06-18-2013, 02:32 PM | #261 |
Doing the wrong thing the right way since 2010.
Site and Game Administrator
Join Date: Jul 2007
Posts: 1,813
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Re: Beta Engine: R^3 [Updated 6/18/13]
judgeSettings = [
{t:-118, s:5, f:-3}, {t:-84, s:25, f:-2}, {t:-50, s:50, f:-1}, {t:-17, s:100, f:0}, {t:17, s:50, f:1}, {t:50, s:25, f:2}, {t:84, s:25, f:3} ]; -118:5,-84:25,-50:50,-17:100,17:50,50:25,84:25 |
06-18-2013, 02:36 PM | #262 |
Can't AAA anything
Join Date: Sep 2007
Posts: 1,391
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Re: Beta Engine: R^3 [Updated 6/18/13]
Was a few ms off, my bad ^^
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06-18-2013, 02:45 PM | #263 | ||
nanodesu~
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Re: Beta Engine: R^3 [Updated 6/18/13]
Heh, true enough! Maybe it'll be easier than I thought.
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As for using rates for mashing... Yes, you can make marginal gains by rate'ing VS Boss Battle, I don't believe that's a huge problem though. Cheating with double setups and such seems like a nonissue, it's not like FFR doesn't already have fast mashable songs such as RATO anyway. Yeah, just some rounding issues (also the windows technically start one ms after the value given). Looking at it again the defaults should perhaps be changed to be more like... -118, -84, -49, -18, 17, 50, 83 Generally it's calculated by {-3.5,-2.5,-1.5,-0.5,0.5,etc.}*1000/30
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06-18-2013, 02:46 PM | #264 |
stepmania archaeologist
Join Date: Aug 2005
Age: 34
Posts: 4,090
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Re: Beta Engine: R^3 [Updated 6/18/13]
I'd like to point out something subtle about rate modding... remember how files are stored, not with accurate millisecond timings or whatever, but with timings in frames?
Suppose you have a ~180 bpm roll, which will have a whole bunch of 2-frame intervals. Now let's speed it up to ~225 bpm (so 1.25 rate), where theoretically it wouldn't have any 2-frame intervals. The problem is that the file was already converted at 180 bpm, and now instead of having each note in the roll at a nice 1-note interval, you will have something like this: - 1-frame intervals in the original song convert to 0.80 frames, which means a 20% chance of 0 frame and a 80% change of 1 frame - 2-frame intervals in the original song convert to 1.60 frames, which means a 40% chance of 1 frame and a 60% chance of 2 frame See what I mean here? Every 2-frame interval in the original roll has a 60% chance of still being a 2-frame interval. Even at 1.5 rate, 2-frame intervals have a 33.3% chance of staying that way. So speeding up the file actually will not make the roll that much better; it might end up easily cheatable, but it might just end up with really awkward and uneven frame intervals. And of course the entire file will be faster anyway. I think if you can easily PA Skeletor at 1.2 or 1.3 rate you can probably get much better AAAs anyway, which means that even if you do get that AAA it won't be an unfairly good score for you. I think I would support allowing ratemodded scores to record, as long as the rate is high enough. I think a minimum of something like 1.2 rate would be okay. Anything too close to 1.0 just gives people the opportunity to randomly move notes around, and obviously anything below 1 is off limits. edit: and maybe we should force rates to be multiples of something like .05 or .1 for score recording purposes, since otherwise we might get people trying a whole bunch of random rates (e.g. 1.204, 1.206, 1.208) just to try to slightly mess with the frame patterns.
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06-18-2013, 02:50 PM | #265 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 6/18/13]
Right, I meant to touch on that in my last post but was sidetracked. Agreed, but I was going to suggest a minimum of 1.1
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06-18-2013, 02:52 PM | #266 | |
Rhythm game specialist.
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Re: Beta Engine: R^3 [Updated 6/18/13]
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06-18-2013, 03:11 PM | #267 |
ddkdkd
Join Date: Sep 2008
Location: Vancouver Island
Posts: 792
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Re: Beta Engine: R^3 [Updated 6/18/13]
I don't know if I've missed a memo or something, but I seem to always have to set my global offset to "3" before the notes are synced up with the song. At home I can play with a judge offset at 0, but at school I always need a judge of 1. As a result, I am substantially less accurate on R^3 than any other engine. I must have not read all the tips properly, because everyone else seems to have no problems.
I have tried it on Flash 9, 10, 11 and in-browser, cleared cache etc.
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06-18-2013, 03:21 PM | #268 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 6/18/13]
Use the right-click-on-speedmod-line-on-results-screen sekrit to see what the game thinks your judge offset should be. Different setups/computers/etc. can feel different, and with the fps changes that can become more obvious and pronounced. Even on the same computer fps mode vs 30fps mode can feel different and need specific offsets.
Also flash on my Linux system is bugged and needs a global offset of 6 or 7 for audio sync, no idea if that applies to other systems too. tl;dr offsets until it feels comfortable.
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06-18-2013, 03:28 PM | #269 | |
ddkdkd
Join Date: Sep 2008
Location: Vancouver Island
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Re: Beta Engine: R^3 [Updated 6/18/13]
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I will try the offset secret momentarily.
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06-19-2013, 01:51 PM | #270 |
FFR Veteran
Join Date: Oct 2005
Location: Massachusetts
Age: 33
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Re: Beta Engine: R^3 [Updated 6/18/13]
there should be a tournament to see who can AAA Excite Bike on the highest rate
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06-20-2013, 08:47 PM | #271 |
Falcon Paaaauuuunch!!!!!!
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Re: Beta Engine: R^3 [Updated 6/18/13]
I can't even seem to play autumn with the framerate on 120 and the speed on 2.5. I don't know what's wrong and it works on other songs. The notes just fly across the screen way too fast.
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06-20-2013, 08:49 PM | #272 |
Harmonoize
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Re: Beta Engine: R^3 [Updated 6/18/13]
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06-20-2013, 08:51 PM | #273 |
AKA Cold Kitten
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Re: Beta Engine: R^3 [Updated 6/18/13]
Does anyone else end up with a lot of dropped keys on 60 FPS? It didn't happen when I played on 30 FPS, but ever since I switched, I keep getting shittons of dropped keys. I tried switching my key setup, which seemed to help, oddly enough, but it still happens quite a bit.
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06-20-2013, 08:52 PM | #274 | |||
nanodesu~
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Re: Beta Engine: R^3 [Updated 6/18/13]
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06-20-2013, 08:55 PM | #275 |
AKA Cold Kitten
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Re: Beta Engine: R^3 [Updated 6/18/13]
Seems like it, yeah. It just started when I switched to 60 FPS, and then I played like that for awhile, and switched back to 30, and it was fine again. I dunno if it's just MY computer or what, but it kind of sucks, ahah.
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06-20-2013, 08:56 PM | #276 |
soleil ardent
Join Date: May 2007
Location: New York
Age: 27
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Re: Beta Engine: R^3 [Updated 6/18/13]
mmmm, 30 fps plays much better for me as well.
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06-20-2013, 11:27 PM | #277 | |
nanodesu~
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Re: Beta Engine: R^3 [Updated 6/18/13]
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Dropping keys means flash isn't seeing the key presses in the first place which is weird, bad, and not really fixable in the engine... Hm, well that in itself is a bit of a different problem. Feeling wrong, inaccurate, stuttering, these I can understand and potentially work with. Keypress dropping on the other hand should not be happening ever.
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06-21-2013, 12:11 AM | #278 |
AKA Cold Kitten
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Re: Beta Engine: R^3 [Updated 6/18/13]
It's not visually lagging at all. It doesn't happen in 31 FPS. In editor mode, it only occasionally doesn't register that I'm hitting keys. It's, like, one out of 100 arrows or so. I'm using Flash 11.
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06-21-2013, 12:16 AM | #279 |
soleil ardent
Join Date: May 2007
Location: New York
Age: 27
Posts: 6,513
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Re: Beta Engine: R^3 [Updated 6/18/13]
well the keydroppings and splits are 90% of the time my keyboard's fault, but it happens so often iunno which are from the engine or the keyboard.
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06-21-2013, 12:26 AM | #280 |
The Doctor
Join Date: Apr 2006
Age: 35
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Re: Beta Engine: R^3 [Updated 6/18/13]
Is there a way to hide opponent accuracy in MP? It's really distracting and might be lagging me a bit, Idk
I would support scores > rate 1.0 in increments of .05 to record |
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