20150908

published 08 Sep 2015

Keeping blog pots this week short. A lot of things I want to do, but also plenty of catching-up to be done. Times like this make me want to write less and do more. And try and get some sleep in between all that.

  • Added a message to the options menu which lets users know they are adding input latency when running windowed. Only displays when DWM is enabled and osu! is running in a window.
  • Made some improvements to clarity of the new scoreboard font (thanks to public slack for help with this). Font may still change before release.
  • Went through some more design issues with the next osu!web. I’m still not happy with the legibility of text when reading the forum – I have trouble using it over the old site still – so we are considering changing the font in some places.
  • Fixed some CSRF vulnerabilities on the current website (phpbb, PM and preferences). Thanks to people who report these to me without exploiting them in the process!
  • Added support for real-time reloading of sprites in debug builds of osu!. While I kind of hacked the implementation in, it is planned to be expanded to allow users the same functionality when working on skins eventually. Quite indispensable.
  • Started experimenting with the next osu! theme song (click the circles!). Trying to get the startup animations and voices to feel correct with it is proving harder than expected. Still hoping to get it live with the coming public release.
  • Decided that osu! is no longer going to be called a free-to-play game, due to the heavily negative connotations associated with that term. We are now the biggest free-to-win game out there… if only because no one else uses this term. I think it sounds better.
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20150908

published 07 Sep 2015

Some updates:

  • I was hoping to do a public release today (Monday), but there are still some hard crashes I’d like to be able to handle better before seeding it out to more users.
  • One user reported disk IO being the cause for dropped frames. As a result, we changed the way audio tracks are buffered to ensure there is no disk IO occurring during active playing.
  • Spent some time today removing all GDI text rendering during active playing. This may have been a cause for random spikes for some users, so I’m excited to see whether it helps alleviate issues or not. Please don’t comment on the new font; it will see improvements before going public.

Cutting edge builds are more optimised than ever, so if you’re not already using them, now is the time to try it out.

Also, a thanks to everyone who contributed to osu-web over the weekend. We’re still catching up, but will see to your pull requests as soon as possible (and rewarding of bounty where applicable!).

…How is it September already?

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20150904

published 04 Sep 2015

We’re making slow progress on troubleshooting the remaining compatibility problems with OpenGL and the new framework, so I’m taking a different approach as of today. Everything is now in place to push out a new ‘stable40’ branch. We will begin to move people over to it automatically (starting with users with the most powerful hardware) to allow us to troubleshoot issues with smaller groups before pushing it out to users with lower powered systems.

The current ‘stable’ release stream will also be maintained. Users which are automatically switched over will be able to return to the legacy stable release until we are 100% confident in the new release’s compatibility and performance.

Planned release date for the first iteration is Monday next week (my time). Oh, and even if you don’t meet the system requirements, you will also have the option to manually switch over to ‘stable40’. All about giving the user choice and ensuring everyone always has a playable game through this period of migration.

Released two new large bounties today. Hoping to see more of you guys taking these up! I see it as a complete win-win situation for everyone involved, and really want to push forward with this approach to development!

Best of weekends to you all.

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20150903

published 03 Sep 2015

Today marks the release of the first of many large bounties to come for osu!web. This is still new territory, and I don’t want to set the bounty too low or too high, so let me know if you think the current offering is unreasonable in either direction. Also help out if that’s something you are able to do! We are making great progress as a group since open-sourcing osu!web. Very good feedback on issues posted so far, and much more activity in general.

Fixed up qualified scores not actually being deleted when ranked today. Kind of an oversight – I thought I’d get around to implementing before the week past since I announced the change, but I’ve just been so busy that… oops ^^;

Got the new pippi design t-shirts on the store. They look amazing and I can’t wait to get my own. We went with a lighter fabric this time. According to my trusty osu!store helper, it feels much better than the last batch! The triangles t-shirt design is also back in stock now.

Got an update on osu!keyboard production process. We have had some delays while sourcing custom keycaps – something I wanted added for the next batch – but everything is good and I reckon the result looks pretty amazing.

The actual boards are currently in manufacturing (cherry switches are being welded to the logic board). ETA is still at least a month away, but getting closer. At least we’re ordering enough stock this time around that once they come in we shouldn’t run out anytime soon!

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20150902

published 02 Sep 2015

Time to change the way you think of performance in osu!. Introducing the new and improved “FPS display”. Which now hides FPS from you when it is doing more harm than good.

We have noticed a lot of users complaining (or praising) improvements in FPS when they are already getting 500fps or more. This is an attempt by me to get you, the users, to understand that FPS improvements offer diminishing returns, and using frame time is not only more correct, but more useful to you.

Now, osu! will hide the FPS from view when it is of no use, instead revealing exactly how much latency is being induced by frame rendering. On top of that, “stutter” or “dropped” frames will now be shown as coloured rectangles. You can finally tell the difference between an overall FPS drop and a single dropped frame. Should be super-helpful!

I did this on a whim today after reading one too many threads complaining about performance. I understand this may cause drama, but genuinely believe this is for the best, and will if anything spark conversation that leads to the general populus having a better understanding of how FPS actually affects gameplay (when above one’s monitor’s refresh rate).

Live on cutting edge for your immediate testing. Feedback welcome.

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