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.