20151016

published 16 Oct 2015

Busy day today.

Finally published the stable40 release stream. A lot of work behind-the-scenes to make this happen.

Many people are still having performance issues with the new OpenGL release, so I haven’t yet enabled automatic switching from stable to stable40. You may notice that your client is now on release stream Stable (Fallback) if you were previously on stable. This means you have not yet been migrated to stable40 (which is now known as just “Stable”).

You are free to change between these two release streams as you wish. We will be maintaining both for the foreseeable future (at least six months) while we stabilise performance on compatibility on the newly released stable build.

Oh, and a lot has changed between stable and stable40.

p.s. I didn’t get around to posting the new OS X bundle, but if you download the one I posted yesterday and let osu! auto-update you should be good to go :).

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20151015

published 15 Oct 2015

  • Experimenting with slider drawing by decoupling the “hitcircles” from the track, so after they explode they are no longer visible. You can see some progress here and here, but there’s still more tweaking to be done.

  • I made a new site to keep OS X users up-to-date with the latest information on new releases. Meet osx.ppy.sh!

  • Packaged up a new OS X release. The wrapper is running .NET 2.0 and sitting on stable, and is in a pretty good state. I’ve made some fixes at the osu! client end which will be pushed out tomorrow, so I’d recommend you wait until that update goes live, but you’re free to test the bundle out (or just read about the progress) if you’d like.

  • Preparing for a stable (.NET 2.0) release to address the said wine issues. There’s a bit to be done to make this happen, but I’m waiming for tomorrow.

  • Finally got around to bringing ppy.sh up-to-date with new ppy design. Hope you guys like it!

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20151014

published 14 Oct 2015

  • Fixed spinners being positioned incorrectly at 5:4 resolutions (who the hell uses these, anyway?)
  • Finally got automatic rollback working for users which get errors on startup after switching to cutting-edge. This will help when we do a stable release, to allow users to return to a working state without the inconvenience of reinstalling/repairing manually.
  • Added a banner to give more visibility to the new forum design. Apart from the features that are missing, I really feel it’s a better user experience than the existing one, so getting more users to test it out is win-win. Make sure to report any bugs at the github issue tracker (or fix them yourself!!).
  • Improved exception handling on background threads. There were a few cases where the user would see default exception handler dialog boxes, but these are no more. Pippi will take care of your errors no matter where they happen, from now on!
  • Continued battling with Wine and Wineskin to create a working OS X release. Hopefully I’ll have something ready for tomorrow. It won’t be the native release you’re hoping for, but at least it will run on El Capitan in the mean-time.
  • osu!keyboards experienced a minor delay (3 days or so) but should still be shipping out of China this week. Which means we should receive them next week (and start selling them at that point). Thank you all for your patience; I’m sure you understand just how much is involved in keeping a game and a store and everything else running at the same time. And attempting to keep people happy.
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20151013

published 13 Oct 2015

For those that have been waiting, the new multiplayer scoring algorithm is now on the Beta release stream. Go give it some testing and provide feedback in the feedback thread should you have any qualms.

I worked today on some further networking diagnostics as we approach the next season of world cup tournaments. I hope to make bancho disconnects a thing of the past. Also caught up on email and other boring stuff which really doesn’t belong here. Sometimes I wish I could just code all day long~.

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20151012

published 12 Oct 2015

Today I was finally able to coax .NET into letting me choose between IPv4 and IPv6 connection methods. This is something I had been trying to do for a while, and was ready to resort to yet another third-party library to do so. Fingers crossed, connectivity issues being experienced on cutting-edge should now be a thing of the past. If you are still experience issues, get on public slack #cuttingedge and prod me until I debug it with you.

Honestly, things are looking quite good with cutting-edge right now, with more people switched over than ever before (around 7.3% of users on CE, with another 4.1% on Beta). May just do a proper stable release this week!

In other news, a few changes have been made to the new multiplayer scoring algorithm:

  • Mod multipliers now affect the whole score (except spinner bonus).
  • HR multiplier increased to 1.1x.
  • DT multiplier increased to 1.2x.

Don’t hesitate to reach out if you have any further feedback for the new scoring system.

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