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noodleextensions's Issues

When it will be available?

Your mods (chroma,NoddleEx) are making the game even more funnier.
The past 1-2 month i can't find your mods in ModAssistant and i can't make it work from here github.
Will it be available in ModAssistant again?

Broken maps

Currently with the latest build 1.3.2.0 ANY map that uses noodle extensions completely breaks and doesnt spawn any notes, walls and bombs. the map itself doesnt move either

EDIT: i tried using older versions of noodle extensions and it persists. it is actually CustomJSONData thats causing this issue

"Some maps are very laggy"

This is true, on my 1650 super, but this update also made the walls look very low resolution.
This and the previous release make a huge difference on this example map: https://beatsaver.com/beatmap/dd1d
My GPU is well up to the task of spitting out 72+ FPS here due to the new update, but..

The problem is the walls just don't seem as wally as they were. Is there a way to reverse the effects of the new release, like an option in game?
Thanks

Downgrading just puts all notes in one place, and disables walls, #19

"Static lights" causes stack and double notes to spawn higher than expected. Making some maps unplayable.

Kind of a strange issue. I have tried it with and without chroma requirements, and It appears to be something with Noodle or CustomJSON data.

It is also the same spawning effect that happens with every stack/double in Mapping Extensions maps (ME does this regardless of static lights toggle).

Examples:
Look at the difference between the stacks/double stack spawns in both plays here - https://streamable.com/7fbxvd
These are vanilla notes with no custom data on them btw.

This is a more extreme example where the map is unplayable with static lights enabled - https://streamable.com/nzdxlp
I have a bunch of fake notes on the same beat as the really problematic notes which I think is what's making them spawn all the way in space.

If there's anything more I can do to help, let me know.

Fake notes are counted

I put "_fake" on something and the note is still counted when going into the game. this is also with other songs as well.
image

[Bug] Noodle Extension causes laggy behaviour (even in main menu)

I found out that the NoodleExtension causes some form of laggy/glitchy behaviour of the sabers once i have started a song that uses this extension (I'm on version 1.3.9 currently).
This laggy/glitchy behaviour then also keeps existing even when beeing back in the main lobby after finishing/aborting the song that used that extension.
Not sure if others also have this experience, i am using the Valva Index on a Windows 10 PC that can definitely handle the workload (RTX 3090).
I will start testing the previous versions and will update this issue if I find a version that works.

It could also be some corellation between Noodle and other mods, so if any of you also has this problem, let's investigate! :)

1.3.16 is not detected

I tried out this update, but the songs i checked said i didn't have NoodleExtensions installed?.

Mods i have:
BS 1.16.1, BSIPA 4.1.6, BSML 1.5.3, BSUtils 1.10.0, CustomJSONData 1.1.4, Ini Parser 2.5.7, SiraUtil 2.5.5, SongCore 3.4.1, SongDataCore 1.3.8, SongBrowser 6.2.0, BeatSaverDownloader 5.6.1, BeatSaverSharp 2.0.1, ScoreSaber 3.1.0, ScoreSaberSharp 0.1.0, Counters 2.2.1, CameraPlus 5.2.0, CustomAvatar 5.2.3, DynamicOpenVR 0.4.0, ModelDownloader 1.1.1, ChatCore 2.1.2, EnhancedStreamChat 3.0.0-rc10, SongRequestManager 2.16.1, MappingExtensions 1.5.2, NoodleExtensions 1.3.16, ParticleOverdrive 1.11.1, SearchByMapperName 1.0.1, ServerBrowser 0.6.0, Multiplayer Extension 0.5.0.

New update

A new update made this mod stop working please fix it!!!

Using Player movement on the Z axis breaks notes timing and njs

On maps with player movement on the Z axis the notes in the map will not follow the track properly, and still spawn at the default position as if the player has not moved at all, and the notes will in turn speed up or slow down depending on if you are positive or negative on the Z axis. This will also put the map off time and out of sync with everything else :)

[Enhancement] Bézier splines

Something like

{
  "_position": [
    [0, 0, 0, 0],
    [0, 3, 0, 0.375, "easeInOutSine", "splineBezier"],
    [3, 3, 0, 0.375, "easeInOutSine", "splineBezier"],
    [3, 0, 0, 0.375, "easeInOutSine"]
  ]
}

the times on the bézier points don't actually matter, but they get parsed wrong if they're missing
ex

Notes spawn too high when player is moved.

In maps like Lost Memory, and The Wall Remastered, the notes spawn about one lane too high for me. This doesn't happen initially, but only once the map has moved you from your normal position.

Version: Latest from Releases
Beat Saber Version: 1.13.2
Installed Plugins: https://imgur.com/a/ESoMstC

This is what the notes in The Wall are supposed to look like: https://youtu.be/8ipOK0g8H3w?t=144
This is what they look like for me: https://www.youtube.com/watch?v=4hEZK6l_3JI

It's not my player height, since notes spawn fine in normal maps.

Use a binary search to find the relevant point index in animations

A linear search is currently used to find the relevant point index in animations. This cost might be a bottleneck with long animations (and many of the existing modcharts have pretty long animations). You could use a binary search to make this cost logarithmic wrt the list size instead of linear.

Example (disclaimer: not compiled nor tested):

public Vector3 Interpolate(float time)
{
    if (_points == null || _points.Count == 0)
        return _vectorZero;
    if(_points.First().Point.w >= time)
        return _points.First().Point;
    if(_points.Last().Point.w <= time)
        return _points.Last().Point;

    int l = 0, r = _points.Count;
    while(l < r - 1) {
        int m = (l + r) / 2;
        if(_points[m].Point.w < time)
            l = m;
        else
            r = m;
    }

    float normalTime = (time - _points[l].Point.w) / (_points[r].Point.w - _points[l].Point.w);
    normalTime = Easings.Interpolate(normalTime, _points[r].Easing);
    if (_points[r].Smooth)
        return SmoothVectorLerp(_points, l, r, normalTime);
    else
        return Vector3.LerpUnclamped(_points[l].Point, _points[r].Point, normalTime);
}

Left-handed mode

Your mod is incompatible with left handed mode.
Please fix that, I have no right hand to use...

Maps cannot be paused

If I start any map which is using Noodle-Extensions I cannot pause the map until it is over.
Maps that do not use this extension work flawlessly.

Noodle Extensions and Chroma isn't working

Hi, i have Beat saber 1.16.1 and i installed the latest version of Noodle Extensions and Chroma and the game doesn't detect this plugins, i tried to reinstall Beat saber and the same problem happens, i can't play song that require Noodle Extensions or Chroma, someone can help?

[BUG] Double Notes with Multiplayer Extension

PC

I posted this in multiplayer extension as per instruction from boulders2000; a mod on the beat saber modding group discord.
Zingabopp then said: "This is purely a NoodleExtensions issue."
So I am posting it here.

When playing a song with noodle extensions and multiplayer extensions a second note will appear and start turning the wrong way. This extra note is unhittable. It seems to not be a problem when one of the two players die. This is making me think that the second players notes are in the wrong "lane". Used song in the video: https://beatsaver.com/beatmap/11cf8
Link to video: https://1drv.ms/u/s!AkaSnPycUYb2h2nrnuuaBo-nOM8Q?e=2aqVoP

Reproduce

  1. Start multiplayer server with 2 players
  2. Select song with noodle extensions
  3. Double notes

https://github.com/Zingabopp/MultiplayerExtensions/files/5791656/_latest.log

um 1.13.4 coming soon?

I'm am starting to go crazy because I cant play up and down so 1.13.4 coming how soon

Massive Lag

Info

  • Noodle Extensions 1.3.11
  • Beat Saber 1.13.4
  • BSIPA 4.1.6
  • CustomJSONData 1.1.4

Issue

1.3.11 Install has MASSIVE LAG. I could normally play maps with massive wall counts at once - such as Ghost Choir flawlessly at 70fps on my Rift S. Updating to 1.3.11 because BSIPA update caused massive lag, and my average framerate dropped to below one on the same map. A couple dozen walls causes huge drop in FPS. Not sure what's causing this. The view inside VR also goes to hell.

Extra Info

Downgrading to 1.3.9 fixed the issue. Definitely a thing with pre-releases. Might need to be fixed, or maybe it's because it's a pre-release. Unsure.
https://user-images.githubusercontent.com/44149188/112764883-586d0f80-8fbf-11eb-9b57-b00d16fb9e60.mp4

V1.3.2 black screen when playing BTS DLC

might be a known issue already, but when starting any of the BTS songs with noodle extensions installed the game only loads a black screen. I knew it was between this, chroma, and technicolor as they were the last ones I added, so I removed them one by one nuntil I found it was noodle extensions causing the issue.

Left-hand mode causes bad transforms to be applied to some walls

This is NOT #2 (in fact you need a fixed CustomJSONData to get this far), nor is it related to MappingExtensions. Some (all?) affected songs do NOT tag MappingExtensions as a requirement, and the issue occurs even when MappingExtensions.dll is removed from the Plugins folder entirely.

Symptoms vary, but range from corrupted text to walls being in the middle of the field when they should be distant.

Example of corrupt text: https://bsaber.com/songs/a76b/
Left-handed OFF:
20200714172726_1_vr
Left-handed ON:
20200714172607_1_vr

SpinMod partially incompatible with NoodleExtensions

Hey dudes, awesome mod! Something in the way you're doing one or two of the effects, however, completely breaks SpinMod (SpinSaber/WobbleSaber) and causes the play area to go flying off into the distance during a spin. Hoping we can work together to figure out what's going on there as MANY streamers use SpinMod during their streams, and are unable to use their interactive features while still being able to enjoy the game and provide a fun experience for their viewers.

Its most notable about halfway through ANALYS when the tunnel of blocks appears.

I suspect it has something to do with how you're modifying the hierarchy from the PlayerController, or perhaps completely ignoring the PlayerController's current transform. It may be as simple as placing your movement code on a parent transform of the PlayerController and only manipulating the localPosition and localRotation values of your controller's transform. (Basically wedge another transform between PlayerController and its current root)

Thanks! Hit me up on Discord!
XypherOrion#1883

First play is fine, successive aren't

I had NoodleExtensions (and Heck and Chroma) installed.

When first opening up the game and playing the first song, my swings would register fine.
When restarting or going to another song, it wouldn't register my cuts, or at least it seemed like it would, but then consider I broke the combo right after.

Turned off my game, moved NE away from the plugins folder as I suspected it was because of it, booted my game up again and it works fine now.

Plugins folder:
image
(also had the latest NoodleExtensions for 1.16.1 obviously)

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