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tau's Issues

Adding controller support

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.

Converted sliders that go through the 0 angle mark (i.e. swipe through the top of the playfield) are not placed in.

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.

if (lastAngle.HasValue && (Math.Abs(Extensions.GetDeltaAngle(lastAngle.Value, angle)) / (float)Math.Abs(lastTime.Value - t)) > 0.6)

Wrong ruleset captalization

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.

100% acc for every map

Some people get a glitch where they have ss'd the map when the could have missed every note, i believe its when you play a map from an old version of lazer, then update lazer and try using tau with the old installed maps?
They need to fix that

Accuracy exceeds 100% limit when getting perfect

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%.

Rename project

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.

Game Crashing

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```

Implement Slider

(startangle, endangle, length, *tickrate)
slider beat. tickrate is optional (default is 8), set it higher if the slider doesn't look smooth enough

Implement Beat

simple square beat. hit the object using the X/Z key. will appear in different angles and will have sounds once clicked

Songs sometimes end too early

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.

Implement Tempo Barlines

Just like in Taiko and Mania, there would be a moving barline coming every first white beat of a division. Would greatly ease error correction when playing.

barline1
barline2

barline3

Add more tests

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.

osu! linux

The readme gives instructions on how to decompile osu!lazer.appimage but not how to recompile it.

Timing+Custom maps

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

Hardbeat action can use the same mouse buttons as regular beats

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.

Hidden Crash

Using Hidden or Fade In mod just crashes the game when trying to load a map.

Gameplay failure

osu!lazer version 2020.413.0, Windows 10
Lazer will freeze then crash after the first few hitcircles of any song.

crashes

whenever i try to load a map with tau it completely crashes osu!lazer

Gameplay control issue

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!

Resuming after pausing

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

note size option

taken from this comment:
image

it should be a slider option that has a range from 10 - 25.

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