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!



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.


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~.



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.



published 09 Oct 2015

New scoring algorithm was today’s focus. Need to get it out for testing well before OWC starts so we can ensure it’s ready for the tournament.

  • Only usable in multiplayer (select Score V2 from the “Win Condition” dropdown).
  • Only works properly if every user in mp game is on cutting-edge. This will be enforced by bancho soon.
  • Disables online ranking for now.
  • Max Score is 1,000,000 plus spinner bonus.
  • 70% of the 1m is (combo / 10 + 1) * base_hit_values.
  • 30% of the 1m is accuracy ^ 10.
  • Mod multipliers are only applied to the combo portion of the score.
  • During play your score may decrease to account for accuracy loss.
  • Will be subject to further tweaking. The 70/30 split is arbitrary (based loosely on pp) and will be adjusted as necessary.
  • Slider start circles now have accuracy judgement. If you hit them in the 100 or 50 accuracy range, that will cap the maximum score you can get from the slider as a whole.

Go test it out on cutting edge!

In the process I cleaned up a lot of the internal scoring logic. I also made sure to implement it in a way that we can still allow online score submission even when the new algorithm is being displayed.

Also spent some time improving the debug OSD to be more usable and present assertions rather than using the ugly default .NET popup.