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

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Trosk-

Haganenno wrote:

I actually have a performance problem on Beta and Cutting Edge. The longer I play Osu, the higher my frametimes are, more fps drops and overall less FPS. And it's not like heating is the problem or anything, because it gets gradually worse after an hour or so, not in 10 minutes, when you could already say osu is already pushing computer far. Also, all I have to do is restart osu and everything is back to normal again, but then the performance problems kicks in faster.

Processor: AMD FX-4100 4-core 3.6gHz.
osu! version: 20151013.3beta
Merged your thread to the CE thread, since you are saying it's in Beta and CE.

Could you check your CPU and memory usage on the task manager when you start getting a bad performance?
qwr
For reloading replays, if osu won't close you can add taskkill. Otherwise osu needs to be open already for the batch file to work.

FOR %%I IN ("Data/r/*.osr") Do ("Data/r/%%I" & taskkill /IM osu!.exe)
Pampel

qwr wrote:

For reloading replays, if osu won't close you can add taskkill. Otherwise osu needs to be open already for the batch file to work.
You're right it, doesn't work as intended if osu! isn't running. But closing it after every replay seems rather counterproductive to me and trying that even corrupted my beatmap database just now. ^^'
If you just want to make sure osu! is running you could put something like this
@tasklist /nh /fi "imagename eq osu!.exe" | find /i "osu!.exe" > nul || "osu!.exe"
before the loop.
Tsunderplane
issue starting osu, help? D:

No available GL context found

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

************** Exception Text **************
#=qJlnuD_UcXRoElpm2icUN$8iVXlR$imu5vbxmWqsQS9Bh7o1bFswPEBQ6sx5lTgj8: No available GL context found. ---> OpenTK.Graphics.GraphicsContextException: Failed to initialize EGL, error NOT_INITIALIZED.
at OpenTK.Platform.Egl.EglWindowInfo..ctor(IntPtr handle, IntPtr display, IntPtr surface)
at OpenTK.Platform.Egl.EglAnglePlatformFactory.CreateWindowInfo(IAngleWindowInfoInternal window_info, Int32 major, GraphicsContextFlags flags)
at OpenTK.Platform.Egl.EglAnglePlatformFactory.CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Boolean directRendering, Int32 major, Int32 minor, GraphicsContextFlags flags)
at OpenTK.Graphics.GraphicsContext..ctor(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Int32 major, Int32 minor, GraphicsContextFlags flags)
at #=q$omwjNulqTEAxciuQDZpswCLzk0Yg6emi5YROWw$wyoFXuB5rJL2zywQzHbNRvsw.#=qWKswu1lSgCWFQnHeQxtJ5w==(Int32 #=qNSlYKk5ycvxm6BZ1KeFnQQ==, Int32 #=qxnrAW14l8h1TrbjBv7xnsA==, GraphicsContextFlags #=qWeLI5ADsu5iDMUUrWWmdrQ==)
at #=qgDPKhsQiJLrEXoVIAnS3rbS45MY2DDGe803eMJ_rvv3Qg0U0$gpmtbbXQpYVpgW5.#=qSEmWJIT1kfUL8SEzSk3gGYO3YEcXrKI6X7xr0OzZ27I=(GraphicsContextFlags #=qWeLI5ADsu5iDMUUrWWmdrQ==)
--- End of inner exception stack trace ---
at #=qgDPKhsQiJLrEXoVIAnS3rbS45MY2DDGe803eMJ_rvv3Qg0U0$gpmtbbXQpYVpgW5.#=qSEmWJIT1kfUL8SEzSk3gGYO3YEcXrKI6X7xr0OzZ27I=(GraphicsContextFlags #=qWeLI5ADsu5iDMUUrWWmdrQ==)
at #=qgDPKhsQiJLrEXoVIAnS3rbS45MY2DDGe803eMJ_rvv3Qg0U0$gpmtbbXQpYVpgW5.#=qSEmWJIT1kfUL8SEzSk3gGYO3YEcXrKI6X7xr0OzZ27I=(GraphicsContextFlags #=qWeLI5ADsu5iDMUUrWWmdrQ==)
at #=qgDPKhsQiJLrEXoVIAnS3rbS45MY2DDGe803eMJ_rvv3Qg0U0$gpmtbbXQpYVpgW5.#=qSEmWJIT1kfUL8SEzSk3gGYO3YEcXrKI6X7xr0OzZ27I=(GraphicsContextFlags #=qWeLI5ADsu5iDMUUrWWmdrQ==)
at #=qgDPKhsQiJLrEXoVIAnS3rbS45MY2DDGe803eMJ_rvv3Qg0U0$gpmtbbXQpYVpgW5.#=qSEmWJIT1kfUL8SEzSk3gGYO3YEcXrKI6X7xr0OzZ27I=(GraphicsContextFlags #=qWeLI5ADsu5iDMUUrWWmdrQ==)
at #=qgDPKhsQiJLrEXoVIAnS3rbS45MY2DDGe803eMJ_rvv3Qg0U0$gpmtbbXQpYVpgW5.OnHandleCreated(EventArgs #=qJp3BoBnNqNCqZxEuBFp1SA==)
at #=q1sLNvO3HlCwl7sAJjTyJm4lFqYIr$xjHe$wvOFr_vNtjrb1ZIU8HmoQKwHxggKRZ.OnHandleCreated(EventArgs #=qJp3BoBnNqNCqZxEuBFp1SA==)
at System.Windows.Forms.Control.WmCreate(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmCreate(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at #=qBS5HnSKxKWKo4kbucZs8uP$SpvfrS4CD82qTy1M_hLE=.WndProc(Message& #=qCumlpiAVm6DE_Lougnmb1g==)
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: 4.0.0.0
Win32 Version: 4.6.96.0 built by: NETFXREL2STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
osu!
Assembly Version: 0.0.0.0
Win32 Version: 1.3.3.7
CodeBase: file:///F:/osu!%20(WINDOWS)/osu!.exe
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
zx_f2d76e438b9f4f5887afa9c7347d9ff6
Assembly Version: 0.0.0.0
Win32 Version: 1.3.3.7
CodeBase: file:///F:/osu!%20(WINDOWS)/osu!.exe
----------------------------------------
OpenTK
Assembly Version: 1.1.0.0
Win32 Version: 1.1.2049.0
CodeBase: file:///F:/osu!%20(WINDOWS)/OpenTK.DLL
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** 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.
peppy
@BlueCatcx do you see the updater?
Monae
@peppy sorry for the kind of late reply, I can't join public slack (I guess it's due to the fact that I spammed a friend of mine 5 weeks ago while forgetting about bancho protection)
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix spinners being mispositioned when osu! is run at a 5:4 resolution. (peppy)
The changes will be applied to builds newer than b20151014.4cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Novato1994
danger, use the automatic translator google, some expressions could be wrong.

---------------------------------------------------------------------------------------------

well, hello, I had "the" problem after installing the cutting-edge, is that
I see a black and other white square... but ... i don't see the osu interface.

I mean, if I remember where things are positionally and play with the mouse pointer, make the characteristic sounds as if touched, is that why you enter the menu, but I see nothing.

This happens to me in cutting-edge and also in beta.

The specifications of the PC where is this happening are:

CPU: Intel Atom N450
GPU: GMA 3600 (on chipset)
RAM: 2 GB DDR2 800
OS: Windows 7 Professional x86
ingame resolution: 1024x600
framefork: Finally (4)
drivers: last

CPU: AMD Athlon XP 2000+
GPU: Nvidia fx 5200 (offboard)
RAM: 1GB dual channel DDR 400
OS: Windows XP SP3 x86
ingame resolution: 800x600
framefork: Finally (4)
drivers: last

CPU: i5 650
GPU graphics intel (on chip)
RAM: 4GB dual channel DDR3 1333
OS: Windows 10 Original x64 pro
ingame resolution: 1600x900
framefork: Finally (4)
drivers: last

Are not powerful enough video cards of computers?
There is no support for XP or lower series core processors?
The integrated GPU below 2xxx series intel core were excluded?
Fatal3ty
Lately I can newest update from Cutting Edge the skin files OSK no longer open. I click on it it and nothing happens more. So I can click so often, nothing happens. :o
safe_osu

BanchoBot wrote:

Issue(s) in this thread have been addressed by the following changes:
  1. Fix spinners being mispositioned when osu! is run at a 5:4 resolution. (peppy)
The changes will be applied to builds newer than b20151014.4cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
I'm running on b20151014.6cuttingedge. The spinner elements are messed up.

TakuMii
Not really an issue, but:


Can we have this as a toggle or user-controllable setting of some sort? The search radius is inconsistent for me, and there are people who live in my city that I never see in my nearby list unless there are only 3 or less other people online in my neighbourhood.
peppy
It will always include close people. If you don't see them, they are probably offline.
TakuMii

peppy wrote:

It will always include close people. If you don't see them, they are probably offline.
I have people on my friends list that live in the same city, but I haven't seen them on my nearby list since 2013 (I'm assuming this is to blame on my ISP rather than osu! though, as I remember a time when I suddenly became alone in my nearby list with nothing in the changelog explaining why).
I can still see them online in my friends list, but I've only started to see them appear on my nearby list again whenever this search radius decides to increase itself. It would be nice if I had the option to permanently increase the radius like this, but right now it seems to rely on how many "close" people are online. I live on the outer reaches of my city, so I normally only see a few people in my nearby list anyways.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix remaining spinner alignment issues. (peppy)
The changes will be applied to builds newer than b20151016.1cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
riktoi

riktoi wrote:

I get occasional "disconnects" (can't really call them disconnects since it's more like the icon just showing up and going away) with this error message:

Hope it doesn't matter that it's partly in Finnish
13.10.2015 18:37:29: BANCHO error: System.Net.WebException: Yhteyden muodostaminen etäpalvelimeen ei onnistunut ---> System.Net.Sockets.SocketException: Yhteyttä ei voi muodostaa, koska kohdekone ei salli sitä 141.101.112.193:443
kohteessa System.Net.Sockets.Socket.EndConnect(IAsyncResult asyncResult)
kohteessa System.Net.ServicePoint.ConnectSocketInternal(Boolean connectFailure, Socket s4, Socket s6, Socket& socket, IPAddress& address, ConnectSocketState state, IAsyncResult asyncResult, Exception& exception)
--- Sisäisen poikkeuksen pinon jäljityksen loppu ---
kohteessa #=qFpJ7mYu0N56bzruZYCDMHh$Kv3qOSbSA$p$IC1LJuTo=.#=qfEULBnkOLWOSnU05e8OpkuVLhivWZEoIpbN8Kc0qL6g=()
kohteessa #=qAEYSVWenCExXoEZ1XzBV0EaVoDcGEWyOJoSH_BVkokE=.#=qczLKDFy7BTTfFmVQLSWiAA==(Boolean #=qov5S2_WdVpUesSjxtMRdsw==)
kohteessa #=qAEYSVWenCExXoEZ1XzBV0EaVoDcGEWyOJoSH_BVkokE=.#=qUrvekdHAx9e4odwNZFSVaw==()
still happening
safe_osu

BanchoBot wrote:

Issue(s) in this thread have been addressed by the following changes:
  1. Fix remaining spinner alignment issues. (peppy)
The changes will be applied to builds newer than b20151016.1cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
I'm running on b20151016.2cuttingedge. It's still not good.


This is the list of spinner elements that I've noticed the alignment issues in the screenshots.
  1. spinner-metre.png
  2. spinner-glow.png
  3. spinner-clear.png
  4. spinner-rpm.png
  5. spinner-spin.png
I hope these will be helpful. :D
Denro
I get many "disconnects" (even though they are only for 1 - 5 seconds): My Network-Log displays the following (sorry it's in german):
Log
18.10.2015 10:06:23: BANCHO error: System.Net.WebException: Die Verbindung mit dem Remoteserver kann nicht hergestellt werden. ---> System.Net.Sockets.SocketException: Es konnte keine Verbindung hergestellt werden, da der Zielcomputer die Verbindung verweigerte 141.101.112.193:443
bei System.Net.Sockets.Socket.EndConnect(IAsyncResult asyncResult)
bei System.Net.ServicePoint.ConnectSocketInternal(Boolean connectFailure, Socket s4, Socket s6, Socket& socket, IPAddress& address, ConnectSocketState state, IAsyncResult asyncResult, Int32 timeout, Exception& exception)
--- Ende der internen Ausnahmestapelüberwachung ---
bei #=qOqnn2py2PwnU6$uIXam5$1hXzS6UUieMPbkKDI_FVPc=.#=q$Bz1$LBsM96PprOLQ9E5__Q_74h1lBvci5dKAo1UTAo=()
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qdgnVfxXyE9duXHDbDpkxmw==(Boolean #=q1ocCHbkqEwatFzDdnT_mzg==)
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qCXneXgBcG5TjuIpFeEWoSg==()
Nayrus
Kind of issue: If you select Target Practice and Relax you are still able to fail. I guess that is because some Players might want to play Target Practice without clicking all the time, but you're not able to select NF at this point. So you can't play TP without dying and clicking
Shizuyi
:D

Denro wrote:

I get many "disconnects" (even though they are only for 1 - 5 seconds): My Network-Log displays the following (sorry it's in german):
Log
18.10.2015 10:06:23: BANCHO error: System.Net.WebException: Die Verbindung mit dem Remoteserver kann nicht hergestellt werden. ---> System.Net.Sockets.SocketException: Es konnte keine Verbindung hergestellt werden, da der Zielcomputer die Verbindung verweigerte 141.101.112.193:443
bei System.Net.Sockets.Socket.EndConnect(IAsyncResult asyncResult)
bei System.Net.ServicePoint.ConnectSocketInternal(Boolean connectFailure, Socket s4, Socket s6, Socket& socket, IPAddress& address, ConnectSocketState state, IAsyncResult asyncResult, Int32 timeout, Exception& exception)
--- Ende der internen Ausnahmestapelüberwachung ---
bei #=qOqnn2py2PwnU6$uIXam5$1hXzS6UUieMPbkKDI_FVPc=.#=q$Bz1$LBsM96PprOLQ9E5__Q_74h1lBvci5dKAo1UTAo=()
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qdgnVfxXyE9duXHDbDpkxmw==(Boolean #=q1ocCHbkqEwatFzDdnT_mzg==)
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qCXneXgBcG5TjuIpFeEWoSg==()
I have the same issue. THought it's on my end.
Kitokofox
I tried compatibility mode after crashes I experience during osu!standard game-play, to find it completely black.



gl_info.txt

GL Version: OpenGL ES 2.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce GT 220 Direct3D9 vs_3_0 ps_3_0)
GL Shader Language version: OpenGL ES GLSL ES 1.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker
GL Context: Index: 95731348, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False

Strangely enough, it works fine on compatibility mode OFF, until I play osu!standard, where it sometimes crashes. And it's that mode specifically.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix flashlight is not updated at loading multiplayer match. (WujekGrzyb)
The changes will be applied to builds newer than b20151017cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix samples are sometimes disposed too early in concurrent thread. (WujekGrzyb)
The changes will be applied to builds newer than b20151020cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix download sprites not being cleared when download is canceled. (TheVileOne)
The changes will be applied to builds newer than b20151021cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Neliel

Denro wrote:

I get many "disconnects" (even though they are only for 1 - 5 seconds): My Network-Log displays the following (sorry it's in german):
Log
18.10.2015 10:06:23: BANCHO error: System.Net.WebException: Die Verbindung mit dem Remoteserver kann nicht hergestellt werden. ---> System.Net.Sockets.SocketException: Es konnte keine Verbindung hergestellt werden, da der Zielcomputer die Verbindung verweigerte 141.101.112.193:443
bei System.Net.Sockets.Socket.EndConnect(IAsyncResult asyncResult)
bei System.Net.ServicePoint.ConnectSocketInternal(Boolean connectFailure, Socket s4, Socket s6, Socket& socket, IPAddress& address, ConnectSocketState state, IAsyncResult asyncResult, Int32 timeout, Exception& exception)
--- Ende der internen Ausnahmestapelüberwachung ---
bei #=qOqnn2py2PwnU6$uIXam5$1hXzS6UUieMPbkKDI_FVPc=.#=q$Bz1$LBsM96PprOLQ9E5__Q_74h1lBvci5dKAo1UTAo=()
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qdgnVfxXyE9duXHDbDpkxmw==(Boolean #=q1ocCHbkqEwatFzDdnT_mzg==)
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qCXneXgBcG5TjuIpFeEWoSg==()
I also experience this issue. Its really annoying as you cant play multiplayer without getting stuck in "Waiting for all players."
Also it is not my connections fault as any other game/program/connection is fine.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix remaining spinner alignment issues (osu! and taiko modes). (peppy)
The changes will be applied to builds newer than b20151021.1cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
safe_osu
It worked perfect! There are no spinner alignment issues now. Thank you peppy.

I also read your blog, I feel sorry for I'm the one of them that still using 5:4 monitor.
Rickput
I just started my osu on cutting edge, and it auto-updated to a stable build (wtf), reset all my settings, and logged me out. I don't understand.
Trosk-

Rickput wrote:

I just started my osu on cutting edge, and it auto-updated to a stable build (wtf), reset all my settings, and logged me out. I don't understand.
Well, are you actually sure that you didn't open a wrong osu! installation? Because osu! will not change your release stream and reset your settings automatically. Unless something goes extremely wrong.
Rickput

Trosk- wrote:

Rickput wrote:

I just started my osu on cutting edge, and it auto-updated to a stable build (wtf), reset all my settings, and logged me out. I don't understand.
Well, are you actually sure that you didn't open a wrong osu! installation? Because osu! will not change your release stream and reset your settings automatically. Unless something goes extremely wrong.
I only have one installation.

I got everything sorted out again, had to re-apply all my settings and log in again, set to cutting edge, etc. I don't know what happened, though.
peppy
Sounds like you changed your windows username. In which case your settings are all still there. Under your old username.
Neliel

Deadlyneliel wrote:

Denro wrote:

I get many "disconnects" (even though they are only for 1 - 5 seconds): My Network-Log displays the following (sorry it's in german):
Log
18.10.2015 10:06:23: BANCHO error: System.Net.WebException: Die Verbindung mit dem Remoteserver kann nicht hergestellt werden. ---> System.Net.Sockets.SocketException: Es konnte keine Verbindung hergestellt werden, da der Zielcomputer die Verbindung verweigerte 141.101.112.193:443
bei System.Net.Sockets.Socket.EndConnect(IAsyncResult asyncResult)
bei System.Net.ServicePoint.ConnectSocketInternal(Boolean connectFailure, Socket s4, Socket s6, Socket& socket, IPAddress& address, ConnectSocketState state, IAsyncResult asyncResult, Int32 timeout, Exception& exception)
--- Ende der internen Ausnahmestapelüberwachung ---
bei #=qOqnn2py2PwnU6$uIXam5$1hXzS6UUieMPbkKDI_FVPc=.#=q$Bz1$LBsM96PprOLQ9E5__Q_74h1lBvci5dKAo1UTAo=()
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qdgnVfxXyE9duXHDbDpkxmw==(Boolean #=q1ocCHbkqEwatFzDdnT_mzg==)
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qCXneXgBcG5TjuIpFeEWoSg==()
I also experience this issue. Its really annoying as you cant play multiplayer without getting stuck in "Waiting for all players."
Also it is not my connections fault as any other game/program/connection is fine.
Is there any way to fix this? Its annoying if I have to leave the lobby with alt + f4 after 2 - 3 maps because everyone is stuck in "Waiting for all players.". Changing the release stream is not an option if I want to practice score v2.
Fatal3ty
Hidden Mod Glitch Sliderendcircle:c

When I go to the Hidden, the Sliderendcircle are completely gone and Hitcircle initially go away. I do not like, I would like to have the old again, have the visible "Sliderendcircle"!

No Hidden:


With hidden:


Slider invisible with hidden, unplayable


Sliderstartcircle disapear, i dont like this :(


No Hidden is normal. Please fix and Hidden Mod is unplayable :(

Edit: Even in normal mod, disappear Sliderstartcircle when I follow the cursor. I want Hitcircle are firmly on the sliders, without going away. I like that better. I'm just frustrated and wants to return the old one. :(
Trosk-
The behaviour of the sliders has been changed. You will need to get used to it.
Fatal3ty

Trosk- wrote:

The behaviour of the sliders has been changed. You will need to get used to it.
No I would like to return the old one. The new sliderfeature I dont like this. It must have the ability to change my skin.ini. Thus it makes no more fun to play. :(
Reyvateil
About the Hidden mod behavior changes on Cutting Edge:

* I don't get what's the intention behind this change. Was it to make the mod easier? Harder? Different? Sincerely, I have no idea what this change tries to accomplish.
* Gameplay reasons aside, I don't like using sausage sliders (sliders without the circle in the end), this change forces me to do it. If you have hidden on the slider end is automatically gone and no choice from me.
* Not sure if it's because of this change, but the visuals visuals while playing without the mod were affected, sliderend circles now fade-in slower and this is annoying and distracting since I'm not using to not having the circle there after playing two years using skins with the sliderend, even for a while.

I can get used to playing without the sliders disappearing and overall this can be a nice change, I just don't get why now and not sure about how this should affect past scores. Second, this change shouldn't affect skins without an invisible sliderend and force the change on it.

These are my thoughts, also, the change is happening right before the OWC starts... as if adding timing windows to sliders, which sometimes are mapped with the leniency in mind, wasn't enough.
LuihGi
This "Hidden Mod" change is pointless, why would you fix something that DOESN'T need to be fixed, everyone was getting used to it and suddenly it got changed wtf. It will make HD+FL and HD+DT (ar 10.3) much more harder, hopefully this is just a test or whatever.
Endaris
While I agree on the Hidden-Change with sliderbodies enforcing its characteristic I would really love if the sliderend would remain a skinnable element or toggle-function.
Being a mouseplayer I don't have any absolute tracking to rely on and therefore I actively use sliderends as an orientation how I have to move my mouse to hit the next jump.
On jump-patterns where I rely on my first jump from a sliderend bringing me into the correct position to hit the following jumps I already repeatedly failed complete patterns on maps I'm consistently able to clear with 99% accuracy.
I'm forced to look a lot more at my cursor than I used to and I dislike it a lot when before I knew that I would jump off at a distinctive point dictated by the sliderend especially since I have to read ahead when playing HD, not backwards.
So please make it a toggle/skinnable feature somehow.

Sliderfade eases EZHD reading so much lol
George
Well, I guess I'll break the chain of talking about hidden to post this bug I found from osu!, pay attention to my cursor in this video.

https://youtu.be/QbQD6qFYlWg

Fatal3ty
The last update is Hidden become much worse, you can not play anymore. Slider will disappear much earlier and since I can no longer play at all. It makes no more fun, the old version, the sliders and Hitcircle always there were much better. Thus, it has become completely unusable, other skins also no longer help. :cry:

Better: HD for normal Hidden and HD+ for fade out sliders, new idea :(
Mr HeliX
Am I really the only one who actually likes the Hidden change? I agree with the sliderendcircle thing though, but that just got fixed anyway.

Sliders unplayable now? If you think that then imo you're not able to read hidden correctly. I mean, if the slider track would completely disappear when you're just halfway, then you would have a point. But it's just fading out towards the end, it's still perfectly readable and actually easier to play with. I always thought it to be weird that hitcircles would disappear but sliders wouldn't. It's called "hidden" for all sake.
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