Sign In To Proceed 2z1z44

Don't have an ? 5p1p6t

osu! to create your own !
forum

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

posted
Total Posts
344
show more

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?
So, It says some beatmaps to get started, But I already have beatmaps on osu, and when I donwloaded the beatmaps on opsu, It said ERROR and some codes

JapanYoshiTheGamer wrote: u4c1w

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
I get the same error when I try opening the file too. Has anyone found a solution to this?
Topic Starter
Release: v0.13.0

Sorry for the lack of updates here. There's been a lot of development since the last release (over a year ago!), especially within the past few weeks. You can read about all the changes in the release notes (linked above). Older clients should automatically receive the update. Enjoy! c:
Topic Starter
Release: v0.14.0

This release finally adds the osu! HP algorithm. Lots of other UI improvements, better skin and a .osk unpacker, and more.
Pretty good
Topic Starter
fluddokt updated the Android version to 0.14.0a! You can get it here: https://github.com/fluddokt/opsu/releases/tag/0.14.0a

euphyy wrote: 2ap2l

fluddokt updated the Android version to 0.14.0a! You can get it here: https://github.com/fluddokt/opsu/releases/tag/0.14.0a
Finally!
Nice updates. :)

However despite the warning I had tried to allow the soundeffects. Now I can't get ingame, how to turn it off again? :oops:

I'm using Linux Mint 17.3.


Edit: Nevermind.
nice
Can you change the Directory of the songs in opsu! for android ??
Also how do you change the .cfg file in android ??
Topic Starter
Release: v0.15.0

Key features are a local s system, video playback, and many more UI improvements (redesigns, new font, etc.). Also, a ton of bug fixes in this release.

pututu wrote: 2z1w1k

Also how do you change the .cfg file in android ??
You'll have to open the file in a text editor. Sorry, couldn't find an easy way to make a file picker inside the game (without Swing).
Topic Starter
Android release: v0.15.0a
Thanks to fluddokt as always :)
Could you put an option to disable the hitcircles at the end of a slider plz? They really confuse me a lot
Can you also add the ability to to an osu! instead of local s?
Is it possible to get this working on iOS? osu!stream and osu! iPhone hasn't been updated in so long.
I tried to get this on Android but it's impossible for me to maps (connection error, even though I tried both wifi and my carrier's internet). Even if I manually put a song in the map it won't recognize it. Any idea how to fix this?
Try using "Mnetwork" instead of the others, worked for me
what java file has the theme song and can you change it?
ty
is it possible to run on iOS :roll: :?:
opsu setup help

how to make it work
1. get java if you dont have it already
2. run opsu.jar with java
3 ones it starts you will have to find the server that you can from
most common qustion: red is 1 person and green is an other
what server are you using
what could happen if u pick wrong one
awser: well it will only get you a error and it will not
ok
so make shure you test all server and see the one that is the best for ur
make shure to reply if you have any other problem :D and il be happy to help you
Deleted_4050493
Will it other modes later? thx in advance~
According to the post it is possible to get this running on iOS. If someone could make this happen that would be amazing. I have a jailbroken device I can test it with.

Edit: I'll just need the .ipa

Misakura wrote: 4r6e5j

According to the post it is possible to get this running on iOS. If someone could make this happen that would be amazing. I have a jailbroken device I can test it with.

Edit: I'll just need the .ipa
there is non however it could be done eazely by pc :) that its eazier to do a Android app and then convert it insted of doing ipa direct. i got a rooted phone i can however play ipa and apk aps due to a mod that is installed on my phone also if you dont want the phone os you could put Android however you need the verision that fits the screen :) pm me back for more info. btw i installed windows on my phone through root and yes there is a fing for windows phones too :) thank you for making me clear up fings
Hi, I tried opsu once then uninstalled.... if I changed my mind to try opsu again, when I install the jar then later I got an error that some file directory were missing. Help!
你们谁知道这个软件放手机曲谱的文件路径???
————————————————————————————————————————————————————————
找到文件路径把OSU的谱子放进文件夹里
然而这个玩意读不出来orz
有大佬知道这是什么情况吗???
多谢赐教
(deleted)

Coolnine9 wrote: 5y262o

Does anyone know if it’s possible to reset the of an ? Can’t mine. I’m moving devices and will lose the then.
Don't post this here. Make a review on the Play Store. If not, create a new issue here: https://github.com/AnirudhRahul/opsu-Android/issues.

Jeffrey or fluddokt did not release the game on the Play Store so they have no idea. It's just some random dude who implemented online ranking and put ads in the game. Sad.
How to update opsu! ?
Hmmm is it possible to play beatmap videos (on android)?... but perhaps it will cause performance issues if implemented.. well yeah, it would be great if it could just like the original osu
How do i open files on an iphone?
????
This game is good, but is there any way to change the sensitivity? I have no way to do it so I'd like to know if it will be implemented.
How do I tap with one hand and use the other hand to move the mouse with a pen stylus from the Galaxy Note 8. Like I want to float with the pen and tap with the other hand. THANK YOU.
this an amazing work but the sensitivity of the interface needs more work in my opinion since if i want to even though i pressed in the name box it keeps showing that im typing under the box so i hope there will be a inspectation upon that matter sôn
Can me my to opsu?? Im wanna use this on opsu,,, but cannot to

Human-Being wrote: 2zwe

This game is good, but is there any way to change the sensitivity? I have no way to do it so I'd like to know if it will be implemented.
Opsu was made with on-screen styluses in mind, or actually tapping the circles. The new developer, Anirudh. Is currently working on sertan things the community wants so i suggest you go to the softwares GitHub https://github.com/itdelatrisu/opsu
To file a complaint so he can see it. But untill the huge update is finished i suggest you use a pen/mouse that you can manually set the sensitivity or an (external Android app). To change the sensitivity.
show more
Please sign in to reply.

New reply 3p1g1j