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Wrong BPM based SV rendering in mania #29661
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This is happening because the map is (ab)using timing points in excess of 10,000 BPM to implement the "note freezing" effect. lazer parsing caps timing points to 10,000 BPM max which is nullifying the effects here. Can be corroborated with diff --git a/osu.Game/Beatmaps/ControlPoints/TimingControlPoint.cs b/osu.Game/Beatmaps/ControlPoints/TimingControlPoint.cs
index db1d440f18..096a0328e4 100644
--- a/osu.Game/Beatmaps/ControlPoints/TimingControlPoint.cs
+++ b/osu.Game/Beatmaps/ControlPoints/TimingControlPoint.cs
@@ -64,7 +64,7 @@ public bool OmitFirstBarLine
/// </summary>
public readonly BindableDouble BeatLengthBindable = new BindableDouble(DEFAULT_BEAT_LENGTH)
{
- MinValue = 6,
+ MinValue = 1,
MaxValue = 60000
};
I think this is a wontfix @ppy/team-client? |
I think this should be fixed because a lot of tournament and loved SV maps uses this 'feature'. If it's one line fix so i see no problem to fix that |
If making the proposed change does fix this without breaking things too bad, I'd probably just go with it for now. |
To be clear: The change fixes this particular instance of the bug. If someone chooses to use a BPM of above 60,000, the bug will show again. Do you still consider this one liner as acceptable in light of that? |
@TheEZIC can you provide some examples of beatmaps where this is used? five or so would be appreciated. |
https://osu.ppy.sh/beatmapsets/1182702#mania/2465806 Those maps use same trick but work well because they compensate BPM based SV with rate based SV: Hope that would be enough. If necessary, I'll ask my friends who play tournaments for more |
Just to illustrate my point above: https://osu.ppy.sh/beatmapsets/1182702#mania/2465806 has timing points such as
https://osu.ppy.sh/beatmapsets/501530#mania/1073952 has
https://osu.ppy.sh/beatmapsets/518951#mania/1102580 has
https://osu.ppy.sh/beatmapsets/697153#mania/1484721 has
All four would fail to "work properly" even with the patch attached above. For these to work reliably correctly, you'd have to pretty much stop enforcing any limits on beat length/BPM (except ensuring that it is positive, I guess). Which I guess could be done, but it's been here this long already and probably prevents some aspire tier bugs from surfacing that I'm not PRing removal of those until I am sure I have consensus on people being fine with it. |
Type
Game behaviour
Bug description
SV changes simulated using BPM changes are not displayed correctly
Screenshots or videos
Beatmap
https://osu.ppy.sh/beatmapsets/551469#mania/1168087
Beatmap timing point where this issue happens
00:40:915
stable
stable.mp4
lazer
lazer.mp4
Version
2024.817.0
Logs
compressed-logs.zip
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