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  1. #21
    Member Archer's Avatar
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    Aldo, I see that you say that you partially fixed the PIU Hold miss bug, but I see no marking of that in the code. What exactly did you change to partially fix that?

  2. #22

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    @Archer.- Don't worry, I changed the URL in ProductInfo.h since the first build, it points to http://www.mxpumpers.net/index.php?board=43.0, which is my main forum, what I didnt want is to split SM into SMDDR and SMPIU, but I will use other name as you requested to not give you more problems, since I have seen that you had a bad experience with annoying pumpers, that only requested and requested and requested features and claimed to get holds fixed, but didn't do nothing to actually help, I didn't want to bother you with more requests, instead, I wanted to give you a working code, so you could consider adding it or not to the final version of SM+. But I will take the kurisu's suggestion, and keep my build independient until SM+ gets its final version. I will only submit bugs I find in your builds and a fix if I manage to get it.

    About PIU Holds, I just deleted all the autoplay related stuff, because I added a return at the end of "if( PREFSMAN->m_bAutoPlay )", dunno if that helped.
    I tried a fix, that worked with tickcounts<=8 by using "if( bIsHoldingButton )" instead of "if( m_iNumHitHoldsForCheckpoint == m_iNumHoldsThisCheckpoint )", but it used to break my Neg BPM fix, so I deleted it.
    Anyway, what I have in mind to fix them is instead of checking how many notes you step compare the press and release time of a key, if press>release = perfect, else = miss. But I still need to get more familiar to C++, since I actually have 0 knowledge at all, well, right now its like 1% =P, thats why, for example the multiplier code is a for.
    Another problem I got with piu holds is that they get a lot of bugs (not only random misses) with low framerates, I still have to figure how to fix them, by now I only suggest Damper, Vsync off and videocamera instead of Fraps.

    @eighty5cacao.- I'm using VS 2005, and it doesn't add a dll to the program folder, I looked for it in system32 and it doesn't exist, but instead I got a bunch of them in random folders, the Visual Studio folders have the version 8.00.50727.42, I uploaded it for you http://www.aldomx.com/msvcr80.zip. I will check that simfiles with 3.9 to see how do they work. I will tell you if I find what causes the crash.

    @kurisu.- I have planned to keep my code updated every time Archer releases his code, so it's not a problem whenever he releases his final version, but I will take your suggestion and get separated from SM+ until it gets final.
    Many people complain about fake arrows and negative bpms... why?
    I love them! ^^

  3. #23

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    Aldo, newbie question...
    if i get this source, can i compile in linux? i mean, have you used some windows api or something like that? =x

    sorry for my bad english and the newbish question

  4. #24
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    Quote Originally Posted by somatorio View Post
    Aldo, newbie question...
    if i get this source, can i compile in linux? i mean, have you used some windows api or something like that? =x

    sorry for my bad english and the newbish question
    No, no features that were Windows specific were added. It will build with all the right features, just fine on Linux.

  5. #25
    about 20% cooler shakesoda's Avatar
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    We still need OSX builds, which has given me a ton of headaches trying to do.
    < shakesoda> I have altered the subject
    < shakesoda> pray I do not alter it further

  6. #26

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    This doesn't build for me in Linux. Rather, it wont config for the build.

  7. #27

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    Can you send me your error log please? So I can change any windows-only function if used any
    Many people complain about fake arrows and negative bpms... why?
    I love them! ^^

  8. #28
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    Clarification regarding my crashes:

    1. When scrolling to one of the offending songs in the music wheel, the song moves into place and its banner appears, and then it crashes right away before the music preview can begin playing.
    2. I did not have this problem with any previous 3.9+ build or with the official 3.9 (although I'm not sure whether I had all of the simfiles in question installed while I was previously using official 3.9).
    3. The offending simfiles all have audio in Ogg Vorbis format, although other simfiles with OGGs work fine (e.g. everything from http://www.pineight.com/dwi/ ). "Concerto (Original Mix)" and I think "Duality" have rolls in them, but I am certain that my noteskins are properly designed to support rolls.

    I still need to test with your version of msvcr80.dll.

    P.S. I noticed that the simfile in your video doesn't seem to have any holds after the negative-BPM skip. Did you test such a situation?

    P.P.S. I noticed that in the jukebox, when "random modifiers" is selected and the jukebox tries to use 1.5x speed, the speed starts out at 1.5x and then quickly transitions to 1x right before beat 0 is hit. There is no #SPEED: tag in any of the simfiles involved. Is this behavior of forcing #SPEED 1 intentional?
    Last edited by eighty5cacao; 05-28-2008 at 12:51 AM. Reason: concerning -BPM/tickpoint test case
    The problem is that the world is run by neurotypical businessmen who just want to see results now.

  9. #29

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    Aldo, I cant even get to an error, it says there is no config file, so I try to make config, and it say that its unrecognised.

  10. #30

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    Quote Originally Posted by jnzooger View Post
    Aldo, I cant even get to an error, it says there is no config file, so I try to make config, and it say that its unrecognised.
    Did you replace those files into a new copy of Archer's source?

    Quote Originally Posted by eighty5cacao View Post
    P.S. I noticed that the simfile in your video doesn't seem to have any holds after the negative-BPM skip. Did you test such a situation?
    I have tested those so far:

    Quote Originally Posted by eighty5cacao View Post
    P.P.S. I noticed that in the jukebox, when "random modifiers" is selected and the jukebox tries to use 1.5x speed, the speed starts out at 1.5x and then quickly transitions to 1x right before beat 0 is hit. There is no #SPEED: tag in any of the simfiles involved. Is this behavior of forcing #SPEED 1 intentional?
    Ehm... its a bug :P, fixing it.
    Last edited by Aldo_MX; 05-28-2008 at 09:09 PM.
    Many people complain about fake arrows and negative bpms... why?
    I love them! ^^

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