forum

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

posted
Total Posts
2,521
show more
Trosk-

XyloDG wrote:

Spectate is broken in CE now as well, the buffering stops at 100% and won't go any further, but it does start eventually after some time (usually when the map is almost completed)
Aye, we are aware of that as well.
InFish
After the latest update I am unable to go online.
When updating through the launcher it goes all the way from 0% til 100% and then says "Hi! An error occured! Please check your internet connection!".
If i close the updater and starts the game anyway then I get prompted ingame with: "You need to verify your identity to play online! Please click here to continue.".
I have verified that like a thousand times now, but the game is stuck in "Pending verification" state.
The game will also crash if I try to play anything anyway, singleplayer of course.

Running b20160325.2cuttingedge

UPDATE: Uninstalling the game, reinstalling on stable, updating, and changing build to cutting edge fixed the problem.
Scarlet Evans
Similar (the same?) thing like in my previous post happens, when you reload skin (Ctrl+Shift+Alt+S) while watching an Auto.
It doesn't happen while watching player's replays, because you get "Skin reload queued." instead of immediate refresh that bugs out Auto.

SPOILER

Scarlet Evans wrote:

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?
Laurakko
If you pause the game and then unpause (so the orange circle to resume appears) and open chat:
You can't switch to other channels, links become unclickable and the f9 menu breaks too.
Running b20160401cuttingedge
VeilStar

Lassikko wrote:

If you pause the game and then unpause (so the orange circle to resume appears) and open chat:
You can't switch to other channels, links become unclickable and the f9 menu breaks too.
Running b20160401cuttingedge
This is intended..? That screen is considered gameplay, and If you have mouse buttons disabled it means you can't use them to click links or switch chat tabs.
lolcubes
After latest update 20160408 I can't get a score screen for any map.

The screen just goes black and osu freezes. ALT+F4 brings back the song menu though.
VeilStar

lolcubes wrote:

After latest update 20160408 I can't get a score screen for any map.

The screen just goes black and osu freezes. ALT+F4 brings back the song menu though.
Doesn't seem to happen on my end. Can you post the contents of the runtime.log file found in osu!\Logs please? It might be useful to have.
Mysterious
After today's update, I cannot get the score screen either. right clicking and "close window" brings me to the song select screen. This is consistent across all of the new builds (Stable Latest, Cutting Edge and Beta). Fallback is fine though

Here's my runtime log btw:

4/9/2016 6:41:19 PM: GL Initialized
4/9/2016 6:41:19 PM: GL Version: 4.5.0 NVIDIA 358.50
4/9/2016 6:41:19 PM: GL Renderer: GeForce GT 640/PCIe/SSE2
4/9/2016 6:41:19 PM: GL Shader Language version: 4.50 NVIDIA
4/9/2016 6:41:19 PM: GL Vendor: NVIDIA Corporation
4/9/2016 6:41:19 PM: GL Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_separate_shader_objects GL_ARB_shader_atomic_counter_ops 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_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_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_NV_shader_thread_group 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
4/9/2016 6:41:19 PM: GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
4/9/2016 6:46:45 PM: Soft handled: System.NullReferenceException: Object reference not set to an instance of an object.
4/9/2016 6:46:45 PM: at #=qwXGVOwXfrbbh3hmzpJL3BDfo9deMOdLmC6z1x9fTGz1JTsCyKBdFCY3jK8ivqShg..ctor(#=qwFofWxCU4s0R$Y7OzFOJTn7gCpOQnbareNaYs8BHze8= #=qjhl8i4CKyuzO$cnU1wFfOA==)
4/9/2016 6:46:45 PM: at #=qwFofWxCU4s0R$Y7OzFOJTn7gCpOQnbareNaYs8BHze8=.#=q6i2fdg3Ak1EoBVOtAR6D5_99zyxY0KKwLV1Js3HDX2A=(Boolean #=qynBG4rcxjoDVq2F3Oj0Ovg9UalNILrz00u1SlOIp57I=)
4/9/2016 6:46:45 PM: at #=qwFofWxCU4s0R$Y7OzFOJTn7gCpOQnbareNaYs8BHze8=.#=qx8zdK_nGE84Yf2WAJqp5Gv8bFeqTGA5OV5EdAw5KAbo=()
4/9/2016 6:46:45 PM: at #=qwFofWxCU4s0R$Y7OzFOJTn7gCpOQnbareNaYs8BHze8=.#=qkHjSmulqomMMI4FzTVUWIQ==()
4/9/2016 6:46:45 PM: at #=qHQBoXl1H2ud68nQtEYqOHw==.#=qJEyk_BHT7$dXxQDp_T2thQ==(Int32 #=q0eyYvg7jNwufHWja_R0qmQ==)
4/9/2016 6:46:45 PM: at #=qHQBoXl1H2ud68nQtEYqOHw==.#=qowh2X76lHaiK0A_puPIQVw==.#=qI2p1vXAfCh3jcq_7C$tftw==(Object #=qtvCexIBpZfhVnbnefG2UaA==, EventArgs #=qxMtEAv5rFr71DB3LEacFqg==)
4/9/2016 6:46:45 PM: at #=qHQBoXl1H2ud68nQtEYqOHw==.#=q2b059Bi1m9vdshRj5Ue_a6J5fHhFTJ3wt_pP95mBq_U=()
4/9/2016 6:46:45 PM: at #=qHQBoXl1H2ud68nQtEYqOHw==.#=qgkWacuKd82ftxS0w6R5vdQ==()
4/9/2016 6:46:45 PM: ERROR (hard crash): soft handle
4/9/2016 6:46:45 PM: ERROR (hard crash): System.NullReferenceException
lolcubes

VeilStar wrote:

lolcubes wrote:

After latest update 20160408 I can't get a score screen for any map.

The screen just goes black and osu freezes. ALT+F4 brings back the song menu though.
Doesn't seem to happen on my end. Can you post the contents of the runtime.log file found in osu!\Logs please? It might be useful to have.
Wasn't available yesterday anymore, so I could test it now, again.
Autoupdated to the newest version as well.

http://puu.sh/obKDa/62d14ece11.log

Here's the error from the log if you don't want to download the above:

9.4.2016. 10:42:17: Soft handled: System.NullReferenceException: Object reference not set to an instance of an object.
9.4.2016. 10:42:17: at #=qfJ8smA0YE_MpWnTstbqBTdQmu0pDXRSrEq0pfeaqaykZ_A_NJL0nxmX3anlKLTWQ..ctor(#=qqkE7L5Qdenv1Lvm8bPM_j5KAEBzUSpIBeUvrwkXbZSY= #=qkjsACLs3IyqKKcEhRpVIkA==)
9.4.2016. 10:42:17: at #=qqkE7L5Qdenv1Lvm8bPM_j5KAEBzUSpIBeUvrwkXbZSY=.#=qbmnmrEo$82fpFQ8die60iqhE8r09KRoY88iv0fgLHXQ=(Boolean #=qnFpiuuiKPL1Zj8aGs7OF9VYzkloF8j4oaYVD4DbuS6s=)
9.4.2016. 10:42:17: at #=qqkE7L5Qdenv1Lvm8bPM_j5KAEBzUSpIBeUvrwkXbZSY=.#=qLtLzTI_jKSyK043zsqdeyv9rtt5hy2A_zIjQCn1GPDc=()
9.4.2016. 10:42:17: at #=qqkE7L5Qdenv1Lvm8bPM_j5KAEBzUSpIBeUvrwkXbZSY=.#=qE_2oQY8460IXJMYikaDCOw==()
9.4.2016. 10:42:17: at #=qzemTy1Ai_QYh6k5p6X69Pg==.#=q4XfPbFz0YcRYLZ1L5vEw$Q==(Int32 #=qVc6eEsB5Z$yBt8BeJ_gMig==)
9.4.2016. 10:42:17: at #=qzemTy1Ai_QYh6k5p6X69Pg==.#=q476WJG4Dv2OdYyNLVv39mg==.#=qrVHInITAxcgwLrXhlZRkUA==(Object #=quIG0crYyVpFXsemVflFNsA==, EventArgs #=qUgIuvZ9OH07tWtpaKnkxFg==)
9.4.2016. 10:42:17: at #=qzemTy1Ai_QYh6k5p6X69Pg==.#=qkfgUTjGBzCchQJ9laa1NlWzcs6c8FsOjWGQudP4VBBs=()
9.4.2016. 10:42:17: at #=qzemTy1Ai_QYh6k5p6X69Pg==.#=qEkaH8hZHh1F8DYTCIcYZOA==()
9.4.2016. 10:42:17: ERROR (hard crash): soft handle
9.4.2016. 10:42:17: ERROR (hard crash): System.NullReferenceException
9.4.2016. 10:42:18: Notification: An error occurred somewhere in osu! and has been reported. osu! will attempt to keep running.
9.4.2016. 10:42:34: Performing background save..
9.4.2016. 10:42:34: Done!

Also, while I heard that the game had some issues with HD4000, I get the same thing with my GT740. I prefer to use HD4000 cause of less frametime issues though, since GT740 makes taiko unplayable if every 5-10 seconds you get your screen stuck for a moment (like quarter of a second or so).

After seeing the above post, I guess it's possible it's a more general issue, instead of CE, however on this laptop I only run CE, and would prefer not to switch back (metered connection ftl).
Eboryte
osu! always crashes
imagaK
Getting "verify your identity to play online" every time I log on after the first submitted play, it's really REALLY annoying, especially because it happens after I submit a score which then is deleted even if I verify. Is this really intended behaviour?
nakanotsu nimi

imagaK wrote:

Getting "verify your identity to play online" every time I log on after the first submitted play, it's really REALLY annoying, especially because it happens after I submit a score which then is deleted even if I verify. Is this really intended behaviour?
same for me, i thought it was because i used a vps to login before, but i turn it off everytime i login, so it should not be happening if that was the case
Gendolfas

lolcubes wrote:

After latest update 20160408 I can't get a score screen for any map.

The screen just goes black and osu freezes. ALT+F4 brings back the song menu though.

Mysterious wrote:

After today's update, I cannot get the score screen either.
Same here.
FrenzyLi
an issue with windows. if windows like aimod / additional hitsound are out of focus, and when i try to click inside the window again, unless i click its title bar it will not regain focus (a.k.a. all buttons in the window will not work unless it regains focus)
Pikuh
when i put the cutting edge my osu crashed now i cant open it without crashing
and osu reboots when holding shift to fix it
peppy
You're gonna have to provide an error message or something if you want more help with your issue.
Score_Under
Sometimes when starting a map, osu doesn't register taps and as a consequence it's impossible to hit any notes. You can hit the ends of sliders (and get 100 points) by having the button held down, but the initial tap goes unnoticed. I think this is some kind of anti-cheat thing, because every time it's happened in the past it's been when the game has lagged or the music has gone out of sync.

Also, the focus stealing "feature" is still there, and it is as annoying as ever.
Pikuh

peppy wrote:

You're gonna have to provide an error message or something if you want more help with your issue.

here
VeilStar

Loli--Kidnapper wrote:

peppy wrote:

You're gonna have to provide an error message or something if you want more help with your issue.
<image>
here
That's not an error message. Click the image to get the actual error message and then copy paste it in a post here.
Pikuh
this is what it said
i put it in a spoiler because its big
SPOILER
#=qLPZCPPZ4RMnbzSDjvIYrMJ$svLesbCd9e6rUWYplA6v4deAil2IB1QQd_UTT9e_W: No available GL context found. ---> OpenTK.Graphics.GraphicsContextException: Failed to initialize EGL, error NOT_INITIALIZED.
at OpenTK.Platform.Egl.EglWindowInfo..ctor(IntPtr handle, IntPtr display, IntPtr surface)
at OpenTK.Platform.Egl.EglAnglePlatformFactory.CreateWindowInfo(IAngleWindowInfoInternal window_info, Int32 major, GraphicsContextFlags flags)
at OpenTK.Platform.Egl.EglAnglePlatformFactory.CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Boolean directRendering, Int32 major, Int32 minor, GraphicsContextFlags flags)
at OpenTK.Graphics.GraphicsContext..ctor(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Int32 major, Int32 minor, GraphicsContextFlags flags)
at #=qdKB1WfAtSeKrxIN1CMlfgcHddK$E$GA0sjsJOy7UBCCF8g8X8dnQdPk9fPRRy11J.#=qCDEqr2EoI_A1vsul$1PrCQ==(Int32 #=q2TXCsLBJXiW7EZM9_qfVng==, Int32 #=qfIh7jQWBz09jKZqDJ1$LYw==, GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.#=qyj1Zyp94ouIAC7TR$XgOn4b4vHUWOaSlUAkc_RtOnkg=(GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
--- End of inner exception stack trace ---
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.#=qyj1Zyp94ouIAC7TR$XgOn4b4vHUWOaSlUAkc_RtOnkg=(GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.#=qyj1Zyp94ouIAC7TR$XgOn4b4vHUWOaSlUAkc_RtOnkg=(GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.#=qyj1Zyp94ouIAC7TR$XgOn4b4vHUWOaSlUAkc_RtOnkg=(GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.OnHandleCreated(EventArgs #=qvC2C6U6EOzLyl0BM$hczog==)
at #=qOsneB0ZAvNY9sCYNZOOjFyVhuXdFnBDeUomXOl1U9D801PsSf984BEyENv$o9G$5.OnHandleCreated(EventArgs #=qvC2C6U6EOzLyl0BM$hczog==)
at System.Windows.Forms.Control.WmCreate(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmCreate(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at #=q$qnHALhNmku1JEKSFksb9Wi7rIUUJo0DYmE_Jm56TFo=.WndProc(Message& #=qAr8W7IrfC5wAx$Ja7a9ncQ==)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Pikuh
I'm sick of waiting, does anyone have the solutition
peppy
It looks like your graphics card drivers aren't working properly. You could try restarting your PC maybe?
Pikuh
It doesnt work.
CakeAndBanana
If you press anywhere expect the box in current skin, your skin changes to default.
Remyria
On Cutting edge, clicking a local score will duplicate it(restarting the game doesn't fix it):


(Oh, and if it can help, I actually exported to replay after I did the S)
Score_Under
The issues with focus stealing I've been experiencing seem to be fixed. Thanks whoever worked on it! (I can't see it in the commit log :) )
Yoges


It should be "This message will not be sent."
Dntm8kmeeatu

Yoges wrote:


It should be "This message will not be sent."


I'm sure "the" is correct.
Yoges

Dntm8kmeeatu wrote:

Yoges wrote:


It should be "This message will not be sent."
I'm sure "the" is correct.
Oh, yeah you could use "the" and "this" interchangeably but the "be not" reaks of Eastern European blyat.
rawrneru

CakeAndBanana wrote:

If you press anywhere expect the box in current skin, your skin changes to default.
Not a bug. It's a feature. From the changelog: "Pressing the yellow glow will revert settings back to default."
TheAussie
I don't know if my issue was completely skipped by everyone... but i am unable to use edge at all... look on this page


t/259747/start=2400
NicoHolic777

TheAussie wrote:

I don't know if my issue was completely skipped by everyone... but i am unable to use edge at all... look on this page


t/259747/start=2400
I have that issue too.
Hofstee
My Friend's Scores list is completely broken and just shows Global Scores with my score in those.
Maldenarus
I'm not sure if someone reported this. If you exit the score screen after finishing a song to fast (by smashing esc after the song ends or you skip the ending) you are able to get stuck with the pause song playing constantly in background. This can be ended by switching the audiodevices. After doing this everything is back to normal. But I'm not able to reproduce this every time. I get it maybe 2 out of 10 times.
AlDeezy
Version b20160507cuttingedge

User skin's followpoints are overridden by default osu's followpoints after disabling any beatmap's skin, and persist permanently until the user restarts osu or their skin.

I'll edit with a demonstration video as soon as it's finished uploading.

Could it be because my followpoints are empty files?

Edit:
Demonstration


Edit2:
Can confirm, I was using empty files instead of 1x1 .png files. Using blank files causes osu to use default followpoints.
DeletedUser_4329079
Doesn't happen to me.
Kirby621
Freely monitor is turned off and have to play for a few minutes
(Note: Please quote this post if you have same issues)
Onii-chan
https://osu.ppy.sh/forum/t/449260 is a very easy bug to confirm
Maldenarus
got the pause bug again. This time while aborting a play of https://osu.ppy.sh/b/588145 after around 2/3 through the map. I got to main screen with the pause sound playing in background. Sadly i got no log whatsoever.
-Mo-
Having trouble logging into the client on b20160616cuttingedge.

The client refuses to log me in and gives me a message "Your password has been reset. Please click here to set a new one.". Clicking it takes me to the website with the message "You are logged in, silly!". Logging out and doing the same thing allowed me to reset my password, and tells me the reason I am resetting is because I my password is weak.

I've changed my password three times using a password manager at 31 characters length and the same error still occurs.

I can log in just fine on Stable.
show more
Please sign in to reply.

New reply