ポスト #1 · 2012-08-09 09:57:13amにポスト 11.8年前
Zowayix | |
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Reg. 2009-09-19 | |
On OpenITG, after the last note/freeze arrow/mine in a song, the game goes directly to the results screen, often cutting off the ending of a song. Is there any way to make this not happen? I can think of a number of potential solutions, but I wouldn't know how to do any of them.
1. Making the game proceed to the results screen a set time after the last note of a song, say 5 seconds later.
2. Making the fadeout between the screens take longer or proceed more slowly.
3. (Probably impossible) Making the game not proceed to the results screen until the mp3 has ended.
4. (Probably impossible) In Stepmania, the game displays a "CLEARED" screen before the results screen, which often lasts long enough for the music to finish before the results screen music can cut it off. Make the game display this screen, which may have been hardcoded out of OpenITG.
If none of the above four work, then the only solution I can think of is making a dummy solo or couple chart with a single mine or something late in the song, so that OpenITG will automatically not end until that dummy mine on an invisible chart has passed. However, this would have to be done on many, many songs, which is extremely annoying.
My current "solution" involves holding down Tab + "~" (tilde) right after a song ends, freezing the animation while the rest of the song plays out. This has to be done every single time and is quite annoying, but not more annoying than having the ending of a song cut off every time I play it.
1. Making the game proceed to the results screen a set time after the last note of a song, say 5 seconds later.
2. Making the fadeout between the screens take longer or proceed more slowly.
3. (Probably impossible) Making the game not proceed to the results screen until the mp3 has ended.
4. (Probably impossible) In Stepmania, the game displays a "CLEARED" screen before the results screen, which often lasts long enough for the music to finish before the results screen music can cut it off. Make the game display this screen, which may have been hardcoded out of OpenITG.
If none of the above four work, then the only solution I can think of is making a dummy solo or couple chart with a single mine or something late in the song, so that OpenITG will automatically not end until that dummy mine on an invisible chart has passed. However, this would have to be done on many, many songs, which is extremely annoying.
My current "solution" involves holding down Tab + "~" (tilde) right after a song ends, freezing the animation while the rest of the song plays out. This has to be done every single time and is quite annoying, but not more annoying than having the ending of a song cut off every time I play it.
ポスト #2 · 2012-08-09 11:57:08amにポスト 11.8年前
KKiONI | |
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"BEEJAY REVEL A" |
Another method is to create a dummy chart and add a note where you want the song to end. I believe that was used to get the accurate fadeout times for beware's Extreme build.
That method should work in OITG as far as I know.
That method should work in OITG as far as I know.
ポスト #3 · 2012-08-09 11:58:47amにポスト 11.8年前
Telperion | |
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"btor2osly" |
Quote: KKiONI
Another method is to create a dummy chart and add a note where you want the song to end. I believe that was used to get the accurate fadeout times for beware's Extreme build.
That method should work in OITG as far as I know.
That method should work in OITG as far as I know.
This is how I've always done it. I usually put a mine at the end of the Beginner charts in my files to get that proper fadeout.
ポスト #4 · 2012-08-09 12:26:06pmにポスト 11.8年前
After you finish your simfile, open the sm file on the notepad and add #LASTBEAT:(number of the last beat); to the list.
EDIT: My mistake. It seems to work with SM 3.9, but not with OpenITG. Sorry for that.
EDIT: My mistake. It seems to work with SM 3.9, but not with OpenITG. Sorry for that.
ポスト #5 · 2012-08-09 04:25:42pmにポスト 11.8年前
TaroNuke | |
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"ya did good, kiddo" |
Zero-X:
#LASTBEATHINTnumber of the last beat);
may still work if #LASTBEAT doesn't
#LASTBEATHINTnumber of the last beat);
may still work if #LASTBEAT doesn't
ポスト #6 · 2012-08-09 06:53:57pmにポスト 11.8年前
Zero-X | |
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No result, TaroNuke. I tried #LASTSECOND too, and nothing. I tested all these codes on SM5 too, without success. They only work on SM3.9, for me.
ポスト #7 · 2012-08-09 07:07:15pmにポスト 11.8年前
DDR Addict | |
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"Let's Do the Rain Dance" |
Not sure if this helps, but I know LASTBEATHINT works in SM4. Here's evidence.
ポスト #8 · 2012-08-09 07:08:30pmにポスト 11.8年前
Oni-91 | |
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"Popular bisexual disaster" |
It would if anybody used SM4.
ポスト #9 · 2012-08-09 08:37:54pmにポスト 11.8年前
I know that there's something that works in SM5. One second.
EDIT: Looks like it's #LASTBEATHIT:(Number); in 3.9 and #LASTSECONDHINT:(Number); in SM5.
EDIT: Looks like it's #LASTBEATHIT:(Number); in 3.9 and #LASTSECONDHINT:(Number); in SM5.
ポスト #10 · 2012-08-14 12:29:15amにポスト 11.8年前
I'm really looking for a solution that would cover all songs at the same time, like those in the first post. I don't mind if they are kind of shoddy, and I don't mind if it causes properly ending songs to end too late. Is there something I can modify in OpenITG's metrics to do that?
EDIT: Bump.
EDIT: Bump.