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JS Engine - Known Issues/Suggestions #222

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JordanSantiagoYT opened this issue Feb 28, 2024 · 5 comments
Closed

JS Engine - Known Issues/Suggestions #222

JordanSantiagoYT opened this issue Feb 28, 2024 · 5 comments
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documentation Improvements or additions to documentation

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@JordanSantiagoYT
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JordanSantiagoYT commented Feb 28, 2024

WARNING: CHECK THIS ISSUE ENTIRELY AND BE SURE TO CHECK THE ACTIONS TAB FOR THE ACTION BUILDS TO CHECK IF YOUR ISSUE HASN'T ALREADY BEEN FIXED.

this is just a page for those that want to know what issues i'm aware of

Status Legend

✅ - Fixed (if not in newest update, check the action builds!)
❌ - Not fixed yet
🟡 - Working on a fix
🟠 - Low Priority
🔴 - Currently not a priority
⚫ - Unfixable/Unable to implement
❓ - Not an actual issue/Unsure of the cause, as this doesn't occur for me

Bugs

Big icons will crop off - ✅
Sometimes the preloader will crash the engine because of a broken path - ✅
If you exit an editor while music is fading in, the engine will crash - ✅
If you reload a JSON in the Chart Editor, the music will stack on top of each other - ✅
macOS users cannot open the Engine - ❌🔴 (I do not use macOS.)
Linux users will have frames saved in Rendering Mode save to the main directory instead - ✅
If GPU Caching is enabled, Get Icon Color is broken and always returns a black color - ✅
Events are broken in Rendering Mode - ✅
Hurt Notes crash the game if Enable Color Shader is turned off - ✅
If Color Quant notes are used, sometimes a sustain note will use a different sustain color than the previous notes - ✅
If you turn on Rendering Mode but turn on the rating popups, running popUpScore will make the vocals play, even if you don't want them to - ✅ (This is when you should become aware that.. the music isn't supposed to play when Rendering Mode is turned on.)
The Dave Engine and TGT V4 Score Styles crash the game, and their respective Time Bar Styles use the wrong font - ✅
Note types will show the wrong texture if a LUA script changes it - ✅
Note splashes are affected by note colors regardless of whether or not the color shader is actually enabled - ✅
If you change your noteskin to Default when using another noteskin, then the notes would use the same noteskin you used before - ✅
Camera shaders stack on top of each other - ✅
If you enter a song with Pixel notes, the notes will be invisible while in the Chart Editor - ✅
Hurt Notes don't do the correct animation while in the chart editor - ✅
If a song has an ending cutscene, the game will softlock - ✅
If you enable "Hide HUD" and enable "Score Text Zoom on Hit" and trigger a rating popup, the game will crash due to scoreTxt being null - ✅
The game crashes on a Hurt Note - ✅
Texts made in LUA go to camGame - ✅
Some people will crash when opening songs - ✅
Crashes don't generate a crash log - ✅
While in Chart Playtesting, Sustain Notes will cause regular notes to be stretched and everything will just break - ✅
Saving a modded note splash with the Note Splash editor crashes the game - ✅

1.36.0

While custom ratings work in the main game, they don't work in EditorPlayState - ✅

1.37.0

None!

1.38.0

Opponent note hits are counted twice, causing stuff to break when using Fast Note Spawning - ✅
Popup sprites break when Combo Stacking is turned off - 🟡

Suggestions

Extra key support (up to 18K) - ⚫ (Would break noteskins.)
Modchart Editor - ❌🔴
Making the engine work with the latest libraries - ✅
A rendering mode that actually uses FFmpeg - ✅

Bugs (pre-release)

BPM changes will cause sustain notes to look longer/shorter than they actually are - ✅
Sustain notes don't give health - ✅

@JordanSantiagoYT JordanSantiagoYT added the documentation Improvements or additions to documentation label Feb 28, 2024
@JordanSantiagoYT JordanSantiagoYT pinned this issue Feb 28, 2024
@moxie-coder
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@JordanSantiagoYT I saw a way to implement extra keys without breaking the note skins, I’ve seen a repo do it before
https://github.com/Starmapo/FNF-PsychEngine-Extra

@JordanSantiagoYT
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JordanSantiagoYT commented Feb 29, 2024

@JordanSantiagoYT I saw a way to implement extra keys without breaking the note skins, I’ve seen a repo do it before https://github.com/Starmapo/FNF-PsychEngine-Extra

The base noteskin there is an EK noteskin (aka. one that uses more than 4 keys)

What I mean by breaking noteskins is that adding EK would make all the current noteskins in this engine (aside from the default one) unusable, because they don't support key counts higher than 4

@moxie-coder
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@JordanSantiagoYT I saw a way to implement extra keys without breaking the note skins, I’ve seen a repo do it before https://github.com/Starmapo/FNF-PsychEngine-Extra

The base noteskin there is an EK noteskin (aka. one that uses more than 4 keys)

What I mean by breaking noteskins is that adding EK would make all the current noteskins in this engine (aside from the default one) unusable, because they don't support key counts higher than 4

yeah but checks for ek more skins can be added though, since the xml names and such are different, and we can check if they’re different or not

@moxie-coder
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like this, but there’s other methods too

IMG_4219

@JordanSantiagoYT
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Starting from 1.36.0 onward, all known bugs from this version and later will be sorted by the update that said bug was first found in.

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