ChroMapper
                                
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                        Beatmap v3 Feedback Megathread
BEATMAP V3 DOES NOT HAVE A PUBLIC BETA. IF YOU DONT KNOW COMPILE CHROMAPPER FROM SOURCE, PLEASE DO NOT ASK HOW TO ACCESS IT EARLY.
If you are using Beatmap v3 early, please report all issues and feedback here.
Reposting earlier feedback that still applies, and some new things
Arcs:
- [x] ~~If one of the notes is a dot note, making an arc does not work. If you manually edit the cut direction to 8, it is treated as down. In game the effect seems to be the same as setting the multiplier to 0.~~
- [ ] Mid anchor mode is ignored. See the bsmg wiki for the situations in which it applies: https://bsmg.wiki/mapping/map-format.html#m-2
- [ ] Performance still seems to be quite bad. With only a couple arcs present I'm getting slight hiccups when starting playback, which also seems to desynchronize hitsounds for a bit.
- [ ] Arc trails are clamped to a bounding box on all environments except Skrillex and Weave
- [ ] Changing editor scale does not update arc length
Chains:
- [x] ~~The head note is positioned in the middle of a grid cell, while in game it is positioned as if it were a full note, with part of it chopped off.~~
- [x] ~~Slice count on alt+scroll is limited to 3, but in game it works perfectly down to 2 (and even 1, though that is probably outside of intended use).~~
- [x] ~~The curve calculation for chains is not correct, which is mostly noticeable on larger rotations.~~
- [x] ~~Slices seem to have some unintended rotation on other axes, which increases the more spaced out in time it is from the head note.~~
- [x] ~~Squish amount also affects the location in time of the slices, which does not happen in game.~~
- [ ] In some situations the head note model isn't properly updated. I haven't quite figured out exactly when this happens.
- [ ] Chains only have a hitsound for the head note. Currently this is accurate to how it is in game, however this is supposedly still being worked on, so something to keep an eye on.
- [ ] Chains heads window snap when they shouldn't
- [x] ~~Chains do not move when ctrl+arrowkeys are used. I feel like it would make sense to move both the head and tail in the same direction.~~
Events
- [ ] Separate rotation, boost, and light events. These events have different formats in V3. Either prevent moving these events to other events or convert the data on move.
- [ ] Implement updated Chroma format for new V3 map format. (Pain.)
Overall:
- [x] ~~Angle offset is not supported on notes, and is reset to 0 when a map using them is loaded.~~
- [x] ~~Angle offset currently has no keybinds to adjust it, the only way to change it at the moment is with node editor.~~
- [x] ~~Angle offset does not get mirrored properly.~~
- [ ] Group angle offset edits into a fewer undo groups so undoing is less tedious
- [ ] Walls now have more options for height and y position, and can use any x position. I would like to see placement options extended to reflect these new possibilities.
- [x] ~~Walls outside the 4 lanes currently automatically adds a Mapping Extensions requirement, but this is not necessary anymore.~~
- [ ] Arcs and chains spawn much further away than notes during playback.
- [x] ~~Chains don't respect the Simple Blocks option. They retain the shiny look.~~
- [ ] I would like to see alt+drag controls for both arcs and chains.
- [ ] We might also want to consider more direct ways of placing arcs and chains as an alternative placement option.
- [ ] I would like at least support for converting 2.6.0 maps with arcs to 3.0.0, even if saving in that format won't be added. I had to manually convert arcs on one of my maps.
- [x] ~~Set useNormalEventsAsCompatibleEventsto true when using events~~
Mentioned by others and I also exprienced.
Having an issue where the application starts lagging gradually over time.
Spent a short time mapping with my awful igpu laptop, don't access to either my quest or pc currently so I've not been able to test what I've mapped and I don't know the in game affect of anything, but here's some things I came across:
Multiple arcs cannot be created simultaneously, it might be intentional but it made it a little less convenient to create arcs that follow on from one another, not a massive issue though to be fair. Not really sure if there's a way to remove chain segments or lower squish without undoing, might've missed the button for that. During playback, chain segments and arcs do not dissapear until much further back than the rest of the blocks, also applies to 'playing' ui mode. Two arcs can be created on top of each other using the same notes. Dot notes can be angled now without the use of any mods, would be nice if mappers had the option to do this.
I did also have some performance issues, so far only when starting playback where I'm getting the same hitch, but this only seems to occur while im close to areas with a few arcs in.
How do I... access beatmapV3 in chromapper?
How do I... access beatmapV3 in chromapper?
You can refer to V3CONTROL.md in that branch.
How do I... access beatmapV3 in chromapper?
You can refer to
V3CONTROL.mdin that branch.
where do I find it?
How do I... access beatmapV3 in chromapper?
You can refer to
V3CONTROL.mdin that branch.where do I find it?
never mind, found it
how can you do it on a Mac?
and can u get it by having your version on dev. or stable in chromapper settings?
how do i download the beatmap v3 beta?
To be quite frank: in its current state, if you don't know how to compile ChroMapper from source, you are honestly better off not using the beatmap v3 beta.
It's functional but that's it.
To be quite frank: in its current state, if you don't know how to compile ChroMapper from source, you are honestly better off not using the beatmap v3 beta.
It's functional but that's it.
ok
Adding on from another thread, chains and arcs don't respect the visibility set for preview (play) mode and always default to the user defined visibility. I'm currently working to see if I can fix this, but don't count on me.
Chain could set sc to 1. In such case, only a head note with direction will be shown.
There needs to be a way for arcs to render over the measure grid without affecting the user's transparency setting, it'd help when you make a pattern and delete an block that goes along with the arc, but the arc still stays there.
Are we tracking work items that need to be completed somewhere so we can attach commits & PRs to them as we knock 'em out?
No, not really. Although that does give me an idea. GitHub Projects would be nice to look into.
yup - is a great way to organize & track work if you know what you need to get done :)
Rotation Events get deleted when using the new Official Editor in conjunction with the V3 Branch
No clue if that thread is still being watched, but I noticed this while playing Joetastic maps:

You can see that I didn't miss and that the arc isn't connected to the saber. This seems to happen when an arc is tied to a chain. I have zero mapping experience, so I am just reporting it. I assume this is an issue with ChroMapper since Joe uses it for those maps, and I couldn't notice this behavior with maps made with the official editor.
The map shown in the screenshot with this issue: https://beatsaver.com/maps/25ce1
Not a bug. The arc is not connected to the block so it can't magnetise. (It's connected to the chain tail end which isn't a block.)

Well this looks like a bug to me. But rather a base game bug than a ChroMapper one. Thanks for pointing it out.
Have mapped a full map on v3 - chromapper is working great on my (old but fairly high spec) computer. Since I've mapped it in V3, and I have a quest 2, I have absolutely no way of properly mapping lighting since it's not updated; it's unfortuante, but I'll just have to wait to upload my map - I accidently mapped lighting for the whole song without realising it doesnt work properly lol. Some of the lighting does work, but it seems to be pretty random which lighting events work and when (seems like the 'off' lighting is the most inconsistent?).
A few questions: If I create a second map, is it wise to complete it in v2 chromapper, do the lighting, then convert it to v3 and add arcs and chains? Will the lighting carry over properly? Is there any sort of timeframe of how long it'll be until I can update the lights on my original map (even it's super broad or "it's not being worked on yet")? Finally, does anyone know of any way to map my v3 map lighting properly without using the official PC BS mapper?
Thank you I love this program, it's incredibly easy to use and it makes mapping very fun! <3
v3 lighting is implemented for Weave and TheSecond environment (with PR pending for Weekend). If you do not have those environments, your build is not up to date.
Check your Environment Effects in game to set to All Effects. On non-Ex+, it is set to No Flickering which will drastically affect lights. Chroma is not supported on v3 map format yet despite what CM does.
No estimate on v3 being featuring complete and ready.
Further questions are easier to answer in the Discord.
v3 lighting is implemented for Weave and TheSecond environment (with PR pending for Weekend). If you do not have those environments, your build is not up to date.
So I know this is an old issue, and maybe I'm just being stupid, but I just cannot figure out how to get V3 lighting in Chromapper (or anywhere other than the official editor, and I don't have a powerful enough PC). Am I missing something? None of the V3 environments come up as options in Chromapper, and I basically can't find anything about it online. Thanks!
V3 lighting is not implemented in the current release of CM. (Was removed in order to refactor the beatmap model.)
Ah ok. Any idea if might be implemented in the future? And if so, any kind of timeline? Thanks