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

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non one c

sonicyellow wrote:

Since the latest Cutting-Edge build, if I start osu! without my tablet plugged in, then plug my tablet in after that, my cursor becomes frozen (i.e. immovable by both tablet and mouse).
Same here:
I wanted to play with another keyboard and I found out that whenever I plug in my secound keyboard the mouse will freeze.
https://www.youtube.com/watch?v=M0lyxPGS9RE
abraker

NoNiC wrote:

sonicyellow wrote:

Since the latest Cutting-Edge build, if I start osu! without my tablet plugged in, then plug my tablet in after that, my cursor becomes frozen (i.e. immovable by both tablet and mouse).
Same here:
I wanted to play with another keyboard and I found out that whenever I plug in my secound keyboard the mouse will freeze.
https://www.youtube.com/watch?v=M0lyxPGS9RE
I tested and I had a USB keyboard through USB hub, PS/2 keyboard through USB adapter and hub and a builtin laptop keyboard all connected, and I can move the 2 USB mice (one through hub, one direct) connected to my laptop. Something hardware or driver related might be going on your side. Can you move the mouse outside of osu!?
non one c

abraker wrote:

I tested and I had a USB keyboard through USB hub, PS/2 keyboard through USB adapter and hub and a builtin laptop keyboard all connected, and I can move the 2 USB mice (one through hub, one direct) connected to my laptop. Something hardware or driver related might be going on your side. Can you move the mouse outside of osu!?
I was able to move the mouse outside of osu! as you can see in the video.
After restarting osu! the mouse works fine again.
But everytime I plug in my keyboard the same problem happens again.
If I plug in another device everything works still fine.
led
I'm getting consistently lower fps on cutting edge compared to stable fallback. On fallback it usually wont't move out of the 350-400fps range, but on cutting edge it's all over the place, between 120-350fps. I tried different resolutions, and the reduced dropped frames option but nothing gives me the same performance as fallback :( .

I'm playing on fullscreen and my laptop specs are:
Intel Core i5 (3rd Gen) 3210M / 2.5 GHz
AMD Radeon HD 7670M / Intel HD Graphics 4000 - 1 GB
RAM 4GB

Also, playing on the integrated GPU as the Radeon gives worse performance on both release streams
TakuMii

abraker wrote:

I tested and I had a USB keyboard through USB hub, PS/2 keyboard through USB adapter and hub and a builtin laptop keyboard all connected, and I can move the 2 USB mice (one through hub, one direct) connected to my laptop. Something hardware or driver related might be going on your side. Can you move the mouse outside of osu!?
It's a problem with the game, and only occurs when Raw Input is enabled. If you plug in a peripheral while the game is running, it stops accepting cursor input, but the mouse/tablet will work just fine outside of the game. This has only started happening since OpenTK input was implemented earlier this month.
[-Xetanai-]
Two minor visual issues, both seem to apply only when Target Practice is selected.

Though there is no accuracy percentage, the trailing percent symbol is still present in the upper right.

The hit error score meter also has a semitransparent box extending vertically from it. After changing to color to see if that score meter would do the same, it disappeared (As I assume was intended), and changing back to hit error made it no longer appear. Is it perhaps a bug regarding stream changing?


b20151228cuttingedge
BlackMidKnight

sonicyellow wrote:

Since the latest Cutting-Edge build, if I start osu! without my tablet plugged in, then plug my tablet in after that, my cursor becomes frozen (i.e. immovable by both tablet and mouse).
Still happening on build 20151228cuttingedge... Unpluging the mouse (or any plugged peripherals) and repluging it freezes the in-game cursor (left and right click is still working). The only was to fix this as of now is to restart osu!
TakuMii
I've also been having issues with my beatmap database corrupting itself more often than ever within the past week or so... It also takes way longer to reprocess my beatmaps unless I manually delete osu!.db and restart the game. I currently have 45.7k beatmaps, but this hasn't caused any issues before.
Qwin123321
I am having issue number 2 (the stuttering every 5 - 6 secs). I got this issue ever since I moved to Windows 10.

Here is the performance log, it seems that the issue is happening in SwapBuffer:
12/30/2015 03:01:44: ---------- Slow Frame Detected at 10.00s in Menu ----------
12/30/2015 03:01:44: Statuses: [Active] [Bancho] [Severe]
12/30/2015 03:01:44:
12/30/2015 03:01:44: Game 10,483
12/30/2015 03:01:44: Mode 10,483
12/30/2015 03:01:44: Audio 9,383
12/30/2015 03:01:44:
12/30/2015 03:01:44: BetweenFrames 0.00
12/30/2015 03:01:44: Update 0.27
12/30/2015 03:01:44: Scheduler 0.00
12/30/2015 03:01:44: Draw 0.77
12/30/2015 03:01:44: Sleep 0.02
12/30/2015 03:01:44: SwapBuffer 182.05
12/30/2015 03:01:44:
12/30/2015 03:01:44: This Frame 183.11
12/30/2015 03:01:44: Avg. Frame 17.57
12/30/2015 03:01:44: Curr FPS 60
12/30/2015 03:01:44:
12/30/2015 03:01:44:
12/30/2015 03:01:44: Call stack follows:
12/30/2015 03:01:44:
12/30/2015 03:01:44: - Boolean SwapBuffers(IntPtr) @ 0
12/30/2015 03:01:44: - Void SwapBuffers() @ 32
12/30/2015 03:01:44: - Void SwapBuffers() @ 12
12/30/2015 03:01:44: - Void #=q38BZYwIGXGklVGyLgMbmpA==() @ 32
12/30/2015 03:01:44: - Void #=q38BZYwIGXGklVGyLgMbmpA==() @ 9
12/30/2015 03:01:44: - Void #=qOzHTgIhEx7hC0M02KLJmHA==() @ 890
12/30/2015 03:01:44: - Void #=qIbKtFNq4x$zR9k5NF0m$lg==(System.Object, System.EventArgs) @ 37
12/30/2015 03:01:44: - Void #=qKvv10UGheBRVbl7Jqc60zQ==(System.Object, System.EventArgs) @ 26
12/30/2015 03:01:44: - Void #=qm7A5DJCLsNjDNazf4X6BJOHZB$4KWtTBogJXF7whXX0=(System.Object, System.EventArgs) @ 105
12/30/2015 03:01:44: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32) @ 67
12/30/2015 03:01:44: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) @ 995
12/30/2015 03:01:44: - Void RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) @ 341
12/30/2015 03:01:44: - Void RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) @ 76
12/30/2015 03:01:44: - Void Run(System.Windows.Forms.Form) @ 49
12/30/2015 03:01:44: - Void #=qp_IbavjTWJRbwuAtCQyjRw==() @ 113
12/30/2015 03:01:44: - Void #=qp_IbavjTWJRbwuAtCQyjRw==() @ 36
12/30/2015 03:01:44: - Void #=qmsoQhtwKaRCSmvpqMZnY4Q==(System.String, Boolean, Boolean) @ 470
12/30/2015 03:01:44: - Void #=q6XEu3cHVEfa9FDN8ijoU1g==(System.String[]) @ 524
12/30/2015 03:01:44: - Void #=q4g0fFLPRY7AQ7NQXMmYK7Q==() @ 1710
12/30/2015 03:01:44: - Void #=qEFrAMM11Jf1nTo$3pX4i7Q==() @ 6

Let me know if you guys want the full log.

Here is the runtime log:

12/30/2015 03:01:31: ----------------------------------------------------------
12/30/2015 03:01:31: Runtime Log for Qwin123321
12/30/2015 03:01:31: osu! version b20151228cuttingedge
12/30/2015 03:01:31: Running on Microsoft Windows NT 6.3.9600.0, 8 cores
12/30/2015 03:01:31: ----------------------------------------------------------
12/30/2015 03:01:31: GL Initialized
12/30/2015 03:01:31: GL Version: 4.5.13416 Compatibility Profile Context 0
12/30/2015 03:01:31: GL Renderer: AMD Radeon HD 8790M
12/30/2015 03:01:31: GL Shader Language version: 4.40
12/30/2015 03:01:31: GL Vendor: ATI Technologies Inc.
12/30/2015 03:01:31: GL Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
12/30/2015 03:01:31: GL Context: Index: 8, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
12/30/2015 03:01:34: ChangedFolders: 0
12/30/2015 03:01:34: ChangedPackages: 0
12/30/2015 03:01:35: Notification: Online: Stamby
12/30/2015 03:01:37: Notification: Online: Stamby
12/30/2015 03:02:28: Notification: We have detected you are running on Windows 8.1+ and trying to use a custom mouse speed. Due to changes in Windows, this requires "Raw Input" to be enabled. It has been turned on for you.
12/30/2015 03:02:48: Performing background save..
12/30/2015 03:02:48: Done!
12/30/2015 16:18:03: Performing background save..
12/30/2015 16:18:03: Done!
ian__old_3
///
robby250
There's an issue which started on a recent Cutting-edge build, but on stable it's still working fine.

A program which lots of osu! players use, called WhatPulse, which tracks your amount of keypresses, clicks and other statistics and has online leaderboards for them etcetc, doesn't track keys/clicks on cutting-edge during gameplay anymore.
It still tracks anywhere in osu outside of gameplay, which leads me to believe that it's maybe a feature added intentionally as an attempt to fix some type of performance issue or something?

I know this isn't really a bug with osu! so it seems silly to ask for anything, but I just don't want this change to be pushed to stable.
I Give Up
I have serious problem osu! randomly plays sound. I was editing sound in FL studio while osu! running in background thats when it all started. This never happen before. Now osu! has random playback of sound I was editing. I tried restarting PC, reinstalling osu! and FL studio, clear all windows temp files, delete source audio file, check my skin audio files, changed osu stream release stable/fallback/beta/cutting edge. Problem still persist! I don't know if it is osu problem, FL studio problem or windows problem or aliens in my PC.

Here is video: https://www.youtube.com/watch?v=ywI9y_b2f7E Playback sound is Amethystium - Ethereal which I was editing in FL studio earlier for future release of my skin.

Didn't show in video but sound also plays randomly even in main menu not doing anything. There is also sometimes playback of other sfx I was editing. Changing the effects/master volume also changes the volume of random sound. Maybe this information is useful? Game is unplayable like this I will get exorcist if all else fails! I tried creating new post but it no work so I post here instead sry pls help.

Edit: doesn't seem to happen while spectating. Weird!

Edit2: nm it does lol
It fixed itself yay!
martarius
I'm also having trouble running osu!, it keeps pausing everyone 4-7 seconds, i have my frames set to 120, but when it stutters, the game acts as it never lost a frame. is anyone else having this problem.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix raw mouse not working after plugging in a device. (Blaizer)
The changes will be applied to builds newer than b20160106.1cuttingedge.

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.
ChinesePerson

ledmaiden wrote:

I'm getting consistently lower fps on cutting edge compared to stable fallback. On fallback it usually wont't move out of the 350-400fps range, but on cutting edge it's all over the place, between 120-350fps. I tried different resolutions, and the reduced dropped frames option but nothing gives me the same performance as fallback :( .

I'm playing on fullscreen and my laptop specs are:
Intel Core i5 (3rd Gen) 3210M / 2.5 GHz
AMD Radeon HD 7670M / Intel HD Graphics 4000 - 1 GB
RAM 4GB

Also, playing on the integrated GPU as the Radeon gives worse performance on both release streams
Having a similar problem with a similar setup(intel cpu and AMD Laptop gpu). General stuttering , low fps and input lag issues on both mouse and tablet. I've tried fullscreen mode and reduce dropped frames with no luck. As above, the issues aren't present in stable fallback but are present in the other options

Laptop - Lenovoa Ideapad 500 playing fullscreen mode 1280*720
i5-6200U CPU @ 2.30 ghz
AMD Radeon(TM) R7 M360
12 GB Ram
1TB HDD
trfs

BanchoBot wrote:

Issue(s) in this thread have been addressed by the following changes:
  1. Fix raw mouse not working after plugging in a device. (Blaizer)
The changes will be applied to builds newer than b20160106.1cuttingedge.

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 still having this issue on b20160107.
Brionne
Hello. This has been happening for a while (a few weeks?), but the Windows Key is no longer being blocked during gameplay, which is frustrating (I just choked what would be my first 100pp play for this :(). I use Windows 8.1, and a third-party starter menu app called Start8, which may be causing this, but I've only recently been having this problem, and only in cutting-edge. It's still blocked as normal in Beta and Stable.
Scarlet Evans

trfs wrote:

BanchoBot wrote:

Issue(s) in this thread have been addressed by the following changes:
  1. Fix raw mouse not working after plugging in a device. (Blaizer)
The changes will be applied to builds newer than b20160106.1cuttingedge.

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 still having this issue on b20160107.
I have this problem too. I think it's present from at least few weeks, but I am not really sure from how long, as I had long break from osu! I couldn't get myself into posting about it, but as it should be already fixed, I report that it's still broken for me.

The problem occurs only on Cutting Edge, all other releases work correctly for me. It doesn't matter if I have mouse plugged in or not while starting osu!
Plugging it in makes the cursor being frozen in place. If you plug in second mouse, it freezes too. You can click though, clicking works fine, you just can't move cursor in-game normally. I don't have any other devices at my current place to test it further, only 2 mice.

Turning on/off laptop's touchpad works ok, this action doesn't affect the cursor. Nevertheless, when the cursor freezes, it freezes for everything. I can't move it neither with my mice, nor touchpad.

If I change to desktop with Alt+Tab or click F9 to open in-game users window, then I can move cursor normally, as it uses Windows cursor then. After focusing back on osu!, the cursor is in the place it was moved into, but it becomes frozen again. Another way to artificially move it is to click Windows symbol key (or Ctrl+Esc), which opens Menu Start. It steals focus from game too and allows you to move cursor in the place you want to click too, but cursor keeps being frozen afterwards.

I found only two ways to unfreeze cursor:

(1) Restart osu! If you do, everything goes back to normal.
(2) <flawed> You can use the aforementioned method to move cursor step by step and disable Raw Input. Cursor will start working again, but every attempt of turning Raw Input back will result in cursor freezing again, which persists until you restart the game.
weirdchampion
whenever i startup osu! it crashes and when i try updating its fine but it still crashes. it was working fine yesterday not sure what couldve happened.
Scarlet Evans

behemoth wrote:

whenever i startup osu! it crashes and when i try updating its fine but it still crashes. it was working fine yesterday not sure what couldve happened.
Did you maybe updated something? I had similar issue after updating my AMD graphic card drivers about 4 weeks ago - trying to run osu! resulted in an instant crush and "Repair osu!" worked until first play, then was crashing too. It came back to normal after I rolled back to old drivers, but not sure if my and your issue are related.
weirdchampion
no i havent updated anything as far as i know. it just suddenly started crashing. before it started crashing, i opened a skin and started playing for a bit. then the next day i tried opening up osu again, and it started to crash.
Andre Macareno
Hi!
I've found small non-critical bug with UI.
Steps to reproduce:
1) Go to list of songs.
2) Remove beatmap set X; osu! will be scroll to position with song Y.
3) osu! will show toast "Song Y successfully removed" in bottom right corner, but actually we've removed song X, not Y.
Endaris
There was some kind of forced update on CE, it literally kicked me out of osu! to update.
It also created an osu! link on my desktop. When I put that one into the recycle bin and restarted osu!(I closed it myself after the update) my database was corrupted and rebuilt from scratch and all my local scores+collections got wiped.
/edit: actually not wiped but the client is unable to recognize them for some reason or recognizes them only after an amount of time, even after importing and restoring osu!.db

https://osu.ppy.sh/ss/4314805
https://osu.ppy.sh/ss/4314813
VeilStar

ownsome wrote:

Hi!
I've found small non-critical bug with UI.
Steps to reproduce:
1) Go to list of songs.
2) Remove beatmap set X; osu! will be scroll to position with song Y.
3) osu! will show toast "Song Y successfully removed" in bottom right corner, but actually we've removed song X, not Y.
Are you sure you're using the cuttingedge release stream? This bug was fixed months ago, and it sure is fixed on my end.
Piotrekol

robby250 wrote:

There's an issue which started on a recent Cutting-edge build, but on stable it's still working fine.

A program which lots of osu! players use, called WhatPulse, which tracks your amount of keypresses, clicks and other statistics and has online leaderboards for them etcetc, doesn't track keys/clicks on cutting-edge during gameplay anymore.
It still tracks anywhere in osu outside of gameplay, which leads me to believe that it's maybe a feature added intentionally as an attempt to fix some type of performance issue or something?

I know this isn't really a bug with osu! so it seems silly to ask for anything, but I just don't want this change to be pushed to stable.
Any statement on this?
Is this intended "feature"(global keyboard hook chain breaking)?
RePhantom
Here Found an Bug
FrzR

RePhantom wrote:

Here Found an Bug
Can you upload your image with a higher resolution please?
Scarlet Evans
There's a weird quirk that my osu! gained in last few days. I don't know if it's related to losing my Supporter status, but it started shortly after that (so, just in case that it can be related, I find it worth to mention).

http://puu.sh/mwtPE/97fb729393.jpg

Getting to the point: My osu! is set to play random song, instead of the "osu! music theme". This works fine, until I go into Play --> Solo. It should keep playing the song that I heard while being in Main Menu, then focus on it after going to solo, but it often doesn't.

Instead, it shows me the top of the list and switches focus to the very first thing (which for me is still unmapped .mp3 file), just like it does after full processing of the songs.

I tried to close and open osu! few times in row just now, but I could reproduce it that way only twice, that is: (I) after opening an osu! by executing newly downloaded beatmap. For some reason it had Unknown status, which got quickly refreshed to Ranked, but after closing osu! and opening it again, I saw (part of?) full processing when I entered Solo mode. (II) I just closed osu! and re-opened it after some time, also full beatmap processing.
(I) can be unrelated though, as it happens even without opening osu! through newly downloaded song (with normal osu! launching)). Nevertheless, while playing "my normal way" (osu! is opened for many hours, even if it's minimized, but sometimes I close it and open again later), I happen to have it quite often.

My guesses are not always accurate, but I usually sit for some time in Main Menu after launching osu!. Sometimes it's few seconds, sometimes few minutes, but it happened to me trice in last 24 hours that I entered Solo mode almost instantly after opening the game and it overlapped with the strange behaviour that I mentioned above. What I saw was a Full Processing of my beatmaps. Maybe all this jumping to the top of the songs list after entering Solo mode is in reality a result of full beatmaps processing, that occurs in hidden after I start osu!, so it's not visible from Main Menu?

And if it's because of game implicitly processing maps immediately after launching it, to speed things up and not "annoy" the players later on, why it still jumps to the first song on the beatmaps list? This is even more bothersome for me (me is not equal all players ofc.^^) than random beatmaps processing, because I often open osu! and hear a very nice song, which I got interest in and a willingness to play it. So, I instinctively go into Solo mode a moment later, to check the beatmap and.... I either get focused on the very top of the beatmap list or I see the end of full processing... and the song "is gone", as I still don't know most of songs in osu! to find it myself :(

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

One more thing about full processing. Unmapped songs are available from Edit mode, but unavailable from Solo mode. However, after full processing in Solo mode, you can get focused on unmapped .mp3 file (that happens, for example, in my case). I don't know how this inaccessibility of the .mp3 files in Solo mode works, but even though you get "focused" on it, the song is like invisible for you (check image link above). You can't use arrows to move to the other songs, like you normally could, but rolling a random song (or F2) still works. Shift+F2 don't work then and you can't go back to the .mp3 file.

It looks like kind of unexpected behaviour for me, as you can access the file that have no beatmap related to it, so it shouldn't be accessible from playing mode. :)


Sorry for a wall of text, but I hope that any of these words will be helpful in further improvement of the game ;)
Nayrus
I'm not sure if that happened to me while playing on stable too but sometimes my score meter looks like this: https://osu.ppy.sh/ss/4344528
I dont think that i can click like that so it has to be some issue with the score meter display
Scarlet Evans
Now something little funny ^^

Change log window's resolution and text-splitting doesn't allow me to fully see an information about new resolution option :D

image:
Scarlet Evans
Now, time for something major :(

Binding mania keys on CuttingEdge is broken. Osu crashes on the last key, when I try to re-bind mania. It always crashes on the last key, no matter what and how many keys I try (I didn't tried all options though). Sometimes it crashes immediately, sometimes after 1-2 seconds, so I am able to see red error pop-up. However, after that it almost immediately crashed too.

If you rebind just first (n-1) keys and click Esc, then it's okay, only the last key crashes osu! Always crashes.

I tried all releases, but it occurs only on CuttingEdge.

http://puu.sh/mAhYA/4a946e56c3.jpg
http://puu.sh/mAiSJ/cd0551aa56.png

4k crash dump
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qfUKUXBGNckY$l0vqKp1yiA==(Keys #=qR8Nyq5fPLcBZAbjuunlbhg==)
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qAneG$8r5jjGeJtspT63Uvw==(Keys #=qR7$zGxZOIL8dcgDpfFtdfA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qt5FvAemk03b7_HFh0p8hsw==(List`1 #=q9lNPBVFwaCAXnDKCHxJGeA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qqm5WpMMSwx7IS19uMz2oeQ==(#=qLrwoY_knPdFFB_XAatTWtSKeNbE$zLZz_IfL78hjZwI2Dzh9eowlmistV3oVp3sQ #=qcU0GkYxM10o3JOdpH7V$vQ==)
at #=qQXVRLuLrnmU62vGzm37Ejw==.#=qFqXrvvoi5M7fZj5gR7jSfA==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=qV6iHvg3lR7A6jnw1yfWIyQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
at #=qVlvUlecgZQv6tlJkW$jX_JHu42Gw$7iTuUq23pWrLws=.#=qQW3m$tMLkNzM0wXiyI2_rQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qrNmEwSFQf8SxAwEYwVTXTQ==)
at #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q1lFiuvB9PIm7k$1aLH7bgFkapo49QE8ZSB4OaG_3TPc=(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
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(IntPtr 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 #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qbNyui_PIdPm1sDxlEQCpRw==.#=qmT266SLm8YimoCGNKQJwgQ==(String #=q0kIlmSVT6lDuBpgCcUjrcA==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=q9KjbNyf8Ak3oljrwEOJ3Zw==)

5k crash dump
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qfUKUXBGNckY$l0vqKp1yiA==(Keys #=qR8Nyq5fPLcBZAbjuunlbhg==)
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qAneG$8r5jjGeJtspT63Uvw==(Keys #=qR7$zGxZOIL8dcgDpfFtdfA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qt5FvAemk03b7_HFh0p8hsw==(List`1 #=q9lNPBVFwaCAXnDKCHxJGeA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qqm5WpMMSwx7IS19uMz2oeQ==(#=qLrwoY_knPdFFB_XAatTWtSKeNbE$zLZz_IfL78hjZwI2Dzh9eowlmistV3oVp3sQ #=qcU0GkYxM10o3JOdpH7V$vQ==)
at #=qQXVRLuLrnmU62vGzm37Ejw==.#=qFqXrvvoi5M7fZj5gR7jSfA==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=qV6iHvg3lR7A6jnw1yfWIyQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
at #=qVlvUlecgZQv6tlJkW$jX_JHu42Gw$7iTuUq23pWrLws=.#=qQW3m$tMLkNzM0wXiyI2_rQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qrNmEwSFQf8SxAwEYwVTXTQ==)
at #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q1lFiuvB9PIm7k$1aLH7bgFkapo49QE8ZSB4OaG_3TPc=(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
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(IntPtr 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 #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qbNyui_PIdPm1sDxlEQCpRw==.#=qmT266SLm8YimoCGNKQJwgQ==(String #=q0kIlmSVT6lDuBpgCcUjrcA==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=q9KjbNyf8Ak3oljrwEOJ3Zw==)

It crashes on every key number I checked, the dumps looks similar anyway. ;)

osu! version: 20160118cuttingedge
Scarlet Evans
< Post about Taiko still being bugged deleted>
I was changing release so many times today that I ended up on Stable coincidentally, sorry if you read this post, before I could delete it.
Topic Starter
TheVileOne
:P :P

Scarlet Evans wrote:

Now, time for something major :(

Binding mania keys on CuttingEdge is broken. Osu crashes on the last key, when I try to re-bind mania. It always crashes on the last key, no matter what and how many keys I try (I didn't tried all options though). Sometimes it crashes immediately, sometimes after 1-2 seconds, so I am able to see red error pop-up. However, after that it almost immediately crashed too.

If you rebind just first (n-1) keys and click Esc, then it's okay, only the last key crashes osu! Always crashes.

I tried all releases, but it occurs only on CuttingEdge.

http://puu.sh/mAhYA/4a946e56c3.jpg
http://puu.sh/mAiSJ/cd0551aa56.png

4k crash dump
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qfUKUXBGNckY$l0vqKp1yiA==(Keys #=qR8Nyq5fPLcBZAbjuunlbhg==)
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qAneG$8r5jjGeJtspT63Uvw==(Keys #=qR7$zGxZOIL8dcgDpfFtdfA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qt5FvAemk03b7_HFh0p8hsw==(List`1 #=q9lNPBVFwaCAXnDKCHxJGeA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qqm5WpMMSwx7IS19uMz2oeQ==(#=qLrwoY_knPdFFB_XAatTWtSKeNbE$zLZz_IfL78hjZwI2Dzh9eowlmistV3oVp3sQ #=qcU0GkYxM10o3JOdpH7V$vQ==)
at #=qQXVRLuLrnmU62vGzm37Ejw==.#=qFqXrvvoi5M7fZj5gR7jSfA==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=qV6iHvg3lR7A6jnw1yfWIyQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
at #=qVlvUlecgZQv6tlJkW$jX_JHu42Gw$7iTuUq23pWrLws=.#=qQW3m$tMLkNzM0wXiyI2_rQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qrNmEwSFQf8SxAwEYwVTXTQ==)
at #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q1lFiuvB9PIm7k$1aLH7bgFkapo49QE8ZSB4OaG_3TPc=(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
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(IntPtr 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 #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qbNyui_PIdPm1sDxlEQCpRw==.#=qmT266SLm8YimoCGNKQJwgQ==(String #=q0kIlmSVT6lDuBpgCcUjrcA==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=q9KjbNyf8Ak3oljrwEOJ3Zw==)

5k crash dump
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qfUKUXBGNckY$l0vqKp1yiA==(Keys #=qR8Nyq5fPLcBZAbjuunlbhg==)
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qAneG$8r5jjGeJtspT63Uvw==(Keys #=qR7$zGxZOIL8dcgDpfFtdfA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qt5FvAemk03b7_HFh0p8hsw==(List`1 #=q9lNPBVFwaCAXnDKCHxJGeA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qqm5WpMMSwx7IS19uMz2oeQ==(#=qLrwoY_knPdFFB_XAatTWtSKeNbE$zLZz_IfL78hjZwI2Dzh9eowlmistV3oVp3sQ #=qcU0GkYxM10o3JOdpH7V$vQ==)
at #=qQXVRLuLrnmU62vGzm37Ejw==.#=qFqXrvvoi5M7fZj5gR7jSfA==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=qV6iHvg3lR7A6jnw1yfWIyQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
at #=qVlvUlecgZQv6tlJkW$jX_JHu42Gw$7iTuUq23pWrLws=.#=qQW3m$tMLkNzM0wXiyI2_rQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qrNmEwSFQf8SxAwEYwVTXTQ==)
at #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q1lFiuvB9PIm7k$1aLH7bgFkapo49QE8ZSB4OaG_3TPc=(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
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(IntPtr 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 #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qbNyui_PIdPm1sDxlEQCpRw==.#=qmT266SLm8YimoCGNKQJwgQ==(String #=q0kIlmSVT6lDuBpgCcUjrcA==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=q9KjbNyf8Ak3oljrwEOJ3Zw==)

It crashes on every key number I checked, the dumps looks similar anyway. ;)

osu! version: 20160118cuttingedge
I can't replicate. I've changed all the keys and nothing unusual happens. If it happens with a particular skin, please post skin.

Edit - nvrm. We'll be working on a solution for it.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix crash in mania layout screen. (Blaizer)
The changes will be applied to builds newer than b20160121.5cuttingedge.

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.
Gravey-
Hi

I'm experiencing this sometimes well many times as i open-close osu to play. The avatars doesn't shows up in f9 (users listing) and even my own avatar like every avatar is gone and every time this happens i need to restart osu to make it shows up. The thread link below is the same problem that i'm experiencing and it seems like it's not normal i think.

Thread regarding the avatars not visible in the client.

Network.log
1/23/2016 7:00:28 AM: ----------------------------------------------------------
1/23/2016 7:00:28 AM: Network Log for Toshiba
1/23/2016 7:00:28 AM: osu! version unknown
1/23/2016 7:00:28 AM: Running on Microsoft Windows NT 6.3.9600.0, 4 cores
1/23/2016 7:00:28 AM: ----------------------------------------------------------
1/23/2016 7:00:29 AM: Request to https://osu.ppy.sh/web/check-updates.php?action=check&stream=cuttingedge&time=635891616284926314 () successfully completed!
1/23/2016 7:00:38 AM: Request to https://osu.ppy.sh/web/bancho_connect.php?v=b20160122cuttingedge&u=Gravey-&h=********************************&fx=dotnet30|dotnet35|dotnet45|dotnet45|dotnet4&ch=3677f8d5c6c61b3f41f8ca04a4662562:00AC0FC95999.60EB698C01A7.4CEDDE60D8B6.4CEDDE60D8B6.4CEDDE39A86A..00000000000000E0.00000000000000E0.:eb3d119bf2e71823bba9aeb76ccfac86:98d2f12a8cfbcf4fee1a9d116cd980d0:44a47e642775e2791b745b18ed181cf7:&retry=0 () successfully completed!
1/23/2016 7:00:40 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:41 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:41 AM: Request to https://puu.sh/mG8kg/d004e7afe3.png () failed with Forbidden (FAILED).
1/23/2016 7:00:42 AM: Request to https://a.ppy.sh/3009472 () failed with Forbidden (FAILED).
1/23/2016 7:00:42 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:43 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:44 AM: Request to https://osu.ppy.sh/web/lastfm.php?b=0&action=np&us=Gravey-&ha=******************************** () successfully completed!
1/23/2016 7:00:45 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:48 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:50 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:50 AM: Request to https://osu.ppy.sh/web/lastfm.php?b=659198&action=np&us=Gravey-&ha=******************************** () successfully completed!
1/23/2016 7:00:50 AM: Request to https://osu.ppy.sh/web/osu-osz2-getscores.php?s=0&vv=3&v=1&c=e9ee715835e6c3424a3db8bdc02f927a&f=Koji+Kondo+-+Super+Mario+Bros.+-BGM+Medley-+(rhalp10)+%5b7K+Insane%5d.osu&m=3&i=292971&mods=0&h=&a=0&us=Gravey-&ha=******************************** () successfully completed!
1/23/2016 7:00:51 AM: Request to https://osu.ppy.sh/web/check-updates.php?action=check&stream=cuttingedge&time=635891616504544408 () successfully completed!
1/23/2016 7:00:51 AM: Request to https://puu.sh/mG8kg/d004e7afe3.png () failed with Forbidden (FAILED).
1/23/2016 7:00:52 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:53 AM: Request to https://osu.ppy.sh/web/osu-osz2-getscores.php?s=0&vv=3&v=1&c=e9ee715835e6c3424a3db8bdc02f927a&f=Koji+Kondo+-+Super+Mario+Bros.+-BGM+Medley-+(rhalp10)+%5b7K+Insane%5d.osu&m=3&i=292971&mods=0&h=&a=0&us=Gravey-&ha=******************************** () successfully completed!
1/23/2016 7:00:54 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:56 AM: Request to https://c.ppy.sh () successfully completed!
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I'm using 'b20160122cuttingedge (Cutting Edge)'
Err i hope i did the right thing :o
A Mystery
Osu! registers my xbox controller inputs even when the game is alt tabbed, I could only reproduce this on the cutting edge build.
Yabuki Nako
Bug that just happened after quitting a song : https://osu.ppy.sh/ss/4400187 https://osu.ppy.sh/ss/4400183
Quanteck
Reposting here since I saw this where I had to post for cutting edge

Cursor freezes when plugging in tablet or mouse

Problem Details: So what happens here is that I have both my mouse and tablet plugged in but if I disconnect and reconnect my tablet or mouse the cursor freezes, this can be annoying because I often just start osu and my tablet isn't connected then I connect it and cursor freezes and have to restart osu.

- I am using windows 10 I don't think this affects windows 7 since I haven't had that problem (I still use both on a daily basis) affects w7 too
- Fullscreen or windowed does not affect anything
- when I tab out my cursor can move but if I go back on osu it freezes again
- I can still use mouse clicks

Video or screenshot showing the problem: http://puu.sh/mKH6K/382325ad4b.mp4


osu! version: 20160126.3cuttingedge
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix raw mouse not working after plugging in a device (attempt 2). (Blaizer)
The changes will be applied to builds newer than b20160127.2cuttingedge.

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.
Blaizer
With that change, DualShock 4 controllers should now also work with osu. Programs like WhatPulse that track osu's keypresses should also work again. The windows key being locked out during Play mode should also be back. Please try these things out if you can.
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