This Nanahira map is as well crashed on me- oh wait, we stopped throwing maps... okay...
So basically End is at fault here? If so what would cause End to become buggy? Or more likely, End not being called quickly enough.TheVileOne wrote:
I'm not a dev who would know exactly why. I'm going off what Millhiore said and it makes sense. There is a method called Begin starts a play and a method called End which ends a play. End is supposed to remove all the sprites before Begin is called. This leads to one of three possibilities.
1. End is not doing what it is supposed to be doing.
2. End is not being called or is not called quickly enough.
3. Something entirely unrelated to the sprite loading process is triggering this error message by mistake. This is unlikely.
System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #Vl.#Yo.#0tb()
at #5i.#4i.#Ms()
at #5i.#El.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )
System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #5i.#4i.#Ms()
at #5i.#Gl.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )
I've had the result panel's sprite become invisible before. Not sure what was going on.Niervaco wrote:
I'm thinking that this sprite issue is more than just songs.
t/202896
When MillhioreF mentioned sprite unloading problems. Oh boy. This is the background for the main menu.
And the results page. Hm. I sould ask if anyone has been having sprite issues with other areas. (Main menu background for one) if so, please post here what area. (Main menu, song selection, ect.) and what sprite. (Background, skin element)Franc[e]sco wrote:
I've had the result panel's sprite become invisible before. Not sure what was going on.Niervaco wrote:
I'm thinking that this sprite issue is more than just songs.
t/202896
When MillhioreF mentioned sprite unloading problems. Oh boy. This is the background for the main menu.
Considering I play with storyboard off in options I'm not sure how. I wish I could play in OpenGL, it's really laggy on this card for any game using OpenGL.Franc[e]sco wrote:
Since the crashes seem to be more frequent on specific maps, could it be related to storyboarding?
But yeah, I'm quite sure it originated from the recent alt-tab fix. Anyhow, I'm gonna keep playing on OpenGL until the crashes are fixed.
Well that's probably because OpenGL renders differently (Duh, but its a double edge sword, no unlimited) At least we know what is causing the crash.tsundoll wrote:
Considering I play with storyboard off in options I'm not sure how. I wish I could play in OpenGL, it's really laggy on this card for any game using OpenGL.Franc[e]sco wrote:
Since the crashes seem to be more frequent on specific maps, could it be related to storyboarding?
But yeah, I'm quite sure it originated from the recent alt-tab fix. Anyhow, I'm gonna keep playing on OpenGL until the crashes are fixed.
System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #Vl.#Yo.#0tb()
at #5i.#4i.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )
Thanks for the confirm I will try and crash on OpenGL for you, to see if it will or not.TheVileOne wrote:
It's about time to confirm this thread.
It might happen in only certain songs, but it doesn't happen consistently on any song. There's no guarantee it will happen under any controlled environment. I can only note that it affects every person differently and usually after several retries. If there are more than one spectator, then an event that crashes me might not crash someone else who is spectating.
I have seen no evidence that mod usage, skin usage, whether or not the user misses or not makes any difference. Gamemode doesn't seem to matter either.
I have checked whether it was related to the userlog and it didn't crash because of the userlog.
I used the default skin, an old cookiezi skin, and Aesthetic 1.2 and can crash in all of them.
Some people have reported that it happens only in DirectX. I have not confirmed this.
All of my testing has been in public builds.
We already went through the drivers phase. I am running the most updated drivers I can get for an optiplex 780, and even then, it's a modded driver that uses the same Direct3D as the latter i3 i5 i7 systems. I used to run the un modded driver, same result. I do use the FPS counter, this shouldn't have to do wth anything, since it's a rather small sprite they loads constantly, instead of at the beginning of a song. (Where the crash takes place.)Omio9999 wrote:
Alright, reading a decent portion of the thread leads me to suspect a few things:
1) You all are running potentially buggy drivers for Direct3D, and you may all want to update your DirectX (won't walk through it here), as well as reporting this issue to DirectX (Tech crews of osu! may want to do the same, so a bit more advice can be pulled in). I base this on no crashes from OpenGL yet, and from the common link to graphics.
2) There's some stupid fancy setting (probably fps counter or something stupid) that keeps killing osu! somehow for you guys.
DISCLAIMER: I am nowhere close to osu! staff, these are my moderately-biased opinions/thoughts. Take it with a grain of salt, a hint of vinegar, and a splinter of wood. In all honesty, I am stabbing in the dark.
I am running osu as bare as possible. No combo bursts, no video, no story board, no fps counter, etc.Omio9999 wrote:
2) There's some stupid fancy setting (probably fps counter or something stupid) that keeps killing osu! somehow for you guys.
I think i have 4gb video memory if im thinking about the right onepeppy wrote:
How much video memory do people have who are experiencing this? Maybe it is getting saturated?
I also have a 2 Gb video card on mine.peppy wrote:
How much video memory do people have who are experiencing this? Maybe it is getting saturated?
I don't know if I'm looking at the right thing right now, but if it is correct I only have 384 mb . . .peppy wrote:
How much video memory do people have who are experiencing this? Maybe it is getting saturated?
I have 358 MB of Graphics memory. That doesn't explain why some times I can play for hours and sometimes it crashes on the first map I play though. If it always happened after extended play, saturation would make sense.peppy wrote:
How much video memory do people have who are experiencing this? Maybe it is getting saturated?