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outfox's Issues

[Unexpected Behavior] GAMESTATE:GetGameSeed isn't random

What you're using

GAMESTATE:GetGameSeed()

Always returns 8365 on the first game after starting the program.

Expected behavior

Seed is will be different every time you "Game Start", and remain the same until "Game Over". E.g. when you return to song selection between songs, the seed can be used to produce a consistent random sequence for that game, but each game will have a different seed.

[Unexpected Behavior] Possible to softlock Soundwaves profile select

Using Stepmania-Outfox_Alpha-4.6-amd64-date-20200711 (on Linux).

Steps to reproduce:

  1. Start from Outfox main menu
  2. Press start (Game Start)
  3. Press enter to validate caution screen.
  4. Press enter a second time, before the caution screen fades to black entirely. The timing is a bit strict.
  5. => profile select is softlocked. Up/down arrows to select a profile don't do anything. At that point, if you press ESC once you take control back

I have recorded a short video, but since I didn't include an input overlay, it doesn't show much, except the fact I have to press ESC once too much: https://youtu.be/Hwm-oaEqVFk

(ps. I'm Kaede on Discord btw)

TNS_PRO_W$ and TNS_W$ seem to be swapped in Options>HideNote Judgement

What you're using

I switched the HideNote Judgement option to "TNS_W3" and none of the arrows disappeared, even when hit with a Fantastic judgement. I looked in Save>Preferences.ini and found that the HideNote option in the .ini read "TNS_PRO_W3" while the game said "TNS_W3".

Expected behavior

The timing was intended to make the note disappear after attaining a Great judgement.

[Fixed][BUG] Two-Player toasties not working properly

What you're using

I am using two toasties in versus mode. Using AppleArcade120's "Mario's a Tire"-Toasty for early triggering at 25.
Video link: https://streamable.com/wfebye

Expected behavior

Each toasty is ment to be triggered by the respective player's combo reaching a certain milestone or multiple of said milestone.

instead

After being activated from reaching the specified combo milestone, the toasty gets triggered on each note until the combo breaks.
if "Iterate=true", it will trigger the other player's toasty on the second multiple of the value in "ShowAt", with the same "trigger on every note" bug.
Either player's toasty randomily is the first to trigger, it doesn't matter which player gets the specified milestone, it will always prioritize one or the other.

[Unexpected Behavior] USB Joystick Adapter - not showing up in devices - osx Catalina

What you're using

macOS Catalina Version 10.15.5

Running the Latest Build [5.3 Alpha 4.6] (though I did not get this to function properly otherwise).

Running "Stepmania.app" after giving permissions using "xattr -dr com.apple.quarantine /Applications/Stepmania-Outfox-Alpha-4.6.0-MacOS-date-20200711/StepMania.app"

Expected behavior

Outfox ought to recognize USB controller adapter as it does others, but fails to populate "Test Input" menu.

Current behavior

Terminal debug window displays message acknowledging USB controller connect; also does not recognize button inputs in Mapping Menu / Test Input Menus. Debug window outputs message when controller is plugged in:

"OutFox Engine (SDL Input Debug) - Joystick Added For Mapping 02 (DragonRise Inc. Generic USB Joystick )"

My USB controller (Reyann Zero Delay Arcade USB Encoder https://www.amazon.com/gp/product/B00UUROWWK/ref=ppx_yo_dt_b_asin_title_o00_s01?ie=UTF8&psc=1).

Program Registers / accepts inputs from other USB joysticks fine; other programs recognize input from "Reyann" Controller fine (why i figured this qualified as a bug and not a tech support issue).

This is my first bug - forgive me if I need to make some sort of correction in reporting etiquette / standards.

Mod list in gameplay

Hello!
I'd like it if you added a mod list like this to the game. It would also be cool if it supported .sm mods, not only .crs mods.

[ScreenSelectMusic] chart preview per player

44262473_10157695542293765_3741278864026894336_o

Would be great to have a 1st party module to display a live chart preview. The above image is a concept, not a currently working prototype in SM5.1 .

Is there a chart parser implemented as a module in OutFox (yet)? I'm not experienced enough to completely code this myself, but I can absolutely help with implementation and theme-side assets.

Specifics:
-play chart preview in sync with song preview
-arrows display as if on autoplay (holds/rolls/lifts trigger properly)
-show where in the song by displaying an indicator on the NPS graph (a white line, at the exact moment in the preview atop a greyed portion from the beginning to the end of the song preview?)
-NPS graph scrolls/zooms in the case of long songs
-respects noteskin changes
-respects direction changes ("reverse"?)
-respects note modifiers? (dizzy, mini, flipped, no-mines, no jumps, etc)

Theme icon from old theme persists after theme switch

How to reproduce

1° Start the game with one theme, in my case, I'm using DanceDanceRevolution XX -STARLiGHT-
2° Switch to another theme.

----------- Mini-issue -----------
When going from DanceDanceRevolution XX -STARLiGHT- to SoundWaves, the starlight theme music still plays after the change until you get to the title screen.
----------- Mini-issue -----------

3° Trigger an error that can be handled
4° See the old theme icon in the error window

Video example: https://youtu.be/LqmOO8CuRtQ

At 0:09 you can see the mini-issue, at 0:36 you can see the main issue.

BMS second background layer is missing

Only the bottomost layer is rendered, the second layer is missing.

Some observations

  • When the BMS is cached by the game, it adds the first layer to the .ssc #BGCHANGES and discards the second layer.
  • ScreenGameplay also need some changes to add the second BGA layer.

Crashed when I pulled the USB dongle

Sometimes have issues with my headphones not connecting back up to the computer after being away from it. Pulling the dongle and reinserting it is the usual fix. Also made Stepmania instantly crash.
log.txt

[Fixed][Unexpected Behavior] Mod "Hide Judgment" has inconsistent behavior.

What you're using

Stepmania 4.6 OF (with backers special symbols build git-2b972eef18)

Right now we have 2 ways to enable "Hide Judgment" mod.

The first one being by going into Song Modifiers screen, going down to "Hide" row and selecting Hide Judgment.
image

The second one being by going into Song Modifiers > Additional Options, going down to Judgment Items and selecting Hide Judgment.
image

Inconsistent behavior

The first one disappears, after going back to the menuTitle or exiting the game, even if you have a profile. It doesn't work when playing modfiles

image

The second one does not disappears after going back to the menuTitle or exiting the game(atleast when you have a profile which is a expected behavior). It works when playing modfiles.

Expected behavior

There should only be one Hide Judgment in Song Modifiers, it should not disappear if you're using a profile and it should work with mods.

[Fixed][BUG] Switching languages doesn't update all strings

Most constant way to reproduce
1° Start the game
2° Go to Options
3° User Experience
4° Appearence Options
5° Select any other language
6° Exit the screen and go to theme options
7° Now you'll see that many lines are still with the strings of the old language.

Solution for now
Restart the game.

Video example
Switching languages: https://youtu.be/-m8t6NmGEC8
Restart to fix: https://www.youtube.com/watch?v=sNzvnj_bQpQ

Doing F2 + Shift (reload metrics) before step 7° doesn't not fix the issue.

The theme options screen is not the only affected, both me and Moneko (another translator) have reported more screens with strings not updating, but theme options seems to be the most consistent one.

[Unexpected Behavior] X-PAD PROFI Version Dance Pad is not automatically recognised

What you're using

My Czech DDR.cz X-PAD PROFI Version Dance Pad (Red one when you google it) is not automatically recognised as a controller. When I try to map Dance buttons to xbox controller (last option "Map controller"), it is recognised, but when i try to set buttons in controlls it does not recognises all buttons (tipically it recognises only one of this buttons left/right, down/up)

Expected behavior

Automatically recognise of X-PAD PROFI Version Dance Pad. In Stepmania 5.1 and bellow, it was automatically recognised.

you are in clear violation of mad's gpl license with mp3 releases

seems like licenses only matter for forks that aren't this one

https://i.imgur.com/zMvoiFX.png
I don't believe this for two seconds, first of all :

"The MAD library (included with most Windows binary distributions), and
interface code in RageSoundReader_MP3, is under the GPL, available in
Copying.MAD. Support for this library can be disabled at compile-time."

is still present in your own license file. So I would have to believe that after throwing the enormous shitfit you guys did when our fork had a singular closed component of code running under 1000 lines violating MAD's gpl license, it just happened to slip your mind that it is an issue that you should be dealing with in a good faith way. As if updating the license file due to the mp3 support being the only gpl licensed code, wouldn't be the primary purpose behind replacing the library, and wouldn't be the first thing you did. Doesn't pass the laugh test. Secondly there is no mention post 2018 ("research alternatives") in your dev history relating to mp3s, and looking at the symbols inside the executable_ZN19RageSoundReader_MP319do_mad_frame_decodeEb and _ZN19RageSoundReader_MP313MADLIB_rewindEv still exist as of this current release.

Conveniently for you your fork's entire codebase is still closed after years, and seemingly all your shills who waxed poetic about how 0.01% of a codebase being closed is "destroying development" aren't going to say anything about the blatant hypocrisy. I know you're going to lie about replacing the library. I know you're not going to provide any proof. I know you're going to close this issue without responding.

I'm just calling you out for it.

Certain noteskins in invalid visual states

While I like having noteskins, certain ones appear to pass into other frames they shouldn't. I don't know why, and I can't quite capture a good split-second frame for a visual demonstration of this in dance mode, but it has bugged me since the latest alpha release. I'm sure someone in our Discord must have seen this and noted it. Can someone look into what causes this?

FPS down from ~60fps to ~30fps 4.6 RC3 and 4.6.0 with GLAD

5.3 Alpha 4.6 RC3 and 5.3 Alpha 4.6.0
Intel Core i5-2400
NVIDIA GeForce 210
8GB RAM
128GB SSD
Windows 10 1909 x64

glad rendering
wait for vertical sync: No
SoundDevice=WaveOut

I had skipped installing RC3 until now to verify, but my FPS has dropped from about 59fps to about 31fps in-game with versions 4.6 RC3 and 4.6.0. This does not happen in RC2 or earlier. I also made sure that I am on the latest GPU drivers.

However, I am able to render in ~65-70fps when switching to "OpenGL" from GLAD in 4.6.0

My preferences files are in the attached zip as is a system hardware summary screenshot for a bit more detail if needed.

Thank you for all the great work you are doing!

preferences.zip
systemSummary

[Fixed][BUG] Hold body texture does not scale properly with zoom-related modifiers like Tiny.

What you're using

This is tested with current in-dev versions, the Tiny modifier, a chart with holds, and a noteskin with a distinct start and end point in the hold body texture.

For this, I used Jousway's Cel3D noteskin, and GPOP's "My Story" chart.

I recall this being an issue since at least StepMania 5.1

Expected behavior

I'd expect the hold body to properly scale the texture so that the bottomcap does not look visibly out of place. I am unsure how this works with the topcap of a hold.

Here's what it does, and notice how the bottomcap's texture doesn't line up with the body in at least 100% and -100% Tiny.

100% Tiny:

tiny_bad_small

-100% Tiny:

tiny_bad_large

[Feature Request] Implement SetSongBeat

Is your feature request related to a problem? Please describe.

Right now, there's a GetSongBeat, and alongside that, NotITG has a SetSongBeat function. It warps both song and chart position by taking a float which is the beat to warp to. The function can allow for going forward and backward in time.

Describe the solution you'd like

So, implementing this function would be nice, as it could allow for truly endless minigames or having a person complete an objective to continue the song. Considering how beat is grabbed, I'd imagine this would be done through the SongPosition object, with a shortcut function in GAMESTATE, possibly (Though, this might be less doable due to split timing?).

I'm not sure how this will work in the case of split timing, as now the chart can deviate in beats based on difficulty.

[Feature Request] Allow early dismissal of the input keybind warning.

Is your feature request related to a problem? Please describe.

Squirrel and the beta testers have experienced frustration relating to this warning to not override certain inputs.

It takes a noticeably long time before one can dismiss the warning.

Describe the solution you'd like

Either set the timer for dismissal lower, or allow for immediate dismissal.

A notefield issue from Alpha 4.5.9

Good night.

Here, we were using the Alpha 4.5.9 version (dated June 15, 2020. Because the administrator was unable to install the 4.6.1, acts like the installer is broken, even downloading various times from the website), and the issue for this case is the following:

We were testing a theme (StepMania Tacvicom Edition v4.0, not finished yet but is perfectly stable in SM 5.1 Beta 2 at its current state) in this current alive laptop, and we found the step field don't show any steps, noteskins, and judgment labels in the How to Play and Demonstration screens (but they appear successfully in the normal gameplay screen).

This current alive laptop use (Acer Aspire 5050 4697):

  • AMD Turion 64 (2.20 GHz, 512 Kb L2 cache).
  • ATI Radeon Express 1100 using v8.539.100 driver.
  • 1 Gb of RAM memory.
  • Windows 7 Ultimate SP1.

Thanks!!!

Notefield zoomed out on some styles in 480p themes

StepMania_2020-07-04_09-18-37

Something in the new notefield positioning code is not correctly compensating for older 480-resolution themes, causing doubles to not be zoomed correctly. This has been reported by other users as well on SL.

Mac OS - No Noteskins Available error when launched

  1. What you were doing before it crashed and what action made the game to crash.

On Mac OS.
I downloaded the DMG, copied all the files to the Applications folder.
Where I launch the application, I get an error message that says "No Noteskins available."

  1. Upload the crashinfo.txt (GameFolder/crashinfo.txt)

None generated

  1. Upload the info.txt and log.txt (GameFolder/Logs)

None generated.

Explain how we can reproduce the error

On Mac OS.
I downloaded the DMG, copied all the files to the Applications folder.
Where I launch the application, I get an error message that says "No Noteskins available."

Sreenshots/Videos

error

Additional information

The file folders are in the same folder as the app. Not sure if it needs to be in a different folder.

Crash to desktop in the middle of a course

crashinfo.txt
log.txt

Crash to desktop in the middle of a course during transition between song 9 and 10. Updated to version OF4.6.0-rc3 earlier today. Have completed this exact course dozens of times now and this is the first time to experience a crash. Will note if it happens again the next time or not.

ScreenTextEntry does not respect caps lock

What you're using

Having Caps Lock enabled or disable does not change the input to upperCase. Using Shift does.

Expected behavior

Having Caps Lock enabled should upperCase the input.

How to reproduce

  1. Go to Options
  2. Select Profiles
  3. Select Create Profile
  4. Enabled Caps Lock and type something.
  5. The input is not in uppercase.

Version: StepMania 5.3 Outfox Alpha date-20200619

Text input forces US QWERTY

Before doing such issue, please make sure you're using the latest version of the game.

What you're using

When I input text in any text field, it ignores the current keyboard layout that I'm using (Dvorak, Colemak, QWERTZ, AZERTY, Bépo, ...) and forces QWERTY. This also breaks entry of any language using any character outside ASCII, including Spanish, German, Italian, Portuguese, French, Polish, Japanese, Chinese, Korean, Vietnamese, Russian, Arabic, ...

Expected behavior

When I press a key, it should enter the corresponding character in the selected keyboard layout.

Related to Issue #13 - Likely caused by the same underlying problem: outdated/limited text input handlers.

[Feature Request] Offset Adjustment on Score Screen

A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
Sometimes, I need to adjust my global offset, or a song offset, or even a song's bpm. Usually, this involves trial and error, where I adjust the desired setting, play the song, and then readjust.

Idea / Solution:
On the score screen, the game shows a variety of helpful timing data (timing plot, score, etc). It would be cool if this timing data would retroactively adjust when changing the global offset / song offset / song bpm. This way, I could just play a song once, and then I could choose an offset based on the timing data, without needing to replay the song after each adjustment to the offset. That way, I can better evaluate how well a particular offset fits, and make sure files that I create are synced perfectly.

[Feature Request] Automatic audio timing setup/GlobalOffsetSeconds with wired Mic

What would be really sweet is if Outfox could take microphone input from a wired mic in order to automatically set the machine GlobalOffsetSeconds. Not unlike how Onkyo Audyessy receivers do when configuring speaker volume and delay. This could then automatically "zero-out" the offset timing based on where your dance pad is positioned from your speakers.
if combined with at least the ability to manually adjust for millisecond visual delay based on a reference like https://displaylag.com/display-database/ or one of these things: http://leobodnar.com/shop/index.php?main_page=product_info&products_id=212 , one could dial in any setup perfectly every time.

An example of manually getting this value with Audacity
https://manual.audacityteam.org/man/latency_test.html

Maybe you could even call it something cheeky like Outfox Autotune :P

[Feature Request] Follow XDG Base Directory specification

Having hundreds of dot-files/folders in my home directory already, it's not great that Stepmania makes another one for it's configs and data. If there's a seperate folder for 5.3, then it would be nice if it adhered to XDG Base Directory specifications.

For example, data files could go into $XDG_DATA_HOME/stepmania-5.3, but if $XDG_DATA_HOME is not set, it's up to the game to default to $HOME/.local/share/stepmania-5.3, and as a last resort use $HOME/.stepmania-5.3. It might be easiest to just move everything into $XDG_DATA_HOME only and not use $XDG_CONFIG_HOME or the others (exept for $XDG_CACHE_HOME, which shouldn't be any harder to implement), as it seems seperating stuff might cause more trouble than it would help.

There are some issues on stepmania/stepmania about this as well:
stepmania/stepmania#299
stepmania/stepmania#1912

I'm not an expert on this, but it would be a nice addition, although it might be a pain in the butt to implement.

Here are some resources to follow:
https://wiki.archlinux.org/index.php/XDG_Base_Directory
https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html

Thank you for your time.

[Unexpected Behavior] Game framerate seems to affects polling rate

What you're using

On the latest version of Stepmania 5.3, limiting the game's framerate using VSync in-game or with external tools seems to introduce artifacts in the timing charts on the Simply Love/Soundwaves themes that suggest input polling issues (distinct lines and spikes in the offset graphs, screenshots linked below under each person involved in this).

This issue seems to be mostly hardware/OS independent (as I've confirmed this issue on Win 10/NVidia and Debian/AMD, among other setups other people have reported this on), and seems to not appear on Stepmania 5.1 (also confirmed by myself and others).

In addition to my findings, credit to shockdude, Haley Halcyon, and Mr. ThatKid for also confirming this issue on different setups/songs/themes, and slaugaus for the initial report with my screenshots (see #troubleshooting on the Project Moondance discord for more context/information).

Also thanks to Yumry/Crazy4321/stevereen for helping identify this issue on other discord servers as well.

Expected behavior

Input seems like it shouldn't be tied to the game's framerate, since you'd be able to arbitrarily improve your timing by turning off vsync.

Severe display corruption on Intel 620

installed Stepmania 5.3 Alpha 4.6 RC3 and this is the result when it runs:-

image

Please let me know if there is any more information I can provide that would be helpful.

Issue with Startup

Hello developers.

I was having the same issue with all the alphas released up today: When I launch OutFox, loads all songs, and when the main window appear, get a crash.

Here, the contents of the crash info document got will be attached.

crashinfo.txt

StepMania5.3-git-c3092fe12d crash report (build c3092fe12d, 20200531 @ 20:47:04)

Crash reason: Access Violation

Thread: main
RageFileDriverDirectHelpers.cpp:229 C:/Games/StepMania 5.3 Outfox/Appearance/Themes/default/Other/*
RageFileDriverDirectHelpers.cpp:229 C:/Games/StepMania 5.3 Outfox/Appearance/Themes/_fallback/Other/*
RageFileDriverDirectHelpers.cpp:229 C:/Games/StepMania 5.3 Outfox/Data/Shaders/*
RageFileDriverDirectHelpers.cpp:229 C:/Games/StepMania 5.3 Outfox/Data/Shaders/GLSL/*
RageFileDriverDirectHelpers.cpp:229 C:/Games/StepMania 5.3 Outfox/Data/Shaders/*
Thread: Decode thread
Thread: Mixer thread
Thread: Music thread
Thread: Worker thread (MemoryCardWorker)
Thread: Worker thread (/@mc1int/)
Thread: Worker thread (/@mc2int/)
016a0688: StepMania!01300000
77ca2b77: ntdll!RtlAllocateHeap [77c50000+52966+211]
77ca2a12: ntdll!RtlAllocateHeap [77c50000+52966+ac]
015430da: StepMania!01300000
67a96f99: OPENGL32!wglChoosePixelFormat [67a50000+4651b+a7e]
77ca2b77: ntdll!RtlAllocateHeap [77c50000+52966+211]
01956be5: StepMania!SDL_wcsstr [01300000+4fb6a0+15b545]
0138d08c: StepMania!01300000
016a4d65: StepMania!01300000
01931fae: StepMania!SDL_wcsstr [01300000+4fb6a0+13690e]
0138ec7a: StepMania!01300000
016a44a2: StepMania!01300000
67a8a6c8: OPENGL32!wglSwapMultipleBuffers [67a50000+3a2ad+41b]
016a64d1: StepMania!01300000
77ca2b77: ntdll!RtlAllocateHeap [77c50000+52966+211]
77ca2b77: ntdll!RtlAllocateHeap [77c50000+52966+211]
77ca2a12: ntdll!RtlAllocateHeap [77c50000+52966+ac]
01956be5: StepMania!SDL_wcsstr [01300000+4fb6a0+15b545]
0138d08c: StepMania!01300000
016a351f: StepMania!01300000
01535475: StepMania!01300000
77a6c5a4: kernel32!HeapFree [77a20000+4c590+14]
01940adb: StepMania!SDL_wcsstr [01300000+4fb6a0+14543b]
01956be5: StepMania!SDL_wcsstr [01300000+4fb6a0+15b545]
01931fae: StepMania!SDL_wcsstr [01300000+4fb6a0+13690e]
0138ec7a: StepMania!01300000
016a72f1: StepMania!01300000
0169f746: StepMania!01300000
0169f782: StepMania!01300000
0139146a: StepMania!01300000
77ca2878: ntdll!RtlFreeHeap [77c50000+527fa+7e]
77ca2878: ntdll!RtlFreeHeap [77c50000+527fa+7e]
77a6c5a4: kernel32!HeapFree [77a20000+4c590+14]
01956b8f: StepMania!SDL_wcsstr [01300000+4fb6a0+15b4ef]
0153460c: StepMania!01300000
01397873: StepMania!01300000
77ca6350: ntdll!wcsnicmp [77c50000+556dc+c74]
77ca6386: ntdll!wcsnicmp [77c50000+556dc+caa]
75a3761c: KERNELBASE!GlobalFree [75a30000+75f1+2b]
01965a95: StepMania!SDL_wcsstr [01300000+4fb6a0+16a3f5]
019659e5: StepMania!SDL_wcsstr [01300000+4fb6a0+16a345]
019332c9: StepMania!SDL_wcsstr [01300000+4fb6a0+137c29]
77cb35df: ntdll!RtlInitializeExceptionChain [77c50000+6351d+c2]

Static log:
StepMania5.3-git-c3092fe12d
Compiled 20200531 @ 20:47:04 (build c3092fe12d)
Log starting 2020-06-05 20:47:18
WARNING: OutFox Engine: Failed to initialise Discord SDK Core! - Exiting
Loading window: win32
Windows 7
Memory: 958mb total, 2388mb swap (609mb swap avail)
Video driver: ATI Radeon Xpress 1100 [ATI Technologies Inc.]
8.332.0.0, 1-8-2007 [pci\ven_1002&dev_5975&subsys_010f1025]
WARNING: RegOpenKeyEx(80000002,HARDWARE\DEVICEMAP\Scsi) error (El sistema no puede encontrar el archivo especificado.)
Sound device 0: Altavoces (Dispositivo de High , 0.0, MID 1, PID 65535
Sound device 1: Audio digital (S/PDIF) (Disposi, 0.0, MID 1, PID 65535
WARNING: Selected theme '_fallback' not found. Trying Theme preference default value '_fallback'.
WARNING: Theme preference defaults to '_fallback', which cannot be used. Trying DefaultTheme preference 'default'.
WaveOut software mixing at 44100 hz
Sound driver: WaveOut
Lights driver: SystemMessage
Lights driver: Export
Video renderers: 'glad,opengl,gles2'
GL_UNSIGNED_SHORT_1_5_5_5_REV failed (GL_INVALID_ENUM), disabled
Language: English
Current renderer: OpenGL
Theme: default

Partial log:
00:01.047: Renderer Found By SDL: software
00:01.126: Outfox SDL Reported Variables:
00:01.126: Outfox Engine: SDL compiled version: 2.0.12
00:01.126: Outfox Engine: SDL linked version: 2.0.12
00:01.126: Outfox Engine: GL_VENDOR : Microsoft Corporation
00:01.126: Outfox Engine: GL_RENDERER : GDI Generic
00:01.126: Outfox Engine: GL_VERSION : 1.1.0
00:01.126: Outfox Engine: GLSL version: (null)
00:01.138: GL_UNSIGNED_SHORT_1_5_5_5_REV failed (GL_INVALID_ENUM), disabled
00:01.139: Compiling shader Data/Shaders/GLSL/Texture matrix scaling.vert

-- End of report

Thanks!!!

"Center 1 Player" option set to ON overlaps note fields for player 1 and player 2 in 2-player mode

When the Center 1 Player option is toggled ON in settings with the game type set to para, and the user enters 2 Player mode, the note fields for both players (P1 & P2) are overlapped in the center of the screen. This behaviour was not present in the RC1 build from 2020/06/19 and earlier, but is present in RC2 (2020/06/23) and RC3 (2020/07/01). The issue shows up in both the theme my group is working on, as well as the default theme (Soundwaves) or when using different noteskins, so the issue does not appear to be theme or noteskin specific. Screenshots have been provided for reference.

RC1: Custom Theme
RC1 - Custom Theme
RC1: Default (Soundwaves) Theme
RC1 - Soundwaves Theme

RC2: Custom Theme
RC2 - Custom Theme
RC2: Default (Soundwaves) Theme
RC2 - Soundwaves Theme

RC3: Custom Theme
RC3 - Custom Theme
RC3: Default (Soundwaves) Theme
RC3 - Soundwaves Theme

4.6 Alpha RC3 crashes to desktop when starting a song

I started the game, went to play selected standard, then in Ben Spears Galaxy I selected the song "I wish" and as soon as the arrows arrive on the screen it crashes. This is a new issue since RC2 with which I had no issues.
crashinfo.txt

The computer used runs on Windows 10, is an ASUS Barebone with Intel Atom Chipset and some Nvidia Ion graphics.

Issue when loading external song folder

Hello, I'd like to report a crash issue when loading an external song folder other than the local one where StepMania 5.3 is installed. The crash log is the following:

StepMania5.3-git-c3092fe12d crash report (build c3092fe12d, 20200531 @ 20:47:04)

Crash reason: Unhandled Microsoft C++ Exception

Thread: main
RageFileDriverDirectHelpers.cpp:229 D:/Juegos/StepMania 5.3 Outfox Alpha/Appearance/Themes/default/Other/*
RageFileDriverDirectHelpers.cpp:229 D:/Juegos/StepMania 5.3 Outfox Alpha/Appearance/Themes/_fallback/Other/*
RageFileDriverDirectHelpers.cpp:229 D:/Juegos/StepMania 5.3 Outfox Alpha/Data/Shaders/*
RageFileDriverDirectHelpers.cpp:229 D:/Juegos/StepMania 5.3 Outfox Alpha/Data/Shaders/GLSL/*
RageFileDriverDirectHelpers.cpp:229 D:/Juegos/StepMania 5.3 Outfox Alpha/Data/Shaders/*
Thread: Decode thread
Thread: Mixer thread
Thread: Music thread
Thread: Worker thread (MemoryCardWorker)
Thread: Worker thread (/@mc1int/)
Thread: Worker thread (/@mc2int/)
778a4402: KERNELBASE!RaiseException [77790000+1143a0+62]
778a4402: KERNELBASE!RaiseException [77790000+1143a0+62]
01181ffa: StepMania!SDL_wcsstr [00b30000+4fb6a0+15695a]
011638d1: StepMania!SDL_wcsstr [00b30000+4fb6a0+138231]
011608ff: StepMania!SDL_wcsstr [00b30000+4fb6a0+13525f]
00ed30b1: StepMania!00b30000
55f883d3: ig9icd32!RegisterProcTableCallback [55cf0000+50fb0+247423]
00ed09ae: StepMania!00b30000
77c6ae8e: ntdll!RtlAllocateHeap [77c30000+3ae50+3e]
01186be5: StepMania!SDL_wcsstr [00b30000+4fb6a0+15b545]
00bbd08c: StepMania!00b30000
00ed4d65: StepMania!00b30000
01161fae: StepMania!SDL_wcsstr [00b30000+4fb6a0+13690e]
00bbec7a: StepMania!00b30000
00ed44a2: StepMania!00b30000
01170adb: StepMania!SDL_wcsstr [00b30000+4fb6a0+14543b]
00ed64d1: StepMania!00b30000
77c6b135: ntdll!RtlAllocateHeap [77c30000+3ae50+2e5]
7788f066: KERNELBASE!WaitForSingleObjectEx [77790000+fefb0+b6]
00eae76e: StepMania!00b30000
77c6ae8e: ntdll!RtlAllocateHeap [77c30000+3ae50+3e]
77c6ae8e: ntdll!RtlAllocateHeap [77c30000+3ae50+3e]
01186be5: StepMania!SDL_wcsstr [00b30000+4fb6a0+15b545]
00bbd08c: StepMania!00b30000
00ed351f: StepMania!00b30000
75574b9a: USER32!CallWindowProcW [75550000+244d0+6ca]
00d65475: StepMania!00b30000
77c6ae8e: ntdll!RtlAllocateHeap [77c30000+3ae50+3e]
77c6ae8e: ntdll!RtlAllocateHeap [77c30000+3ae50+3e]
77c6ae8e: ntdll!RtlAllocateHeap [77c30000+3ae50+3e]
01186be5: StepMania!SDL_wcsstr [00b30000+4fb6a0+15b545]
01161fae: StepMania!SDL_wcsstr [00b30000+4fb6a0+13690e]
00bbec7a: StepMania!00b30000
00ed72f1: StepMania!00b30000
00ecf746: StepMania!00b30000
00ecf782: StepMania!00b30000
00bc146a: StepMania!00b30000
75574b9a: USER32!CallWindowProcW [75550000+244d0+6ca]
01186b8f: StepMania!SDL_wcsstr [00b30000+4fb6a0+15b4ef]
00d6460c: StepMania!00b30000
00bc7873: StepMania!00b30000
77c6dcb6: ntdll!RtlFreeHeap [77c30000+3dc70+46]
77885263: KERNELBASE!LocalFree [77790000+f5210+53]
01195a95: StepMania!SDL_wcsstr [00b30000+4fb6a0+16a3f5]
011959e5: StepMania!SDL_wcsstr [00b30000+4fb6a0+16a345]
011632c9: StepMania!SDL_wcsstr [00b30000+4fb6a0+137c29]
77c97bf4: ntdll!RtlGetAppContainerNamedObjectPath [77c30000+67b40+b4]

Static log:
StepMania5.3-git-c3092fe12d
Compiled 20200531 @ 20:47:04 (build c3092fe12d)
Log starting 2020-06-11 12:18:12
Loading window: win32
Windows 10
Memory: 2047mb total, 4095mb swap (4095mb swap avail)
Video driver: Intel(R) HD Graphics 630 [Intel Corporation]
26.20.100.7985, 3-9-2020 [PCI\VEN_8086&DEV_591B]
Drive: "WDC WD10SPZX-21Z10T002.0" Driver: iaStorAC DMA: N/A
Drive: "NVMe INTEL SSDPEKKW51004C" Driver: IaNVMe DMA: N/A
Sound device 0: Altavoces (Realtek High Definit, 10.0, MID 1, PID 100
WaveOut software mixing at 44100 hz
Sound driver: WaveOut
Lights driver: SystemMessage
Lights driver: Export
WARNING: Main title or music file for '/AdditionalSongs/Braeden's Megapack v2/DIAVOLO/' came up blank, forced to fall back on TidyUpData to fix title and paths. Do not use # or ; in a song title.
WARNING: Main title or music file for '/AdditionalSongs/Chilean Keyboard Megapack 3/(AMR) #56/' came up blank, forced to fall back on TidyUpData to fix title and paths. Do not use # or ; in a song title.
WARNING: Main title or music file for '/AdditionalSongs/Touhou Gouyoukyou ~ Touhou Pad Pack/Wouldn't Cucumber-Flavored Beer Be Nice to Drink!_ - Everyone Can Know! This Technology Solves Every Problem -/' came up blank, forced to fall back on TidyUpData to fix title and paths. Do not use # or ; in a song title.
WARNING: Main title or music file for '/AdditionalSongs/Touhou Kousaikai ~ Scarlet Festival Gathering/#Fairy_dancing_in_lake [CondorTalon]/' came up blank, forced to fall back on TidyUpData to fix title and paths. Do not use # or ; in a song title.
WARNING: Main title or music file for '/AdditionalSongs/Touhou Kousaikai ~ Scarlet Festival Gathering/#FairyJoke [CondorTalon]/' came up blank, forced to fall back on TidyUpData to fix title and paths. Do not use # or ; in a song title.
WARNING: Main title or music file for '/AdditionalSongs/Z-I-v Summer Contest 2018/[Starts with Vowels] - A Dumb Idea I Had When I Was Playing Mario Kart With Tim, and He Made Me Make It/' came up blank, forced to fall back on TidyUpData to fix title and paths. Do not use # or ; in a song title.
WARNING: Video renderer list has been changed from 'opengl,glad' to 'glad,opengl,gles2'
Video renderers: 'glad,opengl,gles2'
Language: es
Current renderer: OpenGL
Theme: default

Partial log:
00:09.928: Renderer Found By SDL: opengles2
00:09.928: Renderer Found By SDL: software
00:10.289: Outfox SDL Reported Variables:
00:10.289: Outfox Engine: SDL compiled version: 2.0.12
00:10.289: Outfox Engine: SDL linked version: 2.0.12
00:10.289: Outfox Engine: GL_VENDOR : Intel
00:10.289: Outfox Engine: GL_RENDERER : Intel(R) HD Graphics 630
00:10.289: Outfox Engine: GL_VERSION : 4.6.0 - Build 26.20.100.7985
00:10.289: Outfox Engine: GLSL version: 4.60 - Build 26.20.100.7985
00:10.291: Compiling shader Data/Shaders/GLSL/Texture matrix scaling.vert

-- End of report

Two Hide Judgments Act Differently in Forced Mod Level Sets

The first menu’s hide judgment appears to be the mod itself, which will be forced off and still show the judge if tested with something that does not act if a forced mod level set happens. The one on the second menu, however, seems to actually counter properly and judges will not show if a forced mod level set occurs.

By FML, I refer to lines of code in gameplay Lua that follow this example:

GAMESTATE:GetPlayerState(pn):SetPlayerOptions(“ModsLevel_Song”,”*9999 2x”)

In Full Bodied, one mod is forced along this example and you should be able to tell the difference in how the judge actor looks between the two hide judgments.

Sent with GitHawk

[Unexpected Behavior] Song Rate

What you're using

Rate and Sound Effect don't seem to be operating correctly.

Expected behavior

I expect one of the options in Sound Effect to proportionally change the pitch with the speed, and the other to try to keep the pitch the same. I'll call the former "LP" (because it is reminiscent of a vinyl record on the wrong RPM), and the latter "Stretch" (because FL Studio calls it that).

I propose for the third option, Off, to select between these two depending on the speed chosen. For smaller differences, LP sounds better; at the expense of different pitch, the waveform is unmodified, making the sound crisp. For extreme rates, Stretch sounds better; LP would make the song sound too muddy or tinny if the pitch were changed too. I propose using LP if 0.7 ≤ Rate ≤ 1.5 (since Pump It Up used to have LP and a rate option between 0.8 and 1.5, and I'd like LP to also be used if Rate is 0.75).

Also, Stepmania 5's time stretching function is grating to the ears, compared to, for example, YouTube's play speed options.

[Unexpected Behavior] It's not clear if Esc should exit the test Input screen.

What you're using

Stepmania 5.3 (4.6 OF special build git-555b3668ce)

Go into the Test Input screen and look at what the screen says:
image

It says that you can use BACK or ENTER to exit the screen, that's not true, you can only use ENTER to exit the screen.

This is also included with most if not all translations since the en.ini itself(which is what translators uses as base to translate content) contains this text.

Expected behavior

The text should only include ENTER or make BACK also exit the screen.

F3 ScreenGameplay restart crashes (overflow?)

!m_pSoundMusic->IsMusicPlaying() failed assertion occupies the crash reason when using the F3 gameplay restart. Squirrel tells me it’s trying to play a null sound, but now it’s seeming strangely likely to be more than that.

Sent with GitHawk

SuperShuffle/Blender is capable of deleting notes randomly

In this example, I applied note addition modifiers, then Blender on the left field only. Both use the same base song, note additions, and difficulty (MD13 to Thinking Of You from SPEEDCORE 3), yet the Blender field has notes missing. For example, right away at 0:11, there is a missing note in a jump and a missing 16th not too long after.

The Flawless counter on the top of either side represents the amount of rows with notes of any count (“Single note” jumps are not taken into account, only missing rows can separate the gap.) that have passed at any given time per their side.

Upon seeing 0:11, Kid suspected notes missing in jumps are a double random to the same column, but when I asked him of the 16th after, he had no idea. At least we’re making speculations.

Sent with GitHawk

Noteskin randomly not loading 5.3 Alpha 4.6 RC3

Stepmania 5.3 Alpha 4.6 RC3 with replaced ffmpeg dll on Windows 10
Stepmania 5.3 Alpha 4.6 RC3 as distributed on Linux (Kubuntu)
Hardware is in both cases an ASUS Barebone with Intel Atom CPU and Nvidia iON Graphics.

It is a Noteskin issue (arrows not appearing) on both systems.
When booting the machine and starting the game the first time, often (randomly) the noteskins do not appear.
When I go back to song selection, the problem persists.
However when I go back to the entry screen (top menu in Stepmania) and start the game, there is a big chance the noteskins do appear.
If they do appear, they appear in all songs from that moment on.

This problem persisted for me through all the pre RC (alpha) versions of Stepmania 5.3.
I did not encounter this problem with RC2 on Windows 10.
With Stepmania 5.3 Alpha 4.6 RC3 this problem exists again and on both, Linux (Minimal Kubuntu) and Windows.

Besides that.
Great work and great support !
Thank you very much and I am looking forward to your release in August.

Best regards,

Patrick

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