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#1 |
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Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,989
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I use Stepmania 3.9 so I'm not sure how much different the groove radar codes are for other versions. However, what I'm wondering is how someone could make it so the groove radar, instead of making those calculations in NoteDataUtil.cpp where 150 BPM 16ths and 400 BPM 16ths give the same voltage value, the groove radar gets the values directly from the .sm file.
For instance, the decimal numbers I show here in the .sm are useless because the game has a built in calculator already and it doesn't fetch it //---------------dance-single - ---------------- #NOTES: dance-single: : Challenge: 10: 0.966,1.000,0.804,0.542,0.206: Since there are other people who know way more about the technical mechanics of stepmania than I do and the documentation in the source code package is poor (at least for 3.9), I'd like to know how one could make it so the program fetches the .sm file's numbers. |
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#2 |
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FFR Veteran
Join Date: Jun 2012
Age: 30
Posts: 2,893
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am i the only one that uses sm to hit arrows
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#3 |
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Banned
Join Date: Aug 2008
Posts: 4,677
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Are you the only one that can do beast side chaining viewing this thread atm?
edit: people actually pay attention to the groove radar?? Last edited by V-Ormix; 03-31-2013 at 01:28 AM.. |
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#4 |
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Owlbears Rock!
Join Date: Mar 2012
Location: The coldest place in hell
Age: 35
Posts: 2,494
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It'll fetch them if Fast Load is on but only prior to playing the simfile, I think.
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#5 |
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Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,989
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Fast load didn't solve the problem unfortunately. The Groove radar system is built-in.
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#6 |
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No fucks
Join Date: Dec 2006
Location: Everywhere
Posts: 2,440
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Are 150 BPM 16ths maxing out the voltage?
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#7 |
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Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 31
Posts: 14,989
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Yes. I think that's stupid. It would be better if the values could just be loaded from the .sm file rather than a built-in calculator.
Also, for me the groove radar gives the player an idea of whether something would be more of a speed file or stamina file. And with stuff like chaos and freeze, possibly a hint of a hard xmod file or file that's hard to score on properly. |
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#8 |
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FFR Player
Join Date: Aug 2005
Location: Banned
Posts: 1,770
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the thing is, the groove radar values in the .sm file you copy/pasted were generated by sm5 using the same calculations as in 3.9 (stream/voltage still max out at 150 bpm 16ths)
if you seriously think someone bothered to add the groove radar values into the .sm file or that anyone would do so if given the opportunity, all i can say to you is lol
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~*~Lurkadurk - 1134-7796-6967~*~
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#9 |
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FFR Player
Join Date: Aug 2005
Location: Banned
Posts: 1,770
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by which you clearly mean "a file that is drags on and boring 0/10"
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~*~Lurkadurk - 1134-7796-6967~*~
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#10 |
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FFR Player
Join Date: Dec 2008
Age: 35
Posts: 6,205
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the groove radar sucks shit because
1: it emulates the ddr groove radar 2: max 300 on pad is harder than on keyboard
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#11 |
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FFR Player
Join Date: Aug 2005
Location: Banned
Posts: 1,770
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i mean, there's a pretty obvious solution in the form of either:
1. editing the groove radar formulas, most simply by multiplying the existing formulas by some positive number less than 1 (1/4 would be good since i highly doubt that anyone will aa 600 bpm 16ths ever) 2. taking an itg-style theme (i.e one that shows taps, holds, mines, etc in song select like the sm5 default theme) and adding nps/burst values to it since those are what stream and voltage are in a nutshell but of course you wouldn't think of either of those
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~*~Lurkadurk - 1134-7796-6967~*~
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#12 |
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FFR Veteran
Wiki Administrator
Join Date: May 2007
Location: Quebec
Posts: 1,169
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This is what I see when I read the title of this thread:
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#13 | |
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No fucks
Join Date: Dec 2006
Location: Everywhere
Posts: 2,440
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Quote:
Regular Screenshot ![]() When you hold shift, some on-screen items appear (Song length, step artist, step amounts over the graph bar at the bottom) ![]() Note: The red at the bottom was edited and is supposed to be blue (red just looks cooler while it fades in and out, and this is actual ITG3, can't just move it to SM yet) |
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#14 |
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( ゚д゚)彡
Join Date: Apr 2006
Posts: 654
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thread of the year
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