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.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 ...
ccxex29 wrote: 302947
move settings to the main menu?
ccxex29 wrote: 302947
remove fps limit? on desktop 240fps, android 60fps
ccxex29 wrote: 302947
add mania and ctb and taiko mode with keyboard and touch ?
ccxex29 wrote: 302947
add custom skins option?
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.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.
That's possible. Where would you place that option, 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.
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 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]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 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?euphyy wrote: 2ap2l
That's possible. Where would you place that option, 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.
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)...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)
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?RehaOyundaDegil wrote: 133u14
how i can and install?
Sad to say that the slider pattern is actually intended... The only solution is use the best quality for slider rendering.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?
What phone are you using? AFAIK, some phones does have issue with opsu!. S5, S6 and Note 4 to name a few....Hydrixel wrote: 4mg2m
it laggs soo much when spinners appear... but osudroid doesent have this problem....![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
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...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?
Blame Java. Nobody's ever going to fix that bug. /sigh624338352 wrote: 34555b
Can't open if i pasted on my osu! folder
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).Sendji wrote: 5n6o1a
I have two other problems and both could be seen on the screen below.
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.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...
No idea how/if this can be done with LWJGL/Java.Zeon013 wrote: 6w353k
no mouse sensitivity option?![]()
Awesome! Waiting for the Android release.euphyy wrote: 2ap2l
They should both be resolved in the desktop version; the slider rendering was completely rewritten in version 0.10.0 (by Bigpet).Sendji wrote: 5n6o1a
I have two other problems and both could be seen on the screen below.
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
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?chong601 wrote: 2y3l5c
*facepalm*Hot Loli wrote: 2pu5k
how can i play streams? (android)
just tap as fast as you can (or use a keyboard if you phone USB On-the-Go)
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?chong601 wrote: 2y3l5c
*facepalm*
just tap as fast as you can (or use a keyboard if you phone USB On-the-Go)
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 phoneHot 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?
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.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:
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.Howl wrote: 5d1b38
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.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:
Well, to be honest, I would the choice to rewrite the entire game in libGDX.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:
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).
- 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).
- 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.
- Some desktop code needs to be rewritten to work at all on Android, which makes things even more complicated.
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.
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...)chong601 wrote: 2y3l5c
im not a fan of touch screen osu but what about having bottom right corner of screen for tap overlay keys.XinCrin wrote: 252i24
Don't 1/4 beatmaps then. Is that hard?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:
opsu! could need specific beatmaps for it, like osu! stream
Probably the beatmaps don't have a correct offset. A local offset feature (per-beatmap offset) has already been requested on this thread.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
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 ignoredYangireKaito wrote: 1w431u
I'm trying to find the Ios version.Does it work on ios?
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)
Does this page help? http://hopper.minecraft.net/help/pixel- ... celerated/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![]()
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.Osugye wrote: 22p5o
Nice work but I have some requests:
MouseSpeed = xx.xx
Frame Limiter = Unlimited
Skinnable Logo and Play / Exit / buttons :/
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 thereHappyDayzTaken 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
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)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)
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).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 have also problem with offset. Each beatmap has different offset. Running opsu on mac.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.
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![]()
Thu Oct 29 17:46:08 ICT 2015 ERROR:Could not connect to database: '.\.opsu.db'.how to fix it?
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
you can copy the skin into the opsu! folder\Skinsnerfs 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.)
resolution settings can be found in OptionsCodwwe348 wrote: q1fa
some resolution options.
Codwwe348 wrote: q1fa
I like the game although I think it needs a sensitivity slider
IIRC, this is not possible in Java (at least from the library it uses)vitail wrote: 3h6v4i
an option to change the sensibility of the cursor would be good!
That's the problem. I'm not able to see that button eithereuphyy wrote: 2ap2l
You can change the resolution in the options menu.[-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.
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
It does work. I read their github page and the application, being an open source project, runs on multiple platforms.memecena wrote: 2a7215
screen shots? and dose it work on windos 10