05-9-2013, 10:52 PM | #121 |
(ಠ⌣ಠ)
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Re: Beta Engine: R^3 [Updated 5/9/13]
Is it easier to get goods/averages purposely in this engine? I'm kinda confused.
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05-11-2013, 01:44 PM | #122 | |
nanodesu~
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Re: Beta Engine: R^3 [Updated 5/9/13]
So uh, heads up to people on the engine. The serverside settings are somehow broken, if you find the game getting stuck on loading, go here and click the button to reset your settings. You may have to do this every time you start the engine until it's fixed.
Quote:
EDIT: Crash fixed, all broken settings have been erased from the server -- they're still loaded locally anyway.
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FMO AAAs (1): Within Life :: FGO AAAs (1): Einstein-Rosen Bridge Last edited by arcnmx; 05-11-2013 at 03:49 PM.. |
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05-13-2013, 01:33 AM | #123 |
Enjoy life!
Join Date: Oct 2007
Age: 31
Posts: 4,182
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Re: Beta Engine: R^3 [Updated 5/9/13]
just wanted to drop in and say R^3 is amazing and arcnmx is a cool guy
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05-13-2013, 01:39 AM | #124 | |
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Join Date: Dec 2010
Location: Singapore, SG
Age: 26
Posts: 6,858
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Re: Beta Engine: R^3 [Updated 5/9/13]
Quote:
The judge offset makes the receptors register perfects earlier and such. For example, Judge Offset 0 would be: Miss Good Good Perfect Perfect Perfect Average Good Miss On Judge Offset 1, Good Good Perfect Perfect Perfect Average Good Miss Miss etc. Last edited by EzExZeRo7497; 05-13-2013 at 03:13 AM.. |
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05-13-2013, 04:18 PM | #125 | |
nanodesu~
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Re: Beta Engine: R^3 [Updated 5/13/13]
Updates!
05/13/13 • R^3 replay sync fixed (R^2 replays still require manual offsets) • Default speedmod changed to 1.5x • Restart count now properly counts restarts after the results screen • Alternate engine scores will no longer be lost when the list is cleared • Users are now prevented from being a player in two multiplayer games at once • Fixed an issue that would in certain cases cause an engine crash at the end of a multiplayer game with alternate engine songs Quote:
(sorry for suddenly disappearing yesterday :<)
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05-14-2013, 03:59 PM | #126 |
Rhythm game specialist.
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Re: Beta Engine: R^3 [Updated 5/13/13]
MP suggestions:
- upon room creation, let the host decide whether or not the game is rated/unrated (games where users have greater than 8 level difference will still not change MP ranks despite a host choosing rated, to prevent MP level boosting) - mulligan button, where both users have to agree on preventing a rated game from changing the ranking at the end of the song, for reasons like not being ready, joke song choices not intended to be ranked, etc. |
05-14-2013, 05:04 PM | #127 |
The FFRchiver
Join Date: Jun 2009
Location: USA
Age: 30
Posts: 2,168
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Re: Beta Engine: R^3 [Updated 5/13/13]
I would love to see this feature. Then people who are concerned with levels wouldn't have to worry about losing them, especially when messing around with mods and anti-pa challenges users might want to participate in. Would make people want to try out features with others for fun quite a bit more, and perhaps coax people to play regardless of how much better or worse they are compared to the challenger.
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05-14-2013, 07:59 PM | #128 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 5/13/13]
Yup, rated/unrated rooms would be nice. There needs to be a whole Create Room dialog with various options, it's missing mainly because I didn't want to bother making one with a temporary interface. One issue will be how it deals with opponents on older engines though, since they would ignore the option and treat everything as rated.
As for the mulligan, it's a bit confusing serverside to retract a game after it's been submitted. It could be done though I'm not sure it's necessary. R^3 already ignores games if a player's score is negative so players who fail out for not being ready aren't affected. For joke song choices, perhaps a room could be switched to rated/unrated at will (pending agreement from both players, probably)? Am I missing any other use cases?
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05-16-2013, 11:09 AM | #129 |
the Haku
Join Date: Jul 2005
Age: 35
Posts: 4,522
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Re: Beta Engine: R^3 [Updated 5/13/13]
Small bump to mention that my Isolation Engine now works on R^3 using http://etylukah.zxq.net/r3.xml
Last edited by Hakulyte; 05-16-2013 at 12:05 PM.. |
05-16-2013, 12:17 PM | #130 |
🥓<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 5/13/13]
Added your engine xml to the standalone thread, Haku
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05-17-2013, 04:20 PM | #131 |
FFR Veteran
Join Date: Oct 2005
Location: Massachusetts
Age: 33
Posts: 965
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Re: Beta Engine: R^3 [Updated 5/13/13]
It's crashing for me now shortly after loading :<
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05-17-2013, 04:33 PM | #132 |
FFR Veteran
Join Date: Oct 2005
Location: Massachusetts
Age: 33
Posts: 965
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Re: Beta Engine: R^3 [Updated 5/13/13]
I just got in now, but it crashed every time a bit ago
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05-19-2013, 06:01 PM | #133 |
snooches
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Re: Beta Engine: R^3 [Updated 5/13/13]
Think I asked this before, but still waiting to see it. Can you throw in the FFR Orbular skin that is on the R^2 engine onto this engine. Dont think it should take long to put in. Waiting for that skin to be put in before I start using this engine more seriously. Wouldnt mind seeing a Cel noteskin as well just because its a more solid coloring of the metal skin.
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05-19-2013, 08:51 PM | #134 |
FFR Player
Join Date: Feb 2011
Age: 35
Posts: 2
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Re: Beta Engine: R^3 [Updated 5/13/13]
Can i just say that i love the new r^3 . :d
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05-20-2013, 09:35 AM | #135 |
Harmonoize
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Re: Beta Engine: R^3 [Updated 5/13/13]
I just found a glitch in the new R^3 where if you quit out of a song once it reaches the result screen, the song from the file you were just playing will play in the menu. It also plays the song when you go to play a different level.
Last edited by SC_coolguy44; 05-20-2013 at 09:37 AM.. |
05-20-2013, 11:13 AM | #136 |
Hugs 4 Hire
Join Date: Feb 2008
Age: 32
Posts: 464
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Re: Beta Engine: R^3 [Updated 5/13/13]
I second this, it happens to me a bit
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05-22-2013, 10:35 PM | #137 |
Dan "Razor" Devilz
Join Date: May 2004
Location: Clint, TX
Posts: 1,606
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Re: Beta Engine: R^3 [Updated 5/13/13]
Must say, this version of R^3 is godlike. Never actually touched this as I always used FP 9, but nice job.
Scramble is by far, my favorite feature lol. |
06-1-2013, 12:21 PM | #138 |
FFR Veteran
Join Date: Oct 2005
Location: Massachusetts
Age: 33
Posts: 965
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Re: Beta Engine: R^3 [Updated 5/13/13]
is it possible to navigate the game entirely with the keyboard?
also, I found a bug. If you hold down spacebar to select a song, it will crash. I only discovered this because I wedge a nailclipper into my keyboard to keep the spacebar depressed so I don't hit the spacebar when using the N and M keys
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06-2-2013, 11:31 PM | #139 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 5/13/13]
As far as menu key bindings go... You can use Tab to switch genres and Up/Down/PgUp/PgDown to navigate, Space/Enter will start a song. The results screen works with the usual keys for restart and quit. Beyond that, no, but I would like to add more menu keys in the future (searching comes to mind).
Could you describe the crash a bit more? I can't seem to reproduce it, using space/enter starts songs just fine here on my end.
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06-7-2013, 07:18 PM | #140 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 6/7/13]
bamp because new stuff.
Most importantly, the variable FPS feature is now publicly available for testing. Under the options menu you can find a new Framerate option: setting it to 60, 90, or anything over 30 will enable the new mode (clearing it or setting it to 30 will revert back to normal). I'd really appreciate any and all feedback on how the higher framerates affect your play. How it feels, syncs, scores, etc. is all very important. Known bug: Certain songs will start strangely and cause initial misses in FPS mode due to the way they were originally sync'd. Autumn Insomnia Session and The Big Crunch come to mind, so don't complain about songs that do this kthx I know it happens. Rate mods were also added as a side-feature of the FPS changes and work about as you'd expect. They speed up or slow down the playback rate and can be set as high as you like (though anything over 2.0 is pretty insane), or as low as 0.1 if you really want to torture yourself. One catch is that rates require Flash 10+ due to the feature that makes them possible. Known bug: Some legacy and old songs have messed up audio when played back on rates. Both of these mods currently disable score saving to the server. The chart parser has been updated to prevent it needing to be updated separately. No longer will song charts be out of date in R^3, or not contain any notes after new releases because someone forgot to update the NPS charts. If you find any songs that fail to load or contain zero notes please bring them to my attention here. Also, if you notice that the receptor spacing feels slightly wrong, add 3 to what you currently have (i.e. 70 is now 73). 06/07/13 • Variable FPS playback • Playback rates (requires Flash 10+) • Offsets now support decimal values • No longer relies on separate chart file updates • Long songs are now supported (TGWP Full Edition)
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