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[SM5 release] StepMania 5.0.10 released

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Post #1 · Posted at 2015-10-31 06:14:25am 9.8 years ago

Offline Kyzentun
Kyzentun Avatar Member
3,205 Posts
United States
Reg. 2008-02-20

"I'm honestly pissed off."
A special dual release this time:
1. The mainline stable release of StepMania 5.0.10, with many bug fixes and a few new features. Some of the bug fixes and features relate to compiling for those that compile StepMania from source.

2. An alpha release of StepMania 5.1.0, which has the beginnings of structural changes to StepMania. This is for noteskin and theme authors who want to create or port noteskins or try out the new modifier system.

Make sure you put the right treat in your bag, and have a happy Halloween from the StepMania team!
silenttype01: Kyzentun is never harsh. He says it how it is.

GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Post #2 · Posted at 2015-10-31 04:22:28pm 9.8 years ago

Offline razorblade
razorblade Avatar Member
1,121 Posts
Not Set
Reg. 2011-03-01


Last updated: 2015-10-31 04:45pm
I just tried 5.1.0 and the start-up loading is very slow, even with both fast load enabled.

Edit: The performance and speed in this build is sluggish.

Post #3 · Posted at 2015-10-31 08:23:45pm 9.8 years ago

Offline Engine_Machiner
Engine_Machiner Avatar Member
224 Posts
Colombia
Reg. 2014-01-16

"ハロー!プロジェクト"
Can someone explain me how does the new function set_use_effect_clock_for_texcoords works? (what are the arguments)
http://66.media.tumblr.com/652d5cdeea85a39ee07a6cffb343f8a7/tumblr_mhsqmzte3S1s5307io1_100.gif https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fmedia.riffsy.com%2Fimages%2F802c4321ccc6e92fb1caeddfaa52562f%2Fraw&f=1

Post #4 · Posted at 2015-11-01 01:41:42am 9.8 years ago

Offline Kyzentun
Kyzentun Avatar Member
3,205 Posts
United States
Reg. 2008-02-20

"I'm honestly pissed off."
Here's an explanation of how to read Docs/Luadoc/Lua.xml (it's in your Stepmania folder).

You know you're working with a Sprite, so you scroll down to "Sprite" in the list and open it up to see this:
http://i.imgur.com/U30Is9S.png
Each of the entries in the section is a function that you can call on a Sprite to do something. The entry is split up into different parts, a return type, the function name, the function arguments, and an explanation of what the function does.
For example, GetAnimationLengthSeconds has "float" return type. That means that it returns a number. So it could be 1.5, or 2.23, or any number at all. So if you do "local anim_length= some_sprite:GetAnimationLengthSeconds()", anim_length will be set to a number.

So we look at the entry for set_use_effect_clock_for_texcoords and see this:
set_use_effect_clock_for_texcoords( bool use )
If use is true, then the sprite will use the effect clock for texcoordvelocity.

That means that it takes a single boolean argument. "some_sprite:set_use_effect_clock_for_texcoords(true)" makes the sprite do exactly what the explanation says. (it's also what the function name says)
silenttype01: Kyzentun is never harsh. He says it how it is.

GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Post #5 · Posted at 2015-11-01 05:19:39am 9.8 years ago

Offline reiaya
reiaya Avatar Member
82 Posts
Colombia
Reg. 2006-08-18


Last updated: 2015-11-01 05:21am
I have crash in many songs in the alpha:


StepMania5.1-git-a7e1ddd crash report (build a7e1ddd, 20151031 @ 14:52:54)
--------------------------------------

Crash reason: Unhandled Microsoft C++ Exception

Thread: Main thread
RageFileDriverDirectHelpers.cpp:236 E:/Juegos/Stepmania5/StepMania 5/Songs/In The Groove 3/Autoload/*
RageFileDriverDirectHelpers.cpp:236 C:/Users/Reiaya/AppData/Roaming/StepMania 5/Songs/In The Groove 3/Autoload/*
Song.cpp:600 Looking for images...
BannerCache.cpp:336 /Songs/In The Groove 3/Autoload/Autoload-bn.png
BannerCache.cpp:123 BannerCache::LoadBanner: Cache/Banners/Songs_In The Groove 3_Autoload_Autoload-bn.png
Thread: Decode thread
Thread: Mixer thread
Thread: Music thread
debug resource file 'E:\Juegos\Stepmania5\StepMania 5\Program\StepMania-debug.vdi': CreateFile failed (El sistema no puede encontrar el archivo especificado.).

Static log:
StepMania5.1-git-a7e1ddd
Compiled 20151031 @ 14:52:54 (build a7e1ddd)
Log starting 2015-11-01 00:17:18
Loading window: win32
Windows 6.2 (Win8) build 9200 []
Memory: 2047mb total, 4095mb swap (4095mb swap avail)
Video driver: ATI Mobility Radeon HD 4200 Series [Advanced Micro Devices, Inc.]
8.970.100.9001, 1-13-2015 [pci\ven_1002&dev_9712]
Drive: "TOSHIBA MQ01ABD100" Driver: storahci DMA: N/A
Drive: "TSSTcorpCDDVDW TS-L633F AC00" Driver: storahci DMA: N/A
Sound device 0: Altavoces (Realtek High Definit, 10.0, MID 1, PID 100
WARNING: ReadFile(Save/ThemePrefs.ini): No such file or directory
DirectSound Driver: Controlador primario de sonido
DirectSound Driver: Altavoces (Realtek High Definition Audio) {0.0.0.00000000}.{8de6ee96-1f87-47de-8532-f56a7a214198}
DirectSound sample rates: 100..200000 (continuous)
Software mixing at 44100 hz
Sound driver: DirectSound-sw
Lights driver: SystemMessage
Lights driver: Export
Language: es
Theme: default

Partial log:
00:19.660: AddSegment( Tickcount )
00:19.662: Tickcount(0 [0.000000], 4)
00:19.663: AddSegment( Combo )
00:19.663: Combo(0 [0.000000], 1, 1)
00:19.663: AddSegment( Label )
00:19.665: Label(0 [0.000000], Song Start)
00:19.666: AddSegment( Speed )
00:19.666: Speed(0 [0.000000], 1.000000, 0.000000, 0)
00:19.666: AddSegment( Scroll )
00:19.667: Scroll(0 [0.000000], 1.000000)

-- End of report


Post #6 · Posted at 2015-11-01 05:40:39am 9.8 years ago

Offline Kyzentun
Kyzentun Avatar Member
3,205 Posts
United States
Reg. 2008-02-20

"I'm honestly pissed off."
Can you upload that In The Groove 3/Autoload song folder for us to try?
silenttype01: Kyzentun is never harsh. He says it how it is.

GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Post #7 · Posted at 2015-11-01 05:54:36am 9.8 years ago

Offline reiaya
reiaya Avatar Member
82 Posts
Colombia
Reg. 2006-08-18


Last updated: 2015-11-01 07:38am
Sure here the song Autoload, remember the error is in the sm 5.1.0 alpha

Post #8 · Posted at 2015-11-01 06:12:14am 9.8 years ago

Offline Kyzentun
Kyzentun Avatar Member
3,205 Posts
United States
Reg. 2008-02-20

"I'm honestly pissed off."
That link requests a decryption key, so I think you clipped off more than you should have when copying the link.
silenttype01: Kyzentun is never harsh. He says it how it is.

GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Post #9 · Posted at 2015-11-01 07:09:28am 9.8 years ago

Offline FlameyBoy
FlameyBoy Avatar Member
335 Posts
United States
Reg. 2011-03-09

Quote: razorblade
I just tried 5.1.0 and the start-up loading is very slow, even with both fast load enabled.

Edit: The performance and speed in this build is sluggish.

5.1.0 alpha is a debug build, and StepMania debug builds in general have very bad performance.

Post #10 · Posted at 2015-11-01 07:41:09am 9.8 years ago

Offline reiaya
reiaya Avatar Member
82 Posts
Colombia
Reg. 2006-08-18

Quote: Kyzentun
That link requests a decryption key, so I think you clipped off more than you should have when copying the link.

Fixed.... BlushingDead Mega is so weird lately.

Post #11 · Posted at 2015-11-01 06:58:18pm 9.8 years ago

Offline Kyzentun
Kyzentun Avatar Member
3,205 Posts
United States
Reg. 2008-02-20

"I'm honestly pissed off."
Quote: reiaya
Sure here the song Autoload, remember the error is in the sm 5.1.0 alpha
There's a crash bug in the message that tells you that there is a duplicate chart, which has been fixed in a commit this morning.
For that simfile, it's the single-beginner chart that is duplicated. You can edit it by hand to remove the second beginner chart.
silenttype01: Kyzentun is never harsh. He says it how it is.

GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Post #12 · Posted at 2015-11-01 07:12:07pm 9.8 years ago

Offline Engine_Machiner
Engine_Machiner Avatar Member
224 Posts
Colombia
Reg. 2014-01-16

"ハロー!プロジェクト"
Quote: Kyzentun
Here's an explanation of how to read Docs/Luadoc/Lua.xml (it's in your Stepmania folder).

You know you're working with a Sprite, so you scroll down to "Sprite" in the list and open it up to see this:
http://i.imgur.com/U30Is9S.png
Each of the entries in the section is a function that you can call on a Sprite to do something. The entry is split up into different parts, a return type, the function name, the function arguments, and an explanation of what the function does.
For example, GetAnimationLengthSeconds has "float" return type. That means that it returns a number. So it could be 1.5, or 2.23, or any number at all. So if you do "local anim_length= some_sprite:GetAnimationLengthSeconds()", anim_length will be set to a number.

So we look at the entry for set_use_effect_clock_for_texcoords and see this:
set_use_effect_clock_for_texcoords( bool use )
If use is true, then the sprite will use the effect clock for texcoordvelocity.

That means that it takes a single boolean argument. "some_sprite:set_use_effect_clock_for_texcoords(true)" makes the sprite do exactly what the explanation says. (it's also what the function name says)

About that. I tried to but couldn't. Do I have to make a local value? (like local BPM = get_use_effect_clock_texcoords()?)
Here's what I made.

Quote
LoadActor("1 (stretch).png")..{
OnCommand=function(self)
self:Center():FullScreen()
:zoom(3)
:customtexturerect(0,0,3,3)
:set_use_effect_clock_for_texcoords(true)
:texcoordvelocity(effectclock('beat'),0)
end
},

I've tried local values but still no luck.
http://66.media.tumblr.com/652d5cdeea85a39ee07a6cffb343f8a7/tumblr_mhsqmzte3S1s5307io1_100.gif https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fmedia.riffsy.com%2Fimages%2F802c4321ccc6e92fb1caeddfaa52562f%2Fraw&f=1

Post #13 · Posted at 2015-11-01 09:06:58pm 9.8 years ago

Offline FlameyBoy
FlameyBoy Avatar Member
335 Posts
United States
Reg. 2011-03-09

texcoordvelocity(effectclock('beat'), 0) or anything like that won't work. You have to set the effectclock separately.

Post #14 · Posted at 2015-11-01 09:37:15pm 9.8 years ago

Offline Engine_Machiner
Engine_Machiner Avatar Member
224 Posts
Colombia
Reg. 2014-01-16

"ハロー!プロジェクト"
Quote: FlameyBoy
texcoordvelocity(effectclock('beat'), 0) or anything like that won't work. You have to set the effectclock separately.

How? (Already tried doing local values defining effectclock('beat') and nope. Also tried to define get_use_effect_clock_for_texcoords but thats just a bool) Dead
http://66.media.tumblr.com/652d5cdeea85a39ee07a6cffb343f8a7/tumblr_mhsqmzte3S1s5307io1_100.gif https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fmedia.riffsy.com%2Fimages%2F802c4321ccc6e92fb1caeddfaa52562f%2Fraw&f=1

Post #15 · Posted at 2015-11-01 09:50:20pm 9.8 years ago

Offline FlameyBoy
FlameyBoy Avatar Member
335 Posts
United States
Reg. 2011-03-09

You have to use something like :effectclock('beat') in the function chain. effectclock is an Actor function.

Post #16 · Posted at 2015-11-01 09:55:09pm 9.8 years ago

Offline Engine_Machiner
Engine_Machiner Avatar Member
224 Posts
Colombia
Reg. 2014-01-16

"ハロー!プロジェクト"

Last updated: 2015-11-01 09:57pm
Quote: FlameyBoy
You have to use something like :effectclock('beat') in the function chain. effectclock is an Actor function.
You were right. It had to be in the function chain. It works now, the difference between beats per minute is not that noticeable but it works. Thanks.

Quote
OnCommand=function(self)
self:Center():FullScreen()
:zoom(3)
:customtexturerect(0,0,3,3)
:set_use_effect_clock_for_texcoords(true)
:texcoordvelocity(0.075,0):effectclock('beat')
end
},

Does the set_use_effect_clock_for_texcoords apply for linear too?
http://66.media.tumblr.com/652d5cdeea85a39ee07a6cffb343f8a7/tumblr_mhsqmzte3S1s5307io1_100.gif https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fmedia.riffsy.com%2Fimages%2F802c4321ccc6e92fb1caeddfaa52562f%2Fraw&f=1

Post #17 · Posted at 2015-11-01 10:07:48pm 9.8 years ago

Offline FlameyBoy
FlameyBoy Avatar Member
335 Posts
United States
Reg. 2011-03-09

As the function name suggests, it only affects texcoordvelocity, so you'll have to calculate how long tweens should take by some other mechanism.

Also you might be able to get a larger effect by increasing the values that are set in texcoordvelocity. It looks like use_effect_clock_for_texcoords works by using the effect clock to indicate the amount of time that has passed when updating texture coordinates.

Post #18 · Posted at 2015-11-01 10:20:18pm 9.8 years ago

Offline Kyzentun
Kyzentun Avatar Member
3,205 Posts
United States
Reg. 2008-02-20

"I'm honestly pissed off."
Quote: Engine_Machiner
Does the set_use_effect_clock_for_texcoords apply for linear too?
There is not a way to change the clock that is used when tweening. Tweens always use the frame delta. The frame delta is the amount of time that the previous frame took to process. (well, mostly. Holding Tab multiplies the frame detla by 4, holding ` divides the frame delta by 4, and using SetUpdateRate on an ActorFrame multiplies the frame delta for actors inside that frame. But most of the time, the frame delta is the same for all actors)

Actor stuff being tied to the frame delta is actually something I want to try to change in 5.1. I'd like to take the modifier system I made for the notefield and use something very like it for actors in general. Then actors could do things with guaranteed sync to the music.
silenttype01: Kyzentun is never harsh. He says it how it is.

GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Post #19 · Posted at 2015-11-01 10:28:23pm 9.8 years ago

Offline razorblade
razorblade Avatar Member
1,121 Posts
Not Set
Reg. 2011-03-01

Does this also include some modifiers that require filtering notes, like little, nojumps, nofreeze etc.?

Post #20 · Posted at 2015-11-01 10:34:11pm 9.8 years ago

Offline FlameyBoy
FlameyBoy Avatar Member
335 Posts
United States
Reg. 2011-03-09

Quote: razorblade
Does this also include some modifiers that require filtering notes, like little, nojumps, nofreeze etc.?

Those options function identically in 5.0.x and this current 5.1 alpha.
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