{"content":"\n \n \n <\/a>\n <\/div>\n \n \n bwross<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 265 posts\n <\/a>\n <\/div>\n\n \n ed December 2009<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n bwross<\/a>\n\n \n 2012-12-22T07:09:40+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Kuro wrote:<\/h4>skibblesx wrote:<\/h4>I don't care if I rank or not just get ri dof the annoying ass message of black backgrounds.<\/blockquote>Eventually, you won't even be able to delete BGs when osz2 is implemented. The warning message is a step closer to this.So for now, stop pissing all over mappers' hard work and deleting them, then you'll stop getting the messages ^^<\/span><\/blockquote>Actually, I'm still in the position of having to delete backgrounds... there are a number of maps where turning off the storyboard to stop flashes results in a black background, which I don't care for. So I still go in to remove flashes manually. and in one case recently I found that some of the flashes used the actual background image of the map, so I ended up deleting the background in order to play with a background instead of on an empty black screen. There's some irony for you.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n smoogipoo<\/a>\n\n \n osu!dev\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 517 posts\n <\/a>\n <\/div>\n\n \n ed August 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n smoogipoo<\/a>\n\n \n 2012-12-22T07:59:35+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n peppy wrote:<\/h4>Regarding background deletion: You can now use the visual settings to set background dim to 100%<\/strong> after ing the map once.<\/li> You can on any mode \u2013 using nofail if you wish \u2013 as long as you get a score.<\/li> For now, there is a message telling you not to delete backgrounds, but in the not-too-distant future maps with missing files will need to be fixed before they can submit scores.<\/li> This will likely be an automated process, but the idea behind these changes is to stop you guys from deleting any more content, as fixing existing deleted files will mean a lengthy and cumbersome \u2013 especially for large libraries.<\/li><\/ol><\/blockquote>This explains absolutely nothing to me. I'm the type of player who plays a map a couple of times, retrying when I miss a note, and gradually improving, so this is going to hurt me massively. This is going to be horrible in multiplayer games where you can only dim ~50% on maps you've never completed before.Why must backgrounds be forced on us? Can you really not cater for the audience who do not like backgrounds by making 100% background dim available without having to finish the map first? This way, the people who do like the backgrounds can leave it as it is, and the people who don't can dim it. It doesn't even matter if the new default available dim is 100%, it can be 70% or more (in my opinion a good minimum is 70%), just the current dim is way too low for bright maps.I don't even want to go into beatmap skin problems caused as a result of the missing files need to be fixed schema. I (and many others) have used our skins for very long periods of time, to the point where we've optimized (at least I have) in such a way that it's perfect for us to get the highest precision.Kuro wrote:<\/h4>Eventually, you won't even be able to delete BGs when osz2 is implemented. The warning message is a step closer to this.So for now, stop pissing all over mappers' hard work and deleting them, then you'll stop getting the messages ^^<\/blockquote>The problem is that we don't have to delete the backgrounds, it's simple for peppy to implement a modification that allows people to dim their backgrounds more without having finished the map once before.It would be interesting to get a tally of how many highly ranked players actually complete the maps with all their misses and combo drops, and then re-complete it again right after.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n MillhioreF<\/a>\n\n \n Pro Tester\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 5,004 posts\n <\/a>\n <\/div>\n\n \n ed July 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n MillhioreF<\/a>\n\n \n 2012-12-22T08:07:53+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Backgrounds aren't even a problem for me except for reading AR10. And honestly, AR10 means that hard rock is on, and why would you play a song in multi with HR that you haven't even ed nomod? If you really can't stand playing a map with BG and skin elements, just rush through it with nofail+doubletime so you can play it how you want.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n zertap<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 723 posts\n <\/a>\n <\/div>\n\n \n ed February 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n zertap<\/a>\n\n \n 2012-12-22T08:33:33+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I don't know, I could have missed something as I haven't been playing osu! in a while, but seems like after this update, the beatmaps skin comes through weirdly even if it is disabled. Like sliders have the hitcircles from my skin and then the normal hitcircles have the skins one. :\/Wait, wat!? Now it is fixed when osu! crashed (I tried to adjust mania fall speed during a play, but I might've accidentally pressed win+ -). Also the crash happened when bancho was down. And it is still down as I am writing this.<\/div>\n <\/div>\n <\/div>\n\n \n \n YouTube<\/span><\/a> ~ MyAnimeList<\/span><\/a> ~ Steam<\/span><\/a> ~ landing page<\/span><\/a>IppE wrote:<\/h4>mielummin nyrkki perseess\u00e4 kun perse nyrkiss\u00e4<\/blockquote><\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n -Serena<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 19 posts\n <\/a>\n <\/div>\n\n \n ed November 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n -Serena<\/a>\n\n \n 2012-12-22T08:38:34+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n wow nice i really love this ^^<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n insanity_X<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 15 posts\n <\/a>\n <\/div>\n\n \n ed February 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n insanity_X<\/a>\n\n \n 2012-12-22T08:47:36+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n i don't know much about technology or other stuff but can anyone explain to me what peppy wrote here: You can on any mode \u2013 using nofail if you wish \u2013 as long as you get a score.<\/span><\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n smoogipoo<\/a>\n\n \n osu!dev\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 517 posts\n <\/a>\n <\/div>\n\n \n ed August 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n smoogipoo<\/a>\n\n \n 2012-12-22T08:57:18+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n insanity_X wrote:<\/h4>i don't know much about technology or other stuff but can anyone explain to me what peppy wrote here: You can on any mode \u2013 using nofail if you wish \u2013 as long as you get a score.<\/span><\/blockquote>To be able to dim to 100%, you can the map with any mod. For example, you can use nofail, and miss every single note and get 0 score, but the score is still submitted, and then you are able to move the slider to dim 100% on your next attempt.Being able to dim only ~50% seems pretty useless, because if everyone is just going to be ing songs with NF + DT as quick as possible just to get 100% dim (probably without even trying the map on most maps), it would be much easier to have 100% dim from the start.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n RaneFire<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1,181 posts\n <\/a>\n <\/div>\n\n \n ed May 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n RaneFire<\/a>\n\n \n 2012-12-22T09:54:31+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n smoogipooo wrote:<\/h4>Being able to dim only ~50% seems pretty useless<\/blockquote>It's 60% now.Also sometimes the BG flashes at 100% dim, but it's not that annoying, is this intentional or will there be a fix?And I agree with MillhioreF. I am able to read maps perfectly fine at AR9 and below with the BG, and I still can't read AR10.<\/em> (so n00b)Also if the map is too hard for you it doesn't matter if you dim 100% or not. This isn't even considering the possibility that the host may have played the map 100 times already. I don't even know where you're going with this.In favour of those who claim to be short on disk space: When osz2 does get released you should be allowed to delete videos without flagging for a \"re.\" It's already freely disable-able in options and visual settings already. It would also help things (bandwidth-usage wise) from your end (peppy) if you didn't have to send large video files to players updating their beatmaps because they deleted some things. In almost 100% of these cases, said players will not even want the videos anyway, and most likely have them disabled in options.I am not one who is short on disk space though, but for example:My osu! songs folder is 56.5GB.Searching for \"ext: avi\" and \"ext: flv\" gave me a total of 20.5GB.Deleting those alone will reduce my songs folder to 36GB, more than 1\/3 of the space used is videos.I've seen a similar comparison where EVERYTHING except the mp3 and difficulties were deleted, and the folder was still 25GB+. It makes sense to at least allow videos to be deleted.<\/del><\/div>\n <\/div>\n <\/div>\n\n \n Last edited by RaneFire<\/a> 2012-12-22T12:58:41+00:00<\/time>, edited 1 time in total.\n <\/div>\n \n \n Practice Lists (pretty old now):Jumps<\/a> | Short Streams<\/a> | Single-Tap<\/a> | Streams<\/a> | Reading<\/a> (Unfinished. ETA: Unknown)<\/span><\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n bwross<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 265 posts\n <\/a>\n <\/div>\n\n \n ed December 2009<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n bwross<\/a>\n\n \n 2012-12-22T09:56:49+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n smoogipooo wrote:<\/h4>insanity_X wrote:<\/h4>i don't know much about technology or other stuff but can anyone explain to me what peppy wrote here: You can on any mode \u2013 using nofail if you wish \u2013 as long as you get a score.<\/span><\/blockquote>To be able to dim to 100%, you can the map with any mod. For example, you can use nofail, and miss every single note and get 0 score, but the score is still submitted, and then you are able to move the slider to dim 100% on your next attempt.<\/blockquote>Not quite... scoring 0 with NF isn't even a , you need to hit at least one thing for that, but that's not good enough here because you need the game to a score and for that you need to score at least 10000.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n [SAK]KING_OF_SA<\/a>\n\n \n \n \n \n 642s4j