04-13-2013, 08:37 PM | #21 |
FFR Player
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Re: Beta Engine: R^3 [Updated 4/13/13]
The issue with this is that FFR should be aiming for one universal engine, much like ThirdStyle already has. It just causes unnecessary confusion and complication when there is multiple engines for what could be a one-size-fits-all engine. Also, if you move FFR to MS timing, you are just going to make a direct competitor to ThirdStyle as well. Maybe that is exactly your intention, but do what you want.
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04-13-2013, 09:20 PM | #22 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 4/13/13]
Well, one engine is certainly the goal, but it will take time (and with how everyone is set in their ways, seems like it's going to be a long time).
While I can't comment too much on thirdstyle - since every time I try it the sync is off by a good half-second and the offset options do absolutely nothing - the goal is more about getting the game running smoothly for everyone and fps locks are a bad way to go about doing that. It doesn't necessarily mean ms timing though, just higher resolution timing at however fast you can manage to run the game (probably 60fps in almost all cases).
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04-13-2013, 09:41 PM | #23 |
FFR Player
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Re: Beta Engine: R^3 [Updated 4/13/13]
I was just using ThirdStyle as an example of standardization. In regard to people using different engines, that's just a matter of providing the appropriate customization so it behaves similar to people's favorite engines.
The crux of the issue then becomes getting everybody to run at 60 FPS instead of 30 FPS. I don't know difficulty this would be, since I don't have access to the source (wink wink nudge nudge). You could always include a 60 FPS and 30 FPS version of the charts though, assuming the player has a powerful enough CPU to run it at 60 FPS.
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04-13-2013, 10:11 PM | #24 | |
Snivy! Dohoho!
Join Date: Mar 2006
Age: 33
Posts: 6,161
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Re: Beta Engine: R^3 [Updated 4/13/13]
Oh yeah, folks. I was helping Arc with this when he was testing it out, but... you all might be wondering what he meant by this.
Quote:
For example sake, I'm going to use the Team Blaze engine since we have that. Under options, you'll notice something called "engine playlist" and it'll ask for input. Well... Using this link: http://teamblaze.zxq.net/r3.xml And then selecting Team Blaze Engine as it loads up... You can access our playlist and even load our level swfs using R^3. Arc can better explain this so everyone who has an engine up and running somewhere can have this work. But that's what he meant by that added feature. EDIT: ALSO, here's a neat feature. You can actually play MP with alternate engine songs, granted the opponent is ALSO using R^3.
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Last edited by Charu; 04-13-2013 at 10:15 PM.. |
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04-13-2013, 10:21 PM | #25 |
Marble Eater
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Re: Beta Engine: R^3 [Updated 4/13/13]
is there a way to screen cut?
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04-13-2013, 11:30 PM | #26 |
The FFRchiver
Join Date: Jun 2009
Location: USA
Age: 30
Posts: 2,168
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Re: Beta Engine: R^3 [Updated 4/13/13]
Wow, there is some really insane stuff going on with this new update, this is awesome! I'm testing a lot of the features at the moment, and after playing a couple of songs my timing actually feels pretty much correct (even with judge options on the old R^2 or 3 I couldn't get it to feel right for some odd reason). I might even ditch the old Velocity engine altogether if it still feels decent with harder files.
The only thing I'm wondering from what I have tested so far is why when you play a song segment, you don't get any score for that file. I can understand disabling score recording for the other modifications (it would be even better to receive grand-total score from songs played this way, but not have them record on leader boards if possible) but isolation is just that. You are literally just playing a segment of a song, so it isn't like you could achieve a score that is better than your best or something because of the option. Even if you could, it's just you playing the song normally, only with less possible arrows to hit. It isn't like it's a big deal, but I'm sure the GTS could rack up a bit if someone is practicing a fairly longer section of a song several times. Might as well give them the GTS and play counts they earned. I'm really interested in this alternate engine support, especially with multiplayer. That sounds ridiculously amazing, perhaps even good enough to get some more people in the lobby again if they find out.
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04-14-2013, 12:13 AM | #27 |
FFR Player
Join Date: Aug 2007
Age: 31
Posts: 8,548
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Re: Beta Engine: R^3 [Updated 4/13/13]
These updates are awesome, but if it could be re-sized ect to be just like the velocity / legacy engine I'd love it more because for some reason it reads and plays so differently and it drives me nuts.
But best to fix what's here first :3 |
04-14-2013, 12:23 AM | #28 |
D7 Elite Keymasher
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Re: Beta Engine: R^3 [Updated 4/13/13]
Epic Updates
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04-14-2013, 12:29 AM | #29 |
FFR Veteran
Join Date: Oct 2010
Age: 32
Posts: 756
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Re: Beta Engine: R^3 [Updated 4/13/13]
I knew there had to be a good reason for the engine not being accessible earlier. Awesome updates!
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04-14-2013, 03:52 AM | #30 | |||
nanodesu~
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Re: Beta Engine: R^3 [Updated 4/13/13]
Quote:
Quote:
Quote:
There is not, it's something that still needs to be done.
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04-14-2013, 02:05 PM | #31 | |
snooches
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Re: Beta Engine: R^3 [Updated 4/13/13]
Get this error when I hit my restart key, the key still works and restarts the song, but still a pain to see this pop up whenever I want to restart lol
Quote:
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04-14-2013, 06:46 PM | #32 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 4/13/13]
Nice catch, it's a bug that happens because you have the judge display off. I assume you're seeing this because you're playing in a flash debugger player though, which you might want to switch out of as it's likely to cause performance issues.
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04-14-2013, 10:54 PM | #33 |
stepmania archaeologist
Join Date: Aug 2005
Age: 34
Posts: 4,090
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Re: Beta Engine: R^3 [Updated 4/13/13]
This engine looks really good, but I'd like a few things I'm used to (partly from other engines):
- Ability to sort songs in a given list (name and difficulty are the big ones, ID and length are useful too for me) - Ability to hide songs of specific types (at the very least, anything I've AAA'd) - Have something in the options menu pointing out when a certain set of options won't allow you to record scores - Screencut Oh also, mini bug report, when playing Caprice the song info on the bottom of the screen kept popping up, and I have a feeling it'll happen to other songs as well.
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04-14-2013, 10:57 PM | #34 |
🥓<strong><span style="col
Resident Overseer
Join Date: Mar 2007
Location: Kingsport, TN
Posts: 7,648
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Re: Beta Engine: R^3 [Updated 4/13/13]
Big +1, doubt it would be hard either (ex: * next to them, note at the bottom of settings saying a red * means it won't record score?)
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04-14-2013, 11:01 PM | #35 |
stepmania archaeologist
Join Date: Aug 2005
Age: 34
Posts: 4,090
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Re: Beta Engine: R^3 [Updated 4/13/13]
Oh yeah, and while I'm here, how about an autoplay option
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04-15-2013, 02:20 AM | #36 |
Legendary Noob
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Re: Beta Engine: R^3 [Updated 4/13/13]
playing around on correspondances illumitees, i noticed that if 'no background' has a delay. as in if you turn no background off after having it on, that the next run through will have no background, and it'll still record. Lots of potential for people to cheat the system here...
its happened on r3 w/ legacy songs ever since velo fixed them to be able to play on this engine a while ago
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04-18-2013, 02:58 PM | #37 |
stepmania archaeologist
Join Date: Aug 2005
Age: 34
Posts: 4,090
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Re: Beta Engine: R^3 [Updated 4/13/13]
Some more ideas for note coloring, which should be displayed separately from "Game Visual Mods". There could be regular, column colors, flat (all blue), half-note (blue->red, yellow->blue, orange->yellow, green->orange, pink->purple, cyan->pink), maybe even random. I'm thinking that this, and noteskins, should maybe be dropdowns to avoid cluttering the option screen when we add new features. There are already like 4 or so FFR noteskins that aren't included here, and it'd be cool to be able to add new ones without having to reposition options every time.
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04-18-2013, 04:17 PM | #38 |
r.i.p. tiny hippo
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Re: Beta Engine: R^3 [Updated 4/13/13]
Love the changes. The only this I want from this is an option to remove the footer, or an option to make it non-transparant. I used the screencut funtion in r^2 to kind of emulate the non-transparancy.
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04-21-2013, 04:58 PM | #39 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
Join Date: Mar 2007
Location: Squat Rack
Age: 34
Posts: 10,837
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Re: Beta Engine: R^3 [Updated 4/13/13]
I had no idea FFR could run this smooth, god damn. And scramble is fun as shit.
Love it, great work. Add a AAA filter and I'll be beyond content. |
04-21-2013, 06:51 PM | #40 |
Fractals!
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Re: Beta Engine: R^3 [Updated 4/13/13]
Great, now I gotta go clean myself up because I couldn't reach the Kleenex in time.
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