Eight Bit
Hardcore Member
still my most played game I think. Since yesterday the game graces me with a notification that there's an update available. Do you feel like updating it ptitseb?
I'll take a look at updating it (hopefully, there is not much OpenGL 2+ only code added).still my most played game I think. Since yesterday the game graces me with a notification that there's an update available. Do you feel like updating it ptitseb?
Been playing this quite a bit again lately, so I decided to redo my optimized skin. With pretty good results.
It's based on the 0.15.0 default skin which in itself has some improvements over the older default graphics.
I tried to achieve a good balance between looks and performance.
Some effects have been removed. Alpha transparency is gone, but with some editing in place to make still it look passable.
I've also removed the health bar, as it was riddled with fancy animations while not actually critical to the gameplay itself (you'll notice yourself when you're too bad for a map).
Only a few graphics have been resized to a smaller resolution this time.
Almost always 30 fps gameplay on a CC Pandora (sliders are heavy to render, so slider heavy maps still drop a bit), 30 fps song selection screen (I highly recommend scaling down the background images in your Songs folder btw).
It's been optimized around using the default playfield which is just black now, but it still looks fine with the beatmap backgrounds (beware of potential frame drops then, though).
Recommend settings:
Frame Limiter: 30 fps
Background Dim: 0%
Force Default Playfield: Yes
Ignore All Beatmap Skins: Yes
Snaking Sliders: No
Show Hit Lighting: No
Show Combo Bursts: No
Show Perfect Hits: Yes
Show Hit Error Bar: No
Disable Cursor: Yes (unless you hook up a mouse, of course, but less to render)
The folder "pandora_optimized" goes into "appdata/opsu/Skins".
@ptitSeb: Any news about an update? I know you're now busy with your fancy Pyra prototype, but still.
I didn't run into any issues running the current release in the folder with the database created by the jar in the PND, btw. But that was just on my PC.
but I waited for an answer for the database conversion, then I forgot about this one...
Sat Jun 24 17:43:15 CEST 2017 ERROR:** Uncaught Exception! **
Sat Jun 24 17:43:15 CEST 2017 ERROR:Java heap space
java.lang.OutOfMemoryError: Java heap space
at org.tukaani.xz.lz.BT4.<init>(Unknown Source)
at org.tukaani.xz.lz.LZEncoder.getInstance(Unknown Source)
at org.tukaani.xz.lzma.LZMAEncoderNormal.<init>(Unknown Source)
at org.tukaani.xz.lzma.LZMAEncoder.getInstance(Unknown Source)
at org.tukaani.xz.LZMAOutputStream.<init>(Unknown Source)
at org.tukaani.xz.LZMAOutputStream.<init>(Unknown Source)
at itdelatrisu.opsu.replay.Replay$1.run(Replay.java:345)
I've been playing with the default -75 ms, which was fine for the most part, but it still seemed to be a bit uneven. I put some actual thought into it now and put it at -66 ms, which feels pretty good on my desktop and Pandora when locked to 30 fps. Managed a few SS with that. I think a multiple of the actual frame delay (33 ms in case of 30 fps) is advisable.I play opsu quite a lot. Have you set a music delay? I have mine set at 95ms and it seems reasonably good.
Any favorite songs/beatmaps?
mvn
mvn compile
mvn deploy
-Fixed freezing on exit
-Fixed restarting not working. Opsu! now writes a .opsu_restart file into appdata and the runscript starts the game again if it exists
-Fixed out of memory exception on results screen on CC Pandoras
-Fixed main menu buttons not responding to clicks
-Reduced resolution of the results screen performance graph to 0.1x
-Rewrote slider rendering to be a lot faster
-Added the following options to allow balancing looks and performance better:
"Texture filter"
"Show/Hide Game animations"
"Show/Hide Healthbar"
"Show/Hide HUD"
-Re-addded 60 fps frame-limit option
-Added port authors to the about author string
-Disabled listing of the follow options since they're unsupported:
"Disable Updates"
"Enable Videos"
"Experimental Sliders"
-Removed alpha transparency on the options overlay
-Fixed slider blending glitches when game animations are enabled
-Removed some redundant OpenGL calls in the fast peppy slider rendering code
Are these the sudden freezes that lock up my Pandora completely and need a hard reset to recover?I'm actually suddenly getting out of memory exceptions again, uh... this may be related to some combination of options (I wiped my appdata for testing now). Anyways, for the next release, I'd suggest to not cut it close and just set the max heap to 192 MB instead, since that's what Rebirth/GHz models default to.
Edit:
Here's a new patch.
Diff is to the current git, as before. Runscript has the heap size increased once again. I didn't run into any issues, but knowing me there might still be some, who knows.Code:-Fixed slider blending glitches when game animations are enabled -Removed some redundant OpenGL calls in the fast peppy slider rendering code
@ptitSeb Repackage when you feel like it. As I wrote before, I actually don't want to annoy with this so often :V
(Do mention notifications work on edits? I sure hope they do.)
I'd love to say no, but I wouldn't rule it out actually. Uncaught exceptions spawn an error dialog that is supposed to be in front of the game window. They take the focus though and for me it's possible to kinda have them fight with the 3D driver to bring their content to the screen. But I can imagine this wouldn't work if you were on a driver version that doesn't do windowed (opsu seems to force windowed, maybe I should look into that too). Regardless, holding the Pandora button to kill it /should/ always work.Are these the sudden freezes that lock up my Pandora completely and need a hard reset to recover?
Perfect A? The S is waiting for you. Get a few less 50s.I just scored a perfect A on Silent Siren - Cherry Bomb (Normal) Any chance for C4a Implementation?