StepMania: Re-Re-Release - WinDEU Hates You Compilation (Continuous Courses!)

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StepMania (2001)
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DOWNLOAD: http://www.mediafire.com/?jqn8839bex9dii0

Almost every ITG player is familiar with the WinDEU Hates You series, but very few have actually played them. Due to previous issues with getting FG changes and Lua scripting to work on consecutive songs on a course, public releases of these files have been limited to 1 song courses, a method which is horribly unfriendly for an arcade setting.

With a little help from WinDEU and a lot of hair-pulling and screaming at StepMania from me, continuous courses with FG/Lua scripts are now working. As such, I've taken the liberty to re-release these files again with more arcade friendly 6-song courses. As with WinDEU's re-release, no theme modification is necessary. Just download the archive, extract, and put the files in the appropriate folders!

A reminder that WHY: The Musical and WHY: 5EVR need to be played on 2 player mode or they will become unreadable at certain points (you don't need a second player; just need to be in 2 player mode). WLY: The Redemption should also be played on 2 player mode to get all the intended effects, but is readable with 1 player as well.

Big thanks to WinDEU for making these files and helping me troubleshoot this and get it working. Check out his channel here: http://www.youtube.com/user/WinDEU

For anyone who's interested, here's a short technical explanation on the work around to get continuous courses working:

The update method for ActorFrames contains a (stupid unnecessary) assert statement that compares the current sec to the current sec the last time the method was called. If the difference in time is negative, it forces a crash. If any extra ActorFrames are leftover past the end of the song in the middle of a course, this typically results in an instant crash when the new song starts, since the current sec would go from being ~110 (or whatever the length of the previous song was) to 0. The assert is set to just print out the difference in values, which is the reason you sometimes get crashes with error messages like "-0.00018" or "-123.43534". The behavior is a bit weird, though, sometimes crashing immediately upon the next song, and sometimes not crashing until several songs later.

The best way to avoid this is to make sure that your invisible dummy frames are set to only last as long as they need to, generally ending right before the end of the song. So that means you won't want to use "sleep,1000" as the previous WHY releases did; instead, use "sleep,x", replacing x with the current sec of the last step (a little bit under to play it safe). In addition, set your FG/Lua frames to go appear a little way into the song rather than on beat 0.000. I used 0.125 (a 32nd note in) instead. If beat 0 is at a negative time due to the song's offset, I'd recommend moving it even later.

Adhering to both of these seems to have completely eliminated all crashes related to FG's/Lua with those obnoxious negative number error crashes.







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