04-1-2015, 12:51 AM | #1 |
FFR Player
Join Date: Dec 2014
Age: 38
Posts: 125
|
StepMania 5.0.9 released
StepMania 5.0.9 has been released, with various minor changes, mostly bug fixes from 5.0.8.
You can read the release notes on GitHub for more details, and the downloads are below the release notes. Happy Father's Day from the StepMania team!
__________________
Stepmania Development in action: Last edited by Kyzentun; 06-21-2015 at 10:35 AM.. Reason: 5.0.9 released. |
04-1-2015, 12:54 AM | #2 |
Signature Extraordinare~~
Song Submission & Events Manager
|
Re: StepMania 5.0.7 released
The world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead the world is dead
|
04-1-2015, 03:59 AM | #3 |
Forum User
Join Date: Jul 2007
Age: 28
Posts: 1,405
|
Re: StepMania 5.0.7 released
s t e p m a n i a
|
04-8-2015, 05:45 PM | #4 |
FFR Player
Join Date: Dec 2014
Age: 38
Posts: 125
|
Re: StepMania 5.0.7 released
StepMania 5.0.7 had two minor bugs that have since been fixed:
1. Lifts were not counted correctly, resulting in scores over 100% on charts that use lifts. 2. A warp and a stop and a step all occurring at the same time sometimes makes the step unhittable. The internal detail is that TimingData was sped up by creating a lookup table so that StepMania doesn't have to process the entire TimingData for the chart up to the current time several times every frame. Instead, the lookup table contains starting points for the processing to start at, so StepMania never has to go through more than 32 timing segments when calculating the current beat or elapsed time during gameplay. If a stop is the 32nd timing segment, and a warp is on the same row, and there's a step on that row, that step will be unhittable. Since these bugs affect scoring, it's worth warning people about them, but since they're so rarely encountered, another rush release doesn't seem necessary. Report any other issues found so they can be fixed. The next release will be May 10th. (Shakesoday)
__________________
Stepmania Development in action: |
04-8-2015, 06:56 PM | #5 |
Forum User
|
Re: StepMania 5.0.7 released
You guys rule for keeping the forums up to date with this stuff. Thanks a ton for all the old release info/threads and for everything else upcoming. I appreciate it, and I'm sure other folks do too. Keep up the awesome work!
__________________
Twitch | Stepping Stones 2! | Stepping Stones 3! | Stepping Stones 4! Submit to this - |
04-8-2015, 08:36 PM | #6 |
Forever
Join Date: Jul 2008
Posts: 1,664
|
Re: StepMania 5.0.7 released
Stepmania
__________________
Violets Forever |
04-9-2015, 04:27 AM | #7 |
FFR Player
Join Date: Jun 2009
Posts: 865
|
Re: StepMania 5.0.7 released
__________________
Its not a bug its a FEATURE! |
04-12-2015, 11:01 PM | #8 |
FFR Player
Join Date: Dec 2014
Age: 38
Posts: 125
|
Re: StepMania 5.0.7 released
So, the TimingData bug was worse than I thought. Not sure why there aren't 10k people venting their anger over stops having problems. Maybe it's not as bad in 5.0.7 as it is in the nightly from 04/10.
Basically, the lookup tables in TimingData didn't behave right when calculating a timestamp inside a stop that is in the entry in the lookup table and I didn't notice when testing sooner because I was testing stutter gimmick files (like Oniichan Rave), and didn't realize the occasional great wasn't my fault. A slight change to how the lookup tables are used, and the bug is gone. So the next nightly will be good. Revert From Disk in edit mode trashes all charts in the song, and that absolutely must be fixed before a release. (Did revert ever work? I don't remember it ever working right)
__________________
Stepmania Development in action: |
04-13-2015, 12:26 AM | #9 |
Forum User
|
Re: StepMania 5.0.7 released
I still use. 6 so I never had an issue
__________________
Twitch | Stepping Stones 2! | Stepping Stones 3! | Stepping Stones 4! Submit to this - |
05-10-2015, 08:44 PM | #10 |
FFR Player
Join Date: Dec 2014
Age: 38
Posts: 125
|
Re: StepMania 5.0.8 released
StepMania 5.0.8 has been released, with various minor changes, mostly bug fixes from 5.0.7.
You can read the release notes on GitHub for more details, and the downloads are below the release notes. Happy Shakesoday Mother's Day from the StepMania team! (I would have posted this sooner, but there were some shenanigans with fixing a couple surprise bugs, and scolding wolfman to put the exe in Program instead of bin)
__________________
Stepmania Development in action: |
05-10-2015, 10:51 PM | #11 |
FFR Player
Join Date: Apr 2015
Age: 30
Posts: 17
|
Re: StepMania 5.0.8 released
Awesome, thanks.
|
05-11-2015, 07:02 PM | #12 |
FFR Player
Join Date: Apr 2015
Age: 30
Posts: 17
|
Re: StepMania 5.0.8 released
Quick question: when I try to set full screen, and use the native resolution on my Macbook Pro Retina 15" (2880x1800), all I get is a black screen. I can technically move through the menus of the game and can hear the clicks as I scroll through options, but I cannot see anything. Now it seems as if I'm stuck, and can't get back to windowed to at least try to solve the issue because I can't see a damn thing. Any advice?
|
05-11-2015, 08:29 PM | #13 |
FFR Player
Join Date: Dec 2014
Age: 38
Posts: 125
|
Re: StepMania 5.0.8 released
Your prefs are in "~/Library/Preferences/StepMania 5/", or some folder inside it, in the file Preferences.ini
If you edit it, you can change back to windowed mode. I'm going to talk to the devs that make the OS X build and get them to put one up with working fullscreen support.
__________________
Stepmania Development in action: |
05-11-2015, 08:46 PM | #14 |
Expect delays.
Join Date: Mar 2008
Location: Montreal, QC
Age: 31
Posts: 4,117
|
Re: StepMania 5.0.8 released
But does it make adding Cmods any easier than on previous versions of stepmania? Not a necessary feature, but I'm curious as to how hard it would be to implement a Cmod modifier (I'm thinking kind of like how you can make new profiles).
Last edited by MarioNintendo; 05-11-2015 at 08:47 PM.. |
05-11-2015, 08:47 PM | #15 | |
FFR Player
Join Date: Apr 2015
Age: 30
Posts: 17
|
Re: StepMania 5.0.8 released
Quote:
Also thank you for the quick response Kyzentun. I suppose I'll use my bootcamp partition to further my StepMania addiction. Last edited by Palm_Tree; 05-11-2015 at 08:48 PM.. |
|
05-11-2015, 09:27 PM | #16 |
FFR Player
Join Date: Dec 2014
Age: 38
Posts: 125
|
Re: StepMania 5.0.8 released
Custom speed mods have been a solved problem since beta 4 last October (or longer, because it was in the nightlies before beta 4).
You pick the type, and you can increase or decrease it by increments until it's what you want. If you need a different increment size, you can change the increment size in the service menu. http://imgur.com/a/5D1nI
__________________
Stepmania Development in action: |
05-11-2015, 09:46 PM | #17 | |
FFR Player
Join Date: Sep 2013
Posts: 21
|
Re: StepMania 5.0.8 released
Quote:
|
|
05-11-2015, 10:06 PM | #18 | |
Rhythm game specialist.
|
Re: StepMania 5.0.8 released
Quote:
The C in C mod stands for "constant". This means that regardless of what the tempo of the song is, your scroll rate will always be the same. If you set your C mod to 750, and the song's BPM jumps to 2000, your scroll rate will not change. If a song has stops in it, you will not see them. The M in M mod, if I remember correctly, stands for "maximum" (please correct the name if I'm wrong). An M-mod works by setting a maximum scroll rate and then converting that to an X-mod equivalent for play. For example, if you have song that has a 100-200 BPM range, and you set M500, then you will be playing the entire song at a scroll rate equivalent to a maximum of 500, which becomes fulfilled when crossing at 200 BPM section at 2.5x. I am not sure about this, but I recall M mods being particularly bad for songs that have excessively high BPMs, because even if the tempo exists for a split second, it will be parsed into the calculation. This can be disastrous for unprepared players who run into a song with a #DISPLAYBPM in a .sm file to hide the gimmicks -- if a song displays 100-200, but has skipping via stops + 1600 BPM, you're very much going to hate your life. Last edited by TC_Halogen; 05-11-2015 at 10:07 PM.. |
|
05-11-2015, 10:12 PM | #19 |
FFR Player
Join Date: Dec 2014
Age: 38
Posts: 125
|
Re: StepMania 5.0.8 released
Let's start with X mods.
You have a song with a bpm of 120. If you use an X mod of 1, this means 120 beats will cross the receptors every minute. Now consider that each beat is the height of an arrow, and instead say that 120 arrow heights cross every minute. When you use a higher X mod, a beat has more height. So with 2x each beat is 2 arrows tall, and 240 arrow heights cross the receptors every minute. Since X mods multiply by the bpm of the song, 2x on a 150 bpm song means 300 arrow heights per minute. For convenience, we can shorten "arrow heights per minute" to "ahpm". Most people have an ideal speed that suits their reaction time. I read at 1000 ahpm on keyboard and 500-600 ahpm on pad. With X mods, people have to divide their ideal speed by the bpm of the song to figure out the X mod to use to get their ideal speed. (usually they compromise by memorizing various X mod * bpm combinations) C mods and M mods let you set the ahpm directly, so you don't have to figure out the X mod that puts it close to your ideal speed. C mods take out stops, delays, warps, and bpm changes. M mods use the highest or the display bpm to figure out an X multiplier to use to get the ahpm the player picked. Stops, delays, warps, and bpm changes stay in, so if part of the song is at a different bpm, it'll scroll at a different speed.
__________________
Stepmania Development in action: |
05-11-2015, 10:21 PM | #20 | ||
Bridge Burner
Join Date: Jun 2011
Posts: 2,040
|
Re: StepMania 5.0.8 released
Quote:
__________________
Quote:
|
||
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|