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KeyCounter skin elements not rendering correctly in gameplay #29686

Open Fynises opened 2 weeks ago

Fynises commented 2 weeks ago

Type

Cosmetic

Bug description

KeyCounter skin elements:

these elements do render correctly while a map is playing with AT.

Screenshots or videos

KeyCounter working in skin editor while beatmap is played AT mode osu_2024-09-03_21-17-09 KeyCounter working in gameplay while beatmap is played by AT osu_2024-09-03_21-18-10 KeyCounter not present in regular gameplay osu_2024-09-03_21-20-04 KeyCounter showing up as empty element in skin editor during regular gameplay osu_2024-09-03_21-20-39

Version

2024.817.0

Logs

compressed-logs.zip

iwa commented 2 weeks ago

have you enabled this setting below? i can reproduce when the setting is off so i think it's intended, and what you're looking for is this setting

image

peppy commented 2 weeks ago

Duplicate of https://github.com/ppy/osu/issues/29317

bdach commented 2 weeks ago

I don't think it's a duplicate of that if the argon/triangles key counters are affected.

peppy commented 2 weeks ago

Sounds like they have the above setting wrong then? (https://github.com/ppy/osu/issues/29686#issuecomment-2327486284)

bdach commented 2 weeks ago

Probably, but I want to keep this open to see if it feasible to move that setting to the skin editor.

peppy commented 2 weeks ago

Interesting concept. One of those cases I'd ask "do we want a replay specific layer, or a checkbox setting on every single component to allow showing only during replays?". The latter has always seemed more appealing to me, rather than adding this setting to each component as users want it.

bdach commented 2 weeks ago

I think layer is too much, checkbox is probably fine - but then again I'm not super sure why this toggle exists in the first place, so I'm not really sure it makes sense for it to be applicable to any and all gameplay HUD elements.

peppy commented 2 weeks ago

The thought process is that users may want a different UI layout for replay analysis, which has a lot more overlay information than it normally would. An example I could think of would be a full list of judgement counts.

iwa commented 2 weeks ago

if I could add a bit on that, to me a dedicated "replay layer" would feel easier to understand than a checkbox that is not really self explanatory (I never knew disabling would only show key overlay in replays), on the other hand if someone wants to have a dedicated UI for replays, that would be way easier to manage in a dedicated layer than having to store everything in the same layer and check or not which elements you wanna see

bdach commented 2 weeks ago

Well let me put it this way: if we're doing layers then we need to have an efficient way of moving elements between layers that isn't cut & paste. That's the main obstacle for me when it comes to doing a "replay" layer.

I'm also not sure how the complexity of that is gonna work out but that is mostly a moot point since nobody will until it is tried.

peppy commented 2 weeks ago

I have a half-working branch somewhere for whatever that's worth (probably not much).

Fynises commented 2 weeks ago

Ah, my bad. it was the "always show key overlay" setting that was ticked off that was causing this. This was a fresh reinstall of osu-lazer so I had completely forgot that this setting even existed.