In an attempt to convert this wonderful piece of art to Stepmania 5, I ran into a problem with mod commands. Essentially, this, for example:
...will work fine in builds prior to SM5 (I've only tested with OpenITG but I assume this is just an SM5 thing), and will slowly start to make the notes spin. In SM5, it ignores the mod application speed (*0.1) and will go to 200% dizzy immediately. The result of this in effect is somewhat hilarious but still incorrect. I tested, and GAMESTATE:ApplyStageMods() does the same.
Is this intentional? If so, then why, and is there another way? (that doesn't involve setting an update command to increment mods manually, please, thanks)
GAMESTATE:ApplyGameCommand('mod,' .. '*0.1 200% dizzy');
...will work fine in builds prior to SM5 (I've only tested with OpenITG but I assume this is just an SM5 thing), and will slowly start to make the notes spin. In SM5, it ignores the mod application speed (*0.1) and will go to 200% dizzy immediately. The result of this in effect is somewhat hilarious but still incorrect. I tested, and GAMESTATE:ApplyStageMods() does the same.
Is this intentional? If so, then why, and is there another way? (that doesn't involve setting an update command to increment mods manually, please, thanks)