Yay! ><
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?
That just sounds like a really awkward memory number, and a bit small.tsundoll wrote:
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.
Well, that's what's usable by the system, it's probably more. But hey, it's integrated. It's always worked fine in the past.Niervaco wrote:
That just sounds like a really awkward memory number, and a bit small.tsundoll wrote:
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.
System.NullReferenceException: Object reference not set to an instance of an object.
at #Lm.#Mm.#qs()
at #Lm.#sp.#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 #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 )
Program Files > osu! > Data > r > sort by date > start double clicking the osg files...Armx wrote:
So this is why I crashed :c
After retrying a map, osu crashed and what make me sad is that it didn't record a lot of new scores I managed to achieve My osu profile, however, does mention said new scores as I achieved new global rankings... is there any way to recover lost scores? Or do I need to restart again?
Thanks in advance~
Thank you a lot, and sorry if it was obvious ^^uDarkKanaki wrote:
Program Files > osu! > Data > r > sort by date > start double clicking the osg files...Armx wrote:
So this is why I crashed :c
After retrying a map, osu crashed and what make me sad is that it didn't record a lot of new scores I managed to achieve My osu profile, however, does mention said new scores as I achieved new global rankings... is there any way to recover lost scores? Or do I need to restart again?
Thanks in advance~
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 )
It could just be the Pseudocertainty effect, then again, sprite crashes are inconsisntent.ritsu101nightshade wrote:
. . . I changed my skins, and I can't help but realise how much LESS frequent it's crashing right now . . . A song that I could never play last time now works okay. I changed to Nexus Slate skin [with the same catcher]
That beatmap is the one that ALWAYS crashes, no matter what I do [crashes from the start, not retry], but well, I shouldn't complain. Even if it was just mind over matter, it's a lot less annoyingNiervaco wrote:
It could just be the Pseudocertainty effect, then again, sprite crashes are inconsisntent.ritsu101nightshade wrote:
. . . I changed my skins, and I can't help but realise how much LESS frequent it's crashing right now . . . A song that I could never play last time now works okay. I changed to Nexus Slate skin [with the same catcher]
I'd re open osu for a hundred times instead of using opengl.TheVileOne wrote:
You can use openGl in the meantime.
Wait, why?GitahMuttan wrote:
I'd re open osu for a hundred times instead of using opengl.TheVileOne wrote:
You can use openGl in the meantime.
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 )
System.IO.FileNotFoundException: Could not load file or assembly 'osu, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'osu, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
at #Og.#Qg..ctor(String )
at #Og.#Vo.#avb(String , Boolean )
WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].