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Old 12-20-2015, 05:24 PM   #81
Nano Desu
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

Would this theme work on SM5.0.7? and if not, how do I update to 5.0.8 without messing up my noteskins/themes/songpacks?
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Old 12-20-2015, 06:11 PM   #82
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

just run the installer for a newer version, it'll uninstall the old one first
uninstalling doesn't delete anything you added to the game, so everything you listed will be fine
just make sure you install the new version to the same folder as the old one
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Old 12-20-2015, 06:16 PM   #83
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

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Originally Posted by lurker View Post
just run the installer for a newer version, it'll uninstall the old one first
uninstalling doesn't delete anything you added to the game, so everything you listed will be fine
just make sure you install the new version to the same folder as the old one
yeah I just tried that and now I get stack overflow crash when I start the game. is there a way to go back to 5.0.7? :/
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Old 12-20-2015, 06:43 PM   #84
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

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Originally Posted by Nano Desu View Post
Would this theme work on SM5.0.7? and if not, how do I update to 5.0.8 without messing up my noteskins/themes/songpacks?
Anything related to grabbing notecount from a chart will be messed up for any version lower than 5.0.8.

As for the stack overflow issue when switching to 5.0.10 from an older version:
Quote:
Nov 12 10:01:26 <shakesoda> if it crashes on startup, remove the 106x whatever kanji fonts
Nov 12 10:01:46 <shakesoda> I had that problem when updating from 509
Or just delete the default and _fallback theme after uninstalling the previous version then reinstall.
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Last edited by ca25nada; 12-20-2015 at 06:48 PM..
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Old 12-20-2015, 07:39 PM   #85
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Red face Re: [SM5.0.8+][WIP] spawncamping-wallhack

Quote:
Originally Posted by Nano Desu View Post
Would this theme work on SM5.0.7? and if not, how do I update to 5.0.8 without messing up my noteskins/themes/songpacks?
Stick content like that in %APPDATA%/StepMania 5.0/ or use the AdditionalSongFolders preference. Then migration is easier.
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Old 12-23-2015, 11:45 AM   #86
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

how would i go about removing those "beat ticks" that scroll down the playfield?
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Old 12-23-2015, 12:09 PM   #87
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

Set all of these to 0:
BarMeasureAlpha=0
Bar4thAlpha=0
Bar8thAlpha=0

That's how I've been doing it anyways.
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Old 12-23-2015, 01:03 PM   #88
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

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Originally Posted by shenjoku View Post
Set all of these to 0:
BarMeasureAlpha=0
Bar4thAlpha=0
Bar8thAlpha=0

That's how I've been doing it anyways.
works great, thank you!
now i can finally use this great theme
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Old 12-24-2015, 02:45 PM   #89
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

More updates since the last post:

Anything related to lane widths now scale correctly based on mini mod being used.
(this includes lane cover, screen filter, etc.)

"Best Score" Pacemaker graph now account for the current rate mod being used.
e.g. When playing with 1.2x rate, Graph will show the best score from scores played with 1.2x rate.

"Current Score" Pacemaker graph will also show the current average score graph underneath the original additive score graph.

Mid-Game Pausing. Tapping <Select> twice during gameplay will pause/unpause the game.
The number of times the game has been paused will show up on eval.

Full Combo effects
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Minaciousgrace: i could train a cat to pass overjoy in 15 years
Minaciousgrace: whether or not i could keep it alive for that long is another question

Last edited by ca25nada; 12-24-2015 at 02:51 PM..
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Old 12-24-2015, 02:57 PM   #90
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Default Re: [SM5.0.8+][WIP] spawncamping-wallhack

Holy shit a pause? I didn't know that was a thing in music games lol
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Old 01-4-2016, 12:31 PM   #91
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

Will it be possible for lane covers to not cover receptors/judgement and only cover the arrows? also why are some songs purple regardless of colour code?
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Old 01-4-2016, 07:18 PM   #92
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

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Originally Posted by Nano Desu View Post
Will it be possible for lane covers to not cover receptors/judgement and only cover the arrows?
Receptors probably not. Judgments I wish I could but setting the draworder stuff doesn't seem to have any effect.

Quote:
Originally Posted by Nano Desu View Post
also why are some songs purple regardless of colour code?
It just applies for whatever color is set for the oni/insane difficulty (which is purple) if the difficulty meter is above a certain point.

I'll probably change it back to a red color like every other theme.



Also added a message that will show up once you hit the maximum score limit on a simfile in eval.
(because no one ever changes the value from the default one)
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Minaciousgrace: i could train a cat to pass overjoy in 15 years
Minaciousgrace: whether or not i could keep it alive for that long is another question

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Old 01-6-2016, 01:59 PM   #93
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

Quote:
Originally Posted by ca25nada View Post
Receptors probably not. Judgments I wish I could but setting the draworder stuff doesn't seem to have any effect.
Then maybe could we have something similar to hidden but the notes don't flash bright white when they hit the hidden line and instead just disappear?

Quote:
Originally Posted by ca25nada View Post
It just applies for whatever color is set for the oni/insane difficulty (which is purple) if the difficulty meter is above a certain point.

I'll probably change it back to a red color like every other theme.)
Is there somewhere in the metrics I can change this?

Last edited by Nano Desu; 01-6-2016 at 02:00 PM..
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Old 01-6-2016, 06:41 PM   #94
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

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Originally Posted by Nano Desu View Post
Then maybe could we have something similar to hidden but the notes don't flash bright white when they hit the hidden line and instead just disappear?
That's probably more in the noteskin area if i read that correctly.



Quote:
Originally Posted by Nano Desu View Post
Is there somewhere in the metrics I can change this?
search up
ExtraColor= in [SongManager]
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Minaciousgrace: i could train a cat to pass overjoy in 15 years
Minaciousgrace: whether or not i could keep it alive for that long is another question

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Old 01-6-2016, 07:18 PM   #95
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

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Originally Posted by Nano Desu View Post
Then maybe could we have something similar to hidden but the notes don't flash bright white when they hit the hidden line and instead just disappear?
Isn't this a bug in SM itself?

If I recall correctly, someone else recompiled the source to fix this bug for themselves, but I don't remember who.

Its not in the noteskin realm unfortunately.
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Old 01-6-2016, 08:40 PM   #96
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

That's a bug? I thought that was just part of the game and the modifier itself.
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Old 01-9-2016, 11:17 PM   #97
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

Thanks for all the work you have done for this theme; it's great! Keep up the good work.
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Old 01-10-2016, 12:02 AM   #98
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

Quote:
Originally Posted by Nano Desu View Post
Then maybe could we have something similar to hidden but the notes don't flash bright white when they hit the hidden line and instead just disappear?


Is there somewhere in the metrics I can change this?
The only way to do this in 5.0 is to change ArrowEffects::GetGlow() in src/ArrowEffects.cpp to always return 0 and recompile.

When an arrow crosses the line from visible to hidden in Stepmania, the notefield ramps down a value called PercentVisible. PercentVisible is used to calculate glow and alpha values for the arrow. The glow layer is a white layer with the same shape that is drawn over the arrow.
As PercentVisible goes from 1 to 0.5, alpha stays at 1 (opaque), and glow goes up to 1.3 (white). When PercentVisible is less than or equal to 0.5, alpha is 0. As PercentVisible goes from 0.5 to 0, glow goes from 1.3 to 0.

So the arrow starts out colored normally, then is gradually covered by a bright white version fading in. Then the colored arrow disappears entirely and the white version fades out.

In 5.1, themers will be able to make mods that control the alpha and the glow separately, so it will be possible to make arrows fade without flashing, purely in lua. This is an example where the arrows fade in and out, and each column is slightly different. Not exactly what you have in mind, but it does show that alpha and glow will be separated and controllable in detail by the theme. This is an example that changes glow.
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Old 01-11-2016, 04:56 PM   #99
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

Added the NPS graph which can be enabled in player options.
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Minaciousgrace: i could train a cat to pass overjoy in 15 years
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Old 01-11-2016, 06:06 PM   #100
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Default Re: [SM5.0.10][WIP] spawncamping-wallhack

The best part of playing as Player 2 is that I get the full combo splash for every song.
https://github.com/ca25nada/spawncam...combo.lua#L138
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