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Sweet to see the new mods system out. I liked the concept of just having a function to calculate how to draw a note. I don't see any place I can use, well, actual functions? This is what I had in mind when I first skimmed through the docs a while ago. Something along these lines to, for example, make notes from beats 8 to 16 drawn in a different position. -- inside an OnCommand in an FG change -- also please for christ's sake name the damn playfields in the editor by default already holy shit local player = SCREENMAN:GetTopScreen():GetChild('PlayerP1') local field = player:GetChild('NewField') for i, col in ipairs(field:GetColumns()) do -- not a fan of snake case ¯ _(ツ)_/¯ col:AddMod(function(params, transform) if params.beat >= 8 and params.beat.
I actually implemented lua mod functions to compare the performance fairly after reading your post. I didn't think you'd be posting again so soon, so I just edited the results into the previous post. It is possible to make mods that affect individual notes, though it does require some inventiveness. I used the method for it in my. Funny story: I thought up the basis for this system while at a pool party last summer.
I swam for a while, and thought on the problem, then my father wanted to talk so I hopped into the hot tub with him. Some random dude came by and talked to us for a few minutes, but I couldn't make sense of anything he said because I was thinking about this system, and my father was talking about something too.
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After talking for a bit, I got out and sat in a chair staring into the empty pool and thinking. When I went to leave a couple hours later, I found that the random dude had stolen my shirt. So I literally lost my shirt over this system. Might I ask what your average FPS is in this scenario, without mods at all? Because 54fps with completely C++ managed mods seems a little odd to me, when the old system almost never had performance hurdles. I'll also add two semi important points: a situation where you'd actually have eight fullscreen holds is fairly rare, and any over the top gimmicks have been known to cause performance issues anyway, but none in terms of playability, notably my playfield 'ghosts' in my shadient sim. Additionally, it would probably be more performant to attach the function to a specific range of notes or columns - a filter if you will - instead of always calling the function for every note.
1 Apr 2016, 9:42am. I'm not denying the usefulness and functionality extents of the API at all, but I'll just be frank: it's ugly as hell, not user-friendly in the slightest, and doesn't fit in at all with the rest of the theming API. Actors are pretty straight-forward to deal with a lot of the time, but this and the spline math have always gotten me stumped whenever I try to play around with them and do anything worth a shit. I'm probably just stupid, but I can't really see anyone getting too deep into mod functions without a lot of time spent reading. I guess for now it's fine enough that ArrowDefects exists for an interface using the old mods, but I was kind of excited to do some crazy DivinEntity level stuff without a buggy noteskin actor hack.