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simply-love-sm5's Issues

Feature Request: Sticky titles on song groups

When scrolling through list of songs, would be useful to be reminded what group is being browsed.

screen shot 2016-02-14 at 12 37 39 am

screen shot 2016-02-14 at 12 37 55 am

Tried looking myself where the list of packs/songs is drawn so I could take a shot at this, but couldn't find where.

Note bursts use wrong colors in ECFA

FA uses blue, FA- uses yellow, EX uses green, GR uses blue and so on. Need to add a white note burst, or just use the fantastic one for both of them.

Animated score graphs

Just leaving this here so I remember to look into it.

In IIDX, the target score graphs fill up as you play to give a visual representation of how you compare to your target/high score so far. I'm sure we could make this happen by hooking into something like NotesCrossed and scaling the target by the percentage of the chart's points that have gone by.

Local profiles erroneously save with arrows, bg, etc turned off.

This seems to be due to the creation of an empty file for each of the hide XYZ options. Tested on HEAD of Simply-Love-SM5 and 5.0.7rc of stepmania.

To reproduce, create a local profile. Play a song. Exit the game. Load the game. Play a song. Observe that bg, health, percent, etc are hidden.

GetHexColor() doesn't wrap index 0 correctly

In SL-Colors.lua, GetHexColor(0) returns #FF3C23 (Orange) when it should return #FF7D00 (Yellowish-Orange). This bug is most obvious when selecting #FF003C (Red) as the theme color; the Novice and Easy difficulty colors are the same color when they should be different colors.

edit: corrected wrong color descriptions.

Change Font Color of Boss Songs

Some song titles have red fonts in song selection when using the default StepMania theme. It makes it easier to identify ones that are significantly harder than others and for setting goals. Please add this! #

(Untested) patch for some issues with Subtractive Scoring

This is my first time programming in SM5 Theme world.

I had noticed a few problems with Subtractive Scoring, the first is if you avoid a mine the score goes to percentages. The second is until you go to percentages players share excellents and the percentage state.

Here's a patch that ought to fix it. However, I won't be able to actually test it until at least tomorrow evening, so I'm going to send it now.

diff --git a/BGAnimations/ScreenGameplay overlay/SubtractiveScoring.lua b/BGAnimations/ScreenGameplay overlay/SubtractiveScoring.lua
index d353473..76ebd19 100644
--- a/BGAnimations/ScreenGameplay overlay/SubtractiveScoring.lua    
+++ b/BGAnimations/ScreenGameplay overlay/SubtractiveScoring.lua    
@@ -1,4 +1,5 @@
 local player = ...
+local pn = ...

 if not SL[ ToEnumShortString(player) ].ActiveModifiers.SubtractiveScoring then
  return false
@@ -14,11 +15,11 @@ else

  -- flag to determine whether to bother to continue counting excellents
  -- or whether to just display percent away from 100%
-   local received_judgment_lower_than_w2 = false
+   local received_judgment_lower_than_w2 = {false, false}

  -- these start at 0 for each new song
  -- FIXME: What about course mode?
-   local w2_count = 0
+   local w2_count = {0, 0}
  local judgment_count = 0
  local tns

@@ -35,14 +36,14 @@ else
    end,
    SetCommand=function(self, params)

-           if tns == "W2" and not received_judgment_lower_than_w2 and w2_count < 10 then
+           if tns == "W2" and not received_judgment_lower_than_w2[pn + 1] and w2_count[pn + 1] < 10 then
          -- increment for the first ten
-                   w2_count = w2_count + 1
+                   w2_count[pn + 1] = w2_count[pn + 1] + 1
          -- and specificy literal W2 count
          self:settext("-" .. w2_count)

-           elseif tns ~= "W1" then
-               received_judgment_lower_than_w2 = true
+           elseif tns ~= "W1" and tns ~= "AvoidMine" then
+               received_judgment_lower_than_w2[pn + 1] = true

        -- if not W1 or W2, specify percent away from 100%
        local pss = STATSMAN:GetCurStageStats():GetPlayerStageStats(player)
@@ -57,4 +58,4 @@ else
      end
    end
  }
-end
\ No newline at end of file
+end

No Noteskins Found For Mac Issue

So I downloaded this game called stepmania but when I try to run it, it will pop up a message saying "No Noteskins Found" Please Help

White Space Visible under 5.0.12. Fixed on 5.1

Please see attached screenshots.

This is with the newest version pulled from github.
Unsure how to bisect with github revisions or else i would try to point to which change caused the issue. Admittedly, I am a noob so this may be on my end.

First screenshot is from 5.1 20171129 build. Second is from 5.0.12 executable.
2018-01-07_205246
2018-01-07_205036
2018-01-06_215746

Theme is completely broken in Stepmania 5.1

If you were to try to use this theme in 5.1, everything breaks from the very start. This is because ThemePrefs was removed in 5.1 in favor of the "lua_config" system.
Here's the details, if you want them.
Details of the removal here: ThemePrefs_removed.md
Details of lua_config: lua_config_system.md
If you remove all encountered instances of ThemePrefs (and use hardcoded values) to get the theme usable there (don't do this as the fix), the evaluation screen statistics are also broken.

Where you'd usually see "GREAT ###", there's now "GREAT 000000000" with the zeros overlapping the text. This applies to all judgment statistics and holds/mines/hands/rolls (although the /### part seems to work)
Also, NewField exists, so the normal noteskin option doesn't work anymore.
If you do wish to fix this, you may want to make a separate branch, as Stepmania 5.0, doesn't seem to have the lua_config system.

Hide modifiers are all set to enabled on new game when using a profile

  1. Set a local profile
  2. Start a new game
  3. Play at least 1 song, fail or pass
  4. Exit the Select Music screen, passing via Summary, Ranking and Game Over screens
  5. Start a new game

The Hide row in the Extra Modifiers screen has all options set ENABLED, regardless of what they were set to prior to finishing the previous game.

Confirmed on both Windows 8.1 with SM 5.0.6 and Windows XP with SM 5.0.5.

FPS Capped at 30FPS During Rainbow Mod

Is this behavior intended?

I have 120fps without rainbow, but 30fps during screens in which rainbow mode can be perceived. FPS jumps to 120 in screens where the effects of rainbow mode are hidden. ie during gameplay.

Player config that uses vocal score crashes when vocal score audio doesn't exist.

I updated to a new version of SL and didn't copy the vocal score stuff over, but my player config is still set to use it. So when I got to ScreenEvaluation, it crashed trying to find the theme element.

17:45.453: Exception: Theme element "Other/Vocalize/Shizuka (Japanese)/default.lua" could not be found in "Themes/Simply-Love-SM5/" or "Themes/_fallback/".

Pass true as the third argument to THEME:GetPathO to indicate that the element is optional. You'll get an empty string if the thing isn't found. This works for all variants of GetPath.

Result Screen BG Music vs. Score Vocalizer

The Score Vocalizers cannot be understood properly, as the BG Music is running. An approach to resolve would be to allow the BG Music being turned off. This could be achieved by adding one entry to the vocalize modifier, which then would read like "Off | BG Music only | Joy | Jayce | Matt" (etc).

seeking opinion - Target position and notefield behavior using "Reverse"

Hello,

I am kindly asking for your strong opinions - please see this:
https://i.imgur.com/DerAlF9.jpg

you are looking at sl 4.5 in sm 5.0.12 on windows 10.
the screen shows p1 in regular scroll dir. p2 is in reverse scroll dir.

My observations:

  • in all 4-panel dance games i have observed, ddr, itg and even the new ddr A have their target receptors positioned as far to the screen border as possible, but without interfering UI elements.

In DDR A, even some UI Elements get "reversed" from bottom to top as well, when Reverse is enabled.

in simply love however, i am starting to think that Reverse is claiming unintended space from the total playfield distance. please see the corresponding numbers in the image:

Regular Scroll:
(1) in regular scroll, the receptors almost touc the ui element (difficulty/score)
(3) the resulting visible playfield is from receptor to bottom screen border

Reverse Scroll:
(2) in reverse scroll, the receptors are far more distant from the next-possible ui-element (screen border)
(4) the playfield is shorter
(5) the arrows overlap the UI elements "stealing playfield visibility" from the totsal scroll distance.
(tho, on p1 side, if you miss an arrow, the arrows also overlap; just not captured on the screenshot.)

  1. is the z-index as intended? (arrows overlapping UI)
  2. what is your thinking on the receptor position in reverse?

Thanks in advance - your opinion will help me for this issue, and a new feature i am working on, which is related to receptor position.

/Alex

PIU Menu Up/Down and Change Difficulty Broken

Comparing default skin to this skin, I am unable to change difficulty in pump game mode. Default allows up left and up right to be able to change difficulty, but I cannot do it in SimplyLove skin. The test input shows that the menu up and down are broken as well. I am using default control scheme for the keyboard.

Enable 3 panel?

There is a 3 panel mode in SM5 (dance-threepanel or dance-3panel i believe it was). It is left-down-right (SM 5.0.11) or upleft-down-upright (SM 5.1 or newer).

Solo and 3 panel styles can be enabled or disabled in the options menu.

Will a SM 5.1 version of this theme come soon?

Enabling solo play?

This one is less of a bug and more a request. Can Simply Love get an option for enabling Solo (6-panel) play? Solo mode is enabled in the default Stepmania theme, but seems to be disabled in Simply Love. Is there a way to turn that on or implement that in this theme?

Thanks!

"File doesn't exist"

SM5 crashed.
Reason: "/Themes/Simply-Love-SM5-master/BGAnimations/ScreenGameplay underlay/default.lua:29: references a file "/Themes/Simply-Love-SM5-master/BGAnimations/ScreenGameplay underlay/PerPlayer/StepStatistics/default.lua" which doesn't exist"

EDIT: Continuing causes everything but the playfields, combos, and judgment to disappear.

Change "mini" to "Note Size"?

As in Rhythm Horizon.

Wanted to get thoughts on this.

con(s):

  • People would have to get used to the new numbering scheme.
  • I would need to add extra code to the OptionRow to check for the old Mods.Mini and convert the value.

pros:

  • IMO "note size %" is more intuitive and obvious than "Mini%". Increasing Mini% will decrease your note size, but by how much? I had no idea it was 0-200% for 100-0% note size until I opened up this theme's code.
  • For features that depend on the size of the receptors (mainly FlashArrowOnMiss), this means that you can pull a value out of Mods without having to deal with converting the value in each file.

I have a patch sort of ready for this if this seems like a good idea.

Judgement fonts broken with latest SM5 git builds.

Pretty much what the title says:
2014-12-02-033327_2561x1440_scrot
As you can see the Judgement Font is completely gone. Basically the same as playing with it disabled via option in ScreenGameplay.
Here's what I can snab from the log:
Theme element "Graphics/_judgments" could not be found in "Themes/Simply Love/" or "Themes/_fallback/".
This is with a fresh copy from git; furthermore:
 stat "/home/xaero/.stepmania-5.0/Themes/Simply Love/Graphics/_judgments/"
File: ‘/home/xaero/.stepmania-5.0/Themes/Simply Love/Graphics/_judgments/’
Size: 4096 Blocks: 8 IO Block: 4096 directory
Device: 812h/2066d Inode: 14682716 Links: 2
Access: (0700/drwx------) Uid: ( 1000/ xaero) Gid: ( 100/ users)
Access: 2014-12-02 03:22:32.736447745 -0700
Modify: 2014-11-18 19:43:54.380018646 -0700
Change: 2014-11-18 19:43:54.380018646 -0700
Birth: -
As you can see, the file is there - and usable by my current user.
Only thing that has changed is the version of sm5 installed.

I just chmod'd my entire stepmania 5 directory 0755 to make sure it wasn't a permissions issue (shouldn't have been to begin with - same result.) That's the only reference to Judgements in the log provided. I'll be checking the SM5 git to see what could have changed to affect this.

No "assist" options (clap, metronome, etc.)?

I'm loving this theme, but one thing I enjoy are the assist options, which I can't seem to access when using this theme. Are they omitted deliberately, or is there something I can do to re-enable them?

Screen filter broken

The Screen Filter option is no longer working on any setting (Dark, Darker, Darkest).
Running Stepmania 5.0.6.

Proble im having

i downloaded the theme and i selected it then this message came up "The initial screen set by this theme is not valid.it is not defined anywhere in the theme or in the fallback this is an error in the theme and should be reported to the theme's author"

Score Vocalisation?

I've noticed in the extra modifiers menu a score vocalisation option - as this is unavailable in default SM5 I'm assuming it's added by the theme - but aside from "none" there are no options available - would I need to download voice packs? If so, where from?

"Personal Best" in Results screen (+ Machine Best)

Upon beating his own best score on a song, on top left (P1) or top right (P2) a text is shown "Personal Best". This text is "barely" visible, in context to other contrastfully stylized elements. could this be made bigger and more prominent to see? (blinking is all cool though).

Also, can a "Machine Best" indicator added as well?

Blurry banners

The fix implemented for #22 has resulted in blurry banners shown on all screens except ScreenSelectMusic. Using LoadBanner(), the banners are high quality, but LoadFromCachedBanner() results in blurry ones.

Please add MUSICWHEELITEM Grades

Hello and thank you for your beautiful theme.

tldr; Please add grading icons similar to the screenshot below only with ITG Grading scheme (S-/S-S+/star-quadstar) and in white (or a color of your choosing, user definable if possible.

I have no clue what I am doing here or if I am doing this wrong, but i will explain. In many themes, you can see grade based scores for all songs visible during the music selection screen for a given difficulty selection. (eg. If you select Hard all scores that have been passed on hard will show a visible score, if you switch to expert, all your grades for expert will appear).

I have attempted to pull the required files and LUA changes from Lambda the new default theme for 5.1, but this solution brings many challenges and regressions.

First, the images do not fit the beautiful styling of Simply Love (theme styling and ITG grading brackets). Further, while bringing the metrics.ini adjustments as well as required files from Lambda does in fact show grades, it does not allow your theme to create NEW grades, no does it allow Lambda to pick up grades that have been created in Simply Love.

This may be because there are many more grading brackets in Simply Love than there are in the default theme.

I do not expect you to add this theme feature just for me, but I was hoping for a bit of advice. Could i fix these issues be simply creating a grades.png file that is 2x17 vice 2x8 as in standard in the default theme? If that is the case i will learn to use Photoshop to import your assets into a 2x17 grid "grades 2x17.png" file.

I apologize for the long issue request, but i wanted to explain as best as i can.

I have attached a screenshot of what I have figured out so far. Since that screenshot I have adjusted the Y value to properly align the grade images.

Thank you in advance for your consideration in this matter.

2018-01-05_175918

song statistics during gameplay causes FPS to drop progressively throughout the song

When the "step statistics" are enabled during gameplay, the FPS will drop more and more as the song is played. The FPS is constant when step statistics are disabled. The CPU/memory usage doesn't seem to be significantly different with statistics enabled.

For example, I started the the 10-minuted Hallucinogen chart from French Coast Stamina 2, the song started about 100fps, the FPS steadily/linearly declined, and after about 4 minutes the game had declined to below 40fps. With statistics disabled the FPS stays constant around 100fps through the entire song.

I am on Arch Linux using SM 5.1-new Beta 1 and Simply Love 4.5, the same problem was happening with 5.0.12 as well. It is an Intel NUC dual-core with 4gb ram.

Unable to Change to ITG timing windows

There was an option menu to switch the timing windows between ITG and DDR levels. I can't find it anymore. Is it built into competitive mode as per its "ITG Standards?" Do the casual and StomperZ gamemodes use judge and lifebar levels instead?

Game Modes "universalized"

a lot of effot was put into game modes for casual, competitive, ecfa and stomperz. This i believe is a super-awesome concept, but it is limiting in certain ways, as you have to choose for a game mode in order to have a certain feature.

The cool features are, that it is possible to add judgment windows (ridiculous timing concept), and to move around certain elements from gameplay screen, such as combo, judgment, (maybe) targets.

  1. would it be possible to give some freedom in placing these elements for each player within the modifier menu?
  • combo y-axis; judgment y-axis
  • ridiculous timing on-off modifier (comprable to decent/way-off off).

2a) would it be possible to either create a blueprint package of what consist of a "game mode", in order for users to create (and share) their oen game modes?

or

2b) would it be possible a "custom" game mode is created, which parameters can be defined in op menu, or a settings-file?

Elements on ScreenPlayerOptions are hidden by arrow

Dan,

I recently pulled your last commit onto my cabinet (running 5_1-new branch) and the player options screen started acting weird.

I don't have much time to diagnose it with the holidays that I need to prepare for, so I thought I would throw this out there.

A lot of the options are hidden by the down arrow with my current preferences. Resetting my Stepmania preferences to default clears this issue. I have attached the diff in preferences and a screenshot of the issue.

prefDiff.txt

2017-11-21_222213

"Random" breaks the game

If you hit random, the songwheel spins (roulette's normal behavior). If you hit green while you're on a song inside the randomly-opened pack, you start the song.

If you hit green while over a songpack, the game locks up.

gif

Fallback banner errors

On the song wheel the banner displays the 3 heart fallback, but after song ends during transition to results screen there is a theme error, looks like it's trying to find the fallback banner in the current songs folder, which doesn't exist. Then a big pink banner is shown in place.

Also get the same error at the Summary screen after game over.

capture
capture2

License clarification

"No license" means that we cannot reuse your code publicly. However, I recall seeing earlier you were okay with people using elements from this theme in something new.

Is it possible to clarify this situation?

No banner transition when moving off fallback banner

Not a big deal, but something I noticed none the less.
When browsing the song wheel, normally the banners cross-fade in and out of each other.

When a fallback banner is present the cross-fade occurs when moving on to the fallback banner from a real banner. But when moving off the fallback banner onto a real banner the transition is missing and the real banner just snaps instantly into view.

How to show a Song's Background for the first and last 5 seconds of a song w/ RandomMovies Enabled?

Hello, I really like this theme, but I have a question:

You know how the song background shows for the last ~2 seconds of a song when Random Background Movies are enabled? Can I have it start 3 seconds earlier to last for a total of 5 seconds? In addition, can I have it show for first 5 seconds at the start of the song on the gameplay screen as well? I would like to have this globally affect ALL songs. What *.ini or *.lua file do I need to edit to make this happen, and how would I program it?

Thank you for this very nice theme, and thank you for your time.

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