Also why osu! can't save some buttons in 10k?
(i tried to save as:A,S,D,F,G,H,J,K,L,ò)
(i tried to save as:A,S,D,F,G,H,J,K,L,ò)
Yup :COMGasm wrote:
Long audio device names don't render properly
Yes, if i even could open the game to change to that.TheVileOne wrote:
There is a problem with subfolders extracting at the moment. If this might cause an inconvenience to you I would advise you to switch to stable until it is resolved in cutting edge.
Stefive wrote:
Yes, if i even could open the game to change to that.TheVileOne wrote:
There is a problem with subfolders extracting at the moment. If this might cause an inconvenience to you I would advise you to switch to stable until it is resolved in cutting edge.
drum drum wrote:
Open (literally) osu!.cfg and turn "_ReleaseStream" from CuttingEdge to "Stable" while osu! is not running
Yes, if i even could open the game to change to that.
I knew it was somewhere..drum drum wrote:
Open (literally) osu!.cfg and turn "_ReleaseStream" from CuttingEdge to "Stable" while osu! is not running
This thread is for cutting-edge only bugsProphecy wrote:
Wrong Display on counting of "Dash" "Left" "Right"
Fix it Please ლ(◉◞౪◟◉ )ლ
One of my recent changes that's not in cutting edge yet appears to have this among its intended thing to fix - so that's gonna work again soon.LoliFlan wrote:
2. Editor window focus
Another problem I just ran into, dragged an mp3 and opened the editor, the Song Setup dialog keeps losing focus to the main window, making it impossible to click controls. Overall its impossible to interact with Timing or Song setup windows as they keep losing focus constantly for some reason.
KaHLK wrote:
Whenever I reach or try to enter the Ranking Screen to see my own or another persons score, osu! crashes and I'm met by the following error:SPOILERSystem.InvalidOperationException: Begin must be called successfully before a Draw can be called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.InternalDraw(Texture2D texture, Vector4& destination, Boolean scaleDestination, Nullable`1& sourceRectangle, Color color, Single rotation, Vector2& origin, SpriteEffects effects, Single depth)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Texture2D texture, Vector2 position, Nullable`1 sourceRectangle, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
at #jj.#ij.Draw()
at #jj.#qp.Draw()
at #Ch.#Nm.Draw()
at #dl.#cl.Draw()
at #tb.#zb.Draw()
at #Lg.#Ng.Draw()
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 )
I'm running version: b20150107.2cuttingedge
Yup, me too ;w;iCakeMan wrote:
KaHLK wrote:
Whenever I reach or try to enter the Ranking Screen to see my own or another persons score, osu! crashes and I'm met by the following error:SPOILERSystem.InvalidOperationException: Begin must be called successfully before a Draw can be called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.InternalDraw(Texture2D texture, Vector4& destination, Boolean scaleDestination, Nullable`1& sourceRectangle, Color color, Single rotation, Vector2& origin, SpriteEffects effects, Single depth)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Texture2D texture, Vector2 position, Nullable`1 sourceRectangle, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
at #jj.#ij.Draw()
at #jj.#qp.Draw()
at #Ch.#Nm.Draw()
at #dl.#cl.Draw()
at #tb.#zb.Draw()
at #Lg.#Ng.Draw()
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 )
I'm running version: b20150107.2cuttingedge
I have the same problem after finishing any beatmap.SPOILERSystem.InvalidOperationException: Begin must be called successfully before a Draw can be called.
bei Microsoft.Xna.Framework.Graphics.SpriteBatch.InternalDraw(Texture2D texture, Vector4& destination, Boolean scaleDestination, Nullable`1& sourceRectangle, Color color, Single rotation, Vector2& origin, SpriteEffects effects, Single depth)
bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Texture2D texture, Vector2 position, Nullable`1 sourceRectangle, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
bei #jj.#ij.Draw()
bei #jj.#qp.Draw()
bei #Ch.#Nm.Draw()
bei #dl.#cl.Draw()
bei #tb.#zb.Draw()
bei #Lg.#Ng.Draw()
bei #tb.#zb.#8s()
bei #tb.#zb.#jt(Object , EventArgs )
bei #tb.#Db.#Dt()
bei #tb.#Tb.#Rv(Object , EventArgs )
bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
bei System.Windows.Forms.Application.Run(Form mainForm)
bei #tb.#Tb.Run()
bei #tb.#zb.Run()
bei #Lg.#mp.#Hyb(String , Boolean , Boolean )
System.InvalidOperationException: Begin must be called successfully before a Draw can be called.
in Microsoft.Xna.Framework.Graphics.SpriteBatch.InternalDraw(Texture2D texture, Vector4& destination, Boolean scaleDestination, Nullable`1& sourceRectangle, Color color, Single rotation, Vector2& origin, SpriteEffects effects, Single depth)
in Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Texture2D texture, Vector2 position, Nullable`1 sourceRectangle, Color color, Single rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, Single layerDepth)
in #jj.#ij.Draw()
in #jj.#qp.Draw()
in #Ch.#Nm.Draw()
in #dl.#cl.Draw()
in #tb.#zb.Draw()
in #Lg.#Ng.Draw()
in #tb.#zb.#8s()
in #tb.#zb.#jt(Object , EventArgs )
in #tb.#Db.#Dt()
in #tb.#Tb.#Rv(Object , EventArgs )
in System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
in System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
in System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
in System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
in System.Windows.Forms.Application.Run(Form mainForm)
in #tb.#Tb.Run()
in #tb.#zb.Run()
in #Lg.#mp.#Hyb(String , Boolean , Boolean )
marcostudios wrote:
This thread is for cutting-edge only bugsProphecy wrote:
Wrong Display on counting of "Dash" "Left" "Right"
Fix it Please ლ(◉◞౪◟◉ )ლ
Yup, i was going to post this :')Swaayy wrote:
Since I updated my client the Rank shown during breaks are way off
heres a screenshot of it
you can see it cut off in the top right corner
Looks resolved to meTheVileOne wrote:
- osu! crashes after finishing a map
those wrote:
Resolved for me, can finally submit map
Have you tested the same setup in Stable to confirm it's a Cutting Edge Specific bug (This is a Cutting Edge specific page)? If it happens in Cutting Edge only, Maybe try a different cursor trail to test if it always happens on any trail on Cutting Edge... You can do this by making a new skin folder and just adding a custom Cursor Trail to see if it can be replicated on a mostly default skin. If it's not just limited to Cutting Edge, check to see if this bug is already reported in the OSU! forums... If it's not make a fourm on it and show examples on how to make this happen so it can get fixed :3Muv Acid wrote:
i dont know if this was reported before but i get this random cursor trail pieces all over my screen ._.
no those are not cursor smoke, i verified, cursor pieces they are.
Hmm. It does come from these weird framerate drops that I'm getting everywhere in the game.Nabile wrote:
Said bug only occurs in fullscreen mode, and for some reason it won't let me record it, OBS probably prevents it from happening.
Lag might not be the correct word to describe it, it's more like stuttering (because of data loss).
I'm aware of the issue in the 2nd video you posted. It seems to sometimes happen with raw input (restarting my PC fixes it) and I couldn't find any way to circumvent it from osu!'s end after a long time of looking for something. It also happens on stable and was always present when using raw input.Nabile wrote:
I'm surprised nobody reported input bugs that started since yesterday's input changes.
The cursor can go out of bounds, and the movements are really laggy. Toggling raw input, changing resolutions, switching window mode or switching to the desktop and back in the game seems to fix it though.
There's also the main menu background position that gets screwed up when switching to the desktop using parallax (shown in the first video at 1:00).
I couldn't replicate the cursor lag in the first video, and the second video doesn't really show the *extreme* lagginess I experienced previously.
Note that I'm doing precise movements and it moves by itself in random directions until I toggled raw input.
Said bug only occurs in fullscreen mode, and for some reason it won't let me record it, OBS probably prevents it from happening.
Lag might not be the correct word to describe it, it's more like stuttering (because of data loss).
Can you please let me know which input devices you are using, which are connected to your computer and whether you have raw input enabled or not?Muv Acid wrote:
i dont know if this was reported before but i get this random cursor trail pieces all over my screen ._.
no those are not cursor smoke, i verified, cursor pieces they are.