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[Archived] Issues with Latest Cutting-edge Build (Post Here)

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renoxz
Scorescreen in multiplayer seems broken. Doesn't display detailed results, just the blank screen with the players on the right. Problem confirmed on 2 cutting edge clients so far, wasn't occuring on stable. FPS have been pretty low for me since yesterday as well. I usually get 2,7k, now I'm getting 1k max (average about 500, lowpeaks at 120).

http://puu.sh/d6i3j/8350396b53.jpg
drum drum
p/3527978
Some users can't hear previews from osu!direct.
renoxz
I've been testing it again now and it the details do actually appear after a while (They flash up one at a time, dissapear again, then you're grade shows up in the middle of it and after that the rest of the details show up permanently). I don't know if that's just a new way of displaying the scores in cutting edge, so I'm not sure if a new thread is really necessary. If so, just delete my nonsense. If not, I'll make one.

http://puu.sh/d6n20/c8fa803e48.jpg
http://puu.sh/d6n0G/1a5961479d.jpg
http://puu.sh/d6n1d/6cbd1b9a50.jpg
Topic Starter
TheVileOne
Triangles still appear regardless if you have the setting disabled. nothing has changed. I checked the code and you have so many things telling the game to produce triangles. Just restricting them from drawing doesn't matter when they draw from the update thread itself when produce triangles is enabled.
drum drum
Not those triangles, the ones in the main menu not transitions.
Ayaya

renoxz wrote:

I've been testing it again now and it the details do actually appear after a while (They flash up one at a time, dissapear again, then you're grade shows up in the middle of it and after that the rest of the details show up permanently). I don't know if that's just a new way of displaying the scores in cutting edge, so I'm not sure if a new thread is really necessary. If so, just delete my nonsense. If not, I'll make one.

http://puu.sh/d6n20/c8fa803e48.jpg
http://puu.sh/d6n0G/1a5961479d.jpg
http://puu.sh/d6n1d/6cbd1b9a50.jpg
I get this too
lightlance7

First note with HD still has approach circle
IA42

LuxAurumque wrote:


First note with HD still has approach circle
that's intended also:
t/261430
- Marco -
The ranking letter (SS,S,A,B,C,D) in the song selection screen doesn't update to the record of the mode




Tom94
Is that still happening in the newest cuttingedge build?
Nerve_old
No sound in osu direct.
- Marco -

Tom94 wrote:

Is that still happening in the newest cuttingedge build?
Yup :(
drum drum

TheVileOne wrote:

Please try not to repeat the same issues already posted

Nerve wrote:

No sound in osu direct.
Astar
Clicking message notification while in mod selection screen breaks it.
drum drum

Astar wrote:

Clicking message notification while in mod selection screen breaks it.
Be more specific, breaks what, and has this happened to anyone else?
ChaosThief
Ok so to follow up on astar, because I just tested it now:

It locks you to see only the select mods screen, not the chat. You have to hit F1 to view the chat again. It appears to darken the mod select screen, as well as it not allowing you to select mods or see the chat you attempted to open.
drum drum
I'll add it now, thanks for testing as I can't x_x

Actually, does this happen on stable too? If it does you need to start a new topic.
ChaosThief
I'll check that out. I'm positive it happens on cutting edge, but not positive on stable.
- Marco -
It also happens in stable build
Furry
Etaks
Reporting stuttering issues throughout gameplay on all beatmaps/songs on Cutting edge. This problem is not present on stable.

FPS is fine, 1900+ on unlimited or the limit if capped to 60/120/1000. FPS doesn't drop when stuttering, at least not on the FPS display in the bottom right. I've tried OpenGL and DirectX with no difference between the two - only I get lag spikes when opening songs with OpenGL, but that's irrelevant to my issue.

Video of the issue. The stuttering is this bad regardless of whether I am recording or not, might want to wait for 720p60 to process before watching so you can actually see what I'm talking about processed. (Audio muted instantly lol)

It's hard to see it in the video, but you can see it best at about 3:55, especially at about 4:05.

Specs:
i7 4790k
8GB RAM
eVGA GTX770 2GB (latest stable drivers)
120GB SSD (Osu!'s install drive)

EDIT: Seems to be fixed as of b20141211.12.
Leadenginger
The hit error on the score meter is acting very odd. The marks seem to be uniformly spaced and stack on the same spots as shown in this pic. It seems to show up the best on 200bpm maps where there are a lot of singletaps, and occurs on multiple beatmaps.

I tested it on both stable and in cutting-edge and it seems to be working fine in stable. (sorry if the score meter is small in those images)

Replays of plays done on stable appear normal while watching them on cutting edge.

Hopefully this is enough information on the issue!
Arnold0

Lonelyginger wrote:

The hit error on the score meter is acting very odd. The marks seem to be uniformly spaced and stack on the same spots as shown in this pic. It seems to show up the best on 200bpm maps where there are a lot of singletaps, and occurs on multiple beatmaps.

I tested it on both stable and in cutting-edge and it seems to be working fine in stable. (sorry if the score meter is small in those images)

Replays of plays done on stable appear normal while watching them on cutting edge.

Hopefully this is enough information on the issue!
I saw this too sometimes, especialy when I play maps far too hard for me (For exemples fast insanes with DT). Seams to happen only on fast maps, don't think it happen on slower songs (Or maybe I don't see it because my acccuracy is better dunno).
Kert
You can see some frame skipping during gameplay. It doesn't happen on latest stable
Best seen with 144hz/120hz monitors.
These maps look very different if you compare smoothness on latest and cutting-edge:
https://osu.ppy.sh/b/338682 CRN's Extra with dim 100%, disabled storyboard and skin is smooth on stable, but not on cutting-edge
https://osu.ppy.sh/b/421532 RLC's Another with HR. If you have settings as above but enabled storyboard it will not be smooth on both stable and cutting-edge
drum drum
Cutting edge isn't supposed to be highly optimized
Kert
It's still an issue nonetheless
Quite important actually
drum drum
It's for experimentation don't expect anything soon
MillhioreF
I thought I was crazy, but I actually noticed the exact same thing even on 60hz. It probably has to do with the new transition system not being optimized yet, so let's wait a while and see if it goes away on its own after more fixes.
drum drum

Astar wrote:

Clicking message notification while in mod selection screen breaks it.
t/193755
Arnold0

Arnold0 wrote:

Lonelyginger wrote:

The hit error on the score meter is acting very odd. The marks seem to be uniformly spaced and stack on the same spots as shown in this pic. It seems to show up the best on 200bpm maps where there are a lot of singletaps, and occurs on multiple beatmaps.

I tested it on both stable and in cutting-edge and it seems to be working fine in stable. (sorry if the score meter is small in those images)

Replays of plays done on stable appear normal while watching them on cutting edge.

Hopefully this is enough information on the issue!
I saw this too sometimes, especialy when I play maps far too hard for me (For exemples fast insanes with DT). Seams to happen only on fast maps, don't think it happen on slower songs (Or maybe I don't see it because my acccuracy is better dunno).
Just saw it again so screen :
https://osu.ppy.sh/ss/2292337 <- Link because IMG tags doesn't works.
The map is the ranked stream compilation. When I unpaused the game and continued playing it reverted back to normal so it's weird.
MillhioreF
That's an old bug which (mostly) only applies to maps with a BPM multiple of 50. Don't worry too much about it.
IA42
get this when changing tab
System.ObjectDisposedException: The SmartThreadPool has been shutdown
Object name: 'Amib.Threading.Internal.WorkItemsQueue'.
at Amib.Threading.Internal.WorkItemsQueue.ValidateNotDisposed()
at Amib.Threading.Internal.WorkItemsQueue.EnqueueWorkItem(WorkItem )
at Amib.Threading.SmartThreadPool.Enqueue(WorkItem )
at Amib.Threading.Internal.WorkItemsGroupBase.QueueWorkItem(Action , WorkItemPriority )
at #ti.#hp.#Vxb(TreeGroupMode , Boolean , VoidDelegate )
at #ji.#qi.#bV(TreeGroupMode , Boolean , String , Boolean )
at #ji.#qi.#EU(Object , EventArgs )
at #Ch.#Ij.#41(#Dm , Boolean )
at #Ch.#Ij.#61(Object , EventArgs )
at #Ch.#Dm.#61(Object , EventArgs )
at #gj.#fj.#f0(Boolean )
at #jj.#qp.#szb(Boolean )
at #jj.#qp.#szb(Boolean )
at #xn.#8n.#Tjb()
at #sn.#do.#Teb()
at #Lg.#Ng.#rs()
at #tb.#zb.#8s()
at #tb.#zb.#jt(Object , EventArgs )
at #tb.#Db.#Dt()
at #tb.#Tb.#Rv(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 #tb.#Tb.Run()
at #tb.#zb.Run()
at #Lg.#mp.#Hyb(String , Boolean , Boolean )
drum drum
SPOILER
System.ObjectDisposedException: The SmartThreadPool has been shutdown
Object name: 'Amib.Threading.Internal.WorkItemsQueue'.
at Amib.Threading.Internal.WorkItemsQueue.ValidateNotDisposed()
at Amib.Threading.Internal.WorkItemsQueue.EnqueueWorkItem(WorkItem )
at Amib.Threading.SmartThreadPool.Enqueue(WorkItem )
at Amib.Threading.Internal.WorkItemsGroupBase.QueueWorkItem(Action , WorkItemPriority )
at #ti.#hp.#Vxb(TreeGroupMode , Boolean , VoidDelegate )
at #ji.#qi.#bV(TreeGroupMode , Boolean , String , Boolean )
at #ji.#qi.#EU(Object , EventArgs )
at #Ch.#Ij.#41(#Dm , Boolean )
at #Ch.#Ij.#61(Object , EventArgs )
at #Ch.#Dm.#61(Object , EventArgs )
at #gj.#fj.#f0(Boolean )
at #jj.#qp.#szb(Boolean )
at #jj.#qp.#szb(Boolean )
at #xn.#8n.#Tjb()
at #sn.#do.#Teb()
at #Lg.#Ng.#rs()
at #tb.#zb.#8s()
at #tb.#zb.#jt(Object , EventArgs )
at #tb.#Db.#Dt()
at #tb.#Tb.#Rv(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 #tb.#Tb.Run()
at #tb.#zb.Run()
at #Lg.#mp.#Hyb(String , Boolean , Boolean )
Adding to the list thanks
Tom94

IA42 wrote:

get this when changing tab
System.ObjectDisposedException: The SmartThreadPool has been shutdown
Object name: 'Amib.Threading.Internal.WorkItemsQueue'.
at Amib.Threading.Internal.WorkItemsQueue.ValidateNotDisposed()
at Amib.Threading.Internal.WorkItemsQueue.EnqueueWorkItem(WorkItem )
at Amib.Threading.SmartThreadPool.Enqueue(WorkItem )
at Amib.Threading.Internal.WorkItemsGroupBase.QueueWorkItem(Action , WorkItemPriority )
at #ti.#hp.#Vxb(TreeGroupMode , Boolean , VoidDelegate )
at #ji.#qi.#bV(TreeGroupMode , Boolean , String , Boolean )
at #ji.#qi.#EU(Object , EventArgs )
at #Ch.#Ij.#41(#Dm , Boolean )
at #Ch.#Ij.#61(Object , EventArgs )
at #Ch.#Dm.#61(Object , EventArgs )
at #gj.#fj.#f0(Boolean )
at #jj.#qp.#szb(Boolean )
at #jj.#qp.#szb(Boolean )
at #xn.#8n.#Tjb()
at #sn.#do.#Teb()
at #Lg.#Ng.#rs()
at #tb.#zb.#8s()
at #tb.#zb.#jt(Object , EventArgs )
at #tb.#Db.#Dt()
at #tb.#Tb.#Rv(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 #tb.#Tb.Run()
at #tb.#zb.Run()
at #Lg.#mp.#Hyb(String , Boolean , Boolean )
This should have been fixed with the latest update. Please check if you can still get this error. :)
drum drum
Yep, all fixed

Updated the OP
IA42
Yep Fixed now :D


Edit: I Just found new bug but i dunno is intended or bug (hope this intended because is seems like a new feature XD)
Here for the problem and how to replicate
Song background still show when processing new beatmap (but yeah i still hope this intended)

How to replicate:
- Go to song selection menu and don't close osu!
- Open your browser and download any beatmap
- Double click the song you just downloaded before (make sure you still in song selection menu)
- Gotcha you got the cool things XD
[ -Harasho- ]
menu glow ignores the skin.ini color after you enter to the song select screen
When open osu, the menu glow color its ok, but if you go to the song select screen and then back to the main menu, the menu glow turns blue.
i used a black background for the main menu to be more clear

this happens with all skins, and i found 2 ways to recreate it

1.- After any screen transition (song select, multi or beatmap editor)
2.- After you change to another skin



Spinners

Stable version


Cutting Edge (doesnt show the spinner background)
- Marco -
^ Already known i think
- Marco -
Sry for double post but i found that the mania-only mods don't disappear when changing mode


Supairo

marcostudios wrote:

Sry for double post but i found that the mania-only mods don't disappear when changing mode
Confirming... In both ways: osu!standard mods don't dissapear too.

By the way, to avoid double post, there's bugs I found:
  1. Combobursts sounds not playing (tested with other skins, didn't worked, tested in stable, worked)
  2. Specific map applause.wav not playing, skin applause.wav plays instead (still works in stable, tested with this map for example)
  3. CtB banana sounds glitching (high-pitched at the start, then same sound for every banana)
  4. Hyperdash fruits staying at the bottom (tested with default skin, happening too)
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