#Mine hit detection window remains active after passing the receptor

10 messages · Page 1 of 1 (latest)

dark totem
#

Operating System Windows11 Pro(25H2)
CPU: i5-12400F
GPU: GeForce RTX 3060
Storage: SSD
Game Version: 0.5.0-pre043 - FINAL ALPHA
Game Mode and Function: dance
Theme: All

In StepMania 5, a Mine cannot be triggered if the corresponding key is pressed after the Mine has already passed the receptor. However, in Project OutFox 0.5, the hit detection seems to remain active, causing the Mine to explode even after it has passed.

Because of this, if a Tap note follows immediately after a Mine, the player almost always triggers the Mine when attempting to hit the Tap note. This creates a significant discrepancy in playfeel compared to StepMania 5, making certain charts virtually unplayable.

Personal Observation:

To be fair, this is based on my personal playfeel, and there is a possibility that I am simply hitting the Mines due to my own lack of skill. However, I am unable to reproduce this behavior in StepMania 5 regardless of how I play, which suggests the issue likely lies within Project OutFox's detection logic rather than player error.

Comparison Video:

The attached video shows StepMania 5 on the left and Project OutFox 0.5 on the right.

  • Timing Difficulty: 4 (on both versions).
  • Both are played as similarly as possible to demonstrate the difference.
  • Key Overlay: Inputs are displayed at the bottom of the screen (ZXCV mapped to the four directions).

Song Information:

#

I have found further details regarding this behavior. It appears that the issue occurs when I tap an empty lane to prepare for a Lift note immediately following a Mine.

Interestingly, I tested by inserting a Tap note between the Mine and the Lift note, and in that case, the Mine was no longer triggered. This suggests that the hit detection for the Mine might be staying active specifically when there is a Lift note nearby, or when tapping in "empty space" shortly after a Mine passes.

lusty heart
#

in the theme there is a EnableMineFix line, see fi disableing it fixes it

like set it to
EnableMineFix=0
in yout theme and see if that fixes it

#

@wooden prawn

dark totem
dark totem
#

By the way, I did some more testing with older versions to be sure.

The issue doesn't happen in StepMania 5.1 beta2 (same as 5.0.12), but I confirmed it already exists in Project OutFox 0.4.19. So it seems this has been around for a while and isn't specific to the latest 0.5 build.

Hope this helps narrow it down!

tepid orbit
#

Best that I can think of is that the Mine previously was tied to be only on the very NoteRow it was assigned to, but now it has a hit window for some reason..

lusty heart
#

I added it so it searches in reverse now and if it finds a note it returns out, you can change it back to how it was aka itg mode wiht an option but its ass, also I made it so you can disable this timing window now with an options

[Player]
# mine row check defines.
ReverseMineChecking=false
DisableMineChecking=false
lusty heart
#

just pushed a fix after hours of checking and re factoring and cleaning up test code, I'll look into the minehold stuff later today :)