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Hidden mod on opsu! doesn't fade on time #121
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Could you clarify which of these is supposed to happen vs. isn't supposed to happen? |
Intended: Actual case: |
- In "Hidden" mod, don't draw expanding animation for circles. (related to #121) - With "Show Perfect Hits" disabled, still show the hit animations instead of having the objects just disappear. (also mentioned in #121) - Removed the two easing functions in Utils (and replaced references with calls to AnimationEquations). Signed-off-by: Jeffrey Han <[email protected]>
Should be fixed. I recorded a couple of beatmaps in osu! to try to approximate the timing formulas, and they seem close, now but I really have no clue if they're anywhere near accurate (I don't even know what parameters the formulas based on; I used approach time since that seemed reasonable). Let me know if you notice any other problems. Thanks! |
Tested on opsu 0.10.1 commit f22498a (on the minor update ui)
Hidden mod fades too slow on most maps (it seems to be fade properly because the notes will be removed right after you click on it if you have disabled the "Show Perfect Hits" or have been obscured by the hitobject animations if you didn't disable it or getting 100s or 50s
The note is completely hidden when it is right at the start the 300 range (iirc, need confirming).
From the fade it is using now, it is following the last possible range that a user can 300 a note.
also, the hit notes expanding out (idk what it is called, sorry about that) only happens on sliders when you click on it, reached on the other end of the slider where the ball reaches (when it have reverse arrow) and both slider start and end when it finishes, on normal circle, it only show 300,100,50 without the hit notes expanding out.
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