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Digitalfear117

1 month ago

gsxr4o0 wrote:

feature req: lagspike handling.

most people complain at anytime that they cannot full-combo/SS the beatmap at one shot, then some clients from 2016 to present have the feature. you know the red squares beside the fps counter?

reason is that I wanted this build to run smooth, even for low-end PCs (like me!)


Frame Time Graphs are available in Digital Client, you can enable them with Shift + F11. I don't really see a need to add the "Reduce dropped frames" option that stable has, all that feature does is just perform a Glflush periodically, I can't imagine it actually makes much a difference tbh. The ms view is nice, and can probably be added, but I don't think I'll add the fancy display that stable has for it. I don't currently have a solution for lag spikes, and since this issue happens to most users on all old clients I don't think this is a Digital Client specific issue.
Last edited by Digitalfear117 1 month ago, edited 2 times in total.
gsxr4o0
84 posts
PH Flag

1 month ago

Digitalfear117 wrote:

Frame Time Graphs are available in Digital Client, you can enable them with Shift + F11. I don't really see a need to add the "Reduce dropped frames" option that stable has, all that feature does is just perform a Glflush periodically, I can't imagine it actually makes much a difference tbh. The ms view is nice, and can probably be added, but I don't think I'll add the fancy display that stable has for it. I don't currently have a solution for lag spikes, and since this issue happens to most users on all old clients I don't think this is a Digital Client specific issue.


😔 After discussing with other people, it concludes that it's always been an issue that will never be fixed, sadly. New clients (2016 onwards which it fixes the lagspike issue, iirc) implementing the Titanic API aside from this (digital client) will never happen. My apologies.
Last edited by gsxr4o0 1 month ago, edited 1 time in total.

Digitalfear117

1 month ago
I never said it won’t ever be improved, but yes I don’t currently plan on overhauling the entire games rendering engine right now. It took peppy two years to do it, and he’s a lot smarter than me lol
Last edited by Digitalfear117 1 month ago, edited 1 time in total.
Digitalfear117

1 month ago
New hotfix release for Digital Client! I am still working hard on modded b99 so this is another smaller update, but there's some good stuff here!

New Features:
  • Add Searching Within Collections! This is experimental, and truly ONLY works for collections, no other grouping mode for now. It's a bit of a hack to get it in, so let me know if it causes any bugs

  • Add Shift + F2 to Go Back to Previous Random Result! Stores the last 10 random searches

  • Improved Slider Selection Code in the Editor! Now you don't need to select the entire slider to select it!

  • Add Alternative Keybind for Rotating Objects in the Editor. You can now use [ ] as well!
  • Add Option to Switch Between Legacy Control G and Modern Control G (In 2015 they changed how Control G works on Sliders, in Modern it shifts the second control point of any perfect curve to the exact middle of the slider, you can enable or disable this)

  • Add Default Display Title if Server Returns an Empty Display Title


Major Bugfixes:
  • Some maps used to crash Digital Client due to a slider bug, such as Scognito - Spelunker by Ekoro. This has been fixed! This bug affected all clients prior to early 2014
  • Fix Switching Difficulties on Multi Mode Sets Crashing DirectX
  • Fix Dragging osu! to Another Monitor Crashing in Most Situations in DirectX (EXCEPT SONG SELECT)
  • Ensure Converted Audio Files Have a Different File name on Save
  • Avoid Crashing on SpinnerForceNewCombo
  • Add Check For 0 WindowWidth or WindowHeight, and Use a Backup Resolution if this is the Case
  • Remember Last Position in Song Selection Before Deleting a Map, Or Resetting Search


You can download the latest version of Digital Client here! https://www.mediafire.com/file/qdg5m1hniitc572/b20130303+Digital+Client+++4.0.56.7z/file

If you are updating from 4.0.47 or later, you can download these patch files! https://www.mediafire.com/file/i2p4yufbt97i8uh/b20130303+Digital+Client+++4.0.56+Patch+Files.7z/file
Last edited by Digitalfear117 1 month ago, edited 1 time in total.
willow
152 posts
GB Flag

1 month ago
Unless I’m blind, you forgot to mention resnap not moving first redline anymore
kyooti
356 posts
US Flag

1 month ago

willow wrote:

Unless I’m blind, you forgot to mention resnap not moving first redline anymore


holy shit was that the reason why my red ticks moved to like -200 or smth
2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play - [Completed - 2/3/25, Forever stained.]
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
Digitalfear117

1 month ago

willow wrote:

Unless I’m blind, you forgot to mention resnap not moving first redline anymore
that was done in 4.0.47
SergeantIgnas
93 posts
LT Flag

poka
204 posts
US Flag

1 month ago
fineeeeee
ill use this client for the first time now
DeletedUser2196
156 posts
DE Flag

4 weeks ago
yeah i did play on it but i had lagspike i think my pc is firing a machine war on pc
wilted_rose
256 posts
RU Flag

3 weeks ago
I think osz2 import is broken.
What i have done: i decided to export random map i have downloaded few days ago (it's https://osu.titanic.sh/b/172960 if this matter to solve problem) and updated every single diff to last version (because osu direct downloads bancho maps instead titanic maps). Then in editor i pressed "export as osz2" and imported it back. First issue was with music, it stopped playing like after 10 seconds after started playing in song selection menu. I decided to check songs folder and found that osz2 file wasn't extracted to song folder (osz files are extracting in 99% cases). I think you need to investigate in this problem.
secretly -2,147,483,646
Oreeeee
75 posts
PL Flag

3 weeks ago

wilted_rose wrote:

I think osz2 import is broken.
What i have done: i decided to export random map i have downloaded few days ago (it's https://osu.titanic.sh/b/172960 if this matter to solve problem) and updated every single diff to last version (because osu direct downloads bancho maps instead titanic maps). Then in editor i pressed "export as osz2" and imported it back. First issue was with music, it stopped playing like after 10 seconds after started playing in song selection menu. I decided to check songs folder and found that osz2 file wasn't extracted to song folder (osz files are extracting in 99% cases). I think you need to investigate in this problem.


Yes it's broken. The osz2 file is meant to be used by the BSS server, not by the end user. Happens in literally every client.
#ChujKurwaRankedOrLovedTitanicPlz
gsxr4o0
84 posts
PH Flag

1 week ago
Overhauled editor's keybinds are not defined in settings as configurable keybind
- There is someone who is a taiko player that has DFJK (DK for blues, FJ for dons), and when enabling live mapping mode, they should hit dons or kats, placing it directly in the editor. Instead, it pops out "Slider Curve: PerfectCurve [pressing F]" and "Slider Curve: Bezier [pressing D]". Same as Grid Size Change [G] in Options > Input.

wilted_rose
256 posts
RU Flag

4 days ago
some inconsistencies i have encounted:
  • beatmap carousel seems to have bugs with left/right arrow control, i cant switch to first song in carousel with left arrow and with right arrow from last song
  • deleting map can switch you to 2 songs up or 1 down like by random, but it should always switch to 1 song up
  • audio volume control with keyboard require precise button press from a player if player wants to change by only 1%, could add latency before 2nd volume change (and subsequent repeat change, like in stable)
  • also, could import osu!stable volume adjuster (with l/r arrow switch between adjusters)
  • is stable pp calculator ready to be implemented in?
  • secretly -2,147,483,646
    Digitalfear117

    4 days ago

    wilted_rose wrote:

  • deleting map can switch you to 2 songs up or 1 down like by random, but it should always switch to 1 song up
  • I am aware, before this current update when deleting it would shoot you to the top of the carousal (not one that is "randomly" near it) this was a best effort bandaid fix, as the way it's supposed to work somehow got broken and I haven't been able to figure out why yet. Song Selection is like a 5 headed monster and it's very easy to break things in odd ways. I added a new hack to try to keep it where it's supposed to be after deletion, hopefully it doesn't break anything.

    wilted_rose wrote:

  • beatmap carousel seems to have bugs with left/right arrow control, i cant switch to first song in carousel with left arrow and with right arrow from last song
  • Likely caused by whatever indexing problem is affecting the above functionality too. I don't currently have a solution.

    wilted_rose wrote:

  • audio volume control with keyboard require precise button press from a player if player wants to change by only 1%, could add latency before 2nd volume change (and subsequent repeat change, like in stable)
  • This requires adjusting how the global hotkeys work in Digital Client, for now the answer is no.

    wilted_rose wrote:

  • also, could import osu!stable volume adjuster
  • No, it has NOT been possible to just "import" the stable volume adjuster. The stable volume adjuster is actually an OpenGL GLSL Shader. That requires OpenGL 2.0 support. The current version of Digital Client uses an OpenGL 1.1 bridge so that's why it's not possible in the current Digital Client version. However, for the next version of Digital Client the Stable Volume Adjuster will be there. I want to illustrate how much work this was, because you seem to ask for features and just expect them to all be easy to implement and that is very rarely ever the case. A very smart user by the name of Khangaroo moved us from classic osu!'s original OpenGL 1.1 bridge to OpenTK (the same OpenGL Bridge Stable uses). This means that we now can support GLSL shaders! That was a huge overhaul and will also vastly improve OpenGL performance. However that's not all. b20130303 does not even have a way to load GLSL shaders, and I can't just backport stable's shader loader without making more major changes. So I needed to do a more immediate mode friendly approach. After a lot more work, we could finally display JUST the OpenGL 2.0 Shader. Very cool! But that's not even half the battle, OpenGL Shaders don't work in DirectX, and the stable volume adjuster doesn't have a DirectX shader counterpart (as by November 2015 when it was added, they had already stripped the XNA DirectX 9 renderer completely out of stable) that meant I needed to create a brand new DirectX 9 Shader that looks similar to the old one! after like another 3 days of work, and working with XNA shader loading mechanisms (which is of course different from the OpenGL Shader rendering pipeline) I now have a ps_3_0 version of the shader that looks similar! What I'm trying to say is, you have little appreciation for how much work "simple" features or bugs can be to fix. I haven't even mentioned any of the other changes in the game to make the Stable Volume Adjuster work in the 2013 client, it's not like I can just copy paste a little code and have things work. Also I ended up creating an OpenGL 1.1 and ps_2_0 version of the Stable Volume Adjuster too, the OpenGL 1.1 literally draws tri's right over the game in a way that looks fairly similar. the ps_2_0 shader looks pretty similar too, but due to it's 64 arithmetic instruction limitation lacks some of the pop of the ps_3_0 shader. All in all this was a lot of work, and I know the very first thing you will do is fucking complain when it doesn't work exactly like stable, so I don't want to hear it, I know how it's supposed to work.

    wilted_rose wrote:

  • is stable pp calculator ready to be implemented in?
  • No. All the current pp calculators are simple to calculate based on a few data points, standards is far too complex without having something else do the calculation for us. Maybe if we used rosu C# bridge we could but that bridge currently requires modern .NET and would need to be rewritten. aka, a lot of work.
    Last edited by Digitalfear117 4 days ago, edited 2 times in total.

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