forum

Test Build Bug Thread [Resolved]

posted
Total Posts
310
show more
anonymous_old
This map has been deleted on the request of its creator. It is no longer available.
awp
b684.test

Storyboarding:
It just occurred to me, after searching the forums, that I never properly posted this bug. I apologize for that.

The problem can be easily observed in Ooparts (see above link). In the editor, the storyboard plays without a complaint. But in test/regular play, the storyboard elements won't appear until the last break occurs. Each of the looping elements appears at its own time with an offset ranging from -1500 to 0 (so that to the user they all appear to start immediately, but move up and down in different periods) and they appear in that order once the first break starts, so I'm guessing the loop offset is being interpreted as "offset from the start of the last break" rather than "offset of the start of the song". I was able to get the storyboard to work throughout the entire map by deleting all the breaks, but then it's unrankable/badly designed.

The sprite library also falls into an infinite loop because I guess my sprites are being interpreted as animations or something. Problem starts as img/10.png, thinking that 10.png is "an animation named 1, and 0 is the first frame".
anonymous_old
This map has been deleted on the request of its creator. It is no longer available.
awp
Yeah, the actual animation/sprites start at the beginning of the last break, iirc.

Also, the loop innards last 4 seconds, not three, so it should be almost four minutes long.
Card N'FoRcE
Just a minor thing.
Both public and test (b684) do this: if you use /np when watching a replay, it shows the mod(s) you chose in the song selection panel instead of the ones actually used by the player in the replay

DawnII
b684

Per-beatmap skinned "cursor.png"s still seem to not be displaying.
Topic Starter
peppy

awp wrote:

Yeah, the actual animation/sprites start at the beginning of the last break, iirc.

Also, the loop innards last 4 seconds, not three, so it should be almost four minutes long.
This is probably due to the position of your loop definition. It is not being loaded until too late into the storyboard (sprites are loaded during breaks to save the huge load-time at map startup). If you can't fix this by moving the definition it may be a bug in the loading code (in which case let me know :)).
awp
Here's one example:

4,0,1,"img\02.png",0,0
L,-250,53
M,2,0,1000,420,340,420,336
M,1,1000,2000,420,336,420,332
M,2,2000,3000,420,332,420,336
M,1,3000,4000,420,336,420,340
F,0,210477,211400,1,0

All sprites should be loaded by offset: 0; the initiating loop across all sprites ranges from -1200ms to 0ms. I think what I'm observing is that they're all loading at (1200ms to 0ms) before the final break, but they should be loading before the map begins.
Topic Starter
peppy

strager wrote:

Saturos-fangirl wrote:

clicking in the upper part of the screen during editor/testplay is skipping to the beginning of the song again
Same here. REALLY annoying. =|
Can you actually replicate this after the update the night before you mentioned it? I asked SFG and she couldn't.
RemmyX25
This map has been deleted on the request of its creator. It is no longer available.
Yuukari-Banteki
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
peppy
@sfg/strager: you're going to have to do a better job than that. i can't replicate the bug, therefore i need more information.
Yuukari-Banteki
This map has been deleted on the request of its creator. It is no longer available.
Card N'FoRcE
b692
Song selection screen has a weird behaviour if you sort maps by rank.
Many times, if i choose a song osu selects a song above in the the list but if you click the area between the song wheel and the 5th-6th ranks it brings you to the song you chose (and if you click more times it also begins the game).
anonymous_old
I'm also getting really strange selection problems with b692.

It seems if I click a map and the currently selected map isn't on the screen, the map I would have clicked if it were on the screen is clicked instead? Something like that.

EDIT: It seems to be selecting a song from the first page, not the page of the last selected beatmap set.
mattyu007
SBE Sprite Library doesn't recognize subfolders.

ie. "v1.png" in the folder "SB" gets listed as simply "v1.png" instead of "SB\v1.png" which basically renders the SBE useless
anonymous_old
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
peppy
All bugs reported up to this point should be fixed. Please let me know if I missed any important ones.
Cyclone
This map has been deleted on the request of its creator. It is no longer available.

Topic Starter
peppy
Hmm, I was pretty sure I fixed that in my last test build o.O.
mattyu007
"Hover Return" option doesn't stick after an osu! restart
awp

awp wrote:

b695.test

Storyboarding:
It just occurred to me, after searching the forums, that I never properly posted this bug. I apologize for that.

The problem can be easily observed in Ooparts (see above link). In the editor, the storyboard plays without a complaint. But in test/regular play, the storyboard elements won't appear until the last break occurs. Each of the looping elements appears at its own time with an offset ranging from -1500 to 0 (so that to the user they all appear to start immediately, but move up and down in different periods) and they appear in that order once the first break starts, so I'm guessing the loop offset is being interpreted as "offset from the start of the last break" rather than "offset of the start of the song". I was able to get the storyboard to work throughout the entire map by deleting all the breaks, but then it's unrankable/badly designed.
This bug is still present (storyboard begins at the start of the final break, as oppose to the start of the map).

awp wrote:

The sprite library also falls into an infinite loop because I guess my sprites are being interpreted as animations or something. Problem starts as img/10.png, thinking that 10.png is "an animation named 1, and 0 is the first frame".
This one's mostly fixed. No more infinite loop, but I have all my images listed 01,02...16,17.png, and 10.png is being interpreted as "1.png" and as an animation (probably because the last digit is a 0). I can fix this by changing the name of 10.png to anything that doesn't end in 0, but it's a pretty annoying limitation imo.
Yuukari-Banteki
chat doesnt show, even though ticker shows that im in chat, online, and receiving messages. i can also send messages, but i cant see the ones i send either.

RemmyX25
SFG: Are you sure you didnt hit [page up] on your keyboard?
mattyu007
(That's a bit hard - You have to press Fn + Down to get PageDown if her laptop is the one I'm thinking of)
Cyclone
I'm having trouble getting a screenshot of this, but on a large stack on note in Kiai time, the glowing effect appears where the notes would be in the editor, not where they stack to.
Topic Starter
peppy

Cyclone wrote:

I'm having trouble getting a screenshot of this, but on a large stack on note in Kiai time, the glowing effect appears where the notes would be in the editor, not where they stack to.
This is hard to believe looking at the code behind it. The glowing is definitely being created at the right location.
Cyclone
Here's a short video of what I am observing.

http://up.ppy.sh/files/kiaimisplacement.avi

They're glowing in both places?
Echo
I had to watch that at 0.25x to see what you were talking about >.>
Card N'FoRcE
This map has been deleted on the request of its creator. It is no longer available.



Topic Starter
peppy
Bugs mentioned are not specifc to test build. Please post in separate threads in the future.

First isn't a bug, either - that is the behaviour i wanted.
Topic Starter
peppy

Cyclone wrote:

Here's a short video of what I am observing.

http://up.ppy.sh/files/kiaimisplacement.avi

They're glowing in both places?
...what? I watched that and it looks fine?
Gabi

Cyclone wrote:

Here's a short video of what I am observing.

http://up.ppy.sh/files/kiaimisplacement.avi

They're glowing in both places?
i noticed this a few days ago but i wasn't sure if i should report it or not

Here is is in Editor

http://up.ppy.sh/files/screenshot068-3.jpg

Here it is in gameplay

http://up.ppy.sh/files/screenshot067-4.jpg


is this right behaviour?

EDIT: i happened to be modding that slightly and i just put that stack in myself to show the effects. however this effect can also be made with a stack of 10-15 notes
mattyu007
This map has been deleted on the request of its creator. It is no longer available.
foulcoon
Pressing F9 for the first time results in osu! locking up for a sec or 2. I'm assuming its due to the avatar loading change or whatever.
RemmyX25
Swapping between sorting options in song select seems to lag a lot when song selecting. This tends to be somewhat random and at times i will get lucky with no lag, but rarely. This does NOT happen in the public build.
Yuukari-Banteki
This map has been deleted on the request of its creator. It is no longer available.



Cyclone
This map has been deleted on the request of its creator. It is no longer available.
awp
I don't get any of that, but every time I close osu (I hit escape instead of clicking exit) I get a generic "The application osu! had to close down." dialog window. As if it were a problem.
Echo

awp wrote:

I don't get any of that, but every time I close osu (I hit escape instead of clicking exit) I get a generic "The application osu! had to close down." dialog window. As if it were a problem.
this is a nullref exception

at #Yc.#ze.#xwb(#MS )
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at #Yc.#ze.#Lpb()
at #ee.#Re.UnloadGraphicsContent(Boolean )
at Microsoft.Xna.Framework.Game.DeviceDisposing(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceDisposing(Object sender, EventArgs args)
at Microsoft.Xna.Framework.GraphicsDeviceManager.HandleDisposing(Object sender, EventArgs e)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.~GraphicsDevice()
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Dispose(Boolean )
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Dispose()
at Microsoft.Xna.Framework.GraphicsDeviceManager.Dispose(Boolean disposing)
at Microsoft.Xna.Framework.GraphicsDeviceManager.System.IDisposable.Dispose()
at Microsoft.Xna.Framework.Game.Dispose(Boolean disposing)
at Microsoft.Xna.Framework.Game.Dispose()
at #ee.#de.#5z()

(VS JIT debugging~)
Starrodkirby86
b706

Universal volume only affects Sound effects and Hitsounds, but not music.
Skyripper

Starrodkirby86 wrote:

b706

Universal volume only affects Sound effects and Hitsounds, but not music.
Confirmed.
mattyu007
Taiko dendens give the wrong score (They always seem to give 600 instead of the score for a big hit)
Topic Starter
peppy
What are they supposed to give? 600 + combo bonus?
mattyu007
They're supposed to give what a big note would have given.
(Score-wise, finishing a denden is essentially the same as hitting a big note)
Topic Starter
peppy
so 600 + combo bonus?
mattyu007
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
peppy
600 + 600 * multiplier caused by current combo?

currently it is 600
mattyu007
If I'm thinking what you're thinking, yes

(If that's how the score for big notes is calculated, then yes)
RemmyX25
b738

Local scores during play move around when you hit objects.

You failed to rank in the local scores! Better luck next time!
:(

Do local scores save less than 40 plays?

Also, playing a song on Taiko apparently doesnt save to local scores?
Cyclone
Restoring the window after minimizing (to fullscreen) causes the cursor to be stuck in the top left corner.
Starrodkirby86
b749b.test
I keep seeing duplicate local scores. When playing on the local scoreboard, they love traveling back and forth:
http://up.ppy.sh/files/screenshot069-2.jpg
http://up.ppy.sh/files/screenshot070-3.jpg

Here's another song that shows a duplicate score.
http://up.ppy.sh/files/screenshot071-9.jpg
Yuukari-Banteki
as host i selected a map and it came up as one i didnt have. updating/deleting and redownloading didnt help

awp
Does that happen with every map? Were Remmy and Yutsu getting the same [no map] status?
Yuukari-Banteki
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
peppy
Looks like someone would have to transfer host for his to happen. Did you forget to mention this?
RemmyX25
No, because somehow she did choose that map and we had it, but she didn't. :\

I don't understand how it happened either.
Yuukari-Banteki
it also happened with several other maps, including one of my own recently ranked maps, when i was in MP today.

also when i go into F9 my cursor goes invisible. i can figure out where i am by which user panel lights up, but not much else, and i dont think (although i cant quite tell, since my cursor is invisible) that i can get into the part above the user panels to toggle the "display friends only" thing at all. for that matter, i can move my cursor around outside of osu to right above that and then go down a little bit onto it and it wont toggle if i click.
Cyclone duplicated this, but upon restarting (and restarting twice for me) it corrected itself.
foulcoon
filenames are case sensitive again (.osu files)
Larto
b794.test

There are no options in the SBE visible (The whole left options bar and even the Sprite Library button.). But when you hover over where the options at the left side should be, the "Vector Scale", "Vertical Flip" and "Horizontal Flip" bar appears anyway.

Takuma
I'm unable to play without it messing up my cursor sensitivity, then if I press retry or back to menu, the entire screen goes black and I can't do anything. *sigh*
Topic Starter
peppy
@Larto: fixed, thanks.
@takuma: huh? learn to error report or uninstall the test build please.
mattyu007
Opening the Timing Setup Panel in the editor doesn't auto-select the current timing section.

Timing flags in F3 also do not show 1/2x and 2x inherited BPM changes.
Starrodkirby86
b795.test

Trying to play a song on Double-Time will crash osu! upon the first note. Auto doesn't seem to have this same problem.
mattyu007
This map has been deleted on the request of its creator. It is no longer available.

mm201
New tester omg!

b795.test

When the active timing section at the cursor is non-inherited and you enter Timing Setup from the menu, the wrong timing section is selected by default. It always selects the last inherited section before the cursor, even if there are non-inherited sections after that which are before the cursor.

This didn't happen in the last public.
Card N'FoRcE
b795.test
Copy-pasted sliders don't show properly in timing bar while editing.
More details:

This happens when you copy-paste in the same combo
If you move a sliderpoint (one of the grey squares) it "steals" the repetions from the slider i copied o.o


This happens if you move a sliderpoint (one of the grey squares) and if it's pasted in a new combo
Weird thing is that if the cursor in the timing bar goes after that sliders, its repetitions turn green and disappear from the slider i copied o.o

EDIT: if you save and re-open the map, everything is fine, it happens only while mapping

Public yesterday didn't do anything like this.

Starrodkirby86
Confirmed. ^

I was mapping something earlier and I noticed that as well.
Takuma
Ah shoot, was about to post the same thing.
mm201
b795.test

Ctrl+A shortcut is broken.
Card N'FoRcE
b795.test

It seems this happens only to me, but sometimes i get silenced for spamming Intermezzo even if i don't write anything.
He told me that my test version keeps sending bug reports and i was silenced because of that.
Is there anything i need to do?
awp
This map has been deleted on the request of its creator. It is no longer available.
Pasonia
20:13 <Pasonia> : peppy
20:13 <Pasonia> : i don't know if this is build-specific
20:13 <Pasonia> : but in Test mode of Editor now as i see it, the first time a section goes into tested mode at the start of a song
20:14 <Pasonia> : the moviebox-like black borders appear even when the map is in testing
20:14 <Pasonia> : and playing

Attached pictures to explain.



Topic Starter
peppy
This map has been deleted on the request of its creator. It is no longer available.
Pasonia
22:48 <Pasonia> : peppy - apparently, if I drumroll quick enough in taiko I can make one single note give me combo x 2
22:48 <Pasonia> : instead of a miss
22:48 <Pasonia> : conversely, if I try to drumroll on a 1/4 using two different buttons i get misses always

As above.
Yuukari-Banteki
osu!direct remains visible and unretractable after retrieving pickup from spectator mode



also, after i downloaded the next pickup and before it extracted, i was given the opportunity to rate the song I had just watched Pasonia play even though I never played it myself
Jinxy
Pasonia's taiko plays. He passes in my game but he fails on the other side.


Pasonia
This map has been deleted on the request of its creator. It is no longer available.
mattyu007
Add a new timing section somewhere in a song. Let the song play, and edit the timing section so it becomes Kiai and inherited. Close the Timing setup panel and both BPM and Offset become "-" and the Kiai Time indicator flashes repeatedly
mattyu007
Taiko auto misses any notes that are 1/4 or closer together

Edit: Any taiko streams longer than 4 notes will basically miss you

Also the left hit = left speaker, right hit = right speaker thing is dizzyfying @_@
Intermezzo
Pasonia's taiko plays. He passes in my game but he fails on the other side.
Could you retest it with the latest build?

mattyu007 wrote:

Taiko auto misses any notes that are 1/4 or closer together

Edit: Any taiko streams longer than 4 notes will basically miss you
This should be fixed now.

22:48 <Pasonia> : peppy - apparently, if I drumroll quick enough in taiko I can make one single note give me combo x 2
22:48 <Pasonia> : instead of a miss
22:48 <Pasonia> : conversely, if I try to drumroll on a 1/4 using two different buttons i get misses always
this makes absolutely no sense to me.

Thanks for the bugreports.
We are tying up loose ends in taiko before we reset the scores. If anyone finds any taiko bug in this build please tell!
Jinxy
Actually, I use the public build.

And for the taiko fails, it only happens when the hp bar is not full. Even close to complete results in fail. A full hp bar is a pass on Pasonia's side, apparently.
Topic Starter
peppy
This thread is for Test Build reports. Please keep it that way.
foulcoon
filenames in .osu are still case-sensitive

(this is a bug right?)
Topic Starter
peppy
Nope. If you find a ranked map which is affected then please add to the list of songs that needs fixing.
viewtopic.php?f=5&t=15982
mm201
Sometimes, custom overrides are carried over from one map to another when played in the editor.

I'm not sure on the conditions that cause this, but here's the testcase which did it for me:

I opened One Republic - Apologize and listened to its funky sliders for a bit. Then I opened Orange Range - Monkey Magic, only, to my astonishment, for it to retain the funky Apologize sliders!

b815.test
mattyu007
Maximum score and Maximum combo are not shown in test mode for Taiko-only maps
mm201
I added this timing section using the new Ctrl+P binding and, despite being an inherited section, it has its own unique BPM?

mattyu007
It is possible to select more than one chat tab at a time by holding down Alt and 3 or more consecutive number keys (I used Alt+1234 in the screenshot)



It is possible to place an inherited section as the first timing section via Ctrl+P, saving causes the BPM and Offset to reset to -
Cyclone
Elaborating on what SFG said a page back.

I was watching in spectator mode, when the player chose a song i did not have. osu!direct popped up as expected and i downloaded it. Upon completion however, the song reappeared in the sidebar with the alignment all messed up. Also, the song would not load for me to watch until i stopped spectating and re-spectated. On top of all this, my mouse cursor(though not the game's cursor) has disappeared from osu! on more than one occasion when all of this happens.

Hope that helps.

osu! b815.test
Windows XP SP3
DirectX
1024x768 windowed/fullscreen
Larto
b815.test

When activating Autoplay while testing a beatmap, the cursor still uses the old behavior.
Topic Starter
peppy

Larto wrote:

b815.test

When activating Autoplay while testing a beatmap, the cursor still uses the old behavior.
correct behaviour. read changelog
Larto
But now I've got one :U

b822.test

When placing Inherited Slow Down/Speed Up timing sections, as soon as you save your beatmap, all sections are back to normal speed. Happens in Editor and while playing.
RemmyX25
b824

Hitting Random Beatmap on skin selection screen causes hit circles and numbers on sliders to not appear.

mm201
^ confirming this. Happened for the last few builds but I couldn't formulate a testcase.
Pasonia
viewtopic.php?t=16191

Insane
01:10:98 (6,7,8) - I can't stack on top of slider end of 5.
mm201
This map has been deleted on the request of its creator. It is no longer available.
awp
b850.test

I seriously doubt this is a bug (it must have been deliberate) but it is bugging the crap out of me so I'll mention it here anyway.

Ctrl+P now creates an inherited timing section, as oppose to a regular timing section. This is a rather annoying move in my opinion for two reasons:

One, changing an already existing (and for someone like me, very popular) hotkey to another function is disorienting. Why can't Inherited be Ctrl+Shift+P or something?

Two, there's really no reason for a hotkey to create an inherited section. I understand for maps that are a single section, you'll likely have more inherited sections than real sections but you need to enter the timing setup panel to configure inherited sections anyway so you're not saving any extra steps.
Gabi
This map has been deleted on the request of its creator. It is no longer available.
mattyu007
The in-editor metronome does not respect time signature (3/4, 4/4) changes for inherited timing sections
show more
Please sign in to reply.

New reply