Open tposejank opened 4 months ago
Oh no, not my beloved Botplay!
But yeah, I think making Botplay never miss is a good idea (along with maybe disabling directional inputs)
Can you clarify what you said about hold notes?
What I mean about hold notes is that botplay WILL hold the note for that amount of time but the sustain sprite will disappear. The hold effect on the strum will b visible though.
Ah, do you mean the hold note cover being present but the residual splash when finishing a hold note is absent?
I've observed this for a while now, but can't find the code responsible for it
Also encountered https://github.com/FunkinCrew/Funkin/issues/2319 while recording this lol
https://github.com/FunkinCrew/Funkin/assets/170126004/6dbc0b27-cfb6-43b5-bb19-0653276a026a
Fixed in v0.5.0.
Describe the bug
Botplay can miss if there's a lagspike or something magical that makes the game not work for 140ms (hit window of a note I think)
To Reproduce
you can go into 2hot and when Darnell shouts out the first canned paint spray thingy the game always takes a bit and lags out and when you're using botplay idk to test out your module botplay will not register the note and miss it
Expected behavior
a side effect is the vocal track for bf being muted and botplay cannot unmute it even if it sings. you must press a note before botplay in order to correctly unmute the track
Screenshots/Video
im writing this on a phone but I'm not delusional
Desktop
Additional context
botplay also can't do any hold notes. you guys should do the approach where botplay cannot call the onNoteMiss call or something. That's it for the bug report!