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

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Scarlet Evans
Sorry for double post, but it's better to mention different issues separately. This one is something of lesser importance though, a cosmetic problem that can be "resolved" by completely avoiding mapping in CE... which is not really a solution :P

I am one of the people that likes to use bookmarks while mapping. The thing is, bookmarks on quite big part of song are almost unreadable in Cutting Edge. The problem is caused by [version_number]cuttingedge text, which covers a part of your song's timeline.

http://puu.sh/mRD4Y/7a2cfb8003.jpg

Normally, this text hides in the situations that it could collide with what you do:
# It hides, while you are using chat,
# It hides, when you are playing, to make accuracy bar visible,
but it don't hide, when you are mapping, which can be bothersome. Looking at bookmarks on timeline, if they are put correctly, gives you a good visual understanding of the song's structure, distinguishing some characteristic points or just markings for the mapping techniques you used. Unfortunately, you need to use other Release stream than Cutting Edge to achieve this =(

Maybe there should be a way to hide it, while mapping?
Bozey
Aaaand the fps spikes are back since last update WHYYYY
TheAussie
Unable to play on Cutting-Edge. It comes up black, but i hear sound.
GPU: GTX660
Version: b20160202
Performance Log:
3/02/2016 2:43:09 AM: ----------------------------------------------------------
3/02/2016 2:43:09 AM: Performance Log for TheAussie
3/02/2016 2:43:09 AM: osu! version b20160202.1cuttingedge
3/02/2016 2:43:09 AM: Running on Microsoft Windows NT 6.1.7601 Service Pack 1, 4 cores
3/02/2016 2:43:09 AM: ----------------------------------------------------------
3/02/2016 2:43:15 AM:
3/02/2016 2:43:15 AM: ---------- Slow Frame Detected at 5.00s in Menu ----------
3/02/2016 2:43:15 AM: Statuses: [Active] [Bancho]
3/02/2016 2:43:15 AM:
3/02/2016 2:43:15 AM: Game 5,136
3/02/2016 2:43:15 AM: Mode 5,136
3/02/2016 2:43:15 AM: Audio 56,372
3/02/2016 2:43:15 AM:
3/02/2016 2:43:15 AM: BetweenFrames 0.05
3/02/2016 2:43:15 AM: Update 12.12
3/02/2016 2:43:15 AM: Scheduler 0.00
3/02/2016 2:43:15 AM: Draw 0.63
3/02/2016 2:43:15 AM: Sleep 0.00
3/02/2016 2:43:15 AM: SwapBuffer 0.14
3/02/2016 2:43:15 AM:
3/02/2016 2:43:15 AM: This Frame 12.95
3/02/2016 2:43:15 AM: Avg. Frame 5.25
3/02/2016 2:43:15 AM: Curr FPS 999
3/02/2016 2:43:15 AM:
3/02/2016 2:43:15 AM:
3/02/2016 2:43:15 AM: Call stack follows:
3/02/2016 2:43:15 AM:
3/02/2016 2:43:15 AM: - Int32 #=quAu5woTFFHmHXKgpEXPM0B5VffPx8KmX7oCx9qvJX4Q=(Int32, Single[], Int32) @ 0
3/02/2016 2:43:15 AM: - Void #=qyVulFOw_NbxvUS$PC5revg==() @ 110
3/02/2016 2:43:15 AM: - Void #=qyVulFOw_NbxvUS$PC5revg==() @ 19
3/02/2016 2:43:15 AM: - Void #=qyVulFOw_NbxvUS$PC5revg==() @ 6196
3/02/2016 2:43:15 AM: - Void #=qshF_$gKdMOYwCUvCXalJlopPlDkmsRd0uZDktYuN1Cc=(#=qx3v6WvuSAIfypkMFesSnmOXHL8rc89Efr9fAEUHM77Q=) @ 13
3/02/2016 2:43:15 AM: - Void ForEach(System.Action`1[T]) @ 168
3/02/2016 2:43:15 AM: - Void #=qKF9u_0MjJzCBoSbvU8IEcISTTyJ$$5pI8Eek_F$AAAg=() @ 97
3/02/2016 2:43:15 AM: - Void #=qgWYuk4TqeKSIZusgYGyeSw==(#=qroBVe7cJdZ3gxWT$BzNzJvPE2Y3RRoC5b_5FuDSHvuH_lKjptqKwFbjJH75VvNQh) @ 2911
3/02/2016 2:43:15 AM: - Void #=qyVulFOw_NbxvUS$PC5revg==() @ 462
3/02/2016 2:43:15 AM: - Void #=qk4AYwZdPeRn6OWPW5aQAiA==(System.Object, System.EventArgs) @ 27
3/02/2016 2:43:15 AM: - Void #=qlrRQB7OEwd1e9StY$CiAIQ==(System.Object, System.EventArgs) @ 26
3/02/2016 2:43:15 AM: - Void #=qWCEEK6wSicjd6ZzBTTnxXdEht8M2lOw7KIy1WZhBTBc=(System.Object, System.EventArgs) @ 105
3/02/2016 2:43:15 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32) @ 62
3/02/2016 2:43:15 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) @ 973
3/02/2016 2:43:15 AM: - Void RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) @ 341
3/02/2016 2:43:15 AM: - Void RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) @ 74
3/02/2016 2:43:15 AM: - Void Run(System.Windows.Forms.Form) @ 49
3/02/2016 2:43:15 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 113
3/02/2016 2:43:15 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 36
3/02/2016 2:43:15 AM: - Void #=qWWOKflyAwY2YH5tfnRT4cA==(System.String, Boolean, Boolean) @ 470
3/02/2016 2:43:15 AM: - Void #=qvqhh0WafYvQs_rCo2H9tLQ==(System.String[]) @ 524
3/02/2016 2:43:15 AM: - Void #=qrUs4McOCCE59afFPHwI2CA==() @ 1710
3/02/2016 2:43:15 AM: - Void #=qZDpeTD9qAGNi_e7XJdSmqA==() @ 6
3/02/2016 2:43:16 AM:
3/02/2016 2:43:16 AM: ---------- Slow Frame Detected at 6.00s in Menu ----------
3/02/2016 2:43:16 AM: Statuses: [Active] [Bancho]
3/02/2016 2:43:16 AM:
3/02/2016 2:43:16 AM: Game 6,834
3/02/2016 2:43:16 AM: Mode 6,834
3/02/2016 2:43:16 AM: Audio 58,076
3/02/2016 2:43:16 AM:
3/02/2016 2:43:16 AM: BetweenFrames 0.98
3/02/2016 2:43:16 AM: Update 4.77
3/02/2016 2:43:16 AM: Scheduler 0.00
3/02/2016 2:43:16 AM: Draw 0.67
3/02/2016 2:43:16 AM: Sleep 0.01
3/02/2016 2:43:16 AM: SwapBuffer 0.16
3/02/2016 2:43:16 AM:
3/02/2016 2:43:16 AM: This Frame 6.58
3/02/2016 2:43:16 AM: Avg. Frame 1.05
3/02/2016 2:43:16 AM: Curr FPS 999
3/02/2016 2:43:16 AM:
3/02/2016 2:43:16 AM:
3/02/2016 2:43:16 AM: Call stack was not recorded.
3/02/2016 2:43:19 AM:
3/02/2016 2:43:19 AM: ---------- Slow Frame Detected at 9.00s in Menu ----------
3/02/2016 2:43:19 AM: Statuses: [Active] [Bancho] [Severe]
3/02/2016 2:43:19 AM:
3/02/2016 2:43:19 AM: Game 9,638
3/02/2016 2:43:19 AM: Mode 9,638
3/02/2016 2:43:19 AM: Audio 60,876
3/02/2016 2:43:19 AM:
3/02/2016 2:43:19 AM: BetweenFrames 0.08
3/02/2016 2:43:19 AM: Update 8.48
3/02/2016 2:43:19 AM: Scheduler 0.00
3/02/2016 2:43:19 AM: Draw 0.53
3/02/2016 2:43:19 AM: Sleep 0.00
3/02/2016 2:43:19 AM: SwapBuffer 0.16
3/02/2016 2:43:19 AM:
3/02/2016 2:43:19 AM: This Frame 9.25
3/02/2016 2:43:19 AM: Avg. Frame 1.05
3/02/2016 2:43:19 AM: Curr FPS 999
3/02/2016 2:43:19 AM:
3/02/2016 2:43:19 AM: NativeText 3
3/02/2016 2:43:19 AM:
3/02/2016 2:43:19 AM: Call stack follows:
3/02/2016 2:43:19 AM:
3/02/2016 2:43:19 AM: - Int32 GdipDrawString(System.Runtime.InteropServices.HandleRef, System.String, Int32, System.Runtime.InteropServices.HandleRef, System.Drawing.Internal.GPRECTF ByRef, System.Runtime.InteropServices.HandleRef, System.Runtime.InteropServices.HandleRef) @ 0
3/02/2016 2:43:19 AM: - Void DrawString(System.String, System.Drawing.Font, System.Drawing.Brush, System.Drawing.RectangleF, System.Drawing.StringFormat) @ 203
3/02/2016 2:43:19 AM: - Void DrawString(System.String, System.Drawing.Font, System.Drawing.Brush, Single, Single) @ 50
3/02/2016 2:43:19 AM: - #=qEwAJbNLQsr5B1zdrLpeMPLT4pc9W1m0ZUW1_Wr2Cbro= #=qT1ZuzfWozFxfMBRv0B7kvw==(System.String, Single, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Graphics.Color, #=qq8h1aNSYqYu$NGKndippRq672B5MuwgPIobYer0Or6DLYFEqst6z2nuuU4LrdLz7, Boolean, Boolean, Boolean, #=qTvpUlQFYBADJpQA05nYfLgW8agKd_zrSOSNU$lhkM$Q$3nAuarP9yAKsAq1nbIJH, Boolean, Microsoft.Xna.Framework.Vector2 ByRef, System.Drawing.RectangleF[] ByRef, Microsoft.Xna.Framework.Graphics.Color, Microsoft.Xna.Framework.Graphics.Color, Int32, Boolean, Boolean, #=q_M2qTMUdRGTfoLR2kSuS7CKSyKrGPYRRGmhG$fxaLJkjkrCDC$Ys7OO8tVpMrWVw, Microsoft.Xna.Framework.Vector4, Microsoft.Xna.Framework.Vector2, #=qEwAJbNLQsr5B1zdrLpeMPLT4pc9W1m0ZUW1_Wr2Cbro=, Int32, Int32) @ 4701
3/02/2016 2:43:19 AM: - #=qEwAJbNLQsr5B1zdrLpeMPLT4pc9W1m0ZUW1_Wr2Cbro= #=qL2$EMpa5Xa7N95MsIoHoFw==() @ 1435
3/02/2016 2:43:19 AM: - #=qEwAJbNLQsr5B1zdrLpeMPLT4pc9W1m0ZUW1_Wr2Cbro= #=qD_sknWFZXVTV1UkMVuMDKg==() @ 119
3/02/2016 2:43:19 AM: - Microsoft.Xna.Framework.Vector2 #=qnuwAoOJi2K__a0TpQiVqUQ==() @ 22
3/02/2016 2:43:19 AM: - Void .ctor(System.String, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, Single, Microsoft.Xna.Framework.Graphics.Color, System.EventHandler, Boolean, Boolean, System.Nullable`1[System.Single], Boolean) @ 411
3/02/2016 2:43:19 AM: - Void #=qmHTaZZQVlHbuZ66jrWjgRg==(System.String, Microsoft.Xna.Framework.Graphics.Color, System.EventHandler, Boolean, Boolean, Boolean) @ 493
3/02/2016 2:43:19 AM: - Void .ctor(System.String, System.EventHandler, System.EventHandler) @ 93
3/02/2016 2:43:19 AM: - Void #=qkQofqlBGZaxaIa1e58sF8w==(Boolean) @ 495
3/02/2016 2:43:19 AM: - Boolean #=qmKtU2FL4$fvO11SBhPzSn6OBzxEsAu6YplPwJuEiP2c=(System.Object, Microsoft.Xna.Framework.Input.Keys) @ 154
3/02/2016 2:43:19 AM: - System.Object InvokeMethod(System.Object, System.Object[], System.Signature, Boolean) @ 0
3/02/2016 2:43:19 AM: - System.Object UnsafeInvokeInternal(System.Object, System.Object[], System.Object[]) @ 93
3/02/2016 2:43:19 AM: - System.Object UnsafeInvoke(System.Object, System.Reflection.BindingFlags, System.Reflection.Binder, System.Object[], System.Globalization.CultureInfo) @ 103
3/02/2016 2:43:19 AM: - System.Object DynamicInvokeImpl(System.Object[]) @ 105
3/02/2016 2:43:19 AM: - Boolean #=qSZDZSDrHPo2vS0UCu7UvFQ==(Microsoft.Xna.Framework.Input.Keys) @ 270
3/02/2016 2:43:19 AM: - Void #=qnygXFmouDMJ0uzRh683IWQ==(System.Collections.Generic.List`1[Microsoft.Xna.Framework.Input.Keys]) @ 1715
3/02/2016 2:43:19 AM: - Void #=qgWYuk4TqeKSIZusgYGyeSw==(#=qroBVe7cJdZ3gxWT$BzNzJvPE2Y3RRoC5b_5FuDSHvuH_lKjptqKwFbjJH75VvNQh) @ 944
3/02/2016 2:43:19 AM: - Void #=qyVulFOw_NbxvUS$PC5revg==() @ 462
3/02/2016 2:43:19 AM: - Void #=qk4AYwZdPeRn6OWPW5aQAiA==(System.Object, System.EventArgs) @ 27
3/02/2016 2:43:19 AM: - Void #=qlrRQB7OEwd1e9StY$CiAIQ==(System.Object, System.EventArgs) @ 26
3/02/2016 2:43:19 AM: - Void #=qWCEEK6wSicjd6ZzBTTnxXdEht8M2lOw7KIy1WZhBTBc=(System.Object, System.EventArgs) @ 105
3/02/2016 2:43:19 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32) @ 62
3/02/2016 2:43:19 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) @ 973
3/02/2016 2:43:19 AM: - Void RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) @ 341
3/02/2016 2:43:19 AM: - Void RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) @ 74
3/02/2016 2:43:19 AM: - Void Run(System.Windows.Forms.Form) @ 49
3/02/2016 2:43:19 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 113
3/02/2016 2:43:19 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 36
3/02/2016 2:43:19 AM: - Void #=qWWOKflyAwY2YH5tfnRT4cA==(System.String, Boolean, Boolean) @ 470
3/02/2016 2:43:19 AM: - Void #=qvqhh0WafYvQs_rCo2H9tLQ==(System.String[]) @ 524
3/02/2016 2:43:19 AM: - Void #=qrUs4McOCCE59afFPHwI2CA==() @ 1710
3/02/2016 2:43:19 AM: - Void #=qZDpeTD9qAGNi_e7XJdSmqA==() @ 6
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: ---------- Slow Frame Detected at 10.00s in Menu ----------
3/02/2016 2:43:20 AM: Statuses: [Active] [Bancho] [Severe]
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Game 10,573
3/02/2016 2:43:20 AM: Mode 10,573
3/02/2016 2:43:20 AM: Audio 61,809
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: BetweenFrames 0.06
3/02/2016 2:43:20 AM: Update 8.92
3/02/2016 2:43:20 AM: Scheduler 0.00
3/02/2016 2:43:20 AM: Draw 1.93
3/02/2016 2:43:20 AM: Sleep 0.00
3/02/2016 2:43:20 AM: SwapBuffer 0.17
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: This Frame 11.10
3/02/2016 2:43:20 AM: Avg. Frame 1.11
3/02/2016 2:43:20 AM: Curr FPS 999
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: NativeText 3
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Call stack follows:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: - Int32 #=qbf3GATpgdobNoQ4pRIBbFyt0M89KH9ORK5b5z0JWw_0=(Boolean, Byte[], Int64, Int32, Int32, #=qxdTJXk1w$odxPhqb5y_Vd$8nR_V$TznHpbelDiw1Twg=) @ 0
3/02/2016 2:43:20 AM: - Int32 #=q1C6Ya7oSikjYJhmfiuEYgw==(System.String, Boolean, Boolean, #=qDQ2TvlkvgD6sTA5A7wwRgscfcr8HO5AoXL4143nUUSQNoUobXXsw7KnAPNkAVfo1) @ 1279
3/02/2016 2:43:20 AM: - #=qd8T_FqTU5JMiMn$0wftpb1ADlRC7WyOgzRveRy9xqgM= #=qHRmvQpXivif3BgYfHBwGqg==(System.String, Int32, #=qDQ2TvlkvgD6sTA5A7wwRgscfcr8HO5AoXL4143nUUSQNoUobXXsw7KnAPNkAVfo1) @ 71
3/02/2016 2:43:20 AM: - Void #=qQVS7IgAAuHkJseR643x5hA==(System.Object, System.EventArgs) @ 59
3/02/2016 2:43:20 AM: - Void Invoke(System.Object, System.EventArgs) @ 0
3/02/2016 2:43:20 AM: - Boolean #=qAbowC8fyXp_5ar3g$gIOqg==(Boolean) @ 60
3/02/2016 2:43:20 AM: - Boolean #=qHW$$NiRiaiA94lHKT$hyAQ==(Microsoft.Xna.Framework.Input.Keys) @ 226
3/02/2016 2:43:20 AM: - Void #=qnygXFmouDMJ0uzRh683IWQ==(System.Collections.Generic.List`1[Microsoft.Xna.Framework.Input.Keys]) @ 1599
3/02/2016 2:43:20 AM: - Void #=qgWYuk4TqeKSIZusgYGyeSw==(#=qroBVe7cJdZ3gxWT$BzNzJvPE2Y3RRoC5b_5FuDSHvuH_lKjptqKwFbjJH75VvNQh) @ 944
3/02/2016 2:43:20 AM: - Void #=qyVulFOw_NbxvUS$PC5revg==() @ 462
3/02/2016 2:43:20 AM: - Void #=qk4AYwZdPeRn6OWPW5aQAiA==(System.Object, System.EventArgs) @ 27
3/02/2016 2:43:20 AM: - Void #=qlrRQB7OEwd1e9StY$CiAIQ==(System.Object, System.EventArgs) @ 26
3/02/2016 2:43:20 AM: - Void #=qWCEEK6wSicjd6ZzBTTnxXdEht8M2lOw7KIy1WZhBTBc=(System.Object, System.EventArgs) @ 105
3/02/2016 2:43:20 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32) @ 62
3/02/2016 2:43:20 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) @ 973
3/02/2016 2:43:20 AM: - Void RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) @ 341
3/02/2016 2:43:20 AM: - Void RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) @ 74
3/02/2016 2:43:20 AM: - Void Run(System.Windows.Forms.Form) @ 49
3/02/2016 2:43:20 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 113
3/02/2016 2:43:20 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 36
3/02/2016 2:43:20 AM: - Void #=qWWOKflyAwY2YH5tfnRT4cA==(System.String, Boolean, Boolean) @ 470
3/02/2016 2:43:20 AM: - Void #=qvqhh0WafYvQs_rCo2H9tLQ==(System.String[]) @ 524
3/02/2016 2:43:20 AM: - Void #=qrUs4McOCCE59afFPHwI2CA==() @ 1710
3/02/2016 2:43:20 AM: - Void #=qZDpeTD9qAGNi_e7XJdSmqA==() @ 6
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: ---------- Slow Frame Detected at 10.00s in Menu ----------
3/02/2016 2:43:20 AM: Statuses: [Active] [Bancho] [Severe]
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Game 10,811
3/02/2016 2:43:20 AM: Mode 10,811
3/02/2016 2:43:20 AM: Audio 62,035
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: BetweenFrames 0.00
3/02/2016 2:43:20 AM: Update 16.20
3/02/2016 2:43:20 AM: Scheduler 0.00
3/02/2016 2:43:20 AM: Draw 2.19
3/02/2016 2:43:20 AM: Sleep 0.01
3/02/2016 2:43:20 AM: SwapBuffer 7.86
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: This Frame 26.25
3/02/2016 2:43:20 AM: Avg. Frame 1.29
3/02/2016 2:43:20 AM: Curr FPS 962
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Call stack follows:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: - IntPtr SetWindowLongPtr32(System.Runtime.InteropServices.HandleRef, Int32, System.Runtime.InteropServices.HandleRef) @ 0
3/02/2016 2:43:20 AM: - Void set_WindowExStyle(Int32) @ 43
3/02/2016 2:43:20 AM: - Void UpdateStylesCore() @ 116
3/02/2016 2:43:20 AM: - Void set_Opacity(Double) @ 387
3/02/2016 2:43:20 AM: - Void #=qVkT0taPRcXGoeZixr1iHrpaBeuVLypTpyxW39R3MPeQ=() @ 600
3/02/2016 2:43:20 AM: - Void #=qyVulFOw_NbxvUS$PC5revg==() @ 335
3/02/2016 2:43:20 AM: - Void #=qk4AYwZdPeRn6OWPW5aQAiA==(System.Object, System.EventArgs) @ 27
3/02/2016 2:43:20 AM: - Void #=qlrRQB7OEwd1e9StY$CiAIQ==(System.Object, System.EventArgs) @ 26
3/02/2016 2:43:20 AM: - Void #=qWCEEK6wSicjd6ZzBTTnxXdEht8M2lOw7KIy1WZhBTBc=(System.Object, System.EventArgs) @ 105
3/02/2016 2:43:20 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32) @ 62
3/02/2016 2:43:20 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) @ 973
3/02/2016 2:43:20 AM: - Void RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) @ 341
3/02/2016 2:43:20 AM: - Void RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) @ 74
3/02/2016 2:43:20 AM: - Void Run(System.Windows.Forms.Form) @ 49
3/02/2016 2:43:20 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 113
3/02/2016 2:43:20 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 36
3/02/2016 2:43:20 AM: - Void #=qWWOKflyAwY2YH5tfnRT4cA==(System.String, Boolean, Boolean) @ 470
3/02/2016 2:43:20 AM: - Void #=qvqhh0WafYvQs_rCo2H9tLQ==(System.String[]) @ 524
3/02/2016 2:43:20 AM: - Void #=qrUs4McOCCE59afFPHwI2CA==() @ 1710
3/02/2016 2:43:20 AM: - Void #=qZDpeTD9qAGNi_e7XJdSmqA==() @ 6
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: ---------- Slow Frame Detected at 10.00s in Menu ----------
3/02/2016 2:43:20 AM: Statuses: [Active] [Bancho] [Severe]
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Game 10,837
3/02/2016 2:43:20 AM: Mode 10,837
3/02/2016 2:43:20 AM: Audio 62,063
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: BetweenFrames 9.44
3/02/2016 2:43:20 AM: Update 5.50
3/02/2016 2:43:20 AM: Scheduler 0.00
3/02/2016 2:43:20 AM: Draw 0.65
3/02/2016 2:43:20 AM: Sleep 0.05
3/02/2016 2:43:20 AM: SwapBuffer 10.48
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: This Frame 26.43
3/02/2016 2:43:20 AM: Avg. Frame 3.18
3/02/2016 2:43:20 AM: Curr FPS 962
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Call stack follows:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: - Boolean PeekMessage(MSG ByRef, System.Runtime.InteropServices.HandleRef, Int32, Int32, Int32) @ 0
3/02/2016 2:43:20 AM: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) @ 424
3/02/2016 2:43:20 AM: - Void RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) @ 341
3/02/2016 2:43:20 AM: - Void RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) @ 74
3/02/2016 2:43:20 AM: - Void Run(System.Windows.Forms.Form) @ 49
3/02/2016 2:43:20 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 113
3/02/2016 2:43:20 AM: - Void #=qowWC8CuOHcBM6ksehdTYmA==() @ 36
3/02/2016 2:43:20 AM: - Void #=qWWOKflyAwY2YH5tfnRT4cA==(System.String, Boolean, Boolean) @ 470
3/02/2016 2:43:20 AM: - Void #=qvqhh0WafYvQs_rCo2H9tLQ==(System.String[]) @ 524
3/02/2016 2:43:20 AM: - Void #=qrUs4McOCCE59afFPHwI2CA==() @ 1710
3/02/2016 2:43:20 AM: - Void #=qZDpeTD9qAGNi_e7XJdSmqA==() @ 6
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: ---------- Slow Frame Detected at 10.00s in Menu ----------
3/02/2016 2:43:20 AM: Statuses: [Active] [Bancho]
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Game 10,853
3/02/2016 2:43:20 AM: Mode 10,853
3/02/2016 2:43:20 AM: Audio 62,090
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: BetweenFrames 0.00
3/02/2016 2:43:20 AM: Update 6.01
3/02/2016 2:43:20 AM: Scheduler 0.00
3/02/2016 2:43:20 AM: Draw 0.64
3/02/2016 2:43:20 AM: Sleep 0.01
3/02/2016 2:43:20 AM: SwapBuffer 8.87
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: This Frame 15.74
3/02/2016 2:43:20 AM: Avg. Frame 4.95
3/02/2016 2:43:20 AM: Curr FPS 962
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Call stack was not recorded.
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: ---------- Slow Frame Detected at 10.00s in Menu ----------
3/02/2016 2:43:20 AM: Statuses: [Active] [Bancho]
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Game 10,870
3/02/2016 2:43:20 AM: Mode 10,870
3/02/2016 2:43:20 AM: Audio 62,106
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: BetweenFrames 0.00
3/02/2016 2:43:20 AM: Update 5.35
3/02/2016 2:43:20 AM: Scheduler 0.00
3/02/2016 2:43:20 AM: Draw 1.84
3/02/2016 2:43:20 AM: Sleep 0.01
3/02/2016 2:43:20 AM: SwapBuffer 9.42
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: This Frame 16.67
3/02/2016 2:43:20 AM: Avg. Frame 5.45
3/02/2016 2:43:20 AM: Curr FPS 962
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Call stack was not recorded.
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: ---------- Slow Frame Detected at 10.00s in Menu ----------
3/02/2016 2:43:20 AM: Statuses: [Active] [Bancho]
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Game 10,886
3/02/2016 2:43:20 AM: Mode 10,886
3/02/2016 2:43:20 AM: Audio 62,123
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: BetweenFrames 0.00
3/02/2016 2:43:20 AM: Update 5.97
3/02/2016 2:43:20 AM: Scheduler 0.39
3/02/2016 2:43:20 AM: Draw 1.05
3/02/2016 2:43:20 AM: Sleep 0.01
3/02/2016 2:43:20 AM: SwapBuffer 8.84
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: This Frame 16.42
3/02/2016 2:43:20 AM: Avg. Frame 5.99
3/02/2016 2:43:20 AM: Curr FPS 962
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Call stack was not recorded.
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: ---------- Slow Frame Detected at 10.00s in Menu ----------
3/02/2016 2:43:20 AM: Statuses: [Active] [Bancho]
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Game 10,900
3/02/2016 2:43:20 AM: Mode 10,900
3/02/2016 2:43:20 AM: Audio 62,139
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: BetweenFrames 0.00
3/02/2016 2:43:20 AM: Update 5.39
3/02/2016 2:43:20 AM: Scheduler 0.00
3/02/2016 2:43:20 AM: Draw 0.44
3/02/2016 2:43:20 AM: Sleep 0.01
3/02/2016 2:43:20 AM: SwapBuffer 8.23
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: This Frame 14.15
3/02/2016 2:43:20 AM: Avg. Frame 6.49
3/02/2016 2:43:20 AM: Curr FPS 962
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Call stack was not recorded.
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: ---------- Slow Frame Detected at 10.00s in Menu ----------
3/02/2016 2:43:20 AM: Statuses: [Active] [Bancho]
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Game 10,917
3/02/2016 2:43:20 AM: Mode 10,917
3/02/2016 2:43:20 AM: Audio 62,153
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: BetweenFrames 0.00
3/02/2016 2:43:20 AM: Update 5.38
3/02/2016 2:43:20 AM: Scheduler 0.00
3/02/2016 2:43:20 AM: Draw 0.77
3/02/2016 2:43:20 AM: Sleep 0.02
3/02/2016 2:43:20 AM: SwapBuffer 10.53
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: This Frame 16.80
3/02/2016 2:43:20 AM: Avg. Frame 6.81
3/02/2016 2:43:20 AM: Curr FPS 962
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM:
3/02/2016 2:43:20 AM: Call stack was not recorded.

Runtime Log:
3/02/2016 2:41:12 AM: ----------------------------------------------------------
3/02/2016 2:41:12 AM: Runtime Log for TheAussie
3/02/2016 2:41:12 AM: osu! version b20160202.1cuttingedge
3/02/2016 2:41:12 AM: Running on Microsoft Windows NT 6.1.7601 Service Pack 1, 4 cores
3/02/2016 2:41:12 AM: ----------------------------------------------------------
3/02/2016 2:41:12 AM: GL Initialized
3/02/2016 2:41:12 AM: GL Version: 4.5.0 NVIDIA 361.43
3/02/2016 2:41:12 AM: GL Renderer: GeForce GTX 660/PCIe/SSE2
3/02/2016 2:41:12 AM: GL Shader Language version: 4.50 NVIDIA
3/02/2016 2:41:12 AM: GL Vendor: NVIDIA Corporation
3/02/2016 2:41:12 AM: GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility 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_gpu_shader_int64 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_parallel_shader_compile 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_robustness 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock 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_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_include GL_ARB_shading_language_packing GL_ARB_shadow 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_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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
3/02/2016 2:41:12 AM: GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
3/02/2016 2:41:12 AM: Loading Skin D:\osu!\Skins\osu!aussiev1\skin.ini
3/02/2016 2:41:12 AM: Finished loading Skin
3/02/2016 2:41:13 AM: ChangedFolders: 0
3/02/2016 2:41:13 AM: ChangedPackages: 0
3/02/2016 2:41:13 AM: Notification: WARNING: DEBUG TOGGLE Debug_DisableTextureUploads is currently ENABLED
3/02/2016 2:41:15 AM: Notification: WARNING: DEBUG TOGGLE Debug_DisableTextureUploads is currently ENABLED
3/02/2016 2:41:16 AM: Notification: Online: LogBot, Zman840, [ YFM ], Kano, Swash, MikuiaBot, Melt3dCheeze, Tillerino, Slendy, - Brandon -, Nyari, Yuii, Dab9, Osu4Laif, Styx, Shiro, Ruku, Furry, Trini8ed, Yuicide, A Tame Wolf

LLENN -
For the first few minutes osu! is running the hitcircles and slider run fine, but after a bit they look off. It appears as if the slider and hitcircles are running at a lower frame than my osu! is. Its weird.
Bara-
The coordinate panel doesn't work properly. You can't type in it, yet the buttons ^ and v do work. Using the cancel/ok button does nothing, only X does something. It doesn't happen all the time, so there is something which triggers it. Maybe clicking outside of the menu?
xasuma
I have been trying cutting edge for a couple of days and I have had severe performance issues with it. feels like I am not getting more than 30fps no matter what options I enable/disable.

I run windows 7 64 bit
gtx 770
i5 4690k
8gb ram
etc..

On the stable (latest) it runs very smoothly. Haven't tried beta.
oink
holding ALT while in Menu unlocks the FPS-Cap, is this intended?
VeilStar

XxVivaxX wrote:

holding ALT while in Menu unlocks the FPS-Cap, is this intended?
Yes.
Haruto
after the last update.
when entering the editor, it always freezing then crash the game
here's the crash code
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qGuW7Wxk6Ws7OO6fpMmaqtMnTgCMw$kjvQwlE1VhKshkBT$XW2jLD_reAQ6x9cPFe..ctor(#=qCQiy4V2xp2wZy1VXpAOvQYhzyF4qRHZmIJT9FVpAa8FnKpqudeY$QI64tu5Lxwzd #=q5sbvlpVw1OjntYcZNgb6Rg==, Nullable`1 #=qtN$ZXjKkYwCM_1j5p8joAbbvGTpSDiv1Mc8RQQEFQnM=)
at #=qog3XnyPCFENxjcYOM1uPnsKtFE6Mp3_OZ8dZytmVtJMNvyrbCBHq$$lk5R6Y5hNf.​               ()
at #=qEcZxleCR8xHkGqOvm2PiqmOT_8GoLcYNULyrVj9phDpp6KSLUbVCjRSySzyWj0ve.#=qLFXQ1d$XNT8$dHdNvsm3mA==()
at #=qoNq5DXhMPkXx7kD9rVvfFA==.#=qM4hBkl5Y4gf3S4OoK5p4Dg==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=q7k4f84dBCzszB4yMD1XOwg==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at #=qX66CW4_iEzD3Fu0kCBmNSv6OB0Sz6oU6txKzs_R9AII=.#=qVbczVTo3E1YhCRit5DecxQ==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qJkZF$Si94qQyFWZch1fuhg==)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUxxguag4rX1gNtznzhvE33JMJ3Og2x1K2oyy1GpVVKQ=(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
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 #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qeapzRJCrcqsmz2aqjSldXA==.#=qVyaVdvwpZcR6WcfB$hw64g==(String #=qtOTV_U0bomd2e6ru264tag==, Boolean #=q6Fe1AnR6MrJqStisYKiqw9ST6r_t6$zp6X_iOWLZweQ=, Boolean #=qXTVboVwKXZb0u_2OMf2_og==)
-Mo-
Also getting some sort of editor crash, but not when I enter the editor (third time so far). It happens after a while, maybe ~30m of working.

Not sure how to reproduce. First couple of times happened after pressing Undo a couple of times, the third after exitting testing.

Edit: Fourth time I tried to copy a slider.

Log
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qGuW7Wxk6Ws7OO6fpMmaqtMnTgCMw$kjvQwlE1VhKshkBT$XW2jLD_reAQ6x9cPFe..ctor(#=qCQiy4V2xp2wZy1VXpAOvQYhzyF4qRHZmIJT9FVpAa8FnKpqudeY$QI64tu5Lxwzd #=q5sbvlpVw1OjntYcZNgb6Rg==, Nullable`1 #=qtN$ZXjKkYwCM_1j5p8joAbbvGTpSDiv1Mc8RQQEFQnM=)
at #=qog3XnyPCFENxjcYOM1uPnsKtFE6Mp3_OZ8dZytmVtJMNvyrbCBHq$$lk5R6Y5hNf.​               ()
at #=qEcZxleCR8xHkGqOvm2PiqmOT_8GoLcYNULyrVj9phDpp6KSLUbVCjRSySzyWj0ve.#=qLFXQ1d$XNT8$dHdNvsm3mA==()
at #=qoNq5DXhMPkXx7kD9rVvfFA==.#=qM4hBkl5Y4gf3S4OoK5p4Dg==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=q7k4f84dBCzszB4yMD1XOwg==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at #=qX66CW4_iEzD3Fu0kCBmNSv6OB0Sz6oU6txKzs_R9AII=.#=qVbczVTo3E1YhCRit5DecxQ==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qJkZF$Si94qQyFWZch1fuhg==)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUxxguag4rX1gNtznzhvE33JMJ3Og2x1K2oyy1GpVVKQ=(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
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 #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qeapzRJCrcqsmz2aqjSldXA==.#=qVyaVdvwpZcR6WcfB$hw64g==(String #=qtOTV_U0bomd2e6ru264tag==, Boolean #=q6Fe1AnR6MrJqStisYKiqw9ST6r_t6$zp6X_iOWLZweQ=, Boolean #=qXTVboVwKXZb0u_2OMf2_og==)

Edit 2: Crashed after I exitted out of my map to test it ingame with the HD mod. It seemed to occur when the game is set to load a slider.

Log 2
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qGuW7Wxk6Ws7OO6fpMmaqtMnTgCMw$kjvQwlE1VhKshkBT$XW2jLD_reAQ6x9cPFe..ctor(#=qCQiy4V2xp2wZy1VXpAOvQYhzyF4qRHZmIJT9FVpAa8FnKpqudeY$QI64tu5Lxwzd #=q5sbvlpVw1OjntYcZNgb6Rg==, Nullable`1 #=qtN$ZXjKkYwCM_1j5p8joAbbvGTpSDiv1Mc8RQQEFQnM=)
at #=qog3XnyPCFENxjcYOM1uPnsKtFE6Mp3_OZ8dZytmVtJMNvyrbCBHq$$lk5R6Y5hNf.​               ()
at #=qEcZxleCR8xHkGqOvm2PiqmOT_8GoLcYNULyrVj9phDpp6KSLUbVCjRSySzyWj0ve.#=qLFXQ1d$XNT8$dHdNvsm3mA==()
at #=qoNq5DXhMPkXx7kD9rVvfFA==.#=qM4hBkl5Y4gf3S4OoK5p4Dg==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=q7k4f84dBCzszB4yMD1XOwg==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at #=qX66CW4_iEzD3Fu0kCBmNSv6OB0Sz6oU6txKzs_R9AII=.#=qVbczVTo3E1YhCRit5DecxQ==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qJkZF$Si94qQyFWZch1fuhg==)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUxxguag4rX1gNtznzhvE33JMJ3Og2x1K2oyy1GpVVKQ=(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
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 #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qeapzRJCrcqsmz2aqjSldXA==.#=qVyaVdvwpZcR6WcfB$hw64g==(String #=qtOTV_U0bomd2e6ru264tag==, Boolean #=q6Fe1AnR6MrJqStisYKiqw9ST6r_t6$zp6X_iOWLZweQ=, Boolean #=qXTVboVwKXZb0u_2OMf2_og==)
newstux
Occuring in current beta and cutting-edge build:

Pressing F5 in Multiplayer Room while being Host causes me to drop into the song selection dialog but I can't exit it as pressing ESC. It just does nothing. Even pressing it multiple times nothing happens.
Gachiboy_old
I uninstalled and reinstalled the game, reset my compute, tried run as admin, pretty much anything I can think of, and my game is muted. My headphones are fine they work with youtube and stuff perfectly, but as soon as I boot osu, theres nothing. any info whether it works or not is appreciated. 8-)
_Indeketsu
In the new update of osu! (the one with the new menu background) I heard the song select sounds when I go to certain area while playing. Please fix it, it's very unconfortable to play with it
Xunan1337
Hello there!

Since Today there is a bug which causes an Sound, hovering over an specific Area

http://puu.sh/na6b8/7ae82a018e.webm

http://puu.sh/na6Jc/5f8a499115.webm

(dont blame me, shitty quality :D)

u can see it in that short Video. (few moments later i figured out its also at the main menu+Song Select+Multiplayer menu ^^)


I also changed to the standard Skin tried it there and it is still there...
(Dont changed any of my Options till now)

// Its Fixed now :)
Pawsu
edit: False bug
Fatal3ty
Is a bug? (default, not MenuGlow in the skin.ini)



I find it much too extreme, I think. :o
_Indeketsu

Pawsu wrote:

edit: False bug

After a time osu! updated again and the bug was disappeared :D
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix escape no longer sending players back to MatchSetup. (TheVileOne)
The changes will be applied to builds newer than b20160216.1cuttingedge.

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.
Scarlet Evans
Relax mode includes NoFail, so you don't need NF while playing Relax. They are currently mutually exclusive - trying to turn on one of them automatically turns off the other one, if it's active.

It works good "normally", but it looks like it wasn't reconsidered after adding Target Practice. You immediately lose (end game) in Target Practice after miss, unless you put NoFail on. It's good to do it, if your main goal is to train very wide jumps, as it takes a time for notes to spread wide enough.

The problem is - you immediately lose after missing a note in Relax too and, in contrary to NoMod Target Practice - you can't put NoFail on, because it's mutually exclusive with Relax.

I really love and often use practice game mods, which for me are Relax, Target Practice AutoPilot and Auto =) I would like them to work as best as they can and I think that being able to play TP with Relax on could be even more useful, practical and helpful, if it could be played without failing.

To sum it up: Maybe this could be re-considered and Relax Target Practice could be played with NoFail on?

Or maybe You could go even further and make Relax/AutoPilot independent from NoFail, in other words - make them fail-able, like in this feature request: t/421892
_Indeketsu

Scarlet Evans wrote:

Relax mode includes NoFail, so you don't need NF while playing Relax. They are currently mutually exclusive - trying to turn on one of them automatically turns off the other one, if it's active.

It works good "normally", but it looks like it wasn't reconsidered after adding Target Practice. You immediately lose (end game) in Target Practice after miss, unless you put NoFail on. It's good to do it, if your main goal is to train very wide jumps, as it takes a time for notes to spread wide enough.

The problem is - you immediately lose after missing a note in Relax too and, in contrary to NoMod Target Practice - you can't put NoFail on, because it's mutually exclusive with Relax.

I really love and often use practice game mods, which for me are Relax, Target Practice AutoPilot and Auto =) I would like them to work as best as they can and I think that being able to play TP with Relax on could be even more useful, practical and helpful, if it could be played without failing.

To sum it up: Maybe this could be re-considered and Relax Target Practice could be played with NoFail on?

Or maybe You could go even further and make Relax/AutoPilot independent from NoFail, in other words - make them fail-able, like in this feature request: t/421892
This post is only for let to know issues on the latest cutting-edge release, not to post feature requests. Go to here 4
Scarlet Evans

tonystarks2 wrote:

This post is only for let to know issues on the latest cutting-edge release, not to post feature requests. Go to here 4
At first, there was no Target Practice, it was added later. There was no use for NF + Relax. But, after adding Target Practice, it became possible to play it on NF to prevent from dying, but Relax was torn out off this feature. If yes, then it is only natural that you should be able to turn NF on it then, but... they are mutually exclusive even with Target Practice?

Do you got what I mean? Depending on the perspective, it can be bug/issue, especially without proper clarification, as players can suspect that this was just missed. Someone could forgot about this perk, or just don't give it enough thoughtfulness.
Korfen
Maybe this affects more than only Cutting Edge.
Here is it, it has happened more than 1 time on this map.
Also I don't play with any offsets.
The bug is that I have 100% but on the indicator at the bottom it still says i've gotten 100's
https://osu.ppy.sh/ss/4560226
Topic Starter
TheVileOne

KorFeN wrote:

Maybe this affects more than only Cutting Edge.
Here is it, it has happened more than 1 time on this map.
Also I don't play with any offsets.
The bug is that I have 100% but on the indicator at the bottom it still says i've gotten 100's
https://osu.ppy.sh/ss/4560226

Slider starts are more lenient. You can hit them in the 100 range and still hit the slider perfect.
Spkz
Some windowed resolutions like 1366x768 or 1360x768 causes this black bar on the right side. For 1280x720 and 1920x1080 (and I suppose for all the 16:9 resolutions) it woks fine.
http://puu.sh/ndvo9/9e0a34a782.png

Edit: Also, forcing compatibility mode cause me huge input lags, like 10ms more than before.
Flat Cat_old
I am also having huge latency issues with forced compatibility mode. I've been using an NVIDIA Optimus system and haven't had any problems with the game for the last few months without having to enable the compatibility mode. Therefore having the ability to turn it off again would be really appreciated.
riffraff11235

Flat Cat wrote:

I am also having huge latency issues with forced compatibility mode. I've been using an NVIDIA Optimus system and haven't had any problems with the game for the last few months without having to enable the compatibility mode. Therefore having the ability to turn it off again would be really appreciated.
Same here. My frame time went from 4.5 ms to around 6.5 with the latest update, and alt+tab'ing out of osu makes the screen flicker for a second or so now. Had no issues running without compatibility mode before.
Ket
went to open osu today and it updated and then got stuck in some loop trying to open, couldnt end task or anything

vid of task manager showing the loop https://www.youtube.com/watch?v=A8kqqsM ... e=youtu.be
GhostFrog
Yeah, same issue here. I don't imagine the issue will last very long, but until it's resolved, you can still open osu! with a different release stream: press shift when the game is trying to load and it will bring up a menu where you can select something else.
Flat Cat_old
Referring to the issue I described a few days ago, I thought that giving more details might prove to be useful, so here are two screenshots of the game's framerate with and without the compatibility mode,

with:


without:


Both of the screens were taken in the main menu, the graphics card I use is NVIDIA Geforce GTX765M. As I said before, despite using the Optimus technology I have never had any problems with the compatibility mode being disabled.
mmi


Anyone else getting this?
NicoHolic777
Got black screen in all resolutions with/without full screen. Please fix!
Camtasia
Problem Details:
Osu crashes when i plug out my headphones from rear headphone jacks.


The second one is rear headphone jack.

osu! version: 20160304cuttingedge
Dntm8kmeeatu
This just kinda happens with most things.

For example, If you are on youtube and watching a video and unplug the audio device, Most likely the video still crash and stop.

Programs and things don't like audio devices being lost all of the sudden.
VeilStar
Seems to only happen on cuttingedge (and possiby beta, haven't tested) - osu! just hangs a few seconds after plugging it out and doesn't ever recover. Merging this to the appropriate thread.
Scarlet Evans
Auto gets bugged while restarting, after toggling on/of Ignore Beatmap Skin.

Let's say you are watching Auto playing a song. You hover your mouse towards the bottom edge of the screen and change (toggle on or off) the "Ignore Beatmap Skin" option. You will get a message:

Please restart map for changes to take effect.

If you do ([Ctrl]+[R] or [~]), then the song will restart, but... it will start playing from the place you was in the moment of restarting (with possibility for Auto to start making errors from that moment onwards... or at least in the time neighbourhood of this moment, after restarting... or most likely both).

If you restart again, no matter how many times you will restart, auto will be frozen, until you reach this point again, missing everything that was before.


If you change "Ignore Beatmap Skin" and restart again, this will repeat, but with reference to the new moment in time. So, changing it at the very start of the song and restarting quickly can make Auto to play the whole song again. However, you can change it later and make auto miss even greater part of song. It doesn't show misses and Accuracy change before you reach the restart moment though, so it's delusional 100% before that.


It checked other versions and it affects all game releases, except Fallback. :!:





There's also one more thing about restarting, while watching Auto, even without changing any settings, that probably doesn't work as intended. Nevertheless, for me it's a feature, not bug, and I will be absolutely exploiting it with premeditation! That is:

In past, if you stopped watching Auto's gameplay, the Auto mod persisted as toggled on. For some reason I don't know, it was changed to be automatically toggled off, after the song ends or get cancelled with [Esc] key.
However, if you restart Auto's gameplay even once, then either after song ends or is being ended with [Esc], it will still be toggled on.


I hope this one is intended and it's not bug, because I like to use Auto for the songs I don't know or I want to learn better, especially for playing Flashlight. You keep watching Auto playing the song and you follow in-game cursor with your own cursor, trying to memorize the map or improve your AR11 reading, or for any other reason you are doing this. It's really useful and effective, and believe me, many people are really using it for that!

The problem is, that after the song ends and you want to follow Auto's play again... it gets toggled off... You need to end your newly started play, losing time and unnecessarily boosting your play count, only because game automatically toggled Auto off. Then, you need to go to the mods menu, toggle Auto on, close menu and start song again...

It's usually really annoying and bothersome after some time, especially if you keep learning a song on Flashlight and often forgot that you need to toggle Auto on after every single gameplay, even if you didn't need to do it in past. If there's a way to disable this Auto disabling option, them please tell me. It would be best, if you could decide that you want or don't want Auto to be turned off automatically ;)

Fallback is not affected.

Now that I think about it, I remember that some time ago Peppy was asking why some people are still sitting on Fallback.

Maybe, technical things aside, there are some perks, like this one, that they like, thus they decided to keep using Fallback?
Depending on the way someone plays (habits aside), some changes can be took by players as changing for something worse, unpractical or not necessarily better, so they stick to the old settings?
Score_Under
Recently Osu has got big into focus stealing. I switch to my other monitor and start typing in skype, and bam, Osu will steal focus and eat the keystrokes. If I switch to another workspace, the window manager blocks all its attempts to steal focus but still shows me that it's trying by marking the window as urgent.
If I focus something, it's because I wanted to focus it. Please don't second guess me.

--

On another note, is there a technical explanation of the "detect performance issues" option anywhere?
Auge103
Since today Osu is crashing randomly while playing any beatmap on my computer. This never happened before and I got this about ten times in a row today.
Did they break anything or is it my local machine?
magmar
After todays update if I fail a song the screen crashes, not letting me see the menu for retry or main menu and emitting a low pitched noise till I exit out. I'm having to alt+F4 to get to the song menu again, anyone else having this problem?
[ D_L ]
b20160325.1
menu doesnt show up when player fails
notes dont fully collapse but falling slowly

-not sure is it related:
my beatmap listing arrangement is messed up. The arrangement is incorrect in the sorting by date added column.
The arrangement is now like this
oldest
.
.
.
.
new
new
new
old
new
new
old
old
new
new
new
newest
[ D_L ]

magmar wrote:

After todays update if I fail a song the screen crashes, not letting me see the menu for retry or main menu and emitting a low pitched noise till I exit out. I'm having to alt+F4 to get to the song menu again, anyone else having this problem?
you can actually press Ctrl+R to retry
show more
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