04-13-2013, 06:37 PM | #1 |
nanodesu~
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Beta Engine: R^3 [Updated 6/5/14]
R^3 Beta :: Direct SWF Link
Online Options Page Requires Flash Player 9 or later. April Engine Revamp This recent release contains a number of modifications to the R^3 engine, the main purpose of which is to gather feedback on some experimental features that may or may not make it into the final version. I'll introduce some of the main new features but please check out the complete changelog below for a comprehensive list of all the new changes. Feature requests, bug reports, and all other kinds of feedback are greatly appreciated A number of new options have been introduced into the game. The no background mod will hide any background images or videos that may distract you during certain songs. A number of randomization options have also been added for those who want to challenge themselves with a new layer of difficulty. The new isolation feature allows you to practice any segment of a song by entering its combo number and optionally the number of notes after. The game can also be used to play additional songs from alternate engine playlists. Note that in the interest of fairness any scores achieved while using these mods will not be recorded -- they exist for practice, fun, or MP handicaps. You'll also notice that the song results screen has also been slightly revamped, showing some extra info including the mods you have selected, your speedmod, restarts, etc. The displayed time is now always in UTC to be consistent across everyone. The graph has been heavily changed to more accurately depict your progress throughout a song, clearly marking the points where you hit your goods, averages, and boos. A major addition to this release is the new multiplayer support, which allows for playing in realtime with other players on the Legacy, Velocity, or R^3 engines. It works fairly simply, once you join or create a multiplayer room you can browse and select songs using the regular song selection. Keep in mind that the interface itself is still a work in progress and will seem very bland. Tips and Tricks • Use Flash 9 standalone to prevent lag and framerate issues. • If you're having trouble finding an offset that feels right, a Judge Offset of 1 is common for people switching from other engines. • If you formerly used the Velocity engine, most people have found that the equivalent in this engine is a Global Offset of 2 with a Judge Offset of 0. • You're allowed to boo at the beginning of songs now, mash those keys! • You will find the most activity in Legacy multiplayer, very few players use the Velocity engine multiplayer. • If you're looking for a multiplayer opponent but no one is online, create a room and sit in it. You can go off and play singleplayer songs and will be notified in-game when an opponent joins your room or someone PMs you. • In multiplayer, you can click on the song name as your opponent selects it to easily find and load it. • The multiplayer room list is colour-coded. Green means there's a player slot available, black means it's full, blue means a game is in progress and red means there are no spectator slots available. The number in brackets is the number of spectators in the game. If you single-click on a room, you can right-click it to join as a spectator even when a player slot is available. • Players can be PM'd by double-clicking on their name. PMs alert you at the bottom of your screen even if you're not looking at multiplayer at the time. • The Filters tab has that random button you're looking for. • When you quit or fail out of a song early the results screen will give you a rough indicator of the note number you quit around. This is an easy way to find the value needed to use the isolation feature without actually comboing up to that point. Changelog Known Issues
Feature Requests
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04-13-2013, 06:54 PM | #2 |
D7 Elite Keymasher
Join Date: Feb 2011
Age: 30
Posts: 3,391
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Re: Beta Engine: R^3 [Updated 4/13/13]
time to switch to R^3..
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04-13-2013, 07:13 PM | #3 |
snooches
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Re: Beta Engine: R^3 [Updated 4/13/13]
Going to messing around with this engine a bit more now haha.
Still would like the see the FFROrbular skin be added. |
04-13-2013, 07:25 PM | #4 |
Harmonoize
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Re: Beta Engine: R^3 [Updated 4/13/13]
Holy crap scramble is making everything easier for me.
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04-13-2013, 07:25 PM | #5 |
Snivy! Dohoho!
Join Date: Mar 2006
Age: 33
Posts: 6,161
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Re: Beta Engine: R^3 [Updated 4/13/13]
This is a great release. Thanks a ton!
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04-13-2013, 07:44 PM | #6 |
FFR Veteran
Join Date: Jan 2007
Posts: 1,496
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Re: Beta Engine: R^3 [Updated 4/13/13]
Wow there are some kick ass features on this.
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04-13-2013, 07:48 PM | #7 |
Sic itur ad astra
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Re: Beta Engine: R^3 [Updated 4/13/13]
... welp, this is amazing.
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04-13-2013, 07:51 PM | #8 |
Expect delays.
Join Date: Mar 2008
Location: Montreal, QC
Age: 31
Posts: 4,128
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Re: Beta Engine: R^3 [Updated 4/13/13]
This arcnmx guy gets all my money.
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04-13-2013, 07:54 PM | #9 |
Rhythm game specialist.
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Re: Beta Engine: R^3 [Updated 4/13/13]
I've said this to you many times before, but
I love you <3 |
04-13-2013, 08:00 PM | #10 | |
nanodesu~
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Re: Beta Engine: R^3 [Updated 4/13/13]
Notice, to anyone who tried the engine when earlier today / when I first posted, an update was recently pushed to fix a crash and might cause R^3 to get stuck at loading at 0%. An Internet Explorer cache clear will fix this.
Quote:
Scramble is random but avoids jacks, so it basically turns everything into endless stream. Have fun trying it on songs with rolls though, lmao. Love you too <3
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04-13-2013, 08:00 PM | #11 |
Batch Manager
Game Manager, Song Release Coordinator
Join Date: Mar 2008
Location: USA
Age: 29
Posts: 14,869
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Re: Beta Engine: R^3 [Updated 4/13/13]
For that ideas link, do you mean http://www.flashflashrevolution.com/...d.php?t=129252
The one you have is broken |
04-13-2013, 08:05 PM | #12 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 4/13/13]
Haha, yes, thanks. My mouse sometimes randomly pastes things when I move it around >.>
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04-13-2013, 08:11 PM | #13 |
FFR Player
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Re: Beta Engine: R^3 [Updated 4/13/13]
If you are the one posting this thread, and anybody has technical questions, how do you plan on answering and resolving them?
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04-13-2013, 08:14 PM | #14 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 4/13/13]
As the one who developed the new features I can't imagine it being too difficult
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04-13-2013, 08:16 PM | #15 |
FFR Player
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Re: Beta Engine: R^3 [Updated 4/13/13]
Oh, I didn't realize you were continuing development on R^3. Well then, I'd like to know about updating the DWI converter to support 60 frames per second files. That is, charts have 6 perfect frames, 4 good frames, and 2 average frames, and the scroll rate is 60 frames per second.
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04-13-2013, 08:22 PM | #16 | |
FFR Veteran
Join Date: Dec 2007
Posts: 1,249
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Re: Beta Engine: R^3 [Updated 4/13/13]
Quote:
Anyhow, Thank you so much for bringing r^3 to multiplayer. The graph changes are awesome too. |
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04-13-2013, 08:24 PM | #17 |
FFR Veteran
Join Date: Jan 2007
Posts: 1,496
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Re: Beta Engine: R^3 [Updated 4/13/13]
Any way to block your opponents combo/accuracy in multiplayer?
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04-13-2013, 08:26 PM | #18 |
(^._.^) =^-ω-^= (^・o・^)ノ
Join Date: Jan 2008
Posts: 805
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Re: Beta Engine: R^3 [Updated 4/13/13]
The new features are awesome, thank you so much. I played a little and I can't wait to try them out properly next week but it's lookin good.
Last edited by retching oesophagus; 04-13-2013 at 08:28 PM.. |
04-13-2013, 08:27 PM | #19 |
FFR Player
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Re: Beta Engine: R^3 [Updated 4/13/13]
To be honest, legacy files need to go. They are just detrimental to new players, and everybody that I have talked to about them finds them really awful to play.
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04-13-2013, 08:28 PM | #20 |
nanodesu~
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Re: Beta Engine: R^3 [Updated 4/13/13]
Indeed, encoding songs at 60fps would break all the other engines, so it can't be used for FFR songs. The goal is to change R^3 to run fps-independent and move away from frame timing altogether, then it wouldn't matter what the songs are encoded at. This is something that will take time, but if an alt engine host wanted to encode songs at 60fps that would only work on R^3 I could implement some quick fixes that would make it work.
There is not an option for this currently. The MP interface itself is still very much a work in progress.
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