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

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On the Android version my settings aren't saving, e.g. I have to reset my offset, turn off combobursts, re-enable pause button, etc etc etc. every time I launch opsu. The scoreboards are saving properly though ...

tuddster wrote: 306bx

On the Android version my settings aren't saving, e.g. I have to reset my offset, turn off combobursts, re-enable pause button, etc etc etc. every time I launch opsu. The scoreboards are saving properly though ...
Sounds like the settings file isn't getting written correctly. The scoreboards are in a sqlite database separate from the basic settings.
Topic Starter
fluddokt just posted the APK for the 0.9.0 release, and it resolves many of the issues mentioned above. You can get it here.
I just thought of this... why not add a feature to disable or enable the cursor in mobile? Since the cursor eats up RAM on my phone. Disabling it may reduce delay. And hooray for Android port!
Runs great on both Windows and Android. May I suggest a new feature: local (per-map) offsets. This is particularly useful for Android since music offset is not the same across different maps.

EDIT: Also, a question, how do I scroll the song list properly on Android? It's too fast.
So nice working for me
Hmm osu! droid never worked properly here, i'll try this on my phone when I have some time!
ccxex29
I have requests..

add stars?
move settings to the main menu?
remove fps limit? on desktop 240fps, android 60fps
add mania and ctb and taiko mode with keyboard and touch ?
add custom skins option?
+it uses more GPU usage than osu! when i checked on my gpu-z

thx... :)

ccxex29 wrote: 302947

move settings to the main menu?

^this

ccxex29 wrote: 302947

remove fps limit? on desktop 240fps, android 60fps

no point except burning your phone, my Snapdragon 805 sometimes have troubles running it

ccxex29 wrote: 302947

add mania and ctb and taiko mode with keyboard and touch ?

For Mania and CtB, just Malody. (Get it at http://m.mugzone.net/)
For Taiko mode, just T-Aiko. (Get it on the Play Store: https://play.google.com/store/apps/details?id=guy.taiko)

ccxex29 wrote: 302947

add custom skins option?

That's already possible, just edit .opsu.cfg (the 'Skin' variable is the path to the actual skin folder)
Topic Starter
Release: v0.10.0
Lots of major updates in this one! Thanks to Bigpet and fluddokt for making this possible.
  1. Slider rendering: A new slider rendering method is now being used (mmsliders); this utilizes FBOs, and will fall back to the original method if your machine doesn't it. Needless to say, this is a huge improvement -- you can check out some updated screenshots if you're interested.
  2. Skin loader: Now that I've finally gotten around to writing this, skinning is a lot more similar to osu!: skins can be selected in-game from multiple directories, and skin options in skin.ini are actually being parsed. Note that not all of the options are implemented yet, but a good number of them are.
  3. Replay features: Replays from osu! (or opsu!) can be automatically imported into the game by placing them in the "ReplayImport" directory; they'll be added into your score database as well. Seeking is also possible in replays now after enabling the "Replay Seeking" setting in the options menu.
  4. Score formula: There were a handful of changes to make scoring more similar to osu!. The formula is still not entirely accurate, though, so please let me know if you know what's still missing!

Newb1et wrote: 4z2m5p

I just thought of this... why not add a feature to disable or enable the cursor in mobile? Since the cursor eats up RAM on my phone. Disabling it may reduce delay.
I'll let fluddokt decide whether or not to add that option. I don't think that rendering the cursor (and trail) would be very resource-intensive, though.

doomed151 wrote: 226x2s

May I suggest a new feature: local (per-map) offsets. This is particularly useful for Android since music offset is not the same across different maps.
That's possible. Where would you place that option, though?

ccxex29 wrote: 302947

add stars?
move settings to the main menu?
remove fps limit? on desktop 240fps, android 60fps
add mania and ctb and taiko mode with keyboard and touch ?
add custom skins option?
+it uses more GPU usage than osu! when i checked on my gpu-z
The star formula seems far too complicated to reverse engineer. I don't see any reason to remove the FPS limit (why would you need above 240fps?). I've never played any of the other game modes. Skinning is just like osu! as of this release. GPU usage is lower than osu! on my computer; how much more is it for you?
ccxex29

ccxex29 wrote: 302947

add stars?
move settings to the main menu?
remove fps limit? on desktop 240fps, android 60fps
add mania and ctb and taiko mode with keyboard and touch ?
add custom skins option?
+it uses more GPU usage than osu! when i checked on my gpu-z
The star formula seems far too complicated to reverse engineer. I don't see any reason to remove the FPS limit (why would you need above 240fps?). I've never played any of the other game modes. Skinning is just like osu! as of this release. GPU usage is lower than osu! on my computer; how much more is it for you?[/quote]
:/ so, you will not port the game modes and stars in the future?
about fps, why does it set 240fps in desktop and 60fps in android?? why not just put 60fps for android and desktop version
and no doubt that the GPU is lower.. it uses less effects,less resources.

Anyway, im just tryin to give you s and suggestions. Thanks ~

euphyy wrote: 2ap2l

doomed151 wrote: 226x2s

May I suggest a new feature: local (per-map) offsets. This is particularly useful for Android since music offset is not the same across different maps.
That's possible. Where would you place that option, though?
The feature already is inside osu!. You can change the local offset of a map by using +/- on your keyboard while the map is being played, so why not make it similiar to how osu! does it?
Well, it playing stable on my Xiaomi Redmi 1s (snapdragon 400 + adreno 305)
For example, osu!droid laggy for me.
But... it feels like music is going some little ahead circles. just very little ahead. but thats enough to play some discomfortable.
Is there any chance to edit delay in ms? like in desktop official ver
/udp
well, found .opsu.cfg in main SD directory, there was offset -75. set it to 0 and game now looks better. for what reason developer set it to -75 - only he knows :D

marcostudios wrote: 5c4z8

Can't open if i pasted on my osu! folder

Mon Jun 30 09:35:40 CEST 2014 ERROR:Unable to determine Slick build number
Mon Jun 30 09:35:40 CEST 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:115)
Mon Jun 30 09:35:40 CEST 2014 ERROR:Error while creating game container.
Mon Jun 30 09:35:40 CEST 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:115)

624338352 wrote: 34555b

marcostudios wrote: 5c4z8

Can't open if i pasted on my osu! folder

Mon Jun 30 09:35:40 CEST 2014 ERROR:Unable to determine Slick build number
Mon Jun 30 09:35:40 CEST 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:115)
Mon Jun 30 09:35:40 CEST 2014 ERROR:Error while creating game container.
Mon Jun 30 09:35:40 CEST 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:115)
Please be aware that due to the way Java works (or any dependencies in opsu), opsu! will not run on any folder that contain "!" (exclaimation mark)...
how i can and install?

RehaOyundaDegil wrote: 133u14

how i can and install?
are you a troll or what? you posted in two open source threads asking for how to and install. What about reading what's written in the OP?

go here: https://github.com/itdelatrisu/opsu/releases/ and the latest release. Then, follow the instructions in the OP in the "Running" section.
Hi. At first I would like to thank developers for this great port. It works flawless on my S5.

I have minute problem. I accidentally changed all settings by unexpected swipe over settings screen. Could you tell me how can I revert default settings? Thanks.

(It happened on my phone)


Nvm. I deleted .cfg file and opsu created a new one.
___________________________________________________________



I have two other problems and both could be seen on the screen below.

>http://up.fastpoke.org/img/c2844e094e829c31ced2cad5ebd89dfd.png

First problem related to sliders. They look wrong. Excess circles appear through the sliders and reverse sliders.

Second problem is about the ball which appear instead of skin's "ring".

This is how it should look (screenshot from pc's original osu)

>http://up.fastpoke.org/img/c04faafdd6ac9b5b45c23b1bb6787ea3.png

Any ideas how I can terminate these issues?
i copied skin as said on the instructions page... but their too big for the screen XD,, only the cursor, numbers, and some other elements resized automatically...
(I duuno how to add pictures in this forum.. i duno how to turn image to url)..... :!: :!: :? :shock: :shock: Help please
it laggs soo much when spinners appear... but osudroid doesent have this problem.... :( :( :o :o :o :o :o :o :o
no mouse sensitivity option? :o
Opsu for android is what im referring to....: the spinner glitches/stops, and i cant complete a full turn :'( :( :( :( :shock:

Sendji wrote: 5n6o1a

Hi. At first I would like to thank developers for this great port. It works flawless on my S5.

I have minute problem. I accidentally changed all settings by unexpected swipe over settings screen. Could you tell me how can I revert default settings? Thanks.

(It happened on my phone)


Nvm. I deleted .cfg file and opsu created a new one.
___________________________________________________________



I have two other problems and both could be seen on the screen below.

>http://up.fastpoke.org/img/c2844e094e829c31ced2cad5ebd89dfd.png

First problem related to sliders. They look wrong. Excess circles appear through the sliders and reverse sliders.

Second problem is about the ball which appear instead of skin's "ring".

This is how it should look (screenshot from pc's original osu)

>http://up.fastpoke.org/img/c04faafdd6ac9b5b45c23b1bb6787ea3.png

Any ideas how I can terminate these issues?
Sad to say that the slider pattern is actually intended... The only solution is use the best quality for slider rendering.
For the ball, i guess is that you didn't have the sliderball images copied to the Skins folder.

The slider rendering has been changed for the desktop version but only available on opsu-android as soon as fluddokt is free and merging changes to Android build...

Hydrixel wrote: 4mg2m

it laggs soo much when spinners appear... but osudroid doesent have this problem.... :( :( :o :o :o :o :o :o :o
What phone are you using? AFAIK, some phones does have issue with opsu!. S5, S6 and Note 4 to name a few....
Topic Starter
Release: v0.10.1
Bug fix release (thanks to Bigpet!). This fixes a major rendering issue when playing with "Flashlight" and the new slider style enabled. I also updated all the project dependencies -- I haven't noticed any compatibility issues while testing, but let me know if something isn't working properly.

Howl wrote: 5d1b38

The feature already is inside osu!. You can change the local offset of a map by using +/- on your keyboard while the map is being played, so why not make it similiar to how osu! does it?
I might take a look later. The music offset option has an awful implementation right now, so changing offsets during gameplay might not even work without a complete overhaul...

624338352 wrote: 34555b

Can't open if i pasted on my osu! folder
Blame Java. Nobody's ever going to fix that bug. /sigh

Sendji wrote: 5n6o1a

I have two other problems and both could be seen on the screen below.
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).

Hydrixel wrote: 4mg2m

i copied skin as said on the instructions page... but their too big for the screen XD,, only the cursor, numbers, and some other elements resized automatically...
Please report the issue (with screenshots) here so fluddokt can look at the issue. If it's also a problem in the desktop version, report it to me here instead.

Zeon013 wrote: 6w353k

no mouse sensitivity option? :o
No idea how/if this can be done with LWJGL/Java.

euphyy wrote: 2ap2l

Sendji wrote: 5n6o1a

I have two other problems and both could be seen on the screen below.
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).
Awesome! Waiting for the Android release.


Is the spinner bug going to be fixed? It freezes every 0.5 second after starting spinning.

Hydrixel wrote: 4mg2m

it laggs soo much when spinners appear... but osudroid doesent have this problem.... :( :( :o :o :o :o :o :o :o
Maybe its the OpenGL render, on my Samsung Galaxy Tab 3 it lags me but on my MetroPCs don't lags at all.
It's on your future plan implement an online mode?

rodrigez_BCL_ wrote: 6r296o

It's on your future plan implement an online mode?
We (me and euphyy) had a chat about this a few months ago. tl;dr of what he told me then: it would be pretty complicated to do. Although if a lot of people are willing to help, we can figure something out.
Xerath Solo Top
On opsu! android version, there's no hitsounds
i cant provide any logcat sorry.
Currently running CyanogenMod 12.1 (Android 5.1.1) Sprout8 (Android One) Official Nightlies.
Sorry 4 my bad english XD

Xerath Solo Top wrote: 3f1a23

On opsu! android version, there's no hitsounds
i cant provide any logcat sorry.
Currently running CyanogenMod 12.1 (Android 5.1.1) Sprout8 (Android One) Official Nightlies.
Sorry 4 my bad english XD



Fix for no hitsounds on CM12.1 / Android 5.1.1,
Go to Settings>Developer Options and find the option "Use AwesomePlayer (deprecated). Activate that then reboot.
Tadaaa~~~~ Problem Solved! (Don't forget to set the option "Disable All Sound Effects" to "No" on Opsu! Android.)
Hope it helps
Sorry for very bad english hahahaha
Xerath Solo Top
@WasuraretaKioku thank you! This actually solved my problem! You Rock XD!
how can i play streams? (android)

Hot Loli wrote: 2pu5k

how can i play streams? (android)
*facepalm*
just tap as fast as you can (or use a keyboard if you phone USB On-the-Go)

chong601 wrote: 2y3l5c

Hot Loli wrote: 2pu5k

how can i play streams? (android)
*facepalm*
just tap as fast as you can (or use a keyboard if you phone USB On-the-Go)
ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?

Hot Loli wrote: 2pu5k

chong601 wrote: 2y3l5c

*facepalm*
just tap as fast as you can (or use a keyboard if you phone USB On-the-Go)
ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?
If you've got a screen big enough, you can try doing this.

Hot Loli wrote: 2pu5k

ok, i'll rephrase my question. how can i stream with 2 fingers, not one. I tryed to play using one finger like a pen and two for tap but it didn't work. you advice me to play streams with 1 finger? mb you will advice me to play only mouse in pc version then?
well only if you have big screen, then you can use 2 fingers to stream (7+ inch minimum, 10 inch recommended) or use a keyboard attached to your phone
Keep in mind because opsu-android have limitations that it only can only one input at a time because ospu-android emulates touch input as mouse for now.
Well then, i don't have tablet, just phone 4.7 inch. Waiting for another input method.
I love this project.
Personally, I think you should drop desktop and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:

gintoki147 wrote: 473911

I love this project.
Personally, I think you should drop desktop and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
I think you got the point wrong here. There is one guy working on the PC version, which is opsu! itself, and another one who is working on opsu! for android. I think euphyy (the creator and mantainer of the PC version) would rather carry on working on it for the PC version, while leaving everything related to the android version to fluddokt, the guy working on the android port.
Topic Starter

Howl wrote: 5d1b38

gintoki147 wrote: 473911

I love this project.
Personally, I think you should drop desktop and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
I think you got the point wrong here. There is one guy working on the PC version, which is opsu! itself, and another one who is working on opsu! for android. I think euphyy (the creator and mantainer of the PC version) would rather carry on working on it for the PC version, while leaving everything related to the android version to fluddokt, the guy working on the android port.
It seems that fluddokt has been even busier than I have lately, which is why the Android version hasn't been getting as many updates. (I don't blame him, since porting my changes can't be very interesting...) But it's all open source, so really anyone can take over if they want to.

A technical issue is the way the Android version is written. To actually get the program running on Android, fluddokt had to switch the game engine from Slick2D (simple, dead, and desktop-only) to libGDX. But instead of porting the source code, which would've taken a very long time, he's "faking" the Slick2D API and replacing the implementation of all referenced methods with libGDX code. It works, as you can tell, but comes with these large problems:
  1. If someone updates the Slick2D code and calls Slick2D methods not yet "faked", all of those methods need to be rewritten as well (which isn't always easy, or even possible).
  2. If anyone continues developing the libGDX code with pure libGDX calls, the source code will be a mess of mixed Slick2D/libGDX and merging changes from the Slick2D code will get significantly harder.
  3. Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.
The only two choices I can see are to rewrite the project completely in pure libGDX (which nobody wants to do) or continue developing in Slick2D and porting the changes (which anyone can try to do, if they're up for it).

A more practical problem is that I don't actually own an Android device, so I'm not easily able to test anything for it.

euphyy wrote: 2ap2l

It seems that fluddokt has been even busier than I have lately, which is why the Android version hasn't been getting as many updates. (I don't blame him, since porting my changes can't be very interesting...) But it's all open source, so really anyone can take over if they want to.

A technical issue is the way the Android version is written. To actually get the program running on Android, fluddokt had to switch the game engine from Slick2D (simple, dead, and desktop-only) to libGDX. But instead of porting the source code, which would've taken a very long time, he's "faking" the Slick2D API and replacing the implementation of all referenced methods with libGDX code. It works, as you can tell, but comes with these large problems:
  1. If someone updates the Slick2D code and calls Slick2D methods not yet "faked", all of those methods need to be rewritten as well (which isn't always easy, or even possible).
  2. If anyone continues developing the libGDX code with pure libGDX calls, the source code will be a mess of mixed Slick2D/libGDX and merging changes from the Slick2D code will get significantly harder.
  3. Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.
The only two choices I can see are to rewrite the project completely in pure libGDX (which nobody wants to do) or continue developing in Slick2D and porting the changes (which anyone can try to do, if they're up for it).

A more practical problem is that I don't actually own an Android device, so I'm not easily able to test anything for it.
Well, to be honest, I would the choice to rewrite the entire game in libGDX.

Reasons are because of libGDX are targeted at making games on any platform as well as cleaner code base (as long we don't do much of editing and mucking around)
From my view, most of the game (map parser, objects, states (need confirming, yet to reach that part), sounds) itself can be retained as is, but the drawing part must be rebuilt to use libGDX platform.

Also, by changing to libGDX, the performance issues on opsu-android may be possible to be handled since there's no API faking going on everywhere as well as the desktop version which seems still have room for more improvement

For the part of rewriting, I might able to offer my help but because of my Java skill limitations (and the fact that libGDX documentation is quite lengthy, so it takes time for me to understand how the whole platform works for now), I might unable to handle the project on my own and have to keep up with RL stuff.
Topic Starter

chong601 wrote: 2y3l5c

I don't think there'd be any significant performance gains because opsu! isn't very resource-intensive anyway. There's also a lot of Slick-specific code in the states and audio, so there's more rewriting required than you'd expect. I'm not discouraging you from porting the code, but if you're willing to do that much, it might really be more worth your time to help fluddokt merge changes over to his fork. (Though the new slider rendering code might be a pain to move over there...)
ummm is the spinner glitch for opsuandroid fixed? (using tablet btw) laggs for half a second

gintoki147 wrote: 473911

I love this project.
Personally, I think you should drop desktop and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
Don't 1/4 beatmaps then. Is that hard?
opsu! could need specific beatmaps for it, like osu! stream

XinCrin wrote: 252i24

gintoki147 wrote: 473911

I love this project.
Personally, I think you should drop desktop and focus only on the Android version. Too bad it's almost impossible to play streams on a touch screen. D:
Don't 1/4 beatmaps then. Is that hard?
opsu! could need specific beatmaps for it, like osu! stream
im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.

Agrrox wrote: 3s3t6k

im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.
tfw opsu!-android have no of multitouch
Play streams is not fun in a touch screen imo.
play streams on a touchscreen to guide the cursor and use a keyboard to tap is fun imo.

but good luck getting used to the touchscreen delay
I don't know if this is a known issue, but still...
Even though I adjusted the music offset in the options menu, some songs are clearly out of sync with the objects, while others play just fine.
Maybe opsu! is not reading the beatmaps' offset correctly?

I'm playing on Android btw

gintoki147 wrote: 473911

I don't know if this is a known issue, but still...
Even though I adjusted the music offset in the options menu, some songs are clearly out of sync with the objects, while others play just fine.
Maybe opsu! is not reading the beatmaps' offset correctly?

I'm playing on Android btw
Probably the beatmaps don't have a correct offset. A local offset feature (per-beatmap offset) has already been requested on this thread.
YangireKaito
I'm trying to find the Ios version.Does it work on ios?
Topic Starter

YangireKaito wrote: 1w431u

I'm trying to find the Ios version.Does it work on ios?
Theoretically, yes. But nobody has tried building the libGDX version for iOS because I think nearly none of the contributors have Macs... (and here's my request that's been ignored :P)
YangireKaito
Awwwww.....Damn my android sux.My pc is good but Ican't use it always.
Topic Starter
Release: v0.11.0
This update contains a lot of bug fixes, some new features, UI improvements, and a new build system.
  1. Animations: Added easing animations on a lot of elements, so all the menus feel pretty different from before.
  2. "Hidden" mod: With this release, all the core game mods are now complete.
  3. servers: Added additional options for YaS Online, Mnetwork, and MengSky.
  4. Gradle: With the help of LemonLake, you can now build opsu! using Gradle (or keep using Maven). This came with the bonus of removing JarSplice from the build cycle, as opsu! now has its own native loader.
The bug fixes are too numerous to list here, so check out the release notes if you're interested. Thanks again for all the !
It was working with previous version but I can't open it now. I got this error, I don't know if someone could help me. Thanks in advance :)

SPOILER
Tue Sep 01 21:23:06 CLT 2015 ERROR:Pixel format not accelerated
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
at org.lwjgl.opengl.Display.createWindow(Display.java:306)
at org.lwjgl.opengl.Display.create(Display.java:848)
at org.lwjgl.opengl.Display.create(Display.java:757)
at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:302)
at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34)
at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:367)
at java.security.AccessController.doPrivileged(Native Method)
at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:348)
at itdelatrisu.opsu.Container.start(Container.java:69)
at itdelatrisu.opsu.Opsu.main(Opsu.java:205)
Tue Sep 01 21:23:06 CLT 2015 ERROR:** Uncaught Exception! **
Tue Sep 01 21:23:06 CLT 2015 ERROR:null
java.lang.NullPointerException
at itdelatrisu.opsu.GameImage.setDefaultImage(GameImage.java:615)
at itdelatrisu.opsu.GameImage.getImage(GameImage.java:553)
at itdelatrisu.opsu.ui.Cursor.reset(Cursor.java:290)
at itdelatrisu.opsu.Container.close_sub(Container.java:121)
at itdelatrisu.opsu.Container.start(Container.java:75)
at itdelatrisu.opsu.Opsu.main(Opsu.java:205)
Topic Starter
To everyone who's been asking, fluddokt updated the Android version to 0.11.0a, and you can get it here: https://github.com/fluddokt/opsu/releases/tag/0.11.0a
Thanks so much for still maintaining this!

XinCrin wrote: 252i24

It was working with previous version but I can't open it now. I got this error, I don't know if someone could help me. Thanks in advance :)
Does this page help? http://hopper.minecraft.net/help/pixel- ... celerated/
Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / buttons :/
Topic Starter

Osugye wrote: 22p5o

Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / buttons :/
No idea how to change mouse sensitivity in LWJGL (you probably can't). I don't think unlimited FPS is necessary (it really eats up U in Slick2D, and it probably wouldn't have any benefits), but feel free to modify the source code yourself -- I can point out the few lines you'd need to change if needed. And everything is skinnable.
Will there be a for ios s? Idk how to this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC

HappyDayzTaken wrote: 1yrf

Will there be a for ios s? Idk how to this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC

no opsu! for ios sorry XD
There's no current developer/porter for ios

But it's possible since libGDX s IOS? or they need to rewrite the code to Objective-C, Swift??? (sorry im noob at programming/coding so don't get mad at me XD)

HappyDayzTaken wrote: 1yrf

Will there be a for ios s? Idk how to this for ios xD

p.s: srry if this is old and i brought it up to the top :v xC
well, we did ask someone who have Mac OS X to help build one, but no one replied so there's no iOS build out there

WasuraretaKioku wrote: 9304p

But it's possible since libGDX s IOS? or they need to rewrite the code to Objective-C, Swift??? (sorry im noob at programming/coding so don't get mad at me XD)
iirc, they can use the same codebase (since libGDX can be built to iOS as well using the same code on Windows, Mac, Linux, Android and Web)
Thanks for the updates.
This project is doing well. I love it. :3

An offset assistant would be great. It took me a while to find the correct offset to use. -120ms works nice.
I guess the spinners on Android are somewhat broken. I never get to score more than 50 on them, even though I'm sure I'm doing it right.
Mine too. Currently running Resurrection Remix (Cyanogen Based) 5.1.1 and my offset is -145ms (lol)
and the spinners "lags" half a second. but thanks to USB OTG i can stream smoothly haha

Sorry for bad english.
Hm, I still believe there is something wrong with how opsu! reads individual songs offsets.
This time I made a video to prove my point:


As you can see, the same offset can't be used for all songs.
-125ms works well for Airman ga Taosenai, but the same can't be said for Breathe, which only plays well with -80ms.

Note: The beatmaps used in this video can be played in osu! with default 0ms and no further adjusting.
Topic Starter
Release: v0.12.0
This update brings major UI enhancements.
  1. Snaking sliders: These are finally implemented (thanks to Bigpet), and can be disabled in the options.
  2. Kinetic scrolling: Much more natural scrolling in the game menus (thanks to fluddokt), and now the song menu looks a lot more like (an old version of) osu!.
  3. Star ratings: Ported the osu!tp beatmap difficulty algorithm as provided in Tom94's repository. It's not entirely accurate, I think, but is close and definitely helpful to have.
There are several more updates and bug fixes listed in the release notes.

gintoki147 wrote: 473911

An offset assistant would be great. It took me a while to find the correct offset to use. -120ms works nice.
I guess the spinners on Android are somewhat broken. I never get to score more than 50 on them, even though I'm sure I'm doing it right.
I agree that there should be an offset assistant, but that's among the many features that aren't possible until the audio system is replaced -- it requires beat listeners and those aren't currently available. I don't know what's wrong with the Android spinners, but you should report any details you have to fluddokt's GitHub repository since they're working fine on desktop (as far as I can tell).
Hey, I have a problem I can't change the size of the window even if I change the resolution in the options...
And how do I change the sensibility in game ? is it a raw input option ?

Thank you for all the work by the way :D

gintoki147 wrote: 473911

Hm, I still believe there is something wrong with how opsu! reads individual songs offsets.
This time I made a video to prove my point:


As you can see, the same offset can't be used for all songs.
-125ms works well for Airman ga Taosenai, but the same can't be said for Breathe, which only plays well with -80ms.

Note: The beatmaps used in this video can be played in osu! with default 0ms and no further adjusting.
I have also problem with offset. Each beatmap has different offset. Running opsu on mac.
This informative post will be deleted anyway, just move along
I guess Bloodcat is not working or something else o=
It happens only when I select Bloodcat to beatmaps

last time I played opsu I had to change different offsets for every song.
have mac and xcode with command lines installed, just in case when i need to install some mac apps using make install commands ;3
but dont know much about ios compiling or programing.
masdafugh
Why on my android device used opsu version 0.12.1A
Iam find FPS DROP?
how yo fix this?

My phone is ASUS ZENOFONE 2
u 2,3ghz quadcore intel inside
Ram 4gb (free 2gb up)
Gpu powerVR rogue G6430

Plis help me to fix this on nexts update.
Have tried version 0.12.0, 0.12.1, 0.5.0. Any idea?
Yeah I got no clue why it's trying to use jnlp.

Try just opening a console, navigate to the folder the jar is in and use "java -jar [filenameoftheopsujarhere].jar"

if that doesn't work and you're using IcedTea, maybe just try to install Oracle Java
The Command is working , thank you :D
It seems like my Linux Mint prefer to use IcedTea. :oops:
The touchscreen+keyboard method doesn't work properly. After i click on whatever is set as K1 during gameplay, all of my K1 and K2 clicks AND holds count as a click. So if i want to play a beatmap in opsu!, i have to only use K2, or else i can't do sliders and spinners untill i go to the song selection menu, and choose the beatmap again. Using the Android port if that's important.
Wish you can stream :(

KyoshiDeath wrote: 3e1e55

Hey, I have a problem I can't change the size of the window even if I change the resolution in the options...
And how do I change the sensibility in game ? is it a raw input option ?
Thank you for all the work by the way :D

You need to restart opsu to apply the size of the window
The FL mod affects the new slider design, I don't know about the EZ mod, I'll test it out later.
It only happens with the FL mod sorry.
This is regarding the Android version
LG-V410 (Or LG G3, w/e floats your boat) with Android 5.0.2 Lollipop
rizal12378
why i cant opened it ;_;

error message
Thu Oct 29 17:46:08 ICT 2015 ERROR:Could not connect to database: '.\.opsu.db'.
Thu Oct 29 17:46:08 ICT 2015 ERROR:Error opening connection
java.sql.SQLException: Error opening connection
at org.sqlite.core.CoreConnection.open(CoreConnection.java:215)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:76)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:24)
at org.sqlite.jdbc4.JDBC4Connection.<init>(JDBC4Connection.java:23)
at org.sqlite.SQLiteConnection.<init>(SQLiteConnection.java:45)
at org.sqlite.JDBC.createConnection(JDBC.java:114)
at org.sqlite.JDBC.connect(JDBC.java:88)
at java.sql.DriverManager.getConnection(Unknown Source)
at java.sql.DriverManager.getConnection(Unknown Source)
at itdelatrisu.opsu.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.BeatmapDB.init(BeatmapDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:166)
Caused by: java.lang.NullPointerException
at org.sqlite.SQLiteJDBCLoader.extractAndLoadLibraryFile(SQLiteJDBCLoader.java:169)
at org.sqlite.SQLiteJDBCLoader.loadSQLiteNativeLibrary(SQLiteJDBCLoader.java:290)
at org.sqlite.SQLiteJDBCLoader.initialize(SQLiteJDBCLoader.java:65)
at org.sqlite.core.NativeDB.load(NativeDB.java:53)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:211)
... 12 more
Thu Oct 29 17:46:58 ICT 2015 ERROR:opsu! could not be launched for one of these reasons:
- An instance of opsu! is already running.
- Another program is bound to port 49250. You can change the port opsu! uses by editing the "Port" field in the configuration file.
Thu Oct 29 17:47:23 ICT 2015 ERROR:Could not connect to database: '.\.opsu_scores.db'.
Thu Oct 29 17:47:23 ICT 2015 ERROR:Error opening connection
java.sql.SQLException: Error opening connection
at org.sqlite.core.CoreConnection.open(CoreConnection.java:215)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:76)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:24)
at org.sqlite.jdbc4.JDBC4Connection.<init>(JDBC4Connection.java:23)
at org.sqlite.SQLiteConnection.<init>(SQLiteConnection.java:45)
at org.sqlite.JDBC.createConnection(JDBC.java:114)
at org.sqlite.JDBC.connect(JDBC.java:88)
at java.sql.DriverManager.getConnection(Unknown Source)
at java.sql.DriverManager.getConnection(Unknown Source)
at itdelatrisu.opsu.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.ScoreDB.init(ScoreDB.java:88)
at itdelatrisu.opsu.db.DBController.init(DBController.java:47)
at itdelatrisu.opsu.Opsu.main(Opsu.java:166)
Caused by: java.lang.NullPointerException
at org.sqlite.SQLiteJDBCLoader.extractAndLoadLibraryFile(SQLiteJDBCLoader.java:169)
at org.sqlite.SQLiteJDBCLoader.loadSQLiteNativeLibrary(SQLiteJDBCLoader.java:290)
at org.sqlite.SQLiteJDBCLoader.initialize(SQLiteJDBCLoader.java:65)
at org.sqlite.core.NativeDB.load(NativeDB.java:53)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:211)
... 12 more
how to fix it?
Will the Android version going to .osk skin files?

Or will it ever be able to change skins? At least just using images instead of .osk files?

(Sorry for shoving this thread to top.)
Gave it a try on both Windows 10 and Android Lollipop.

I was pleasantly surprised to find it automatically detected my vanilla Osu! beatmaps.
Another thing I really liked, specific to the Android version, was that you could play by holding a finger down as you would a tablet, tapping with your other fingers to click. This actually made streams possible on a touch screen, which was a very nice touch.

My only complaint is the lack of a sensitivity option on Windows, though it certainly isn't gamebreaking in the slightest.

All in all, I like it!
I like the game although I think it needs a sensitivity slider and some resolution options.
an option to change the sensibility of the cursor would be good!

nerfs wrote: 5u615n

Will the Android version going to .osk skin files?

Or will it ever be able to change skins? At least just using images instead of .osk files?

(Sorry for shoving this thread to top.)
you can copy the skin into the opsu! folder\Skins
(not sure if they do .osk extraction though)
Changing skins can be done on Options.

Codwwe348 wrote: q1fa

some resolution options.
resolution settings can be found in Options

Codwwe348 wrote: q1fa

I like the game although I think it needs a sensitivity slider

vitail wrote: 3h6v4i

an option to change the sensibility of the cursor would be good!
IIRC, this is not possible in Java (at least from the library it uses)
I really like it. And because of java it runs awesome on Linux :D
Noticed an issue.
On a laptop running 1366x768, the bottom of the window cuts off, making it impossible to get far in, since it cuts off the import all button.
Topic Starter

[-Xetanai-] wrote: 2v671p

Noticed an issue.
On a laptop running 1366x768, the bottom of the window cuts off, making it impossible to get far in, since it cuts off the import all button.
You can change the resolution in the options menu.

nerfs wrote: 5u615n

Will the Android version going to .osk skin files?
Or will it ever be able to change skins? At least just using images instead of .osk files?
(Sorry for shoving this thread to top.)

It skins, but it doesn't .osk extraction yet

euphyy wrote: 2ap2l

[-Xetanai-] wrote: 2v671p

Noticed an issue.
On a laptop running 1366x768, the bottom of the window cuts off, making it impossible to get far in, since it cuts off the import all button.
You can change the resolution in the options menu.
That's the problem. I'm not able to see that button either
TFW this runs better than the official OS X release

Lagel wrote: 3x5l4

TFW this runs better than the official OS X release
yes, but i have issues with offset always, or beatmap goes off-sync with song sometimes. Might be related to my mac maybe? Idk

but still a great project.
I'm playing the Android version of opsu! and it's amazing, miles and miles ahead of osu!droid. The only problem I'm having is with hitsounds... sometimes they work, but most of the time they don't.
I leave the hitsounds at 100% in options, with master volume at 50%, music at 30% and effects volume at 30% as well. Am I doing something wrong?
Its lagging on my LG G7. Like the sound lags and the gameplay goes back and forth. Somebody help plz?
screen shots? and dose it work on windos 10
also will i still exp from it
I get an error every time I boot...

Could not connect to database: '.\.opsu.db'.
java.sql.SQLException: Error opening connection
at org.sqlite.core.CoreConnection.open(CoreConnection.java:215)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:76)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:24)
at org.sqlite.jdbc4.JDBC4Connection.<init>(JDBC4Connection.java:23)
at org.sqlite.SQLiteConnection.<init>(SQLiteConnection.java:45)
at org.sqlite.JDBC.createConnection(JDBC.java:114)
at org.sqlite.JDBC.connect(JDBC.java:88)
at java.sql.DriverManager.getConnection(Unknown Source)
at java.sql.DriverManager.getConnection(Unknown Source)
at itdelatrisu.opsu.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.BeatmapDB.init(BeatmapDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:166)
Caused by: java.lang.NullPointerException
at org.sqlite.SQLiteJDBCLoader.extractAndLoadLibraryFile(SQLiteJDBCLoader.java:169)
at org.sqlite.SQLiteJDBCLoader.loadSQLiteNativeLibrary(SQLiteJDBCLoader.java:290)
at org.sqlite.SQLiteJDBCLoader.initialize(SQLiteJDBCLoader.java:65)
at org.sqlite.core.NativeDB.load(NativeDB.java:53)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:211)
... 12 more
Maybe you need to run the program as , or start it from a folder, that's not protected by the system.
Any linux s having issues with their mouse movements being too slow? I'm aware of the port relying heavily in Java engine, but the mouse sensitivity is the ONLY thing that makes it unplayable for me.

I'm being a bit selfish (haven't done deep research) by asking this too, but if anyone found a way to have the setting be just like in windows (where the speed is only for the client), I'd be one step closer to ditching windows :P

I'm pretty sure there's a multi-platform (gui-wise) tool for global mouse settings in Linux, so this will be my way around this, but I don't wanna surf the web with a mouse that always moves at the speed of light :P

Edit: Not really a bug though, just my mouse being slower than on the windows side of things. I'd like to add that the possibility could lie in the integrated intel graphics card (it's a netbook, so I'm no expecting much from it), but when it had windows installed there wasn't a problem with mouse speeds.


memecena wrote: 2a7215

screen shots? and dose it work on windos 10
It does work. I read their github page and the application, being an open source project, runs on multiple platforms.

Here's a shot of their default skin right after you open the program:

https://itdelatrisu.github.io/opsu/images/screenshots/s01.png too big for the forums and my ocd, so just a link lol
Built in java? so theoretically it could work on Linux?
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