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The awplog: A collection of osu! bugs

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Topic Starter
awp
Since I seem to mess shit up all the time I thought wtf rather than creating a multitude of threads I'll just start this one and update it regularly. Thread is locked because idk I guess the only people who should reply are me and peppy and maybe some other higher-ups but they'll all have mod privileges so they can post here anyway.

#define USUAL "Windows XP Home OS, 3GHz Proc, 1Gb DDR SDRAM, Radeon x1950 Pro Sapphire GPU"

===============

BUG LIST - Screw this list

===============

08/03/21
Environment: Windows Vista Home Premium or something, 2x2.00GHz Proc, 1GB DDR2 RAM, some freakish internal GPU that runs osu pretty well
osu!: b233.test

Apart from the error and bug posted in the irc that peppy is aware of:

[ID1]CRASH: osu! crashes when selecting skin viewer without actually having any skins. I think it's either due to 0 skins or it's due to 0 songs. At the time, I had no songs.

UPDATE 1: It's due to not having any songs in the Songs folder.

System.NullReferenceException: Object reference not set to an instance of an object.
at osu.GameModes.Menus.OptionsSkin.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Draw(GameTime gameTime)
at osu.GameBase.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()


[ID2]BUG: Chat. Another little diddy. Details explained in screenshot:

http://img.photobucket.com/albums/v418/ ... hot003.png

For what information the screenshot lacks: I created a nickname "AIieax-osu" trying to mimic Alieax-osu and osu! thought it was an actual online user. So, you can create fake users I think. I just tried making up Penis-osu and it didn't quite work. There's probably some sort of methodology to it that escapes me. I JUST DISCOVERED. I logged on CGI IRC as "Penis-osu" after closing my osu! client. Restarted osu! client, and lo and behold, Penis is logged into the osu! client as a real user.
Topic Starter
awp
08/03/27
Environment: USUAL
osu!: b235.test

[ID3]BUG: An error dialog appears when osu! main menu loads. This is the useless "osu! has encountered a problem and needs to close." error. Clicking close terminates the application, however, simply dragging the dialog to the side (hooray dual monitors) and pretending it doesn't exist allows for normal operation of the client.
Topic Starter
awp
08/04/02
Environment: N/A
Web-related.

[ID4]BUG: I've noticed on http://osu.ppy.sh/index.php?p=song&b=5614 as well as http://osu.ppy.sh/index.php?p=song&s=872 a couple of the scores have "" instead of "None" under the Mods heading. http://osu.ppy.sh/index.php?p=song&b=6861 also has one, as does http://osu.ppy.sh/index.php?p=song&s=314. Hmm...I did a quick check with LuigiHann and this might be caused by the Half-Time mod. Will verify at home~

Verified: yes. Half-time is to blame.
Topic Starter
awp
08/04/07
Environment: USUAL
osu!: b258.test

[ID5]BUG (aesthetic): osu file titles that have long names are not cropped in the dialog box, but instead continue to wrap below it.

http://img.photobucket.com/albums/v418/ ... hot022.png

[ID6]BUG (aesthetic): Each time the full chat dialog is brought up, both text panels in a user's dialog are visible simultaneously, resulting in overlapping gibberish. Fixes itself when you highlight a name.

http://img.photobucket.com/albums/v418/ ... hot023.png
Topic Starter
awp
08/04/08
Environment: USUAL
osu!: b259.test

[ID7]BUG : bancho's haywire-y-ness. Was typing something, message came up (as it often has been doing tonight) saying connection to bancho had to close, but I wasn't immediately booted out of irc. Treated to a crash and message:

System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNext()
at osu.Online.ChatEngine.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
at osu.Input.InputManager.UpdateFrame()
at osu.GameBase.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()


Happened again. Seems the dialog for the Unhandled Exception isn't a regurgitation, so here's the second half of that error:

---------------------------
Unhandled Exception
---------------------------
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.

at osu.GameBase.HideMenu()

at osu.GameModes.Edit.Editor.Dispose(Boolean disposing)

at Microsoft.Xna.Framework.GameComponent.Dispose()

at Microsoft.Xna.Framework.Game.Dispose(Boolean disposing)

at Microsoft.Xna.Framework.Game.Dispose()

at osu.Program.Main()

--- End of inner exception stack trace ---

at FR5JafDB.ADxJAC20ZqXqPt10.ACcQa)KH2m0PhoPUB(String[] )

at Ga6CpuJbCq4.AGe)fe)q5n.AAX2LcRll(String[] )

--- End of inner exception stack trace ---

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)

at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
Topic Starter
awp
08/04/09
Environment: USUAL
osu!: b259.test

[ID8]CRASH: Editor crash. When on the timing panel for a song that has not been timed yet (and the BPM is a - instead of a value) pressing the up or down arrows for adjusting the BPM causes the client to crash. This crash will not occur if you first click one of the Offset arrows, as it places a timing bubble in the time bar.

An error has occurred.


System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at osu.GameModes.Edit.Editor.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
at osu.Input.InputManager.UpdateFrame()
at osu.GameBase.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()

PART TWO! ...

---------------------------
Unhandled Exception
---------------------------
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.

at osu.GameBase.HideMenu()

at osu.GameModes.Edit.Editor.Dispose(Boolean disposing)

at Microsoft.Xna.Framework.GameComponent.Dispose()

at Microsoft.Xna.Framework.Game.Dispose(Boolean disposing)

at Microsoft.Xna.Framework.Game.Dispose()

at osu.Program.Main()

--- End of inner exception stack trace ---

at FR5JafDB.ADxJAC20ZqXqPt10.ACcQa)KH2m0PhoPUB(String[] )

at Ga6CpuJbCq4.AGe)fe)q5n.AAX2LcRll(String[] )

--- End of inner exception stack trace ---

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)

at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
---------------------------
OK
---------------------------


[ID9]BUG: At the timing window for the first time, when all entries are null (-), pressing an offset arrow will create a timing point of BPM: Infinity Offset: 0s. Doing so will allow you to proceed with composition at a BPM of "Infinity" even though it's closer to 75 in practice.

Crash: I just tried to delete the faux beatmap I was testing the above bugs on and... ;(

System.UnauthorizedAccessException: Access to the path '01 - Blue.mp3' is denied.
at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive)
at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive)
at osu.GameModes.Select.SongSelection.DeleteBeatmap(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at osu.Graphics.Sprites.pSprite.Click()
at osu.Graphics.Sprites.SpriteManager.GameBase_OnClick(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at osu.Input.MouseHandler.DoOnClick()
at osu.Input.InputManager.UpdateFrame()
at osu.GameBase.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()


idk why it said access was denied =( k this isn't a valid error just ignore this one
peppy

awp wrote:

08/04/02
Environment: N/A
Web-related.

BUG: I've noticed on http://osu.ppy.sh/index.php?p=song&b=5614 as well as http://osu.ppy.sh/index.php?p=song&s=872 a couple of the scores have "" instead of "None" under the Mods heading. http://osu.ppy.sh/index.php?p=song&b=6861 also has one, as does http://osu.ppy.sh/index.php?p=song&s=314. Hmm...I did a quick check with LuigiHann and this might be caused by the Half-Time mod. Will verify at home~

Verified: yes. Half-time is to blame.
Fixed this.

Also fixed most of your previous bugs. Maybe you should number them so I can keep up with this post ;).

awpEDIT: Yeah I was idly wondering whether or not to keep track of what was fixed or not and how to do it. I'll edit the OP to list each bug with an ID and when you fix the bug or decide it's not important you can just edit the post with [Resolved] or [Discarded] beside the number I s'pose.
Topic Starter
awp
08/04/11
Environment: USUAL
osu!: b262.test

[ID9]CRASH: I'm in ur dual monitors, crashin ur client

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteVertex[] vertices, Int32 offset, Int32 count)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Flush()
at Microsoft.Xna.Framework.Graphics.SpriteBatch.End()
at osu.Graphics.Sprites.SpriteManager.Draw()
at osu.GameModes.Menus.Menu.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Draw(GameTime gameTime)
at osu.GameBase.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()


HERE HAVE ANOTHER SLIGHTLY DIFFERENT ONE


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 osu.Graphics.Sprites.SpriteManager.Draw()
at osu.Graphics.UserInterface.pScrollableArea.Draw(GameTime gameTime)
at osu.Online.ChatEngine.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Draw(GameTime gameTime)
at osu.GameBase.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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.Form.ShowDialog(IWin32Window owner)
at System.Windows.Forms.Form.ShowDialog()
at System.Windows.Forms.Application.ThreadContext.OnThreadException(Exception t)
at System.Windows.Forms.Control.WndProcException(Exception e)
at System.Windows.Forms.Control.ControlNativeWindow.OnThreadException(Exception e)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
at CallWindowProcW(IntPtr , HWND__* , UInt32 , UInt32 , Int32 )
at MouseSubClassFunc(HWND__* hWnd, UInt32 msg, UInt32 wParam, Int32 lParam)
at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()


Here's another after you just told me to update just now~

I was trying to connect to bancho after just booting osu!. Problem did not re-occur.

Odd error though. Enumeration? ENUM=OH FUCK

System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
at System.Collections.Generic.List`1.Enumerator.MoveNext()
at osu.Online.ChatEngine.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
at osu.Input.InputManager.UpdateFrame()
at osu.GameBase.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()


Don't worry folks, we're professionals.
Topic Starter
awp
08/04/12
Environment: USUAL
osu!: b263.test

[ID10]BANCHO: Bancho caused osu! to crash last night (not sure when, I left my PC/xfire on to rack up - no, wait, to test something) and got the typical Index was out of range must be non-negative in the yattayatta error. Couldn't copypasta it because the error message didn't pop up (or at least I didn't see the error) until I told PC to reboot ;___; BUT DONT WORRY I GOT IT NOW

System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at osu.Graphics.Sprites.SpriteManager.Draw()
at osu.Graphics.UserInterface.pScrollableArea.Draw(GameTime gameTime)
at osu.Online.ChatEngine.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Draw(GameTime gameTime)
at osu.GameBase.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()


anyhow when I attempted to start osu! after a fresh boot I got this:

BANCHO ERROR:

System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'System.Net.Sockets.NetworkStream'.
at System.Net.Sockets.NetworkStream.get_DataAvailable()
at osu.Online.BanchoClient.Run()


osu! was throwing me lots of red bars failing to connect but then "LOL UPDATE" appeared so lol I updated. Don't see any more problems yet, but, Bancho appears to fail and crash osu! if you leave it on idle for extended periods of time.

[ID11]CRASH: Picked a replay and then hit return to menu and CRASH.

System.NullReferenceException: Object reference not set to an instance of an object.
at osu.GameModes.Play.Ranking.Dispose(Boolean disposing)
at Microsoft.Xna.Framework.GameComponent.Dispose()
at osu.GameBase.ChangeModeCallback(Object sender, EventArgs e)
at osu.GameBase.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()
peppy
All bugs above should be fixed except the screen-swapping stuff!
Topic Starter
awp
08/04/13
Environment: USUAL
osu!: b264.test

[ID12]BANCHO: Here's the morning Bancho error. Granted this did happen right after

<peppy> ok I'm gonna kill bancho for a bit guys

but I don't know what time that was yatta yatta no timestamps I was asleep HERE IS THE ERROR in case you find it useful~

System.IO.InvalidDataException: Unknown block type. Stream might be corrupted.
at System.IO.Compression.Inflater.Decode()
at System.IO.Compression.Inflater.Inflate(Byte[] bytes, Int32 offset, Int32 length)
at System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count)
at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
at System.IO.BinaryReader.ReadInt32()
at osu_common.Bancho.Objects.bInt..ctor(Stream s)
at osu.Online.BanchoClient.Run()


later today I'll go back and verify all those other bug fixes but for now I want mah lunch and it's such a beautiful day outside
Topic Starter
awp
08/04/14
Environment: USUAL
osu!: b264.test

[ID13]BANCHO: During third spec, which actually WORKED (=D) for a bit. Happened after speccing matty for a bit, at which time BUFFERING: 9.9% and boom:

---------------------------
Bancho Error
---------------------------
A bancho-specific error occurred.
Bancho will reconnect when you click OK to this message.
Please report on the forums (you CAN use Ctrl+C to copy the contents of this message)

System.IO.EndOfStreamException: BZip2 input stream end of compressed stream

at ICSharpCode.SharpZipLib.BZip2.BZip2InputStream.CompressedStreamEOF()

at ICSharpCode.SharpZipLib.BZip2.BZip2InputStream.FillBuffer()

at ICSharpCode.SharpZipLib.BZip2.BZip2InputStream.BsR(Int32 n)

at ICSharpCode.SharpZipLib.BZip2.BZip2InputStream.InitBlock()

at ICSharpCode.SharpZipLib.BZip2.BZip2InputStream..ctor(Stream stream)

at osu.Online.BanchoClient.get_readStream()

at osu.Online.BanchoClient.Run()
---------------------------
OK
---------------------------


Booted outta bancho, game did not crash. Reconnected to bancho, and yay again.



This one popped up randomly, post compression switch:

System.IO.IOException: Unable to write data to the transport connection: An established connection was aborted by the software in your host machine. ---> System.Net.Sockets.SocketException: An established connection was aborted by the software in your host machine

at System.Net.Sockets.Socket.Send(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags)

at System.Net.Sockets.NetworkStream.Write(Byte[] buffer, Int32 offset, Int32 size)

--- End of inner exception stack trace ---

at System.Net.Sockets.NetworkStream.Write(Byte[] buffer, Int32 offset, Int32 size)

at osu_common.Bancho.Requests.Request.Send(Stream s)

at osu.Online.BanchoClient.Run()
Topic Starter
awp
08/04/15
Environment: WORK! ATI FireGL V3400 badass GPU, 3 gigs of ram motherfucker, and idk 3ghz processor? XP Pro
osu!: b279.test

[ID14]CRASH: I clicked "View Replay" to watch a replay I had just scored as a Guest user, and crash. Did not save replay data, but I guess it thought it was cache'd or something?

System.Exception: fucked
at osu.GameplayElements.Scoring.Score.ReadReplayData()
at osu.GameModes.Play.Ranking.LoadReplay()
at osu.GameModes.Play.Ranking.replay_OnClick(Object sender, EventArgs e)
at osu.Graphics.Sprites.pSprite.Click()
at osu.Graphics.Sprites.SpriteManager.GameBase_OnClick(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at osu.Input.MouseHandler.DoOnClick()
at osu.Input.InputManager.UpdateFrame()
at osu.GameBase.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
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 Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at osu.Program.Main()


[ID15]BUG: When playing as a guest, set to Online mode, if you watch an online replay, when you return to the song select screen, the icon to toggle online/offline will display a person but says "Click the globe to go online!". In fact you don't even have to watch the replay you can just pick one and then return to menu. When you return to menu, the game boots you outta Online mode, defaulting to Local Ranking, but instead of loading the globe icon, the person icon is loaded. The person icon OPERATES like the globe icon, but it sure don't look like no globe, ya hear?
Topic Starter
awp
08/04/21
Environment: USUAL
osu!: b286.test

[ID15]CRASH: This one's neat. awplog is kinda obsolete for posting crash bugs but:

Was making a new difficulty for Read A Book. Save As from Normal to Hard. Deleted the first section and mapped it, saved. Deleted the second section, mapped it, and went to spectate peppy. Was asked to save beatmap, hit cancel. Was asked again, said Yes. Client crashed. Now the stuff I changed on the .osu file for the section section has been superimposed onto what used to exist on the normal beatmap. Two notes occuring at the same spot, invisible sliders, lots of good stuff.

EDIT: Hmm, the .osu seems to have (kind of) fixed itself somehow. Well, that's no fun!

Download: D'Mite - Read a Book (awp) [Graduate].osu
Topic Starter
awp
8/04/22
Environment: USUAL
osu!: b286.test

[ID16]Bug: BSS doesn't parse BBCode. Once BSS creates/updates the Beatmap's OP, you gotta click edit then save for the bbcode to work.

Bleh.
Topic Starter
awp
8/04/27
Environment: USUAL
osu!: b288.test

[ID17]Bug: In Edit mode, for a song that's already timed and mapped, go into the timing panel and adjust the offset with the "Move already placed notes when changing the offset/BPM" thing checked. Going back into the song, in the timeline there will be a two-coloured slider which ends at the very start of the map, but starts much later on in the song, effectively being an anti-slider. While that's all fine and dandy: test the beatmap from the beginning. You'll get some interesting results. Sliders will be untouchable (perma-fade), and some notes will not be hittable. Also, the note order will be screwy:

http://img.photobucket.com/albums/v418/ ... hot046.png

Good news: After testing the beatmap once, it'll fix itself entirely and work normally again.
Topic Starter
awp
08/05/23
Environment: USUAL
osu!: b312.test

[ID18]Failed a beatmap in multiplayer. Got booted to the lobby, but the music continued to play in that ultra slow deep sound until I went to main menu and hit skip track.
Topic Starter
awp
08/05/26
Environment: USUAL
osu!: b320.test

[Screw the IDs I don't stay on top of them] Enabling Bloom & Shaders causes combo fire preview to stop animating in options menu, even if you then disable Bloom & Shaders. Leaving the menu and re-entering is neeced to make it work again. NOTE: This only happened once; can't recreate it for some reason.
peppy
Enabling Bloom & Shaders causes combo fire preview to stop animating in options menu,
You sure it wasn't just the music ending?
Topic Starter
awp

peppy wrote:

Enabling Bloom & Shaders causes combo fire preview to stop animating in options menu,
You sure it wasn't just the music ending?
No idea. It's just the first time I've ever noticed.
Topic Starter
awp
08/06/08
Environment: USUAL
osu!: b339.test

BSS does not support subfolders in its submissions.
Topic Starter
awp
08/11/08
Environment: USUAL
osu!: b340.test

No "Skip" button during audio lead-in. Requires beatmaps with storyboarded intros to be watched every time. Skip button appears once you hit position 0(ms) in the map.
Topic Starter
awp
This map has been deleted on the request of its creator. It is no longer available.
peppy

awp wrote:

comboburst-# is sexy but doesn't do any bounds checking so it will constantly increment the bigger your combo is, I think. Having it alternate between [n] and [n-1] after the combo climbs to the top might be a nice way to handle this imo

or I could spam more comboburst-#'s.

*ahem*

burstSampleNumber = burstSampleNumber + 1 % AudioEngine.s_ComboBurst.Count;

Notice the error?

Fixed and new test build is up.
Topic Starter
awp
08/13/08
Environment: USUAL
osu!: b342.test (second time around, after you told me to update)

1 - Skip audio-lead-in still does not work =(
2 - [CRASH] Manually specifying an audio-lead-in that is greater than 3000 causes osu! to crash when opening the "song setup" dialog.

Combo burst fixed (as I'm sure you figured it was)
Echo

peppy wrote:

burstSampleNumber = burstSampleNumber + 1 % AudioEngine.s_ComboBurst.Count;

Notice the error?
I do!!! Do I get a cookie???
Topic Starter
awp
08/13/08
Environment: USUAL
osu!: b342.test

1 - Skip audio-lead-in still does not work, bother bother
2 - [BUG]Post-song-length storyboarding is not viewable (song proceeds to ranking screen, automatically skipping post-map storyboarded "outros")
3 - [BUG]Post-gameplay storyboarding (the part that IS viewable/skippable) has a partial black fade to it.
Topic Starter
awp
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
awp
08/16/08
Environment: USUAL
osu!: b349(.test and public I assume are the same)

1 - Storyboarded audio samples do not play outside of mp3's range during outros (offset >song's length)
2 - MULTI: Changing Game Name or slot-hopping sets all players to neutral status (why?)
3 - MULTI: Completing a map (occasionally?) boots player to main menu before ranking screen is shown (I got this the first match I played, later tried replicating it a few times to no avail)
4 - MULTI: Completing a storyboarded map (tested on Mario Medley only, sorry) causes the storyboard to loop over from the beginning instead of saying "Waiting for players..." before proceeding to ranking screen.
5 - MULTI: Playing Dejavu with four people, (Easy and nofail mod) and at the end of the song got a flurry of repeated sounds (it might have been the Skip sound looping a billion times?)
peppy

awp wrote:

1 - Storyboarded audio samples do not play outside of mp3's range during outros
[/quote]They did when I tested - can you give me an example (is this already in your twewy map?)

awp wrote:

2 - MULTI: Changing Game Name or slot-hopping sets all players to neutral status
Slot hopping is correct behaviour, changing game name isn't. I'll fix that one.

awp wrote:

3 - MULTI: Completing a map (occasionally?) boots player to main menu before ranking screen is shown (I got this the first match I played, later tried replicating it a few times to no avail)
This is probably a bancho crash?

awp wrote:

4 - MULTI: Completing a storyboarded map (tested on Mario Medley only, sorry) causes the storyboard to loop over from the beginning instead of saying "Waiting for players..." before proceeding to ranking screen.
Weird

awp wrote:

5 - MULTI: Playing Dejavu with four people, (Easy and nofail mod) and at the end of the song got a flurry of repeated sounds (it might have been the Skip sound looping a billion times?)
Known one.
Topic Starter
awp

peppy wrote:

They did when I tested - can you give me an example (is this already in your twewy map?)
Yup, it's at the end of Long Dream (not uploaded atm, though I probably should right now just for you...okay, I'll upload it...) where I've noticed it. In both endings, the first word bubble makes a sound, but the rest is silence (past the song's length).
Topic Starter
awp
08/22/08
Environment: USUAL
osu!: b354.test

This is barely worth mentioning but if you've set your beatmap options to "Filter Unplayed", then download new beatmaps to your Songs folder and let osu! extract them, the new beatmaps are filtered out until you disable and re-enable Filter Unplayed.
Topic Starter
awp
08/25/08
Environment: USUAL
osu!: b354.test (I updated but I guess the build number didn't?)

1 - Taiko Mode's skin is a lil' funky. After playing Taiko mode your skin is set to "osu! Default" but only the skinned items the Taiko mod needs are actually loaded, the rest of the skinned items are whatever skin you were using before (using OEWY skin, all the mods were pins except for the Taiko mod, and the hitcircles were default but had my scratchy-font numbers in the center etc)

The following three I found through Long Dream (yay storyboards)

2 - Pressing "Skip" during the audio-lead-in causes the map to "hang" - the screen will lock, the lifebar will continue to fill and then remain full, and the song will play though no hitcircles will appear

3 - Not pressing skip during the (storyboarded) outro of a map will cause the map to hang at the background once the outro storyboard is completed. Pressing Escape gives you the pause menu, and selecting "Continue" will cause the song to play over again, while remaining at nothing more than a simple playfield.png

4 - Leaving Test play during the intro or outro of a beatmap causes the editor to remain fixed at 0.0% - you can force scroll the music (clicking and manually typing a seek time will advance the music) but the time will remain 00:00:00, percentage 0.0% etc and you can't view the beatmap in the editor; you have to either reload the beatmap or go back into test play, go past the intro, and then leave Test mode.
Topic Starter
awp
08/26/08
Environment: USUAL+
osu!: b354.test (I updated but I guess the build number didn't?)

From yesterday:

1 - Taiko Mode's skin bug persists

4 - Leaving Test play during the intro or outro of a beatmap causes the editor to remain fixed at 0.0%... still persists

and you know about the scrolling thing
Topic Starter
awp
08/26/08
Environment: USUAL+
osu!: b361.test

Notes "stack" in between spinners (ie For the case of center-note, spinner, center-note, spinner, center-note, spinner, center-note etc., only the last note will actually be in the center of the playfield because the others will have stacked)

peppy

awp wrote:

Notes "stack" in between spinners (ie For the case of center-note, spinner, center-note, spinner, center-note, spinner, center-note etc., only the last note will actually be in the center of the playfield because the others will have stacked)
Correct behaviour
Topic Starter
awp

peppy wrote:

Correct behaviour
=(


09/26/08
Environment: Doesn't matter
osu!: Doesn't matter

WEB/BSS: Maps uploaded with the "[ ]" characters in them break the BBcode in the page created. Might have to parse for them and replace them with ()s or {}s or something.
Topic Starter
awp
09/10/08
Environment: USUAL+
osu!: b365.test

When disconnecting from Bancho while being spectated, list of spectators is not affected. Thanks to my shitty internet and Hitoshirenu's boredom, I was being spectated by her six times (and kingcobra52 once) for the majority of my play session today.

http://up.ppy.sh/files/screenshot019-0.png cough stalker cough

Replays with Taiko mod ignore blue hits. You can fullcombo a map in game, but blue hits (and thusly spinners) will not clear during the replay.
Topic Starter
awp
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
awp
09/28/08
Environment: Web
osu!: no

New Beatmap Listing page is a php error code dump if the listing has been deleted rather than a "This beatmap no longer exists!" page.
Echo

awp wrote:

New Beatmap Listing page is a php error code dump if the listing has been deleted rather than a "This beatmap no longer exists!" page.
Fixed.
Topic Starter
awp
Unlocking because lol resolved bugs automove ;____; but still if people post in this thread I will delete their posts because I'm a nazi

My dates are all fucked up
Environment: Web
osu!: no

New Beatmap Listing page is a php error if the beatmap you're trying to look at has special ascii (eg Chinese) characters.

eg: 3. 寒è‰Galgame_MAD - Nachu☆Nachu - pokedigi

Okay the gibberish is supposed to be special ascii but you get the idea
Topic Starter
awp
Blah blah blah

Play Mode > Single > Select song you do not want, delete song (tested on a single-difficulty map).

Song remains "selected" though no music plays. If the map needed updating, that update prompt remains, clicking it gives an in-game error message "can not retrieve download data".
Topic Starter
awp
Dust, dust, dust.

b483.test

The "Online Users" and "Show Chat" buttons appear over-top the skip button in maps with storyboarded outros.

Additionally, when osu! reports a storyboard scripting error in DirectX mode*, an additional "Illegal Microsoft .NET operation" type dialog appears with the options "Details", "Continue" and "Quit". Quit causes osu! to crash; Continue allows continued use of osu!, but Red-X-on-a-white-screens are common when anything is faded to a black screen (eg menu hopping) or a dialog is freshly closed (such as the "Revert to last saved?" window).

*I have only found this error by opening the editor, and reverting to last saved with a broken storyboard. When opening a map with a broken storyboard things are business as usual, and it's not until you perform a revert that the bug happens.

The Details button contains the following:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at #sd.#lf.#5F()
at #ee.#Re.Draw(GameTime )
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Paint(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameWindow.OnPaint()
at Microsoft.Xna.Framework.WindowsGameWindow.mainForm_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Form.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at Microsoft.Xna.Framework.WindowsGameForm.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
osu!
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/osu/osu!.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
osu
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/osu/osu.DLL
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 1.0.0.0
Win32 Version: 1.1.10405.0
CodeBase: file:///C:/osu/Microsoft.Xna.Framework.DLL
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.1433
Win32 Version: 8.00.50727.1433
CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.1433_x-ww_5cf844d2/msvcm80.dll
----------------------------------------
Microsoft.Ink
Assembly Version: 1.7.2600.2180
Win32 Version: 1.7.2600.2181
CodeBase: file:///C:/osu/Microsoft.Ink.DLL
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
{bb48c323-6a50-412b-a87b-911dea665824}
Assembly Version: 0.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/osu/osu!.exe
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Topic Starter
awp
Stumbled upon this one by sheer luck, so I don't know how NEW of a bug this is but

b498.test - Editor framerate slows down as beatmap length increases. In Parapara Edit mode, I'll get 60fps at the start of the map, but as it goes on (or I hop bookmarks) framerate drops as low as 20.
peppy
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
awp
b506.test

Instructions: Edit mode. Slider option. Click once to place head, right click immediately after, then move mouse around. Result:

http://up.ppy.sh/files/screenshot45.png

may cause discomfort in the genital region.
peppy
Fixed in latest test.
Topic Starter
awp
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
awp
b535.test

Right clicking a song in the EDIT MODE Song List menu brings up the Beatmap options menu, but clicking the cancel button results in opening the song for editing, as if the user double-clicked instead of single-clicked, if the right half of the cancel button is clicked. Doesn't seem to happen in Play mode though.
kokoro_old
help me, please..

windows vista + Microsoft .NET Framework + FFDShow =

System.Reflection.TargetInvocationException: Адресат вызова создал исключение. ---> System.NullReferenceException: В экземпляре объекта не задана ссылка на объект.
в #Od.#Vd.#u.#tf.#N7()
--- Конец трассировки внутреннего стека исключений ---
в System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
в System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
в System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
в System.Delegate.DynamicInvokeImpl(Object[] args)
в #ee.#Re.Update(GameTime )
в Microsoft.Xna.Framework.Game.Tick()
в Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
в Microsoft.Xna.Framework.GameHost.OnIdle()
в Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
в System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
в System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
в System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
в System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
в System.Windows.Forms.Application.Run(Form mainForm)
в Microsoft.Xna.Framework.WindowsGameHost.Run()
в Microsoft.Xna.Framework.Game.Run()
в #ee.#de.#5z()
peppy
Wrong thread. Also this has been answered quite a few times. Either get your internet working (disable firewall/internet security) or wait for the next public release.
Topic Starter
awp
If I relock my thread I'm afraid it'll move again ;____;
Topic Starter
awp
b: 596b.test

Regarding my almost-abandoned "Ooparts" beatmap that I'll be submitting shortly: There is a storyboard to this map, but osu! is often overwriting all the numeric values to 0s. When I copy the .osb backup into the song's root directory, the SB will not load when I reload the map/play the song etc. - it will only appear when I save the map from within the editor. When opening up the map in the design panel, I see what I'd expect to see - the image list on the right, the buttons on the left, whether or not the SB has been "reloaded". If the sprites are invisible, I can still click them and their file names appear, but no box around them until I save the map and have them reappear. Also, fun little tidbit: the sprite library looks a little something like this:

http://up.ppy.sh/files/screenshot050-0.jpg

But there are two things that can't be portrayed in that screenshot. For starters, there is no "1.png" file. (Actually, my bad, you CAN see that it doesn't exist based on the screenshot, but I digress.) Two, 1.png is animated - it is displaying sprites 11.png to 17.png at approximately 6 fps there in the bottom right of the library.

I'll upload the map so you can check it out.

viewtopic.php?t=9967

In case it's worth mentioning: this SB was made via scripting, not the SBE.
Topic Starter
awp
b607.test

A couple little editor things I've neglected to mention until now.

1 - BBcode inside BSS is still messed up eg [b] will become [b:2906j] or something weird like that.
2 - if you set your playback rate to 0.25x, then open a new difficulty and hit spacebar, it'll play at 0.25x for half a second and then jump up to 1.0x playback rate, but the slider in the bottom right will say it's at 0.25x.
Topic Starter
awp
b607.test even though I've updated since my last b607.test

Deprecated files persist when using Standard Submission. I don't know if this counts as a bug, but here's what went down, and kudos to Metroid for pointing it out.

I made a little storyboard for something in Straight to Video once the maps were done and uploaded it. Then I went, "oh shit, that should be difficulty specific!" and set the appropriate flags. osu! went "oh okay, this .osb is no longer needed then, so I'll delete it" and it deleted the osb. But when I did a standard submission, the .osb wasn't taken out of the .osz, so people who downloaded the map still saw the SB on the difficulties it wasn't supposed to be in.

Again, not sure if this counts as a bug or just user mis-use, but it was a simple mistake and might not be too tough to fix - then again, when that newfangled Single Submission thing comes in we won't have to worry about any of this.
peppy
Yeah you need a full submission for that atm.
Topic Starter
awp
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
awp
b# kind of irrelevant, this occurs on public, too:

DawnIi just pointed this out to me and I went and verified:

SpinnerFadePlayfield: 0 is no longer respected by osu!, in neither test nor public build. =(
peppy
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
awp
ty <3 here's a couple more

b607.test (I haven't updated yet =x)

BSS: having colons in the file/difficulty name can invite disaster - namely, smiley faces. If a difficulty name has a :) in it or something, the map will not upload correctly (no mp3).

BSS-sorta: When uploading a map, the "BSS (Beatmap Submission System)" dialog window has click-through. For example, on an 800x600 screen, without changing window location, if I click the checkbox for "Receive email yatta yatta" I'll join #chinese. Doesn't seem to affect the player labels, just the channel tabs.
Topic Starter
awp
b622a.test

http://up.ppy.sh/files/screenshot051-2.jpg

During editor test map, (I had autoplay on) I deactivated osu!'s focus by minimizing and messing around in firefox. The map ended, and when it went back to editor, it didn't resize properly. I can replicate it, too. I can fix the screen by simply going into test mode again.
Topic Starter
awp
b628.test

Can't search for songs in Play/Edit Song viewer.
Topic Starter
awp
System.NullReferenceException: Object reference not set to an instance of an object.

at #ee.#Re.#mC(Int32 , Int32 )

at #ee.#Re.#mC()

at #ee.#Re.#TC()

at #ee.#Re.Initialize()

at Microsoft.Xna.Framework.Game.Run()

at #ee.#de.#5z()

I'm on that build you sent me. 643; that private tablet build one. Happens when Fullscreen = 1
Topic Starter
awp
b651.test

Xs are not considered in storyboard layer switching. eg: If you 300 a combo but don't hit the last note at all, you will be on the passing layer. If you flat out stop playing, you won't drop to the failing layer until you hit another note.
Topic Starter
awp
This map has been deleted on the request of its creator. It is no longer available.
peppy

awp wrote:

b652.test

In the Timing window in the editor, none of the arrow buttons are responsive except for the "Slider Tick Rate" buttons (up/down arrows).
fixed
Topic Starter
awp
b657.test

Spinners on auto-play end audibly later than they should (by maybe 100-200ms).
peppy
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
awp
I am testing on awpmomcomp right now, which runs vista home (premium I think)

Funny thing, I actually check that thread before posting in this one. I'm guessing it was vyt's spinner lag post.

b657.test

A couple UO/tutorial related bugs: the tutorial automatically downloads itself when going into the UO module but will fail to import the beatmap and will just constantly retry the "Importing tutorial..." thing.

After the song plays through once, the bars that the song ticks to stop showing up.

Also you're going to hate me but awpbad.mp3 came back.

I'm assuming Test Bancho is down. However, if I try to connect to it, I can no longer see F8/F9 at all. I need to close and re-launch osu to get chat available again.
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