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Old 05-18-2008, 12:53 AM   #1971
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this is awesome.
and "old" as ppl would say.
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Old 05-19-2008, 04:03 AM   #1972
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I'm sorry I don't have any actual experience w/ Pump It Up, so I hope I'm not going too far beyond my expertise.
Quote:
Originally Posted by Aldo_MX
The checkpoint code is the last one I want to fix, I dont want to get desperate too early :P, first I need to familiarize with Stepmania's code, but when I get familiarized I will give it a try.
1. I apologize for whining about -BPMs yet again, but the video I posted shows that I at least have a point. If a real fix is deemed to be too inconvenient, my next proposal is to have the #TICKCOUNT: tag accept 0 as a value for the tick rate to inhibit checkpoint generation in a given region of the song.
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Originally Posted by Aldo_MX
But the attacks replace the actual speed, the stepchart speed gets multiplied by the user speed, if you got original prex 3 try will o the wisp nightmare with x1 and then with x4.
2. ... which is why I said "I'm not sure whether such speed mods stack properly with ones selected by the user." This is an example of inadequate self-confidence... :-/
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Originally Posted by Aldo_MX
I know about hidden steps, I used them with a song :P, the Items I have considered to add are the following ones:
3. I have some doubts as to the feasibility of Division Mode, and horizontal scrolling might require a bit of work. Is the ↓ flip item equivalent to SM's "Reverse" modifier, or does it actually rotate the step display image by 180 degrees? What syntax will be used in the .sm format to represent these items? @kurisu: Could you clarify what you mean by "old"?
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Old 05-19-2008, 04:18 AM   #1973
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Its been many months since NX's release: that mission in WorldMAX is quite well known. It is old news. I mean, hell, NX2 is already released it is that freaking old.

Yes, that is just the equivalant of Reverse for the dropping arrows, (I belive it is called Under Attack).

As for the tick thing: if you have read what I have said several times, PIU defaults to a minimum tick = to the most "intense" note used: so if a song was just an 8th stream, it would tick every 8th note: however, the andamiro team will often do crazy tick counts for songs that "fit" having them, so this is not a constant.

pump haven has a TON of information on this: I really do not see why I have to keep throwing my knowledge out there when it is redily available on a very well known PIU website.

Point on holds is this: at no point in PIU at all would a "0" tick count exist or be used. ok?
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Old 05-19-2008, 09:46 AM   #1974
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Quote:
Originally Posted by eighty5cacao View Post
I'm sorry I don't have any actual experience w/ Pump It Up, so I hope I'm not going too far beyond my expertise.

1. I apologize for whining about -BPMs yet again, but the video I posted shows that I at least have a point. If a real fix is deemed to be too inconvenient, my next proposal is to have the #TICKCOUNT: tag accept 0 as a value for the tick rate to inhibit checkpoint generation in a given region of the song.

2. ... which is why I said "I'm not sure whether such speed mods stack properly with ones selected by the user." This is an example of inadequate self-confidence... :-/

3. I have some doubts as to the feasibility of Division Mode, and horizontal scrolling might require a bit of work. Is the ↓ flip item equivalent to SM's "Reverse" modifier, or does it actually rotate the step display image by 180 degrees? What syntax will be used in the .sm format to represent these items? @kurisu: Could you clarify what you mean by "old"?
Maybe my English is too bad and I understand things that I should not, but I feel that youre kind of defensive with your reply O.o, forgive me if I got it wrong, maybe Im not using the correct words and you understood something different to what I want to say, anyway, this is my 5th day exploring the SM source, and I'm still learning C++ (I'm a PHP programmer, so I got the basic knowledge, but C++ is very confusing compared with PHP), so I dont think I can do something about the -BPM or Checkpoints bugs yet, but I undestand your point, you want to get the Checkpoint code disabled during the negative BPM skip right? if this is what you want then there is no need to put #TICKCOUNT:f=0; with if(BPM<0) return false; would be enough.

Regarding the SM modifications I have been working on them, I have got SPEED & MULTIPLIER Changes so far (Multiplier needs optimization), and also I managed to parse KSF DM format. The bpm/delay parsing is inaccurate since Stepmania doesnt support separate changes per mode yet, but it parses well the steps in all modes and the bpm/tick/delay changes in the first mode.

The edited source files are here:
http://www.aldomx.com/src-aldomx-002.zip

And a compiled exe here (also includes source and the metrics I use for my tests):
http://www.aldomx.com/stepmania-aldo002.zip

EDIT: Syntax for SPEED and MULTIPLIER:
#SPEED:0.000=1.00,0.500=1.25,...; (float 2 decimals)
#MULTIPLIER:0.000=1,0.500=5,...; (integer)
Need to be added manually into the .SM

Last edited by Aldo_MX; 05-19-2008 at 10:34 AM..
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Old 05-19-2008, 10:34 AM   #1975
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Aldo, maybe you should make a new thread for this build: maybe you can continue where 3.9+ will end: it would be nice to have some of the unfinished things completed, presuming you can do it (mainly mission mode and such.. this all just depends on how much you have to break SM's current behaviour: you really need to make sure your builds dont destry SM's normal feel while adding in and fixing the PIU features.. hard, I know, but I think you know what I mean)
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Old 05-19-2008, 11:50 PM   #1976
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SM3.9++

that's 4.9
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Old 05-20-2008, 12:00 AM   #1977
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SM5.7.3 PIU edition..
but no, seriously, I think 3.9+ should be continued after Archer finishes it up.. there is still so much more that can be done... and then, of course, merged into SM4.. heh.
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Old 05-20-2008, 01:42 AM   #1978
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it's already being merged into SM4.
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Old 05-20-2008, 02:43 AM   #1979
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Quote:
Originally Posted by kurisu View Post
Aldo, maybe you should make a new thread for this build: maybe you can continue where 3.9+ will end: it would be nice to have some of the unfinished things completed, presuming you can do it (mainly mission mode and such.. this all just depends on how much you have to break SM's current behaviour: you really need to make sure your builds dont destry SM's normal feel while adding in and fixing the PIU features.. hard, I know, but I think you know what I mean)
For me Stepmania is a mix of the best features of the best music games, so I can't do something that breaks the actual Gameplay, all the features I will add are a plus, so you can still play without them, and you won't need them to play.

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I think 3.9+ should be continued after Archer finishes it up.. there is still so much more that can be done... and then, of course, merged into SM4.. heh.
+1 to that

And also is there is no need to focus on PIU requests anymore since I will take care of them, obviously I'm not as good as Archer, but I will do my best effort .
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Old 05-20-2008, 03:39 AM   #1980
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Quote:
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it's already being merged into SM4.
If you AT ALL read what I said, it was refering to NEW STUFF.

****, you people act like I do not read. >_<
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