 4o5j6n

I've merged your pull request; thanks for contributing! I probably fixed the null pointer in the commit above, but let me know if that doesn't do it (since I didn't actually reproduce the error).
Could you please add a feature to change Keybindings or at least adjust them to the layout used by the OS?
Basically it's pretty much unplayable with a QWERTZ layout.
Topic Starter
New Release: v0.3.2

Features:
  1. Improved search: added for conditional expressions, and subsequent now limit the existing result list (instead of further expanding it).
  2. Added "Easy" mod.
  3. Added a progress bar in the splash screen (new default).
  4. Added a yellow progress circle during song lead-in time.
  5. Game keys (default Z/X) are now configurable.
  6. Added "Length" sort tab.
Fixes:
  1. Eliminated delays when quickly switching between songs in the "Song Select" menu.
  2. Changed default OSZ unpacking location to a "SongPacks" directory to prevent unintended unpacking.
  3. Input controls in the "Game Paused/Fail" menu are now identical to game controls.
  4. Fixed difficulty settings are no longer affected by game mods.
  5. Slider scoring now properly handles repeats.
  6. Fixed a handful of errors in corner cases.
I also did a lot of refactoring, for those of you interested in the source code.


formi wrote: q1o2v

Could you please add a feature to change Keybindings or at least adjust them to the layout used by the OS?
Done.
Can't import Beatmaps anymore.
It starts with default settings, but when i change the Beatmaps' folder it just doesn't work.

Sat Jul 19 08:34:26 CEST 2014 WARN:Format error in options file.
java.lang.NumberFormatException: For input string: "0,0"
at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source)
at java.lang.Float.parseFloat(Unknown Source)
at itdelatrisu.opsu.states.Options.parseOptions(Options.java:1359)
at itdelatrisu.opsu.Opsu.main(Opsu.java:112)
Sat Jul 19 08:34:29 CEST 2014 ERROR:** Uncaught Exception! **
Sat Jul 19 08:34:29 CEST 2014 ERROR:5
java.lang.ArrayIndexOutOfBoundsException: 5
at itdelatrisu.opsu.OsuParser.parseFile(OsuParser.java:395)
at itdelatrisu.opsu.OsuParser.parseAllFiles(OsuParser.java:90)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:123)
Topic Starter

formi wrote: q1o2v

I updated the release (commit), so try re-ing. The first error is related to locales (why Java's "Float" class doesn't handle this internally is beyond me), and the second is (I think) a typo on my part, but let me know if it's not fixed.
java :x
Noob question, but where Is the opsu.jar file? I can't find anything called opsu in the opsu-master folder.

Kinac wrote: 3n6e2z

Noob question, but where Is the opsu.jar file? I can't find anything called opsu in the opsu-master folder.
just the release (opsu-0.3.2.jar)
https://github.com/itdelatrisu/opsu/releases/
is this another "osu"-like game?
and if i'm not mistaken, peppy has planned to outsource osu @_@
it just hangs on loading beatmaps about 75% through for me
Thu Jul 24 11:34:19 BST 2014 ERROR:** Uncaught Exception! **
Thu Jul 24 11:34:19 BST 2014 ERROR:multiple points
java.lang.NumberFormatException: multiple points
at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source)
at java.lang.Float.parseFloat(Unknown Source)
at itdelatrisu.opsu.OsuTimingPoint.<init>(OsuTimingPoint.java:92)
at itdelatrisu.opsu.OsuParser.parseFile(OsuParser.java:325)
at itdelatrisu.opsu.OsuParser.parseAllFiles(OsuParser.java:90)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:123)
again java = bleeeeh
dl4me

xNousagi wrote: 473g18

is this another "osu"-like game?
and if i'm not mistaken, peppy has planned to outsource osu @_@
Are you bad at reading or something?
Topic Starter

nookls wrote: 4u3623

at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source)
...okay. Instead of adding extra parser checks as I've previously done, I've decided to just catch all bad input in 83e4860 (binary). Although there's absolutely no reason for there to be a decimal point error in a generated beatmap file...

xNousagi wrote: 473g18

if i'm not mistaken, peppy has planned to outsource osu @_@
I think you mean "open-source". ^.^

nookls wrote: 4u3623

again java = bleeeeh
One exception doesn't mean Java is a crap. It's a great language, faster than C#, and little slower than C++. I think you know Java is slow from badly written Minecraft :)
Uhm... May this can help you to avoid converting mp3 to wav? http://openinnowhere.sourceforge.net/lameonj/
It's great I can play osu on my crapy eeepc with linux.

I'm c# guy and I think java is really fine.
the real solution is not converting mp3 -> wav... is play mp3. Try using libav/ffmpeg.

ErunamoJAZZ wrote: 63iv

the real solution is not converting mp3 -> wav... is play mp3. Try using libav/ffmpeg.
what did I say?

Howl wrote: 5d1b38

Uhm... May this can help you to avoid converting mp3 to wav? http://openinnowhere.sourceforge.net/lameonj/
Great work (although the slider issue is quite disappointing)! Will you add the beatmap editor in the future?
How about an opsu! updater? :D
Kudos on your hard work so far! I'd love to see where this goes.
how can i run it on a blackberry?
Topic Starter
Hey everyone! I apologize for the necro, but just letting you all know this project hasn't completely died yet. I pushed a lot of updates over the past few weeks, with significant memory and stability improvements, graphical polishing, many new features, and code enhancements.

Release: v0.4.0

The full changelogs are on GitHub, but these are some of the highlights since I last posted:
  1. Memory reductions: With ~1000 beatmaps, opsu! uses about 50% less memory than in the previous version (so it's now comparable to osu!).
  2. Error handling: Along with better error checking, there's now a dialogue box that should appear whenever an error occurs with the exception and a prompt to report it.
  3. Visuals: Lots of tweaks. Most noticeably, there are hover effects on almost all menu elements now, so everything feels a lot more interactive.
  4. Beatmap loading: For those who had trouble with the (still relatively slow) beatmap parser, you can now press 'Esc' to interrupt the parser and run the game with the currently loaded maps. You can also press 'F5' in the song menu to reload maps (including new ones). It's also possible to restart the program from the options menu by pressing 'Ctrl+Shift+F5', without needing to reload any beatmaps.
  5. Development-related: opsu! is now distributed as a Maven project (thanks to Tillerino), and I rewrote parts of JarSplice to allow automatically building the standalone JARs; it only takes a single command to compile, run, or package the source code now (if you're interested, instructions are listed on the ree page). I also cleaned and rewrote a lot of the code, so it's far better organized.
Again, I can't really guarantee that I'll be able to keep working on this -- I'm just doing it for fun now, and I'm pretty busy at school -- but feel free to leave any comments!
New version of your app doesnt work for me. The older one(I think it was 0.3.2 or so) was functional but only in home directory.(The Songs and Skins folders must be in home directory. I dont if the app itselft must be in home directory.)

This is the output:
Exception in thread "main" java.lang.UnedClassVersionError: itdelatrisu/opsu/Opsu : Uned major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:643)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:323)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:268)
Could not find the main class: itdelatrisu.opsu.Opsu. Program will exit.

Im using GNU/Linux Ubuntu 14.04.

Itachi17 wrote: 6c2y3i

New version of your app doesnt work for me. The older one(I think it was 0.3.2 or so) was functional but only in home directory.(The Songs and Skins folders must be in home directory. I dont if the app itselft must be in home directory.)

This is the output:
Exception in thread "main" java.lang.UnedClassVersionError: itdelatrisu/opsu/Opsu : Uned major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:643)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:277)
at java.net.URLClassLoader.access$000(URLClassLoader.java:73)
at java.net.URLClassLoader$1.run(URLClassLoader.java:212)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
at java.lang.ClassLoader.loadClass(ClassLoader.java:323)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
at java.lang.ClassLoader.loadClass(ClassLoader.java:268)
Could not find the main class: itdelatrisu.opsu.Opsu. Program will exit.

Im using GNU/Linux Ubuntu 14.04.
Use newer Java
To Author: Have you done the circular curve alghorithm?

LudziE12 wrote: 1j5x5d

Use newer Java
To Author: Have you done the circular curve alghorithm?
Thanks now it works.
Topic Starter

LudziE12 wrote: 1j5x5d

To Author: Have you done the circular curve alghorithm?
No, I haven't. I haven't really been focusing on the sliders since I really don't have any idea how osu! implements them. x.x
When i started working with my clone here: https://github.com/LudziE12/josu i first tried to make that alghorithm. You can found it there (not ended). Maybe tomorrow i will push working one.
Asuka-_old_1
Good work! Is there any way to change the resolution? :oops:
Topic Starter

Asuka- wrote: 694wp

Good work! Is there any way to change the resolution? :oops:
In the song menu, there's a little wrench icon next to the search bar. That'll take you to the options menu, and the first one is screen resolution.
I have played opsu since the 1st version till the latest version and i just can say that this game is (almost) flawless in performance and stability apart from Bezier sliders which screws the play and the non-default skin which distracts a lot xD

However, since my workplace is mostly Linux based OS, i found that opsu! never runs above 61FPS even if the limiter is set above of 60 FPS (vsync)
On Windows, it works fine on high fps (can reach up to 240 FPS).

The Ubuntu I am using is Ubuntu 14.10 and using JDK (not JRE) 8u25 (kind of lazy to install JRE because my workplace is mostly developing software using Java and JDK usually includes the Java runtime as well)

Also, I found that if I try to use my skin, the comboburst sometimes pops up an extremely stretched slider ball which is weird (also happens occasionally with no custom skin) but i can't properly reproduce it (too random)
Topic Starter

chong601 wrote: 2y3l5c

I actually noticed the comboburst problem too shortly after I posted the release, and quickly made a re-release after this fix. You probably have the original version of 0.4.0, so just re- it to fix the problem. Sorry about that!

I don't really know what I can do about the FPS issue, since I'm pretty inexperienced with the low-level graphics stuff. x_x
Hey, do you think you can turn this into a better-than-osu practising client? It'd be great if we could have additional settings in the "Mods" section to change:
- Final overall AR (even if using HT, DT, EZ or HR, this overrides it)
- Final overall Circle Size (even if using EZ or HR, this overrides it)
- Speed (more selections than DT (3/2 speed) and HT (2/3 speed)

I realize that it's probably a lot of work but I think that the ability to change those on the fly for any song would make this a better place to practise than osu itself
Topic Starter

FieryLight wrote: 4g2o4r

Fixed difficulty settings (CS, AR, OD, HP) are already implemented. You can go into the options menu and change them in the "Custom" section. The mechanics are still off from osu!, though, so don't expect too much. :P

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.

euphyy wrote: 2ap2l

FieryLight wrote: 4g2o4r

Fixed difficulty settings (CS, AR, OD, HP) are already implemented. You can go into the options menu and change them in the "Custom" section. The mechanics are still off from osu!, though, so don't expect too much. :P

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.
Oh, I see.... Well, hopefully you come across something perfect that leads you to it. I wouldn't expect it anytime soon but, still, hopeful :) And wow, didn't know those options were already in there, I haven't ed this since it's release, I can't wait to try it out :D

EDIT: Hmm, just ed and it doesn't seem to work for me, I tried twice (and waited quite a while) and noticed there was a text file and it said:

Mon Jan 26 21:50:41 PST 2015 ERROR:Unable to determine Slick build number
Mon Jan 26 21:55:57 PST 2015 ERROR:Unable to determine Slick build number

euphyy wrote: 2ap2l

I tried playing around with the Beads Project for MP3 decoding (which LudziE12 used for josu!), since it can decode in real-time and is generally a very versatile music player (ex. it can handle speed changes, etc.), but I just couldn't get it to work at all -- it won't even run inside of a JAR (#1 reason why I dropped the approach), doesn't give accurate track positions, and can't play OGGs as far as I can tell (I just hear a lot of static). Here's what I did so far, in a separate branch (sorry, no binaries since apparently they don't work): https://github.com/itdelatrisu/opsu/com ... 92329a29c9

So unless I have more luck with MP3 decoding in Java, it doesn't look like speed changes (Easy/Double/Nightcore, etc.) are going to happen.
Have you tried looking up other open-source Java-based MP3 player? Probably you have more luck on that (but you might need to do something with other things like speedup and timing to your preferred accuracy)

I am looking through the opsu! source code while working to probably find fix for the 61 FPS issue on 240 fps

(and is there any ETA on the other types of sliders? Bezier is definitely unplayable on some old maps xD)
Topic Starter

FieryLight wrote: 4g2o4r

EDIT: Hmm, just ed and it doesn't seem to work for me
I don't know what the problem would be, sorry. That log message is normal (a bug in the game library), and I don't have any other information to go off of. x.x

chong601 wrote: 2y3l5c

I've searched long and hard for an MP3 library with very basic functionality (streaming, seeking, accurate track position), but still haven't found anything that works. x.x The FPS issue is probably a bug in the Slick2D library (or maybe LWJGL), since I didn't touch any of the internals for that, but maybe you'll find something. xD And like I said before, I don't have much information about the sliders and am usually very busy at school (I'm on break now), so I can't guarantee any work on the sliders unless someone decides to help.

euphyy wrote: 2ap2l

FieryLight wrote: 4g2o4r

EDIT: Hmm, just ed and it doesn't seem to work for me
I don't know what the problem would be, sorry. That log message is normal (a bug in the game library), and I don't have any other information to go off of. x.x

chong601 wrote: 2y3l5c

I've searched long and hard for an MP3 library with very basic functionality (streaming, seeking, accurate track position), but still haven't found anything that works. x.x The FPS issue is probably a bug in the Slick2D library (or maybe LWJGL), since I didn't touch any of the internals for that, but maybe you'll find something. xD And like I said before, I don't have much information about the sliders and am usually very busy at school (I'm on break now), so I can't guarantee any work on the sliders unless someone decides to help.
I'm working now on my major game with my team, but when i find time (starting 2 weeks winter holidays this weekend) i will help with the sliders and i will try to fix beads library.

When i started making josu! I searched for good audio library and only beads has separate pitch and speed settings (in others setting pitch changed speed).

I have a question: Is problem with sound and music in linux is fixed? I haven't looked to the repo for some time :)

LudziE12 wrote: 1j5x5d

I have a question: Is problem with sound and music in linux is fixed? I haven't looked to the repo for some time :)
Afaik, it does work at my workplace Linux Ubuntu (14.10 32-bit, PulseAudio sound system)
Topic Starter
Lots of major updates in the past two weeks, so here's another release!

Release: v0.5.0
A brief overview:
  1. Sliders: Thanks to fluddokt, sliders are now fixed! The old buggy sliders were replaced with two new types: circumscribed circles and linear beziers.
  2. Score Database: Scores are now saved to an SQLite database, so you can view past scores in the song menu much like in osu!.
  3. Beatmap er: There's now a s menu that allows you to search for beatmaps, them, and import them directly through opsu!. The er fetches files and data from Bloodcat, so you can only 4 files at a time (even though there's no actual limitation code-wise).
Some screenshots:
SPOILER
(ignore the scores, they're clearly fake :P)
I'm starting classes again in a few hours, so updates will probably be much slower again (unless anyone wants to help, as usual!). In any case, let me know what you think!
Hey, I'd rather you didn't use the bundled osu! (audio) tracks here. Some of them aren't licenced for use outside of osu! and I'd like to respect the artist's rights where possible (considering this project is somewhat related to osu!).

Also I noticed there's some artwork that you likely don't have permission to use, so you may want to double-check on that.
If I don't get a reply acknowledging my last message within the next 24 hours I will be removing this forum thread.
Topic Starter
Which audio tracks are you referring to? If it's the theme song, I can remove that, but I wasn't aware that osu! had a license on it (I didn't find an indication of that anywhere). The rest of the sounds are from skins, which are all credited.

I also credited all the skin authors, and I'd be happy to remove any images if the authors want them removed.
The bundled beatmaps and theme song.
Topic Starter
Done: https://github.com/itdelatrisu/opsu/com ... 26a0cf8db0 (there aren't any bundled beatmaps)
Sorry for the trouble.
Thank you.
This is working really great! I did notice the spinners were a little bit hard to finish. I think they are supposed to have some sort "weight" so they keep spinning for a little bit if you stop spinning the cursor.

Could I assist in the project? I'll try to help as much as I can.
Topic Starter

PizzaLovers007 wrote: 6g4354

This is working really great! I did notice the spinners were a little bit hard to finish. I think they are supposed to have some sort "weight" so they keep spinning for a little bit if you stop spinning the cursor.

Could I assist in the project? I'll try to help as much as I can.
Of course -- thanks for your interest! Please submit a pull request whenever you're ready, and feel free to discuss any changes you'd like to make beforehand (either here or by opening a GitHub issue).

I have no idea how the spinners are supposed to be done, so any help would be greatly appreciated.
Aye, development has started again? Might try and run this again on my RPi

But I did get an error running on my main system:
Error while creating game container.
org.newdawn.slick.SlickException: Failed to initialise the LWJGL display
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:378)
at itdelatrisu.opsu.Container.start(Container.java:62)
at itdelatrisu.opsu.Opsu.main(Opsu.java:160)

What did I break?

e~ I broke nothing, it's just my graphics are uned?
Topic Starter

Doqtor Kirby wrote: 543f2x

Might try and run this again on my RPi
It's not (currently?) ed by LWJGL. After doing some quick searches, it seems like people have managed to hack together something that works (see here), but I wouldn't count on the rest of the program running smoothly (or at all) on a Raspberry Pi.
Probably will work somehow on the latest Raspberry Pi 2? Those hardware upgrades *drools* :roll:
But yeah, making LWJGL working on Raspberry Pi gonna need to do a lot of hacking... especially when you want to have hardware acceleration
One side note, I am looking at the source code on the part of the layout of opsu!, it just doesn't feel right (some misaligned arrows, unusually giant score bars...) and see whether I can fix it using % rather than using some hacky offsetting or things that complicate things instead...

euphyy wrote: 2ap2l

Doqtor Kirby wrote: 543f2x

Might try and run this again on my RPi
It's not (currently?) ed by LWJGL. After doing some quick searches, it seems like people have managed to hack together something that works (see here), but I wouldn't count on the rest of the program running smoothly (or at all) on a Raspberry Pi.
K. RPi. Not gonna happen as of now. But what about the problem running it on a Windows box?

Doqtor Kirby wrote: 543f2x

Error while creating game container.
org.newdawn.slick.SlickException: Failed to initialise the LWJGL display
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:378)
at itdelatrisu.opsu.Container.start(Container.java:62)
at itdelatrisu.opsu.Opsu.main(Opsu.java:160)
Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
Topic Starter

chong601 wrote: 2y3l5c

some misaligned arrows, unusually giant score bars...
The arrows should be working (mostly) as of the latest release, but I haven't figured out the scorebars -- there's a TODO note about it probably involving cropping the transparent parts off of the images and centering from there, though I haven't had the chance to try it out yet.

Doqtor Kirby wrote: 543f2x

Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
It's not about a graphics card. LWJGL (the wrapper for OpenGL/OpenAL) doesn't compile for ARM processors (i.e. Raspberry Pi) without a good deal of hacking, which some people have attempted with varying success (and you can find these projects online). I wouldn't count on it working, though -- there are too many other areas where it could fail, even if you manage to get LWJGL working, and performance will probably be horrible.

euphyy wrote: 2ap2l

chong601 wrote: 2y3l5c

some misaligned arrows, unusually giant score bars...
The arrows should be working (mostly) as of the latest release, but I haven't figured out the scorebars -- there's a TODO note about it probably involving cropping the transparent parts off of the images and centering from there, though I haven't had the chance to try it out yet.

Doqtor Kirby wrote: 543f2x

Is this fixable, like, at all? Or will I need to go flesh out hundreds for a new graphics card?
It's not about a graphics card. LWJGL (the wrapper for OpenGL/OpenAL) doesn't compile for ARM processors (i.e. Raspberry Pi) without a good deal of hacking, which some people have attempted with varying success (and you can find these projects online). I wouldn't count on it working, though -- there are too many other areas where it could fail, even if you manage to get LWJGL working, and performance will probably be horrible.
The question was not regarding my RPi, it was regarding my x86-based Windows tablet.

Sorry for the confusion,
OK, just looked around on the 0.5.0 release and I think enforcing block-style numbering (like in osu! where numbers adhere to the default skin width will actually make opsu! much more like osu! (max width of the number is 34 pixels)
Example
opsu! score appearance:

osu! score appearance:
Notice that the "1" in osu! is in the same width rather than following the actual image width
I would look into the source code thoroughly probably by the end of March and I probably can help with image offsets (and probably make opsu! adheres to skin.ini?)

EDIT:
uh....


EDIT2:
Probably the offset can be set back to 0 and then manually set -150 ms in the code? -150ms sounds like just like 0
Ignore that
Hey, I tried opsu! again recently and I'm still getting the same error:

Mon Feb 02 21:24:03 PST 2015 ERROR:Unable to determine Slick build number
Wed Feb 11 00:40:29 PST 2015 ERROR:Unable to determine Slick build number

^That was in the .opsu.log file.

BUT I noticed that I can actually use opsu!, I just can't see it. I can scroll to change the volume, I can click to go somewhere (not sure where but it worked), I could use the "back" button after I entered whatever I entered and I even managed to guess where the Exit button was to close opsu! (I had to guess because my cursor disappeared when hovering over it).

Anyway, here's screen shot of how it looks (or rather, doesn't look):


I'll try other .jars tomorrow to see if it's just my own thing

EDIT: Oh yeah, and I can hear the music too

FieryLight wrote: 4g2o4r

Hey, I tried opsu! again recently and I'm still getting the same error:

Mon Feb 02 21:24:03 PST 2015 ERROR:Unable to determine Slick build number
Wed Feb 11 00:40:29 PST 2015 ERROR:Unable to determine Slick build number

^That was in the .opsu.log file.

BUT I noticed that I can actually use opsu!, I just can't see it. I can scroll to change the volume, I can click to go somewhere (not sure where but it worked), I could use the "back" button after I entered whatever I entered and I even managed to guess where the Exit button was to close opsu! (I had to guess because my cursor disappeared when hovering over it).

Anyway, here's screen shot of how it looks (or rather, doesn't look):


I'll try other .jars tomorrow to see if it's just my own thing

EDIT: Oh yeah, and I can hear the music too
My best bet is try updating your JREs...
I think that may be the issue...

EDIT:
Just found out that maps with ogg songs not playable on 32-bit JREs for Windows...
(probably due to the 32-bit JRE issue? They do have some memory limits set on 32-bit afaik)
I did get the stack trace printed:
Wed Feb 11 21:16:52 SGT 2015 ERROR:** Uncaught Exception! **
Wed Feb 11 21:16:52 SGT 2015 ERROR:Java heap space
java.lang.OutOfMemoryError: Java heap space
at java.util.Arrays.copyOf(Unknown Source)
at java.io.ByteArrayOutputStream.grow(Unknown Source)
at java.io.ByteArrayOutputStream.ensureCapacity(Unknown Source)
at java.io.ByteArrayOutputStream.write(Unknown Source)
at org.newdawn.slick.openal.OggDecoder.getData(OggDecoder.java:315)
at org.newdawn.slick.openal.SoundStore.getOgg(SoundStore.java:835)
at org.newdawn.slick.openal.SoundStore.getOgg(SoundStore.java:793)
at org.newdawn.slick.Music.<init>(Music.java:163)
at org.newdawn.slick.Music.<init>(Music.java:75)
at itdelatrisu.opsu.audio.MusicController.loadTrack(MusicController.java:113)
at itdelatrisu.opsu.audio.MusicController.access$000(MusicController.java:44)
at itdelatrisu.opsu.audio.MusicController$1.run(MusicController.java:85)
The map will not play when this happens
Maps with MP3 songs is not affected on this
Maps affected (currently):
Oratorio The World God Only Knows - God only knows
Not playable on latest JRE 32-bit for Windows but playable on JRE 64-bit for Windows (not tested at Linux)
Sorry for double posting...

After a few plays on opsu!, I found that the hitsounds are some sort of silenced on certain maps (happens on random, some maps have none of this problem but it appears that fast maps have this problem) as well as those hitsounds sounded like delayed on fast maps.

By the way, I am looking at parsing the skin.ini so that opsu! will able to use skins as in like osu!... (still on progress... no idea when i can finish this since i am quite busy with work and rl stuff).

Other than that, everything is going well in opsu! :D
Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?

Tuxdude143 wrote: 4s5z5b

Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?
written in Java using Slick2D and LWJGL, wrappers around the OpenGL and OpenAL libraries.

chong601 wrote: 2y3l5c

Tuxdude143 wrote: 4s5z5b

Interersting. An open source version of the game... Pretty cool really because it allows for this version to go down a completely different route to the official version. I may take a peek at the source code at some point. What language is it written in again?
written in Java using Slick2D and LWJGL, wrappers around the OpenGL and OpenAL libraries.
Eh... Java. One of the languages I ain't got any experience in. Ah well.

Tuxdude143 wrote: 4s5z5b

Eh... Java. One of the languages I ain't got any experience in. Ah well.
neither do i... i do have some java knowledge but i never touched those with GUI yet...
Topic Starter
Release: v0.6.0
Lots of major updates again, and thanks to everyone who contributed! Here's a summary of the changes:
  1. Audio: MP3s in beatmaps are now streamed instead of converted (finally!). Also improved sound effect loading, and added preliminary MP3 for them.
  2. UI: Added new menus -- game mods (F1), beatmap options (F3), beatmap deletion, song reloading (F5), score management -- and made a lot of changes in the song menu and gameplay. These include fixes to long-standing bugs like misaligned scorebars, missing rotation and fade effects, poor aspect ratios, etc. Check it out!
  3. Other: Spinners are now "weighted"; the beatmap er detects songs that are already loaded; added hit error bar; fixed issues with the image loader; and many other updates (see the release notes for details).

chong601 wrote: 2y3l5c

Score digits are now fixed-width, and scorebars are fixed. There's still no parser for skin.ini, though. I didn't look at the memory issues either, but let me know if anything's changed in this release. Hitsounds are a known issue, no idea how to fix it.

FieryLight wrote: 4g2o4r

Are you still experiencing this? (The errors in the log file don't mean anything, so I have no idea what could be wrong.)

Tuxdude143 wrote: 4s5z5b

If you can program in other languages, it shouldn't be too hard to read the source code for this (Java is very readable, imo :P). It's my first real project, so there's nothing fancy happening anywhere, really.

euphyy wrote: 2ap2l

FieryLight wrote: 4g2o4r

Are you still experiencing this? (The errors in the log file don't mean anything, so I have no idea what could be wrong.)
Yep, unfortunately.

Other .jar's work fine though (I actually wasted quite a bit of time "checking" with a tetris clone xD)
opsu works fine on my laptop though (though I don't use that to play so.. :| )
Issue: MP3 sound effects no longer works
Affects: opsu! 0.6.0
Previous working version: opsu! 0.5.0

Stack trace:
Mon Feb 23 20:32:30 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\applause.mp3'.
Mon Feb 23 20:32:30 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:47 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\combobreak.mp3'.
Mon Feb 23 20:32:47 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:48 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\failsound.mp3'.
Mon Feb 23 20:32:48 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:50 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\sectionfail.mp3'.
Mon Feb 23 20:32:50 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)
Mon Feb 23 20:32:51 SGT 2015 ERROR:Failed to load file 'D:\opsu\Skins\section.mp3'.
Mon Feb 23 20:32:51 SGT 2015 ERROR:could not get audio input stream from input URL
javax.sound.sampled.UnedAudioFileException: could not get audio input stream from input URL
at javax.sound.sampled.AudioSystem.getAudioInputStream(Unknown Source)
at itdelatrisu.opsu.audio.SoundController.loadClip(SoundController.java:86)
at itdelatrisu.opsu.audio.SoundController.init(SoundController.java:199)
at itdelatrisu.opsu.states.Splash$1.run(Splash.java:108)

euphyy wrote: 2ap2l

  1. Audio: MP3s in beatmaps are now streamed instead of converted (finally!). Also improved sound effect loading, and added preliminary MP3 for them.
*heavy breathing*
No delay in any song loading (even on 52 min map :O )

euphyy wrote: 2ap2l

  1. UI: Added new menus -- game mods (F1), beatmap options (F3), beatmap deletion, song reloading (F5), score management -- and made a lot of changes in the song menu and gameplay. These include fixes to long-standing bugs like misaligned scorebars, missing rotation and fade effects, poor aspect ratios, etc. Check it out!
Sweeeeeeeeeet <3<3<3
Now it actually looked almost osu! now o_o
But, the slider loading is a bit weird... It used to have all loaded in once but now the number comes in first and the whole slider finally becomes opaque after a moment later...

euphyy wrote: 2ap2l

  1. Other: Spinners are now "weighted"; the beatmap er detects songs that are already loaded; added hit error bar; fixed issues with the image loader; and many other updates (see the release notes for details).
HIT ERROR BAR?!?!?!?!?!?!
HOLY SHEET THIS IS WHAT I WANT LOL (i have my own version inbuilt though, text version only, will show the last 5 clicks but it is very off compared to this one)
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