taulazer / tau Goto Github PK
View Code? Open in Web Editor NEWA customized osu! mode surrounding a paddle and some notes.
Home Page: https://taulazer.github.io/
License: MIT License
A customized osu! mode surrounding a paddle and some notes.
Home Page: https://taulazer.github.io/
License: MIT License
so loading a song is fine
and when it starts, i can hit long notes, but as soon as i hit a normal note (not a long note) it crashes
https://github.com/ppy/osu/network/dependents?package_id=UGFja2FnZS01NjE3NDI5MDQ%3D
This happend about a week ago.
Whenever I start a map, it crashes after 3-4 seconds.
I'm not completly sure this is possible, but Osu! had controller support natively didn't it?
Using the controller stick to move the paddle would be a lot better than using a mouse, IMO.
I found this issue when attempting to do a simple curve from the right to the left at a slow speed, I found in the TauBeatmapConverter
that the reported values go above 0.6 and infact go to 17. A better way to check this is to either add in a toggle to disable this in the Lite mod or to make sure the wrapped around angles are accounted for by getting only the shortest angle difference and not the longer difference.
When any note is generated from a slider, it uses the hit sounds from the tail of said slider, rather than the head, despite the note being played when the head would usually be clicked.
Whenever creating a ruleset, its name must always start with a capital letter and therefore the filenames and source code must be renamed to Tau
instead of tau
, I can PR a fix for that a bit later.
After playing a map with 1 miss, I decided to put the beat size to the maximum and watch the replay. The replay, at the highest beat size value, has no misses.
Useless note : Yeah, this isn't a high quality issue, but at least I tried
simple big square beat. will need to have both X/Z key pressed
This has happened on every Tau map that I play,
Basically, just a couple seconds before the map is finished, there is a little lagspike followed with beats being unclickable that then puts you to the results screen. (Similar to the end of This beatmap in stable)
I am very confused
I am very confused
Most notable while playing with Relax mod. Even after missing a note, players are somehow able to reach back to 100% pretty quickly.
If the player continues to get perfects while the acc display is 100%, their acc will exceed the limit (albeit not visible at first glance), and for the next few notes their misses will not affect their acc display until their acc goes back down to 100%.
As title says.
Is it even possible to "install" it on linux?
Please don't call this "osu!tau". If you want to include osu! in the title something like "tau for osu!" may work.
On second thoughts, maybe we can make an exception for rulesets. Although it's going to get pretty silly if every ruleset has osu! in its name.. When we put them up on osu!direct for instance. Interested to hear your opinion.
Running Arch Linux, Kernel Version 5.9.2-arch1-1, game crashes immediately after few seconds of gameplay. Unsure what is causing the crash, but it occurs on every standard to tau converted beatmap. I didn't compile from source, used your newest released build. This was on Osu version 2020.1031.0
Unhandled exception. System.InvalidCastException: Cannot convert bindable of type osu.Framework.Bindables.Bindable`1[osu.Game.Configuration.IntroSequence] retrieved from ConfigManager to osu.Framework.Bindables.Bindable`1[System.Boolean].
at osu.Framework.Configuration.ConfigManager`1.GetOriginalBindable[TValue](TLookup lookup)
at osu.Framework.Configuration.ConfigManager`1.Get[TValue](TLookup lookup)
at osu.Game.Rulesets.Tau.Objects.Drawables.DrawableTauJudgement.load(OsuConfigManager config)
--- End of stack trace from previous location where exception was thrown ---
at osu.Framework.Allocation.BackgroundDependencyLoaderAttribute.<>c__DisplayClass6_0.<CreateActivator>b__4(Object target, IReadOnlyDependencyContainer dc)
at osu.Framework.Allocation.DependencyActivator.activate(Object obj, IReadOnlyDependencyContainer dependencies)
at osu.Framework.Graphics.Drawable.load(IFrameBasedClock clock, IReadOnlyDependencyContainer dependencies)
at osu.Framework.Graphics.Drawable.Load(IFrameBasedClock clock, IReadOnlyDependencyContainer dependencies, Boolean isDirectAsyncContext)
at osu.Framework.Graphics.Containers.CompositeDrawable.loadChild(Drawable child)
at osu.Framework.Graphics.Containers.CompositeDrawable.AddInternal(Drawable drawable)
at osu.Game.Rulesets.UI.JudgementContainer`1.Add(T judgement) in /var/lib/buildkite-agent/builds/debian-gnu-linux-vm-1/ppy/osu/osu.Game/Rulesets/UI/JudgementContainer.cs:line 22
at osu.Game.Rulesets.Tau.UI.TauPlayfield.onNewResult(DrawableHitObject judgedObject, JudgementResult result)
at osu.Game.Rulesets.Objects.Drawables.DrawableHitObject.ApplyResult(Action`1 application) in /var/lib/buildkite-agent/builds/debian-gnu-linux-vm-1/ppy/osu/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs:line 520
at osu.Game.Rulesets.Objects.Drawables.DrawableHitObject.UpdateResult(Boolean userTriggered) in /var/lib/buildkite-agent/builds/debian-gnu-linux-vm-1/ppy/osu/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs:line 539
at osu.Game.Rulesets.Objects.Drawables.DrawableHitObject.UpdateAfterChildren() in /var/lib/buildkite-agent/builds/debian-gnu-linux-vm-1/ppy/osu/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs:line 424
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Game.Rulesets.UI.FrameStabilityContainer.UpdateSubTree() in /var/lib/buildkite-agent/builds/debian-gnu-linux-vm-1/ppy/osu/osu.Game/Rulesets/UI/FrameStabilityContainer.cs:line 100
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
at osu.Framework.Platform.GameHost.UpdateFrame()
at osu.Framework.Threading.GameThread.ProcessFrame()
--- End of stack trace from previous location where exception was thrown ---
at osu.Framework.Platform.GameHost.<>c__DisplayClass96_0.<handleException>b__0()
at osu.Framework.Threading.ScheduledDelegate.RunTaskInternal()
at osu.Framework.Threading.Scheduler.Update()
at osu.Framework.Threading.GameThread.ProcessFrame()
at osu.Framework.Platform.ThreadRunner.RunMainLoop()
at osu.Framework.Platform.GameHost.windowUpdate()
at osuTK.GameWindow.RaiseUpdateFrame(Stopwatch watch, Double elapsed, Double& timestamp)
at osuTK.GameWindow.DispatchUpdateFrame(Stopwatch watch)
at osuTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at osuTK.GameWindow.Run()
at osu.Framework.Platform.GameWindow.Run()
at osu.Framework.Platform.GameHost.Run(Game game)
at osu.Desktop.Program.Main(String[] args) in /var/lib/buildkite-agent/builds/debian-gnu-linux-vm-1/ppy/osu/osu.Desktop/Program.cs:line 55```
(startangle, endangle, length, *tickrate)
slider beat. tickrate is optional (default is 8), set it higher if the slider doesn't look smooth enough
simple square beat. hit the object using the X/Z key. will appear in different angles and will have sounds once clicked
On a few charts the results screen can show up even though there are still squares heading towards the outside, off the top of my head I recall it happening with this song's normal.
When getting 100% accuracy in the pre-release, the score will always be 1 million
base code should be split to avoid copy-pasting code
Cinema mode is bugged in Tau and playing it would result in the player playing the game as in he is playing Easy mode
Currently we have very minimal amount of tests, and as things progress over time I'd like to be able to make non-breaking changes, especially once we're implementing things such as the editor.
The readme gives instructions on how to decompile osu!lazer.appimage but not how to recompile it.
as showcased here: https://clips.twitch.tv/CourageousElegantQueleaJonCarnage
I tend to test/play at non-16:9 resolutions, and it seems like the hitobject movement area is scaled smaller than the cursor area, making positional calculations fail.
E.g. https://streamable.com/7r7xs (@ 1920x2310)
Note how the notes stop before they reach the cursor.
it would be awesome for the timing for the notes to be slightly better as they don't really fit with the songs, and a custom map creation tool outside of the lazer client would be nice seeing as lazer doesn't let you
big circle that you hit with the space bar
Currently, through rebinding controls, it is possible for players to use the same mouse button for both kinds of beats, and perhaps play it in an unintended way.
Currently our SimultaneousBindingMode
is set to unique
, which allows more than one action to be triggered with the same key. We could change it to none
which will block this from happen, but may introduce problems down the line, depending on whether we introduce hits in the middle of a slider.
CodeFactor found multiple issues:
tau\osu.Game.Rulesets.tau\UI\Cursor\tauCursor.cs:162
tau\osu.Game.Rulesets.tau\UI\Cursor\tauCursor.cs:82
tau\osu.Game.Rulesets.tau\Mods\TauModBlinds.cs:126
Using Hidden or Fade In mod just crashes the game when trying to load a map.
the mods dont really add anything to the gameplay
osu!lazer version 2020.413.0, Windows 10
Lazer will freeze then crash after the first few hitcircles of any song.
One can play notes that appear to be off the outer edges of the paddles.
Dependabot couldn't find a osu.Game.Rulesets.Tau.csproj for this project.
Dependabot requires a osu.Game.Rulesets.Tau.csproj to evaluate your project's current .NET dependencies. It had expected to find one at the path: /osu.Game.Rulesets.tau/osu.Game.Rulesets.Tau.csproj
.
If this isn't a .NET project, or if it is a library, you may wish to disable updates for it from within Dependabot.
clip ends as soon as game crashes
My game crashes right after a map starts. Is it me? I'm using a RX 550 GPU
whenever i try to load a map with tau it completely crashes osu!lazer
This has been an issue for a while now, first mentioned by Noor. Will do some further investigation whenever I'm on PC.
it might just be me but i find the fact that the hit plate moves faster when you are closer to the middle of the centre very disorientating and weird , maybe having an optional fixed speed if you want it would be nice, or left and right arrow support!
While playing Tau if you pause the game and then resume it the game will start right away without no timers or anything of such I would like to implement a system similar to the one osu!std uses when pausing/resuming game
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