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Gliss

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  1. Because the other option is to not unlock them? If you want them to show up, they need to have a level.... It's either random/guessed levels, or you don't play them at all. Are you saying that the ghost data doesn't work on official eamuse? I definitely have ghost data working and have verified that it works in world on my server. I'm certain I can fix it in asphyxia but I don't currently have the time to focus on it.
  2. No, the official musicdb.xml has the difficulties all set to 255 to indicate the chart exists, and 0 to indicate it does not exist, and that is all. Difficulties are sent down to the game from the eamuse server. Some songs appear to be hardcoded in the case of offline play so that the game isnt completely dead in an arcade offline. I do not believe they did this for any reason other than the flare skill rank is calculated based on your top 30 scores from each category which uses the difficulty of the chart to determine how many points you are awarded plus your flare clear rank. This gives them the ability to change difficulties on the fly remotely without every machine needing an update for difficulty changes, which would leave some people confused if they were calculated locally and went to play on a machine that hasnt updated and calculates a different score than what they'd expect. The startup.arc you posted has the 5 new songs they released yesterday, but there are a total of 13 in the actual data. It's much less of a pain if we just leave startup.arc alone and modify the xml on the asphyxia plugin as needed or wait til the server you're using imports the songs properly (otherwise scores wont save) Whatever you're talking about has nothing to do with the ghost data. Ghost data is working perfectly fine if you use a public server that supports world like http://services.eamuse.network it will work as expected. The asphyxia plugin was written poorly for how ghost data needs to be handled from the client. I just don't think the original author of the plugin understood what the ghost data was and how it was loaded. I could rewrite it but to be honest its not really my priority right now and rewriting it might also cause issues with your existing data because changes will need to be made to the models in the local database for it to work.
  3. This isn't really "fixed" as much as it is hacked and tampered with. I recommend updating the Asphyxia plugin with the new XML instead of hacking the game if thats how people are playing and just using the original startup.arc unmodified. I have run into stability issues with modified dll and arc files after 4+ hours of the game running. Maybe its fine if you start and stop the game when you go to play, but I personally leave my machine running all day and don't ever turn it off. Also there are songs in the data that are missing from this startup.arc EDIT: Update the plugin. This is all we need to do for asphyxia to load new songs: https://github.com/22vv0/asphyxia_plugins/commit/d1f46b47e82bfb15d0feb49f35a2a757c1dcba8e Just add them to this XML here with placeholder difficulties to unlock. I updated the 5 songs that were released with proper difficulties, the rest are placeholders just to unlock the song until we know what the real difficulties are. Here is the link to the updated branch: https://github.com/mcalfin/asphyxia_plugins/tree/mdx
  4. If you want authentic as possible, a hosted server with everything working that has other players might be a better option than just running a plugin that is just meant to get you playing the songs. The issue you're talking about is related to ghostdata_load. It makes sense that whoever wrote the original version of this plugin doesn't play DDR, as I think some things in the code were not fully understood. There are even comments in the code about it that the person who wrote it left saying they don't know what certain things do because they don't play DDR. Anyway, the error is in score_str. It looks like the plugin sends the ex score down instead of the primary key of the score, so when ghostdata_load is called the score doesn't exist and you don't get your previous score differences. I can push a fix soon. EDIT: Ok here you go makoflagkk, here is an update that kind of makes ghost data load.... The problem with this is that its only going to load 1 ghost data per song and wont really work properly if you have scores on more than one difficulty, as the lookup on ghostdataload in this plugin code does it by refid and mcode, which is not the correct way to implement this because the difficulty is not requested during ghostdata_load. it is supposed to be a unique score ID that can be looked up in the database and the chart determined by the difficulty stored with the score object that is being looked up. Here is the small code change I made that will fudge it for now: https://github.com/mcalfin/asphyxia_plugins/commit/6cfae14003d5c0b4ec61f230c323bf57b8561b8b Unfortunately, to really fix the problem the ghost data saving method has to be refactored. The ghost data itself really didn't need to be in its own table and is currently stored with the user's refid and the mcode of the song without a unique ID for the ghost data linked to the score itself. This is a problem because each chart needs to have its own ghost data that is saved under a unique ID that the game requests the server lookup during ghostdata_load. Realistically the ghost data should just move into the score object but that is going to break all of the existing scores created by the plugin in its current state. without some proper database migrations (which im not sure asphxyia supports) it will be difficult to preserve any existing ghost data after refactoring it properly. I recommend using a reliable public network for this reason. These things are usually thought out ahead of time before an implementation goes live by someone who actually plays the game. Not trying to knock the efforts by others to provide for the community, but most networks that take things seriously have a dba so if major things need to change like this, data migration is done properly on the backend to prevent losing scores. when the scores are stored locally on your computer and a code change is made to a public repo that affects the models, it has the potential to break everything and no one can be held response except yourself.
  5. the plugin does work but you should use completely unmodified data with it. That includes unhacked gamemdx.dll. If you’re still using the galaxy play over premium play hex edit it may cause issues. if songs are still not showing up, something isn’t working right with your local setup. The fork of the plugin sends the mcodes and difficulties down to the game and if for any reason they aren’t being sent, no songs will show up.
  6. This is because the difficulties are being read and served from asphyxia by this file: https://github.com/mcalfin/asphyxia_plugins/blob/mdx/data/musicdb.xml you can also add the mcode and difficulty array to this file to get them to show up: https://github.com/mcalfin/asphyxia_plugins/blob/mdx/data/world.ts it would have to look like this, one entry per mcode: export const SONGS_WORLD = [ { mcode: 38665, limited_ary: [2, 2, 2, 2, 2, -1, 2, 2, 2, 2], diffLv: [3, 6, 10, 13, 15, 0, 6, 10, 13, 15] }, { mcode: 38661, limited_ary: [2, 2, 2, 2, -1, -1, 2, 2, 2, -1], diffLv: [3, 5, 9, 12, 0, 0, 5, 9, 12, 0] }, { mcode: 38659, limited_ary: [2, 2, 2, 2, 2, -1, 2, 2, 2, 2], diffLv: [3, 7, 12, 14, 16, 0, 7, 12, 14, 16] }, { mcode: 38669, limited_ary: [2, 2, 2, 2, 2, -1, 2, 2, 2, 2], diffLv: [3, 7, 11, 14, 15, 0, 7, 11, 14, 15] }, { mcode: 38668, limited_ary: [2, 2, 2, 2, -1, -1, 2, 2, 2, -1], diffLv: [3, 6, 10, 13, 0, 0, 6, 10, 13, 0] }, { mcode: 38667, limited_ary: [2, 2, 2, 2, -1, -1, 2, 2, 2, -1], diffLv: [3, 6, 9, 12, 0, 0, 6, 9, 12, 0] }, { mcode: 38731, limited_ary: [0, 0, 0, 0, -1, -1, 0, 0, 0, -1], diffLv: [1, 3, 9, 13, 0, 0, 3, 9, 12, 0] }, { mcode: 38722, limited_ary: [0, 0, 0, 0, -1, -1, 0, 0, 0, -1], diffLv: [2, 6, 10, 14, 0, 0, 6, 10, 14, 0] }, { mcode: 38704, limited_ary: [0, 0, 0, 0, -1, -1, 0, 0, 0, -1], diffLv: [1, 4, 9, 12, 0, 0, 4, 9, 12, 0] }, { mcode: 38724, limited_ary: [0, 0, 0, 0, -1, -1, 0, 0, 0, -1], diffLv: [3, 5, 9, 13, 0, 0, 4, 9, 13, 0] }, { mcode: 38730, limited_ary: [0, 0, 0, 0, -1, -1, 0, 0, 0, -1], diffLv: [2, 4, 8, 13, 0, 0, 4, 8, 13, 0] }, { mcode: 38723, limited_ary: [0, 0, 0, 0, 0, -1, 0, 0, 0, 0], diffLv: [2, 4, 9, 14, 12, 0, 5, 10, 14, 12] }, { mcode: 38721, limited_ary: [0, 0, 0, 0, -1, -1, 0, 0, 0, -1], diffLv: [2, 4, 8, 12, 0, 0, 4, 8, 12, 0] }, { mcode: 38706, limited_ary: [0, 0, 0, 0, -1, -1, 0, 0, 0, -1], diffLv: [1, 4, 9, 13, 0, 0, 4, 9, 13, 0] }, { mcode: 38705, limited_ary: [0, 0, 0, 0, -1, -1, 0, 0, 0, -1], diffLv: [2, 6, 10, 13, 0, 0, 6, 10, 13, 0] } ] the limited_ary should just be 0 for every chart that exists and -1 if a chart doesnt exist.
  7. It is definitely tampered with and comes with a hacked startup.arc and some mismatching mcodes.
  8. Guys, stop editing the startup.arc and use the one konami included with the data. It's going to be a headache trying to keep up with it like this because the missing difficulties is definitely a permanent change for the foreseeable future. The values are set to 255 intentionally because the server is supposed to send them down to the game. The flare rank score is calculated based on 3 factors - score, difficulty, and flare clear level. let's fix the asphxyia plugin instead of trying to hack the data.... editing the file like this is leaving alot of room for error and will definitely cause issues saving on private servers and also may be an issue with asphxyia too. for example the bpmmax getting missed, and then on top of that mcodes being wrong. specific example here: <music> <mcode __type="u32">38732</mcode> <basename>dama</basename> <title>弾幕信仰</title> <title_yomi>ダンマクシンコウ</title_yomi> <artist>豚乙女×BEMANI Sound Team "PON"</artist> <bpmmax __type="u16"></bpmmax> <series __type="u8">21</series> <movie __type="u8">1</movie> <property __type="u32">32</property> <limited_ary __type="s32" __count="10">0 0 0 0 -1 -1 0 0 0 -1</limited_ary> <diffLv __type="u8" __count="10">3 6 10 16 0 0 6 10 16 0</diffLv> </music> this mcode is wrong. here is the original from official data: <music> <mcode __type="u32">38735</mcode> <basename>dama</basename> <title>弾幕信仰</title> <title_yomi>タンマクシンコウ</title_yomi> <artist>豚乙女×BEMANI Sound Team "PON"</artist> <bpmmax __type="u16">170</bpmmax> <series __type="u8">21</series> <region __type="u8">2</region> <movie __type="u8">1</movie> <property __type="u32">32</property> <limited_ary __type="s32" __count="10">1 1 1 1 -1 -1 1 1 1 -1</limited_ary> <diffLv __type="u8" __count="10">255 255 255 255 0 0 255 255 255 0</diffLv> </music> Private servers should already work properly with the startup.arc that comes with the game. Here is a fork of the asphyxia plugin with working web UI, proper loading of songs and difficulties, and galaxy play enabled so no more hex editing nonsense: https://github.com/mcalfin/asphyxia_plugins/tree/mdx
  9. Just an FYI it seems that the server at http://services.eamuse.network now supports DDR World with galaxy play. For those that don’t want to mess around with a local server. This server used to be spotty and go down a lot but it’s been pretty stable with A3 all of this year. not all features work yet like world records, area, and rivals, but seems that work is in progress. Personal profile settings and scores are all saving though.
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