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Old 08-03-2006, 01:11 AM   #31
Ultra Violette
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The wrong difficulty for that song would result in a rude awakening

I wonder if that One More Lovely BMS is an older BMS. That is, was it made before Happy Sky re-defined the difficulties.

Does the another BMS say a #RANK number higher than the Hyper version?

If it's the same, that might be the way most other pre-HS BMS might be.

I could implement a 'order by # of notes in song' method, though.
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Old 08-03-2006, 02:35 AM   #32
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Ahh.. It never occurred to me that the difficulties weren't changed until Happy Sky... one reason being that there aren't any IIDX machines near where I live! . That does explain why Quasar Another is still marked as a level 8 though.

However, if you could somehow set up the program to "read" the song and make up a difficulty on the 12 bar scale system it would be awesome.

Edit: Actually... some songs from Red on another difficulty are marked as 7, which is the same as the hyper difficulty, and i know some of those songs are definitely not 7s. So.. I think the "order by # of notes in song" method is a good idea.

Last edited by XCTnFrunner : 08-05-2006 at 02:55 AM.
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Old 08-05-2006, 02:35 PM   #33
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Ok Ultra Violette it's up to save the sim community.
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Old 08-05-2006, 07:16 PM   #34
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LOL I'll try

And as much as I;d like to release a new update soon, I'm still going to say (yet again) "In a few days/a week or so".

Progress is moving along, but there's some things I need to plan out.

For one, how the results screen should be handled. I'm trying a script-based event system, to allow for some-what animated backgrounds, and if that proves to be too much, I'll just make another FMV animation (similar to the title screen/music select).

That, and I need to finish implementing ghost-replay.


XCTnFrunner:
I do have a different way of determining difficulty of a song (One of which is to calculate note 'density'). It's currently used in the old old BPM Theme. Some time later I'll use it in the other themes as well.

Last edited by Ultra Violette : 08-05-2006 at 07:24 PM.
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Old 08-06-2006, 01:43 AM   #35
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Quote:
Originally Posted by Ultra Violette
LOL I'll try

And as much as I;d like to release a new update soon, I'm still going to say (yet again) "In a few days/a week or so".

Progress is moving along, but there's some things I need to plan out.

For one, how the results screen should be handled. I'm trying a script-based event system, to allow for some-what animated backgrounds, and if that proves to be too much, I'll just make another FMV animation (similar to the title screen/music select).

That, and I need to finish implementing ghost-replay.


XCTnFrunner:
I do have a different way of determining difficulty of a song (One of which is to calculate note 'density'). It's currently used in the old old BPM Theme. Some time later I'll use it in the other themes as well.

That sounds awsome but just make sure the judging isin't brutal lol
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Old 08-06-2006, 08:37 PM   #36
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Yay.
I'm just wondering....
is doubles/versus play going to be introduced anytime "soon?"
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Old 08-06-2006, 09:23 PM   #37
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Yes... soon, but probably not "next version" soon.

MagnetGenocide...
I'm trying to balance the note judgement timing windows a little more, so it should be more realistic. Of course, in the current and all future versions, there's the option to adjust the windows to however you want.
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Old 08-06-2006, 09:35 PM   #38
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Quote:
Originally Posted by Ultra Violette
Yes... soon, but probably not "next version" soon.

MagnetGenocide...
I'm trying to balance the note judgement timing windows a little more, so it should be more realistic. Of course, in the current and all future versions, there's the option to adjust the windows to however you want.
That sounds good keep us updated on the next version.
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Old 08-06-2006, 11:21 PM   #39
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Yes I am egar to hear the news on the next version. I can't wait to see the new skin
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Old 08-07-2006, 12:26 AM   #40
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Slow but steady progress

The event script system is almost complete, but functional so far. I just need to add in rotation possibilities for the 'play area assembly' sequence.

The skin included with the new version will not be based on any style, but soon after this is done, I'll try making a true DistorteD-type skin.
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Old 08-07-2006, 12:27 AM   #41
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Quote:
Originally Posted by Ultra Violette
Slow but steady progress

The event script system is almost complete, but functional so far. I just need to add in rotation possibilities for the 'play area assembly' sequence.

The skin included with the new version will not be based on any style, but soon after this is done, I'll try making a true DistorteD-type skin.
sweet!!! One quick question would the next version have graphic options so I can use OpenGL????
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Old 08-07-2006, 12:37 AM   #42
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I'd like to for this next version, but I haven't tried using OpenGL at all, so I'd have to do some research on it.

So for now, OpenGL will be a definite "maybe the version after next, but maybe not, however it certainly could happen"
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Old 08-07-2006, 03:48 PM   #43
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Quote:
Originally Posted by Ultra Violette
I'd like to for this next version, but I haven't tried using OpenGL at all, so I'd have to do some research on it.

So for now, OpenGL will be a definite "maybe the version after next, but maybe not, however it certainly could happen"

IC thx anyways
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Old 08-07-2006, 04:43 PM   #44
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this is sweet! true, its the only sim i could get to work, but still, its flippin sweet! this may be a stupid question or already answered, but is there anway i can put in custom animations/videos?

i like how fast it is and the gameplay interface. and to think; it'll only get better!
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Old 08-07-2006, 05:33 PM   #45
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Custom animations will be supported in the next version, but for now, not as AVI or MPG. That, I'll work on at a later date.
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