I did some initial work on the past, by adding ANGLE support to the engine and other things, but that wasn't a perfect solution, I always preferred to use the normal opengl driver instead of a translation layer. NVIDIA's drivers have historically been non standards compliant, this was partially the cause of the dreaded stutters that were hard to replicate and would only happen on some machines, as they were also different across CPU architectures it was a very complicated problem to tackle. Hold precision issues have been removed, which means that hold scores will no longer be -1 compared to what they should be.Double notes now have a small delay while playing the normal non double note sound, this is because the recent changes had reduced latency so much it was becoming obvious that the sound was being played and then stopped when the double note sound was played.Autoplay now uses the audio scheduling system, which means that note hit sounds should be perfectly in sync most of the time.Sustains will now have a custom "held" looping sounds that gets higher and higher pitched."Play hit sounds only when a note is hit": Exactly what it says, note sounds will only play when you hit a note correctly.While this work was done, new features that improved the experience were added: This was done in a few weeks and after bug squashing the new system is much more reliable, with lower loading times and better performance. This is why the decision was made: To achieve a well working and reliable gameplay experience a rewrite of the gameplay side of the game was needed. So please, share your experiences with us!ĭuring the development of the game the ever-growing requirements and new gameplay functionality required making changes on top of a gameplay system that just wasn't quite ready for it, this led to many complicated engineering problems that didn't have an easy and safe solution. ![]() The editor has never been easier to understand or to work with, and seeing how new people interact with it helps make it better and simpler for everyone. Your feedback is valuable, and it is what makes the game better!Īnd if you have never tried charting, now it is the best time for that. You can also ask for help there if you have any issues, and submit your thoughts on the new update. If you charted before, please, try out the new editor, and report any bugs you may find to the #bug-reports channel in the official Discord server or on the steam forums. A collection of static note templates, with tools to make your own or download them from the community.Playtesting shows the video and meta as if you were playing the chart normally.Proper speed changes (for example, set speed to 150%).An arrange wheel with multiple snap settings.A new built-in script manager, with file management and a code editor with syntax highlighting.F and F2nd chart importing was fixed, and the editor can now load them effortlessly (even decrypting them if necessary).You can import charts alongside your current chart now, instead of overwriting it every time (useful for collaborations with people who dont like charting in PH).Comfy Studio charts (.csfm files) can be imported right into the editor.You can now open external charts (From the workshop, officials, or the imported sources) as read only, so you can study charting and get inspired from the community.All the tools got a fresh coat of paint, making them more responsive, easy to use and powerful.Selecting and editing multiple notes at the same time is now properly supported, with the entire power (and a bit more!) of the old expression runner available inside of every property spinbox. ![]() There is a new tempo system, with the timeline grid changing according to the tempo.Every module has big and clear buttons, with clear icons and a description which you can read by hovering over them. ![]()
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