12-20-2013, 06:57 PM | #461 |
TWG Chaos
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Re: Beta Engine: R^3 [Updated 7/26/13]
Scroll-over or something? Hmm... that would be interesting...
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01-11-2014, 07:58 AM | #462 |
FFR Veteran
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Re: Beta Engine: R^3 [Updated 7/26/13]
Could you please finally include a tornado mod in an update soon?
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01-23-2014, 07:26 AM | #463 |
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Re: Beta Engine: R^3 [Updated 7/26/13]
Ok, I need some help. Normally I use Velocity with an Offset of 2 on most songs. What would be the equivalent for R3? I've been trying so many offset options and none of them seem to work.
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01-23-2014, 07:59 AM | #464 |
FFR Veteran
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Re: Beta Engine: R^3 [Updated 7/26/13]
R^3 has a option that gives you perfect judge offset
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01-23-2014, 08:07 AM | #465 |
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Re: Beta Engine: R^3 [Updated 7/26/13]
But that's what I'm asking. What numbers do I use? I think most people that switched from Velocity to R3 used an offset of 0 on Velocity, so 2/0 on R3 was perfect for them. My base offset for Velocity is 2, so my numbers would be completely different.
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01-23-2014, 08:09 AM | #466 |
Rhythm game specialist.
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Re: Beta Engine: R^3 [Updated 7/26/13]
You would want 4/1 on 30 FPS if you have a base of 2 on Velocity. If you're used to the arrows passing through the receptors early and that base bothers you, you could set it to 3/0 and likely achieve the same scoring results with more appropriate visual timing.
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01-23-2014, 08:11 AM | #467 | |
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Re: Beta Engine: R^3 [Updated 7/26/13]
Quote:
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Tournaments Won: The RPG Tournament (hosted by YoshL) - 8.1.2014 - 9.19.2014 The FFR Fall Tournament - D2 (hosted by Kanzas) - 9.9.2014 - 9.30.2014 Last edited by minhtam2448; 01-23-2014 at 08:25 AM.. |
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01-23-2014, 10:41 AM | #468 | |
nanodesu~
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Re: Beta Engine: R^3 [Updated 7/26/13]
To reiterate some advice I mentioned to someone a while back... Note that partial/decimal offsets only work in non-30fps mode, so it's a bit less helpful in that case.
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As far as lag goes though, all I can suggest is standalone if you're not using it.
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01-23-2014, 10:49 AM | #469 | |
Rhythm game specialist.
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Re: Beta Engine: R^3 [Updated 7/26/13]
Quote:
If you're playing on 60 FPS, use arcnmx's method for finding the offset, because it is the most accurate way to find a proper one. If you're using 30 FPS, you're going to want a judge offset of 1 for sure. At that point, you need to play a more recently released song, because it is more likely that you'll play something with a decent offset that way. If you want to find an offset at 30 FPS, I can help you. Set your judge offset to 0/1, play a song following the music (and not trying to hit visually, as we're trying to see how far off your taps are), and save your replay. I can take a look at your replay image to see how far your taps are off so that we can figure out where your offset needs to be. |
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01-31-2014, 03:53 AM | #470 |
Nescio quid faciam
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Re: Beta Engine: R^3 [Updated 7/26/13]
So any possibility of letting us enable Show PA Count on a replay where it wasn't on already? Maybe just a "view replay with my settings" kind of option like in the other engines? Though I wonder what would happen if your current settings included modified rates, might be kind of interesting if you could watch it back in slow-mo. Helpful since not all of us have access to replay analyses tools.
But any ways, just a way to monitor PA in-replay without adding extra distractions during actual play would be nice. *edit* ↓ Are you a wizard? Last edited by omega_grunt666; 01-31-2014 at 04:07 AM.. |
01-31-2014, 04:01 AM | #471 |
O Derby, Where Art Thou?
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Re: Beta Engine: R^3 [Updated 7/26/13]
Skip to the end of the replay. At the results screen, go to options and enable the PA counter. Click the Replay Song button and you're good to go. Though yeah, it would be kinda nice to be able to enable that before the replay even starts.
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01-31-2014, 04:02 AM | #472 | |
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Re: Beta Engine: R^3 [Updated 7/26/13]
Quote:
-------------- Genius tosh.
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Last edited by ffr212; 01-31-2014 at 04:05 AM.. |
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01-31-2014, 04:35 AM | #473 |
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Re: Beta Engine: R^3 [Updated 7/26/13]
Could you possibly add a BOOFLAG (similar to BLACKFLAG) instead of SDG in the song list when it is the case ? (minor issue I know, but an easy fix)
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01-31-2014, 12:10 PM | #474 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 7/26/13]
A question, then. Does anyone think it would be ideal for R^3 replays to load up like this all the time instead?
http://www.flashflashrevolution.com/...hought/243537/ EDIT: Um I didn't think I had to say this but ignore the size, that's not the point I'm trying to make. That's just how small replays appear in random thoughts to fit on a profile. Hm, it's doable. There are all sorts of flags though, people will want them all included >.>
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01-31-2014, 12:18 PM | #475 | |
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Re: Beta Engine: R^3 [Updated 7/26/13]
Quote:
I still dont like that unclean sdg's are labelled as sdg's. i.e. 8.1.0.1 = sdg 7.1.1.3 is not, I understand the latter cause not even fc, but I dont consider 8.1.0.1 sdg unless its clean ?_? Idk how everyone else feels on that. |
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01-31-2014, 12:28 PM | #476 |
♬♪♫ ヾ(*・。・)ノ ♬♪♫
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Re: Beta Engine: R^3 [Updated 7/26/13]
I have that exact score on Famicom Selecta and it lists it as an FC, yet I have an SDG with a miss and it counts that as an SDG
Maybe it's a glitch cos I missed on the last few notes, but still not sure why the famicom score isn't listed as SDG since it is technically an SDG. |
01-31-2014, 12:29 PM | #477 | |
nanodesu~
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Re: Beta Engine: R^3 [Updated 7/26/13]
Yeah, because it's a random thought. That's not the point.
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But, perhaps SDG is just the wrong term to use then. The idea is that it makes the songs you're close to a AAA on stand out. The way it works right now is that any raw score that's better than 10 goods is marked as an SDG, IIRC.
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01-31-2014, 12:30 PM | #478 |
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Re: Beta Engine: R^3 [Updated 7/26/13]
"Literally single digit good and some other stuff"
Would this make my 7.1.1.3 My fxxxin desire a sdg? o-o |
01-31-2014, 12:31 PM | #479 | |
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Re: Beta Engine: R^3 [Updated 7/26/13]
Quote:
Booflag on the other hand are far more common (unfortunatly ~~). About the replay, it doesn't bother me that much personally Last edited by Frederic54; 01-31-2014 at 12:36 PM.. |
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01-31-2014, 03:56 PM | #480 | ||
Ima Twans
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Re: Beta Engine: R^3 [Updated 7/26/13]
Quote:
SDG on a song with a max raw score of 1000 would be 1000 - 851(or within 250 points of the MAX total) range(raw score). Its 50 points for a perfect and 25 for a good, so you must subtract 25 points "per" good from the MAX total to find SDG. You must also do it for every average, miss, and boo as well. EZ number explained below A PERFECT IS WORTH 50/50 POINTS: good 7 x 25 = 175 (1 good is worth 25 in raw scoring, 50 - 25 = 25) aver 1 x 45 = 45 (1 av is worth 5 in raw scoring, 50 - 5 = 45) miss 1 x 60 = 60 (1 miss is worth -10(The missed note was worth 0/50 total points) in raw scoring and also take off 10 for the miss, 50 - (-10) = 60) boo 3 x 5 = 15 (1 boo subtracts 5 from your score, no missed note to be accounted for) 175 + 45 + 60 + 15 = 295. SDG would be a total subtraction of less than 250. (250 would be a clean 10-0-0-0) Helpful? FUN FACT: I have no idea how combo scoring works, i do know that a good subtracts 225 and a boo subtracts 20 from the combo score. High score for RATO: 1 Staiain 2,473,130 1578 19 3 0 8 1600 2 Dossar 2,473,120 1576 23 1 0 3 1600 Staiain got Dossar by 10 points or HALF A BOO?!?!?!
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