ppy / osu Goto Github PK
View Code? Open in Web Editor NEWrhythm is just a *click* away!
Home Page: https://osu.ppy.sh
License: MIT License
rhythm is just a *click* away!
Home Page: https://osu.ppy.sh
License: MIT License
Just because I was impatient, I decided to press the Windows X button after clicking Exit in game.
Turns out that crashes everything, and it looks like the game continues to try to swap the backbuffer after the window is closed. Just to say I tried to fix it, I used the ?. operator at the call site and the crash still happens, so it's internal to the window (since the issue isn't a null reference) and I haven't dug any farther.
I'm using Rider right now and don't know how to access useful info, but it's reproducible 100% of the time on my machine and it's really easy to do, so I'll just assume you can press two buttons one after the other (it's not like you're bad at osu!, right? you got this.)
If you can't make it happen, I'll pull it up in VS and get info out of it if I can.
Crash on BasicGameHost.cs line 253, calling SwapBuffers on Window
We need to avoid accessing the central game/Toolbar all over the place to get correct vertical positions. Consider overriding GetAnchoredPosition
in OsuGameMode
to offset only top-anchored anchors.
what i did:
compiled for linux (Archlinux, via aur)
started, clicked on play
LANG=C osu-native :(
Unhandled Exception:
System.NullReferenceException: Object reference not set to an instance of an object
at osu.Game.Screens.Select.PlaySongSelect.start () [0x0001f] in <2a2d939806804702985a715d7ebaa5be>:0
at osu.Framework.Graphics.Containers.ClickableContainer.OnClick (osu.Framework.Input.InputState state) [0x0000d] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.UserInterface.Button.OnClick (osu.Framework.Input.InputState state) [0x0004f] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.Drawable.TriggerClick (osu.Framework.Input.InputState state) [0x00008] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Input.InputManager.<handleMouseClick>m__0 (osu.Framework.Graphics.Drawable target) [0x00012] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00035] in <63992662b765477a898ef49cdcc99ee2>:0
at osu.Framework.Input.InputManager.handleMouseClick (osu.Framework.Input.InputState state) [0x00000] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Input.InputManager.updateMouseEvents (osu.Framework.Input.InputState state) [0x0033c] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Input.InputManager.Update () [0x00185] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.Drawable.UpdateSubTree () [0x00060] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.Containers.Container`1[T].UpdateSubTree () [0x00000] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.Containers.Container`1[T].UpdateSubTree () [0x00051] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Platform.BasicGameHost.UpdateFrame () [0x00000] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Threading.GameThread.ProcessFrame () [0x00050] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Threading.GameThread.runWork () [0x00034] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00017] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x0008d] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00031] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
at System.Threading.ThreadHelper.ThreadStart () [0x0000b] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
at osu.Game.Screens.Select.PlaySongSelect.start () [0x0001f] in <2a2d939806804702985a715d7ebaa5be>:0
at osu.Framework.Graphics.Containers.ClickableContainer.OnClick (osu.Framework.Input.InputState state) [0x0000d] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.UserInterface.Button.OnClick (osu.Framework.Input.InputState state) [0x0004f] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.Drawable.TriggerClick (osu.Framework.Input.InputState state) [0x00008] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Input.InputManager.<handleMouseClick>m__0 (osu.Framework.Graphics.Drawable target) [0x00012] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00035] in <63992662b765477a898ef49cdcc99ee2>:0
at osu.Framework.Input.InputManager.handleMouseClick (osu.Framework.Input.InputState state) [0x00000] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Input.InputManager.updateMouseEvents (osu.Framework.Input.InputState state) [0x0033c] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Input.InputManager.Update () [0x00185] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.Drawable.UpdateSubTree () [0x00060] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.Containers.Container`1[T].UpdateSubTree () [0x00000] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Graphics.Containers.Container`1[T].UpdateSubTree () [0x00051] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Platform.BasicGameHost.UpdateFrame () [0x00000] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Threading.GameThread.ProcessFrame () [0x00050] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at osu.Framework.Threading.GameThread.runWork () [0x00034] in <e36fb3c16a25449f93b9a9f267b2ed35>:0
at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00017] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x0008d] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00031] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
at System.Threading.ThreadHelper.ThreadStart () [0x0000b] in <dca3b561b8ad4f9fb10141d81b39ff45>:0
I built it and it's only a welcome UI.
When can I get the full source code?
Happens when the theme song is the only present beatmap
This is the design for the Song Select screen.
I might miss something here as this was designed many moons ago; so new features and design updates might have been missed here.
There's a lot of components here, I'll do my best to explain each components in detail.
Functions same as current osu!. Type something, and the carousel will show the results.
Functions on the left side are the grouping filter. "All" and "Recently Played" should be displayed at all times. The third option should be the last used option.
On the right is the sorting options. Extra filter options revealed by clicking the ellipsis.
The carousel should feel the same as current osu! build. However, by default, all beatmaps are grouped by song. Beatmap tiles fades away as it reaches the top or bottom.
Song title, song artist and available difficulties are displayed on beatmap tile with text shadow.
Beatmap's cover image is used as background, with 50%-0& black gradient overlay. Blue glow outline on hover.
Above is the carousel area without the carousel. The entire background image is a blurred version of the background (Gaussian Blur 20px, or whatever equiv to it). 50% black overlay on the map and score details area.
Once selected, available difficulties are revealed under the beatmap tile. difficulty title, followed by mapper details are displayed. Star difficulty are shown in the 2nd line. Same blue glow outline on hover.
Cover image (or beatmap background image) is shown with beatmap details on it. 50%-0% Black gradient overlay on the cover image.
Beatmap song title and song artist, followed by mapper details. Song length, tempo, node count and slider count.
Displays the ranking for selected map and difficulty. Ranking filters on top and additional filter on the left. Pressing the ellipsis will reveal additional filter just like the search mod.
Every score tile displays player's avatar, player's name, player's country and team flag, max combo chain, accuracy percentage, total score, score rank and mods used.
Score's font is Venera 500 and rest is Exo 2.
Last displayed tile is slightly faded to indicate there's more. Max 50. No scrollbars.
I'll make a separate new issue for the above.
I'll update these if I missed something.
When logging in on the newest release the username doesn't show correctly on the top right side.
After quick investigation, it seems the IPC message isn't received by the primary host at all. I may investigate further, but not assigning myself yet.
I believe it is OS-related (Arch Linux user here).
EDIT: Actually works with absolute, non-unicode paths.
Osu version: b20161101.2
Breevy is a windows application that mimics Textexpander, in which the user types snippets which are automatically replaced with some predefined text, launches applications and stuff like that. It has been recently featured in a Humble Bundle, so it may be possible other people may stumble on this problem too.
Steps to reproduce:
Expected behavior: Song restart and keyboard function as usual.
Actual behavior:
Confirmed workarounds:
Not sure if this is something on Breevy's side or Osu's. Might be on Osu since I didn't see any problems with other applications, including some pretty keyboard-heavy (like Blender), but I thought I could let you guys know. It seems that Breevy is causing the input to get stuck, and hitting it twice resets the behavior. I've recorded a reproduction. If anyone wants to see it, just let me know.
I'm trying to help with some issues.
I downloaded the zip file, unziped it and opened osu.sln with visual studio.
However, it's telling me that the osu frameworks are unexistent and when i try to run debug it's telling me the following : Visual Studio cannot start debugging because the debug target 'c:\target' is missing. Please build the project and retry, or set the OutputPath and AssemblyName properties appropriately to point at the correct location for the target assembly.
Anyone knows how to fix?
I am importing beatmaps to osu!lazer and i have 1 map and i try to import a second one and it dont works
OS:Windows 7
Architecture:x86 / x32
Is it already controlling dB, or does it linearly scale with sound pressure? The latter would explain the perceived lack of uniformity.
While working on osu on Linux, the top 30 pixels of the frame seem to be cut off and the cursor position offset from the actual cursor position.
However, (0,0) is still in the top left corner, in that 'dead' space. (I threw in something to log the input mouse location when it changes, as shown in the terminal)
Those two images were using Intel's integrated graphics/drivers, but it doesn't look so pretty with the open source AMD drivers:
Hi.
As for GPLv3 limiting "iOS app store compatibility", I can think of some solutions.
First of all - as long as you have full copy-rights to the entire code base, you can dual-license it.
Dual licensing can be of any form the copyright holder wants:
So the real issue as I understand it boils down to having full copy-rights for the whole base. Possible solutions for that:
I think the CLA way could work better than other alternatives I can think of.
It can be a bit controversial, but it's the only way I can think of that would both liberate the code (GPL) and allow you to make iOS store releases without risk of an unhappy contributor making claims to take down the app from the store.
Disclaimer: I am not a lawyer, nor a license expert.
Currently in a bad state.
this
should look more like this: https://streamable.com/7fz0
need to add a TransformSize and put the background box in the same container as the buttons. too much duplicate transform logic at the moment.
This is a task everyone should attempt before diving in.
Because the lazer code-base is under very rapid refactoring, your task is to create an osu!next inspired UI element in the scratch area (use TestCaseScratch and probably create your own TestCaseKeyCounter before pull requesting). You should design all classes to be decoupled (they don't have knowledge of their calling site).
Implement this key counter (from scratch).
IsCounting
property which can be set by the parent class to decide whether counts should be incremented or not.KeyCounter kc = new KeyCounter();
kc.AddKey(new KeyboardCount(@"Z", Key.Z));
kc.AddKey(new KeyboardCount(@"X", Key.X));
kc.AddKey(new MouseCount(@"M1", MouseButton.Left));
kc.AddKey(new MouseCount(@"M2", MouseButton.Right));
Add(kc);
KeyboardCount : Count
and MouseCount : Count
. Count : Drawable
and will contain the draw logic for a single counter.KeyboardCount
and MouseCount
will contain the increment logic by overriding mouse or keyboard events within themselves. make sure to return false when handling input so we can still pass the input back to the rest of the game.KeyCounter
and Count
will need a special override to handle events outside of its drawable bounds. See this comment for more info.You should start with the smallest part first (Count
) and work outwards. Make the Count appear correctly with the key name and current count. make the on-press and on-release as a state property IsLit
and have it apply a nice looking tween between states.
Once you have the Count
class done and working, make the KeyboardCount
and MouseCount
, which will add input handling logic depending on the source, toggling the IsLit
state.
Once you have all the necessary count types, make the KeyCounter container. It should use FlowContainer to arrange the four counts into the final layout.
To become familiar with Anchor and Origin settings, my blog post may help.
Avoid specifying pixel locations and use a FlowContainer
or SizeMode
/InheritMode.XY
to get relative support.
Ask any questions at all in this thread. This is intended to be a self-guided tutorial for future audiences, so I want to make it as straight-forward as possible. Your feedback will help improve on this process.
The music controller displays and controls the playback of the background music, attached to the lower right of the screen.
The music controller is accessible via clicking the music icon on the chatbar or the shortcut key.
The dimension of the box is 400*130 with 5px corner radius. Beatmap's background image is used for the background, center aligned, with 50% black overlay on top.
Song title (20px Exo 2 Medium Italics, followed by Artist name in the next line (12px Exo 2 Bold Italic).
The controller section is 50% black bar 50px high inclusive of 10px orange high progress bar occupying the bottom section. The middle controller buttons are Prev, Play/Pause and Next.
When skipping tracks, the background image slides left or right accordingly.
The hamburger button on the right displays the search function and playlist. Buttons goes orange when the playlist window is displayed.
Song Search Box. The results are displayed in the playlist.
Collection List. Dropdown list that lists out player's song collection.
Playlist. Song Title (14px Exo 2 Regular, White), followed by Song Artist (12px Exo 2 Bold, #999). 10px indent for line breaks. Orange song title for current track.
Hamburger icon appears on hover, allows the track to be rearranged in the list by dragging the icon.
public class BeatmapSetInfo // db bound
{
[PrimaryKey]
public int BeatmapSetID { get; set; }
[sqlite-net-extensions ormy stuff goes here]
public BeatmapMetadata Metadata { get; set; }
public string Hash { get; set; }
public string Path { get; set; }
}
public class BeatmapInfo // db bound
{
[PrimaryKey]
public int BeatmapID { get; set; }
[ormy stuff]
public BeatmapMetadata Metadata { get; set; }
[ormy stuff]
public BaseDifficulty BaseDifficulty { get; set; }
[ormy stuff]
public BeatmapSetInfo BeatmapSet { get; set; }
public string Version { get; set; }
}
public class BeatmapMetadata // db bound
{
[PrimaryKey, AutoIncrement]
public int ID { get; set; }
public int BeatmapSetID { get; set; }
public string Title { get; set; }
public string Artist { get; set; }
public string AudioFile { get; set; }
public string BackgroundFile { get; set; }
// ...
}
public class BaseDifficulty // db bound
{
// ...
}
public class BeatmapSet
{
public BeatmapSetInfo Info { get; set; }
public List<Beatmap> Beatmaps { get; set; }
}
public class Beatmap
{
public BeatmapInfo Info { get; set; }
public List<HitObject> HitObjects { get; set; }
// ...
}
// Usage
// Get list of beatmaps in the db (i.e. SongSelect):
var beatmapSets = BeatmapStorage.Query<BeatmapSetInfo>().Where(...) etc
// Save a beatmap to the db
BeatmapSetInfo info = ...;
BeatmapStorage.Update(info);
// Get a full beatmap object:
BeatmapSetInfo setInfo = BeatmapStorage.GetBeatmapSet(113377);
Beatmap beatmap = BeatmapStorage.GetBeatmap(setInfo.Beatmaps[0]);
Hello everyone! I have a mouse Steelseries Rival 100, It's mouse can change color, and i want change color in depending game event (f.e if i can miss, mouse change color on RED).
So that I could change the color I need a Game state API.
How it work in CS:GO https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Game_State_Integration
It's need for many device (mice, keyboards, headset) from SteelSeries and Razer
P.S Sorry for my bad English ;)
When trying to run osu preview v6 build a black non-responding window appears.
I also have tried running from osu folder - nothing.
Hardware: Cheap Windows tablet with Intel Atom Z3735 (7-gen Intel HD Graphics).
No logs are created, nothing, just black screen...
I try to build osu!(branch:master) on Raspberry Pi use
xbuild osu\!.sln
It build success,but when I run it with
mono osu\!.exe
It just show me a black screen.
What should I do?I really want to play osu! on Pi,Thanks!
Environment:Raspberry Pi 2 with monodevelop
All of the buttons in the toolbar have their icons shifted to the left. I was hesitant to report this because in peppy's video he shared on twitter, they were centered and everything looked fine. But that's not the case for me. I have not as of yet made any changes to the codebase, so it's not anything on my end.
I apologize in advance if I'm just being ignorant.
Normally when you login you have your password so it doesn't show. This version has the password showing. It is a quick fix and minor issue but I think it is a good idea to point it out.
Proof!
http://imgur.com/a/Lu2Sc
When looking at the new site I noticed something that might have just been forgotten when making it. There is a tab you can click that will show your friends scores on the beatmap, but no matter how hard you look your personal score won't be among them. I know in game it shows personal scores among friends scores. I've checked on multiple songs that I have scores on and they are all the same. I know this isn't only me because I had my friend check as well. (Keep in mind, to view this you need to be supporter)
The title explains it :P https://streamable.com/o56i
Sorry if i'm being unclear.
Not really sure what to add on but this is exactly what's happening on my end.
https://my.mixtape.moe/gyhdal.mp4 for the video of what's happening
Hello there.
It seems there's an issue when opening the app, it just shows a black screen for a couple of seconds, followed by a crash.
I've also tried running in Admin Mode, same problem. The versions I've tried are v6 and v5.
Have a nice day!
EDIT: Yes, .NET 4.5 is installed
"de.users": {
login: {
username: "Benutzername"
, password: "Passwort"
, button: "Login"
, remember: "Eingeloggt bleiben"
, title: "Bitte logge dich ein um fortzufahren"
, failed: "Inkorrekte Logininformationen"
, register: "Noch keinen Account? Klicke :here!"
, forgot: "Du hast ein Passwort vergessen? Setze es :here zurück!"
, beta: {
main: "Der Zugriff auf die Beta-Inhalte in momentan nur privilegierten Nutzern möglich."
, small: "(Supporters bekommen es bald auch!)"
}
, here: "hier"
}
, anonymous: {
login: "Einloggen"
, username: "Gast"
}
, logout: {
_: "Ausloggen"
, confirm: "Bist du sicher das du dich ausloggen möchtest? :("
}
}
, "de.help": []
, "de.ranking": []
, "de.common": {
count: {
item: ":count unit|:count units" //dunno what is meant with that so I cant translate this
}
, pagination: {
previous: "verherige"
, next: "nächste" // ae
}
}
, "de.layout": {
menu: {
home: {
_: "home"
, getNews: "news"
, getChangelog: "changelog"
, getDownload: "download"
, getIcons: "icons"
}
, help: {
_: "help"
, getWiki: "wiki"
, getFaq: "faq"
, getSupport: "support"
}
, beatmaps: {
_: "beatmaps"
, getListing: "listing"
, getPacks: "Pakete"
, getCharts: "charts"
, getModding: "modding"
, moddingreact: "modding"
, index: "listing"
}
, ranking: {
_: "ranking"
, getOverall: "Generell"
, getCountry: "Land"
, getCharts: "charts"
, getMapper: "mapper"
, index: "Generell"
}
, community: {
_: "community"
, getForum: "forum"
, getChat: "chat"
, getLive: "live"
, profile: "profil"
, "forum-topics-create": "forum"
, "forum-topics-show": "forum"
, "forum-forums-index": "forum"
, "forum-forums-show": "forum"
}
, error: {
_: "Fehler"
, 404: "Nicht verfügbar"
, 403: "Verboten"
, 401: "Unbefugt"
, 500: "Irgend etwas ist kapputgegangen"
, 503: "Wartungsarbeiten"
}
, user: {
_: "user"
, getLogin: "Einloggen"
, disabled: "Gesperrt"
, register: "Registeren"
, reset: "Wiederherstellen"
, "new": "Neu"
, logout: "Ausloggen"
}
, store: {
_: "store"
, getListing: "listing"
, getCart: "Einkaufswagen"
, getAdmin: "admin"
, getCheckout: "Bezahlen"
, getInvoice: "invoice"
, getProduct: "produkt"
, "new": "Neu"
, home: "home"
, index: "home"
, thanks: "Danke"
}
}
, errors: {
404: {
error: "Seite nicht verfügbar"
, description: "Entschuldigung, aber die Seite die du angefordert hat gibt es nicht!"
, link: !1
}
, 403: {
error: "Du solltest nicht hier sein."
, description: "Du kannst natürlich versuchen woanders hinzugehen."
, link: !1
}
, 401: {
error: "Du solltest nicht hier sein."
, description: "Du kannst natürlich versuchen woanders hinzugehen. Oder du loggst dich ein."
, link: !1
}
, 500: {
error: "Oh nein! Irgendetwas ist kapputgegangen! ;_;"
, description: "Wir werden automatisch von diesen Fehler benachrichtigt."
, link: !1
}
, fatal: {
error: "Oh nein! Irgendetwas ist schlimm kapputgegangen! ;_;"
, description: "Wir werden automatisch von jeden Fehler benachrichtigt."
, link: !1
}
, 503: {
error: "Wartungsarbeiten!"
, description: "Wartungsarbeiten finden innerhalb 5 Sekunden bis 10 Minuten statt. Falls wir dann immernoch nicht erreichbar sind, klicke diesen :link für mehr Informationen."
, link: {
text: "@osustatus"
, href: "https://twitter.com/osustatus"
}
}
, reference: "Just in case, here's a code you can give to support!"
}
}
, "de.community": {
profile: {
404: "Benutzer wurde nicht gefunden! ;_;"
, avatar: ":username's Avatar"
, current_location: "Befindet sich momentan in :location."
, first_members: "ist schon ein Mitglied von Osu! seit dem Osu! existiert"
, is_supporter: "osu!Supporter"
, lastvisit: "Letzes mal gesehen :date."
, joined_at: "Spieler seit :date"
, origin: "Von :country."
, plays_with: {
_: "Plays with"
, keyboard: "Tastertur"
, mouse: "Maus"
, tablet: "Tablet"
, touch: "Touch Screen"
}
, missingtext: "Du hast dich vielleicht verschrieben! (oder der Benutzer wurde gebannt)"
, stats: {
hit_accuracy: "Treffgenauigkeit"
, level: "Level :level"
, maximum_combo: "Maximale Combo"
, play_count: "Runden gespielt"
, ranked_score: "Ranked Score"
, replays_watched_by_others: "Aufzeichnungen, welche von anderen geschaut wurden"
, score_ranks: ""
, total_hits: "Ingesammte Treffer"
, total_score: "Ingesammter Score"
}
, title: "profil / :username"
}
}
, "en.beatmaps": {
moddingreact: "modding"
, listing: {
search: {
prompt: "Schreibe in Stichworten..."
, options: "Mehr Suchoptionen"
}
, mode: "Modus"
, status: "Rank Status"
, all: "Alle"
, "ranked-approved": "Ranked & Approved"
, faves: "Favoriten"
, modreqs: "Mod Requests"
, pending: "Pending"
, "mapped-by": "erstellt von :mapper"
, source: "from :source"
, "load-more": "Lade mehr..."
}
, modding: {
portal: "Modding Portal"
, discussion: "Beatmap Discussion"
, metadata: {
title: "Titel"
, artist: "Künstler"
, tags: "Tags"
, source: "Quelle"
, unicode: {
artist: "Unicode Künstler"
, title: "Unicode Titel"
}
}
, comments: {
comment: "Geben sie ein Kommentar ein..."
, time: "Geben sie eine Zeit and (Optional)"
, reply: "Schreibe hier um zu antworten..."
, missing: "Es scheint wo als wäre hier nichts. Tut mir leid deswegen."
}
, feedback: {
feedback: "Generelles Feedback"
, difficulty: "Difficulty Specific"
, praise: "Praise|Praise"
, suggestion: "Vorschlag|Vorschläge"
, problem: "Problem|Probleme"
, nominate: "Nominierter|Nominierte"
, resolved: "Resolved"
}
, helptext: {
time: "Kopiere hier aus den Editor eine Zeit rein (CTRL+C, CTRL+V)"
, nominate: "See the :ranking for a list of criteria that beatmaps must meet to pass into qualification."
, ranking: "ranking criteria"
, warning: "Don't just nominate because you like the mapper; nominate because a map is ready to be ranked."
, comment: "Leave a comment with your mod or praise, and if possible, attach the mod to your post!"
, confirm: "I acknowledge that nominating maps with objective issues will lead to losing mod score, or having my ability to nominate removed."
}
, errors: {
type: "You didn't specify a comment type!"
, "Zugriff verweigert": "Du bist hierzu nicht befugt."
, invalid: "Your mod was automatically rejected. Mods should be between 15 and 800 characters long."
, silenced: "You cannot post mods while silenced. Please try again later."
, missing: "Beatmap not found. It may have been deleted after you loaded the page!"
, beatmap: "You tried to comment on a beatmap that is not part of this set."
, unknown: "Ein unbekannter Fehler ist aufgetreten. Wir wunden ebenfalls Informiert!"
, "Kein kommentar": "Du musst ein Kommtar hinterlassen."
}
, success: {
comment: "Kommentar Geposted!"
, reply: "Antwort Geposted!"
, nomination: "Nomination Posted!"
, edit: "Post Editiert!"
}
}
, "bat-tools": {
buttons: {
"lösche-map": "Lösche Beatmap"
, "unrank-map": "Unranke Beatmap"
, "lösche-scores": "Lösche Scores"
, "graveyard-map": "Graveyard Map"
}
}
, bss: {
errors: {
missing: "Tut mir leid aber die Beatmap existiert nicht."
, "zugriff-verweitert": "Diese Beatmap gehört nicht dir."
, ranked: "Disese Beatmap ist bereits geranked"
, graveyarded: "Diese Beatmap ist auf den Friedhof. Gehe zu deiner Beatmap auf der Beatmapseite um sie wiederzubeleben"
}
}
}
, "de.home": {
news: {
slogan: "Rhytmus ist nur ein *klick* entfernt!"
}
}
, "de.store": {
admin: {
warehouse: "Warenhaus"
}
, checkout: {
pay: "Bezahle mit Paypal"
}
, order: {
item: {
quantity: "Anzahl"
}
}
, product: {
name: "Name"
}
}
, "de.api": {
errors: {
csrf: "Zugriff verweigert"
, missing: "Nicht gefunden"
}
}
, "de.forum": {
pinned_topics: "Gepinnente Themen"
, post: {
create: {
advanced: {
hide: "Verstecke erweiterten Editor"
, show: "Zeige erweiterten Editor"
}
}
, confirm_delete: "Willst du wirklich den Post löschen?"
, edited: "Zuletzt von :user am :when, editiert. :count Mal wurdes insgesammt editiert ."
, posted_at: "posted :when"
}
, search: {
go_to_post: "Gehe zu Post"
, post_number_input: "Geben sie die Post nummer ein"
, total_posts: ":posts_count Posts insgesammt"
}
, subforums: "Subforums"
, title: "osu!community"
, topic: {
create: {
placeholder: {
body: "Schreibe hier deinen Inhalt rein"
, title: "Klicke hier um den Titel zu setzen"
}
, preview: "Vorschau"
, submit: "Veröffentlischen"
}
, go_to_latest: "Zeige letzen Post"
, latest_post: ":when von :user"
, latest_reply_by: "letze Antwort von :user"
, new_topic: "Poste neues Thema"
, post_edit: {
cancel: "Abbrechen"
, post: "Editieren"
}
, post_reply: "Post"
, reply_box_placeholder: "Schreibe hier um zu antworten"
, started_by: "von :user"
}
, topics: "Themen"
}
, "de.bbcode": {
bold: "Bold"
, heading: "Header"
, image: "Image"
, italic: "Italic"
, link: "Link"
, list: "Liste"
, list_numbered: "Numerierte Liste"
, size: {
_: "Schriftgröße"
, tiny: "Wintzig"
, small: "Klein"
, normal: "Normal"
, large: "Groß"
}
, spoilerbox: "Spoiler Box"
, strikethrough: "Durchgestrichen"
}
If I press "log in" button with empty fields - It's okay, But even with wrong login/pass after login fail it becames non-working.
Things that need doing around maintaining your settings:
i cannot build because there are 1266 Errors caused of osu.Framework it says it does not exist. how to build it??
I have swapped my caps lock and escape keys use xmodmap
. However when osu! is open, I must press my physical escape key (labelled "esc") rather than my actual escape key (labelled "caps lock") in order to invoke the functions of the escape key. This appears to happen with other bindings as well.
System details:
OS: Arch Linux 64-bit
uname: Linux 4.8.6-1-ARCH #1 SMP PREEMPT Mon Oct 31 18:51:30 CET 2016 x86_64 GNU/Linux
Xorg: 1.18.4
Mono: 4.6.1.3
Graphics driver: NVIDIA v375.10
OpenGL: NVIDIA libgl v375.10
Hey,
I already mentioned it in dev chat.
I'm currently writing a proper Mac app for osu!
I found out that Xamarin.Mac has no WindowsForm implementation and using MonoMac isn't
recommended (also it needs to be installed by the user and doesn't ship with the app package).
I would suggest writing a WindowsForm for Mac (Cocoa UI).
Also maybe we can resolve the graphical glitches this way on Mac too.
Mac supported .Net assemblies
https://developer.xamarin.com/guides/cross-platform/advanced/available-assemblies/
Position resets to the top left corner of the screen on startup.
https://streamable.com/w7kx
EDIT: Maybe save the position somewhere on exit?
Currently the font face is hardcoded as Exo. But it rarely contains foreign characters like CJK glyphs, so we need font fallback system. My idea is:
System.Environment.GetFolderPath(System.Environment.SpecialFolder.Fonts)
and get the folder path.fc-match
or use fontconfig library directly.We need font file name because we are using FreeType for text rendering. However, .NET Framework does not provide the file name of fonts. File names of the installed fonts can be found in the registry key HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Fonts
. In Windows without fontconfig, we should find the font file name in the registry. Maybe we can cache the font list at startup and use it.
Any feedback or suggestions are welcome.
I've done a lot of digging to try and find the cause of the issue(which is certainly due to threading and may be different depending on hardware).
As far as I can tell, this seems to happen because the preloading of mainMenu
takes differing amounts of time for different hardware. For example, increasing the delay before pushing mainMenu
to 4800 solves this issue on my laptop, but on an older desktop I had to increase this to 6500. There is certainly a solution other than increasing the delay, but I'm uncertain of what it is.
I'm assuming the overflow itself is caused by recursive calls in osu.Game.GameModes.BackgroundMode.Push
.
If I find anymore information while debugging, I'll put it below here
Eventually we'll probably let the user override them with skins
Clock is getting refreshed too early to a null state.
This can be easily replicated on the current master
branch (10.27.16)
Replication Procedure:
(Note: program from Step 2 should be within the Game Window)
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