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Relax mod in osu!taiko is not implemented #7914

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kawaemon opened this issue Feb 19, 2020 · 3 comments · Fixed by #28472
Closed

Relax mod in osu!taiko is not implemented #7914

kawaemon opened this issue Feb 19, 2020 · 3 comments · Fixed by #28472
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area:mods priority:1 Very important. Feels bad without fix. Affects the majority of users. ruleset/osu!taiko

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@kawaemon
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Describe the bug:
If we pick Relax mod in osu!taiko, both of rim and centre key should hit all types of notes.
But it doesn't.

Screenshots or videos showing encountered issue:
https://streamable.com/e7s0a

osu!lazer version:
2020.215.0

@bdach
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bdach commented Feb 19, 2020

It doesn't work because as far as I can tell, it currently is not implemented properly yet.

@bdach bdach changed the title Relax mod in osu!taiko is not working Relax mod in osu!taiko is not implemented Feb 19, 2020
@quat1024
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quat1024 commented Jul 25, 2022

I took a look at this, but I'm not sure where to start.

Afaik these are the things taiko Relax does in stable:

  • If there's a tap note with an active hit window (including the early-miss window), the drum input is corrected to the color of the tap note.
    • The corrected input is shown on the left-side drum icon and the sound for the corrected input plays. I'm not sure whether the replay saves the real or corrected input...
    • The corrected input is on the same side of the drum; left rim gets corrected to left center. You can't get the bonus on a strong note by hitting both keys on the same side of the drum.
    • The second input on a strong note has to be within the 30ms window to be eligible for correction, I think?
  • You don't have to time drum rolls very well, it's easy to complete them by mashing.
    • Wiki says that it gives "more lenient timing" but isn't specific on the details.
  • Swells can be hit with any color sequence.

Some possible implementation paths:

  • Littering the taiko drawable hit processing code with "is relax turned on" checks woooo
  • Carefully placed magic booleans, like TaikoModClassic
  • Swapping out the implementation of hit objects, kinda like OsuModStrictTracking
  • Using IKeyBindHandlers, like InputBlockingMod. I messed with this and you can use it to cancel inputs, but I don't think you can correct inputs with them, especially not in a way that will fool the taiko game but not the key overlay or replay file

@smoogipoo
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Using IKeyBindHandlers, like InputBlockingMod.

Sounds like you want a combination of both InputBlockingMod and OsuModRelax. I.e. block the input and propagate the correct one.

@bdach bdach added the priority:1 Very important. Feels bad without fix. Affects the majority of users. label Jan 16, 2023
@bdach bdach self-assigned this Jun 13, 2024
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Labels
area:mods priority:1 Very important. Feels bad without fix. Affects the majority of users. ruleset/osu!taiko
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4 participants