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

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Shizuyi
Besides what i posted earlier now osu! starts crashing randomyl while playing. Its only since the latest update. Did not happen before. Osu itself doesnt give a note of crashing but Windows does.

SPOILER
Quelle
osu!

Zusammenfassung
Nicht mehr funktionsfähig

Datum
‎08.‎08.‎2015 01:14

Status
Der Bericht wurde gesendet.

Beschreibung
Pfad der fehlerhaften Anwendung: D:\Program Files (x86)\osu!\osu!.exe

Problemsignatur
Problemereignisame: APPCRASH
Anwendungsname: osu!.exe
Anwendungsversion: 1.3.3.7
Anwendungszeitstempel: 55c4f93d
Fehlermodulname: nvoglv32.DLL
Fehlermodulversion: 10.18.13.5362
Fehlermodulzeitstempel: 55b031c2
Ausnahmecode: c0000005
Ausnahmeoffset: 008d4b6d
Betriebsystemversion: 6.3.9600.2.0.0.768.101
Gebietsschema-ID: 1031
Zusatzinformation 1: 5861
Zusatzinformation 2: 5861822e1919d7c014bbb064c64908b2
Zusatzinformation 3: a10f
Zusatzinformation 4: a10ff7d2bb2516fdc753f9c34fc3b069

Weitere Informationen über das Problem
Bucket-ID: 098318bfcc7b93bc0a6b78831f4fcf29 (107509696050)

Seems to be soemthing with the new vertex buffer on OpenGL. Maybe my gl_info belwo will help. :)
SPOILER
GL Version:                 4.5.0 NVIDIA 353.62
GL Renderer: GeForce GTX 780 Ti/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
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_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_NV_internalformat_sample_query 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_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_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_query_buffer_object 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_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_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_atomic_int64 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
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
A Mystery

Trosk- wrote:

A Mystery wrote:

http://puu.sh/jthsW/b28ff88ec3.mp4

Crash occurs when trying to remove an object of this diff form this mapset https://osu.ppy.sh/b/603797, haven't found any other maps where this happens (yet)
Only happens in CE, not Beta or stable
Would be nice if you copy and paste the crashlog here. (Click on the girl of the osu! crashed window)

Welp, there you have it:

Crashlog.
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=.#=qRfLpx2VVaJtDsQ1E4UMM$Bp2NfP8SknPLdplWsG1O$0=()
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=..ctor(#=qc4sYn9aguomLQqhsfA$XBLeLgLE5MTawvyvoiSUVoAI= #=qig2CDBE5IjrnVeYvQoDOQA==, #=qwAoUbDpo0WNg0chc2EbsFaWMdpL022pr5r7TnFNZ2ZA= #=qokjeVFlv5z3VsrszMc69$g==, Origins #=qNDCN0KhtASQNwDzjfR0AdA==, #=qypy5Ufogb7V_pMz7wqUG8mwtL3BtQHWn7mXuOxwaz2k= #=qatomg1_QaNlgmXLJC2J5uA==, Vector2 #=q0$Lm6zNgBIt4ihtvANOFJQ==, Single #=qP0LqYVCPP2F2h3q8T9UNpQ==, Boolean #=qKaygqSZCkKRlzLvIvUsKdg==, Color #=q41F9TlbvZE5uZq4vUvcFCw==, Object #=qkEXNQgR8$4csXJNdIMaHdQ==)
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=qkjcwim0dv4CaywCFioPitwkBajAnttHseRi3p9czJJfAKmrT5Mfj7Jq19VgHYkRd.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=q4ab8vm7RWkKxfR10khadEwBtPao5OYU2bz7OIYVnNXFfqSIX_5mWNSCjfQZsa$A5.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=qSBN9HWV2Cl0F$aLsG6pjq6IfQn5rvfEws$oT5bj3_S8=.#=q0s599peT3ayulI0H3YxZuA==(Boolean #=qQnQtwu8XvdOD1UrPZuYt8w==)
at #=qth$RRjXs2fCBNLnHPw2dzJrjUczRgNGwhRB9StvR6o0qJaDjwc3ApUZN4Vd$MSYu.#=qE2hUpomRmVhL$GjYjDJ$E0cinoJnyLJPovdJoNRGIck=()
at #=qth$RRjXs2fCBNLnHPw2dzJrjUczRgNGwhRB9StvR6o0qJaDjwc3ApUZN4Vd$MSYu.#=qZxyWi9zsQq0jEhSIugfBaw==(Keys #=qdLJ_h4Jqxq_W6h9RoEDu6A==, Boolean #=q_b1s9dDfOFz$bPbqWQQN2A==)
at #=qSBN9HWV2Cl0F$aLsG6pjq6IfQn5rvfEws$oT5bj3_S8=.#=q$cqJTOt2CMTETSmg3uETkm0Pd8V5Iuz4QmoKL7uFuEg=(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, Keys #=qPUtkZWkDBSdfbLHV9WSgVQ==, Boolean #=q_b1s9dDfOFz$bPbqWQQN2A==)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at #=qHeikw0qCLffsQFW1cYkrBU7G2RklqdYETGrY3Vidf9t0tJX7lB90oRUhefUeK6Nl.#=qxdCFhasO3cr64XnbUJW3VA==(Keys #=qPUtkZWkDBSdfbLHV9WSgVQ==, Boolean #=q_b1s9dDfOFz$bPbqWQQN2A==)
at #=qHeikw0qCLffsQFW1cYkrBU7G2RklqdYETGrY3Vidf9t0tJX7lB90oRUhefUeK6Nl.#=qQgFYdHycmH$Vy3jCElVyVQ==(Keys #=qPUtkZWkDBSdfbLHV9WSgVQ==)
at #=qJsgutjysZvfXivBx1FHycO_10uftGjVRwg9EPM1fI90=.#=q6GjRShgC97NaaIWZ28vs_g==(List`1 #=qdLJ_h4Jqxq_W6h9RoEDu6A==)
at #=qJsgutjysZvfXivBx1FHycO_10uftGjVRwg9EPM1fI90=.#=q7_1ZJvOz7MDRmQ18_zXmIA==()
at #=qGcNoCutviOl2c_DmzVvuUQ==.#=qOfB102Zy6vklTwQqIfEPhg==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qhZd33RJsqOVvvZO7TZCRqQ==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qQjuPwD4oEhy6P5_XioiROg==(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
at #=qrAll74jleZzJzWDClGQpfJ4c0Lup1Hc2oB_c1TLvLNuLvqFac8DJj9Ik3L1$HFXT.#=qOykkFcsFiBLcDOtpfDdjFw==()
at #=qmZGe8sdVMSorrQYddM_SZwExcdGNvGHuJpYW_dQKSQxK84LM4fpCoHjiAEXo2h0A.#=qZdU6ZCFu_1eKtP1OHTAju6jCm5fEO9Eu7ljAPY9wc60=(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qmZGe8sdVMSorrQYddM_SZwExcdGNvGHuJpYW_dQKSQxK84LM4fpCoHjiAEXo2h0A.#=qeILz7nkdPCNEOU1i7W98Og==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qeILz7nkdPCNEOU1i7W98Og==()
at #=qSIYNhewmw72uVYn70MVqzQ==.#=qDQhS18s6QFlk8bJZ_YEDUw==(String #=qmS7hxTbqOEinzf2nE4hphg==, Boolean #=qp16BWvZYayrm_belVfo6GWB7QBA_keMz9HvWXyAZZNk=, Boolean #=qYz1mXn1zdZ9ecfmhjs$rpgTLnNjS9DJU$aDyyygIG5c=, Boolean #=qUkeolicMd0pnvAqviYCZxA==)
Oh I'm sorry , forgot how to do that lol (didn't know you had to click

it's probably the same as yours
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=.#=qRfLpx2VVaJtDsQ1E4UMM$Bp2NfP8SknPLdplWsG1O$0=()
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=..ctor(#=qc4sYn9aguomLQqhsfA$XBLeLgLE5MTawvyvoiSUVoAI= #=qig2CDBE5IjrnVeYvQoDOQA==, #=qwAoUbDpo0WNg0chc2EbsFaWMdpL022pr5r7TnFNZ2ZA= #=qokjeVFlv5z3VsrszMc69$g==, Origins #=qNDCN0KhtASQNwDzjfR0AdA==, #=qypy5Ufogb7V_pMz7wqUG8mwtL3BtQHWn7mXuOxwaz2k= #=qatomg1_QaNlgmXLJC2J5uA==, Vector2 #=q0$Lm6zNgBIt4ihtvANOFJQ==, Single #=qP0LqYVCPP2F2h3q8T9UNpQ==, Boolean #=qKaygqSZCkKRlzLvIvUsKdg==, Color #=q41F9TlbvZE5uZq4vUvcFCw==, Object #=qkEXNQgR8$4csXJNdIMaHdQ==)
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=qkjcwim0dv4CaywCFioPitwkBajAnttHseRi3p9czJJfAKmrT5Mfj7Jq19VgHYkRd.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=q4ab8vm7RWkKxfR10khadEwBtPao5OYU2bz7OIYVnNXFfqSIX_5mWNSCjfQZsa$A5.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=qSBN9HWV2Cl0F$aLsG6pjq6IfQn5rvfEws$oT5bj3_S8=.#=q0s599peT3ayulI0H3YxZuA==(Boolean #=qQnQtwu8XvdOD1UrPZuYt8w==)
at #=qth$RRjXs2fCBNLnHPw2dzJrjUczRgNGwhRB9StvR6o0qJaDjwc3ApUZN4Vd$MSYu.#=qxWx6As$EL62BsfemVVBGjw==()
at #=qSBN9HWV2Cl0F$aLsG6pjq6IfQn5rvfEws$oT5bj3_S8=.#=qLmIWKApjK7F24b8EN1Tgqg==(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at #=qCj0zny_PkaaxA6mu1sSI39kYbfHrrpVZ06ffB9ZsW1c=.#=qU0oDgRu4Voe5N4IA6ovZdg==(#=qkP0icPNFtjhvBz8ehfEE7mv0dGr1Sk_B9V_UkO19ZvU= #=qHDZmDrHYDUXWPoHiV$9rrA==)
at #=qJsgutjysZvfXivBx1FHycO_10uftGjVRwg9EPM1fI90=.#=qYUjapUC2hUDiZSq5j5Tjjw==(#=qkP0icPNFtjhvBz8ehfEE7mv0dGr1Sk_B9V_UkO19ZvU= #=qHDZmDrHYDUXWPoHiV$9rrA==)
at #=qOG_a6Cr3w8NHKC10AvRa4lKcQdeadSHCyv34c0ibAdlbQekyIMQ5Fve4oD4$3oiR.#=q35Z3nGQxnIk8S6zv0elaDQ==()
at #=qJsgutjysZvfXivBx1FHycO_10uftGjVRwg9EPM1fI90=.#=q7_1ZJvOz7MDRmQ18_zXmIA==()
at #=qGcNoCutviOl2c_DmzVvuUQ==.#=qOfB102Zy6vklTwQqIfEPhg==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qhZd33RJsqOVvvZO7TZCRqQ==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qQjuPwD4oEhy6P5_XioiROg==(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
at #=qrAll74jleZzJzWDClGQpfJ4c0Lup1Hc2oB_c1TLvLNuLvqFac8DJj9Ik3L1$HFXT.#=qOykkFcsFiBLcDOtpfDdjFw==()
at #=qmZGe8sdVMSorrQYddM_SZwExcdGNvGHuJpYW_dQKSQxK84LM4fpCoHjiAEXo2h0A.#=qZdU6ZCFu_1eKtP1OHTAju6jCm5fEO9Eu7ljAPY9wc60=(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
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 #=qmZGe8sdVMSorrQYddM_SZwExcdGNvGHuJpYW_dQKSQxK84LM4fpCoHjiAEXo2h0A.#=qeILz7nkdPCNEOU1i7W98Og==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qeILz7nkdPCNEOU1i7W98Og==()
at #=qSIYNhewmw72uVYn70MVqzQ==.#=qDQhS18s6QFlk8bJZ_YEDUw==(String #=qmS7hxTbqOEinzf2nE4hphg==, Boolean #=qp16BWvZYayrm_belVfo6GWB7QBA_keMz9HvWXyAZZNk=, Boolean #=qYz1mXn1zdZ9ecfmhjs$rpgTLnNjS9DJU$aDyyygIG5c=, Boolean #=qUkeolicMd0pnvAqviYCZxA==)
Topic Starter
TheVileOne
I can confirm the issue above. This definitely seems related to Tom's recent changes.
Trosk-
If you have a specific Taiko skin (Use Taiko skin for Taiko mode option) and you enter a Taiko map, osu! will show an error, and if you keep trying, it will end up crashing. I have tried with a large number of skins and I always got this effect, except with the Default osu! skin.

Also, it's a bit weird since replicating this bug, I got two different crashlogs.

Here is the Taiko skin that I was using. (Rename the folder to "taiko", activate the "Use Taiko skin for Taiko mode" option and select other skin)

Probably it's because a recent update, since it doesn't happen on Beta and Stable.

Crashlog 1
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qtukgoHjJAu4CVndqJdhlzGEt7VX94niIHzsdE0ogY6Q=.#=q63HTxFRNZdfgrXbX18WAgURb1lSidq9X2q1htfgtTx4=()
at #=qtukgoHjJAu4CVndqJdhlzGEt7VX94niIHzsdE0ogY6Q=.#=qiAEDf8SR3MyJB$fGP8HK3w==()
at #=qstTGdEKx4K3TRU_td0MK1A==.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=q7_JTZEWDo55In8XImQEVEg==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qC_NYr10_zv4G499tkjfzzw==(Object #=q10QA$HaTob0Pm9xThV3MFQ==, EventArgs #=q3VzZfaiTNzmL6WFUwIUwuQ==)
at #=qvb1$tbrwHGtaw2lfLpAXu8sp3lY0Uw3sRxJoXHhUXE95K3IxjFIQeBSJDcWjkQXG.#=qeUQ49DSvfZ0P2pV0GHlWFA==()
at #=qK8Kks9xNXZKrnfIbH9ym_c8Aj942$$hKLtfk29pKjUjzSgbLgrG_hAIFvnREX7dq.#=qoYt_L2jiflfVwtmvHWm3vybY4p6KQJfjpt7TGvg3344=(Object #=q10QA$HaTob0Pm9xThV3MFQ==, EventArgs #=q3VzZfaiTNzmL6WFUwIUwuQ==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qK8Kks9xNXZKrnfIbH9ym_c8Aj942$$hKLtfk29pKjUjzSgbLgrG_hAIFvnREX7dq.#=qU7KF2h1aoHjm_Gaw5AyTQA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qU7KF2h1aoHjm_Gaw5AyTQA==()
at #=qBH67$p9fRK5q8cjAPPNrXg==.#=ql91VqkBQKN7fFrtZEbvAnw==(String #=qAWuHBeEjETUlaeTqOeGf4Q==, Boolean #=q40_QlCbqsPIGrciyZ80e_44bJ$z50dcca4HTKO7ntNg=, Boolean #=qeVH090nucOPnZ_EE4ebwCOuIfWSSqon0$yVA0ZyEYx4=, Boolean #=qPZVsrzqdT8UIeO0Sqk3qUQ==)

Crashlog 2
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at #=qN28AkRQHD$BPzfa$qOGPua7Xw7Bzjxr6JedphXWH$zy3TdYsjLkEzPis5cqo4bt1.#=qoe$fSlxe8g5ALRg45fMAeUFTKkKgKREWrS0Gh_f0w$k=(Boolean #=qO_Y$RNyYqA9QPtg7yzEgzw==)
at #=quQ8gt5b006f_xQ$DBYgOLVqDWiVeYYQeB4L7p8rR$Pw6HRy5IObUUi3TjUre5QeupqktXhzMtv0fyCf8j1ZumQ==.#=qOuv87DoIWOwzeSB7ErABfeun_KmiafMGhPu$YnNkTCc=()
at #=quQ8gt5b006f_xQ$DBYgOLVqDWiVeYYQeB4L7p8rR$Pw6HRy5IObUUi3TjUre5QeupqktXhzMtv0fyCf8j1ZumQ==.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=qVqyqEdA5qVoPnWR4IHUldFJnWgc3mvIqYE4MPtSwBZGk9Gu$dTBrGRxJeQWiPatc.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=qstTGdEKx4K3TRU_td0MK1A==.#=qNWRGTavvwKjrxD5WmSPn1w==()
at #=qtukgoHjJAu4CVndqJdhlzGEt7VX94niIHzsdE0ogY6Q=.#=qiAEDf8SR3MyJB$fGP8HK3w==()
at #=qstTGdEKx4K3TRU_td0MK1A==.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=q7_JTZEWDo55In8XImQEVEg==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qC_NYr10_zv4G499tkjfzzw==(Object #=q10QA$HaTob0Pm9xThV3MFQ==, EventArgs #=q3VzZfaiTNzmL6WFUwIUwuQ==)
at #=qvb1$tbrwHGtaw2lfLpAXu8sp3lY0Uw3sRxJoXHhUXE95K3IxjFIQeBSJDcWjkQXG.#=qeUQ49DSvfZ0P2pV0GHlWFA==()
at #=qK8Kks9xNXZKrnfIbH9ym_c8Aj942$$hKLtfk29pKjUjzSgbLgrG_hAIFvnREX7dq.#=qoYt_L2jiflfVwtmvHWm3vybY4p6KQJfjpt7TGvg3344=(Object #=q10QA$HaTob0Pm9xThV3MFQ==, EventArgs #=q3VzZfaiTNzmL6WFUwIUwuQ==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qK8Kks9xNXZKrnfIbH9ym_c8Aj942$$hKLtfk29pKjUjzSgbLgrG_hAIFvnREX7dq.#=qU7KF2h1aoHjm_Gaw5AyTQA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qU7KF2h1aoHjm_Gaw5AyTQA==()
at #=qBH67$p9fRK5q8cjAPPNrXg==.#=ql91VqkBQKN7fFrtZEbvAnw==(String #=qAWuHBeEjETUlaeTqOeGf4Q==, Boolean #=q40_QlCbqsPIGrciyZ80e_44bJ$z50dcca4HTKO7ntNg=, Boolean #=qeVH090nucOPnZ_EE4ebwCOuIfWSSqon0$yVA0ZyEYx4=, Boolean #=qPZVsrzqdT8UIeO0Sqk3qUQ==)
nns1337
So, It did work, now it's not updating again.
Spkz
With the latest cuttingedge build that I just downloaded today I noticed a ~1-2 seconds delay unsynced to the map when you spectate someone or you watch a replay/autoplay. Not on all map though. Here is a little preview: http://puu.sh/juWSo/7c7a932828.mp4 (it's not because of my pc or fraps, it's like that by default)
Trosk-

Spkz wrote:

With the latest cuttingedge build that I just downloaded today I noticed a ~1-2 seconds delay unsynced to the map when you spectate someone or you watch a replay/autoplay. Not on all map though. Here is a little preview: http://puu.sh/juWSo/7c7a932828.mp4 (it's not because of my pc or fraps, it's like that by default)
I'm not being able to replicate this. It's probably something on your end... If it just happens while spectating or watching Auto/Replay, then that's odd.
Spkz

Trosk- wrote:

I'm not being able to replicate this. It's probably something on your end... If it just happens while spectating or watching Auto/Replay, then that's odd.
Sometimes I can't replicate this either. It just sometimes occurs on some maps, not on all maps though. And it started to occur only today when I downloaded the latest build, I didn't have this issue before. Try this map that I've tried in the video: https://osu.ppy.sh/s/143397 maybe you can replicate it on this.
Trosk-

Spkz wrote:

Sometimes I can't replicate this either. It just sometimes occurs on some maps, not on all maps though. And it started to occur only today when I downloaded the latest build, I didn't have this issue before. Try this map that I've tried in the video: https://osu.ppy.sh/s/143397 maybe you can replicate it on this.
This map was one of the 15 that I have tried, I saw it on your video earlier. And like I said I'm not being able to replicate it. I don't know if it's random like you say or it's just something on your end, but I didn't get this effect in any moment.
Spkz
Sorry for the false bugreport, it was something with my pc. Now it works.
flash

Trosk- wrote:

If you have a specific Taiko skin (Use Taiko skin for Taiko mode option) and you enter a Taiko map, osu! will show an error, and if you keep trying, it will end up crashing. I have tried with a large number of skins and I always got this effect, except with the Default osu! skin.

Also, it's a bit weird since replicating this bug, I got two different crashlogs.

Here is the Taiko skin that I was using. (Rename the folder to "taiko", activate the "Use Taiko skin for Taiko mode" option and select other skin)

Probably it's because a recent update, since it doesn't happen on Beta and Stable.

Crashlog 1
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qtukgoHjJAu4CVndqJdhlzGEt7VX94niIHzsdE0ogY6Q=.#=q63HTxFRNZdfgrXbX18WAgURb1lSidq9X2q1htfgtTx4=()
at #=qtukgoHjJAu4CVndqJdhlzGEt7VX94niIHzsdE0ogY6Q=.#=qiAEDf8SR3MyJB$fGP8HK3w==()
at #=qstTGdEKx4K3TRU_td0MK1A==.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=q7_JTZEWDo55In8XImQEVEg==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qC_NYr10_zv4G499tkjfzzw==(Object #=q10QA$HaTob0Pm9xThV3MFQ==, EventArgs #=q3VzZfaiTNzmL6WFUwIUwuQ==)
at #=qvb1$tbrwHGtaw2lfLpAXu8sp3lY0Uw3sRxJoXHhUXE95K3IxjFIQeBSJDcWjkQXG.#=qeUQ49DSvfZ0P2pV0GHlWFA==()
at #=qK8Kks9xNXZKrnfIbH9ym_c8Aj942$$hKLtfk29pKjUjzSgbLgrG_hAIFvnREX7dq.#=qoYt_L2jiflfVwtmvHWm3vybY4p6KQJfjpt7TGvg3344=(Object #=q10QA$HaTob0Pm9xThV3MFQ==, EventArgs #=q3VzZfaiTNzmL6WFUwIUwuQ==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qK8Kks9xNXZKrnfIbH9ym_c8Aj942$$hKLtfk29pKjUjzSgbLgrG_hAIFvnREX7dq.#=qU7KF2h1aoHjm_Gaw5AyTQA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qU7KF2h1aoHjm_Gaw5AyTQA==()
at #=qBH67$p9fRK5q8cjAPPNrXg==.#=ql91VqkBQKN7fFrtZEbvAnw==(String #=qAWuHBeEjETUlaeTqOeGf4Q==, Boolean #=q40_QlCbqsPIGrciyZ80e_44bJ$z50dcca4HTKO7ntNg=, Boolean #=qeVH090nucOPnZ_EE4ebwCOuIfWSSqon0$yVA0ZyEYx4=, Boolean #=qPZVsrzqdT8UIeO0Sqk3qUQ==)

Crashlog 2
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at #=qN28AkRQHD$BPzfa$qOGPua7Xw7Bzjxr6JedphXWH$zy3TdYsjLkEzPis5cqo4bt1.#=qoe$fSlxe8g5ALRg45fMAeUFTKkKgKREWrS0Gh_f0w$k=(Boolean #=qO_Y$RNyYqA9QPtg7yzEgzw==)
at #=quQ8gt5b006f_xQ$DBYgOLVqDWiVeYYQeB4L7p8rR$Pw6HRy5IObUUi3TjUre5QeupqktXhzMtv0fyCf8j1ZumQ==.#=qOuv87DoIWOwzeSB7ErABfeun_KmiafMGhPu$YnNkTCc=()
at #=quQ8gt5b006f_xQ$DBYgOLVqDWiVeYYQeB4L7p8rR$Pw6HRy5IObUUi3TjUre5QeupqktXhzMtv0fyCf8j1ZumQ==.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=qVqyqEdA5qVoPnWR4IHUldFJnWgc3mvIqYE4MPtSwBZGk9Gu$dTBrGRxJeQWiPatc.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=qstTGdEKx4K3TRU_td0MK1A==.#=qNWRGTavvwKjrxD5WmSPn1w==()
at #=qtukgoHjJAu4CVndqJdhlzGEt7VX94niIHzsdE0ogY6Q=.#=qiAEDf8SR3MyJB$fGP8HK3w==()
at #=qstTGdEKx4K3TRU_td0MK1A==.#=qQyFroJYSz9RnOy_KCcqgkA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=q7_JTZEWDo55In8XImQEVEg==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qC_NYr10_zv4G499tkjfzzw==(Object #=q10QA$HaTob0Pm9xThV3MFQ==, EventArgs #=q3VzZfaiTNzmL6WFUwIUwuQ==)
at #=qvb1$tbrwHGtaw2lfLpAXu8sp3lY0Uw3sRxJoXHhUXE95K3IxjFIQeBSJDcWjkQXG.#=qeUQ49DSvfZ0P2pV0GHlWFA==()
at #=qK8Kks9xNXZKrnfIbH9ym_c8Aj942$$hKLtfk29pKjUjzSgbLgrG_hAIFvnREX7dq.#=qoYt_L2jiflfVwtmvHWm3vybY4p6KQJfjpt7TGvg3344=(Object #=q10QA$HaTob0Pm9xThV3MFQ==, EventArgs #=q3VzZfaiTNzmL6WFUwIUwuQ==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qK8Kks9xNXZKrnfIbH9ym_c8Aj942$$hKLtfk29pKjUjzSgbLgrG_hAIFvnREX7dq.#=qU7KF2h1aoHjm_Gaw5AyTQA==()
at #=q99Ca$3vwA130luCzDrTVBMYz_FypLS1Ot7mPOkwmmyk=.#=qU7KF2h1aoHjm_Gaw5AyTQA==()
at #=qBH67$p9fRK5q8cjAPPNrXg==.#=ql91VqkBQKN7fFrtZEbvAnw==(String #=qAWuHBeEjETUlaeTqOeGf4Q==, Boolean #=q40_QlCbqsPIGrciyZ80e_44bJ$z50dcca4HTKO7ntNg=, Boolean #=qeVH090nucOPnZ_EE4ebwCOuIfWSSqon0$yVA0ZyEYx4=, Boolean #=qPZVsrzqdT8UIeO0Sqk3qUQ==)
Was able to replicate this, crashed after trying about 6 beatmaps.

Crashlog
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qoAgVsEQWIDm7pR8YaeSZWOYtsSr3BmeZMQszIsWVVW8=.#=q3AQ82ybaPEQjcPmyMKlXMlTrPQPEhUE5pnaM7sxeusk=()
at #=qoAgVsEQWIDm7pR8YaeSZWOYtsSr3BmeZMQszIsWVVW8=.#=qDA7MLFWGY6k55JgLxvtLFw==()
at #=qJ4RrzXQlplfVwqsVMVLmmg==.#=q8UtIu7MRTtsZhPnF9kj$lg==()
at #=qTTugLOFTtELHuG69RZuH9G$8PCyGg2ZWlPxqtRS6nds=.#=qphx31n55MfgxzJ3tLf62MA==()
at #=qTTugLOFTtELHuG69RZuH9G$8PCyGg2ZWlPxqtRS6nds=.#=qI6iTTlqeV$IwyaoZ0upZHA==(Object #=qT$_TXw3Wmz6GBfshiA7UHA==, EventArgs #=qUjfki1Y_b1sbY_3br5XK7Q==)
at #=qERaORxDcsKeEskbTQRV9cTa65m$3KQ9deQKdqB1KbzOv2DQaCrscLuEWXwZwY8kK.#=qSntA7A6xCU2sof3VrHcJYQ==()
at #=qRWU$WjQLRa11qOZK6qi7EH4bvtOp8EX2y7zAkj1LhXjYy2zP9gEVmE2If4YWofCm.#=qTPmddcS9DIaCXKW1$M29py8w8RmHnoOMkk2ZONkdzxA=(Object #=qT$_TXw3Wmz6GBfshiA7UHA==, EventArgs #=qUjfki1Y_b1sbY_3br5XK7Q==)
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 #=qRWU$WjQLRa11qOZK6qi7EH4bvtOp8EX2y7zAkj1LhXjYy2zP9gEVmE2If4YWofCm.#=qTVCXYU7seq1ZZKWDKwKcmw==()
at #=qTTugLOFTtELHuG69RZuH9G$8PCyGg2ZWlPxqtRS6nds=.#=qTVCXYU7seq1ZZKWDKwKcmw==()
at #=qT4AxGKeWudCjNn9w1RkL$w==.#=qISGBi8gadtC_hgcvfgOing==(String #=qhNAUOFiHHz8YPzNFLKgPnQ==, Boolean #=qA4GoH1HusfpoYE_k2d4PCky$UW2wwuvTNFri86T7vzQ=, Boolean #=qkxdCvoDmW8EenDgneSMs7GAC2YkGb4KNzxSCNzGZZO4=, Boolean #=qWs7bIXC7tz6ao7b5QaQkSQ==)
Bejer
Cutting edge dosen't work on Mac, is it going to stay like that or is it getting inplomented so Mac users also can have it? Or...?
Trosk-

Bejer wrote:

Cutting edge dosen't work on Mac, is it going to stay like that or is it getting inplomented so Mac users also can have it? Or...?
Cutting Edge doesn't work on Mac for now. Go back to Stable.

I guess it will be available on the future, but I don't know.
quaternary
osu! crashes when I close it through the menu - not with the "osu! has crashed!" dialog, but the standard Windows "osu! has stopped working. Windows can check online for a solution to the problem" dialog box. It doesn't hurt anything, because it crashes when it's already all the way closed :P



"Problem details" in the spoiler:

SPOILER
Problem signature:
Problem Event Name: APPCRASH
Application Name: osu!.exe
Application Version: 1.3.3.7
Application Timestamp: 55c6c70d
Fault Module Name: atioglxx.dll
Fault Module Version: 6.14.10.13283
Fault Module Timestamp: 546ea12d
Exception Code: c0000005
Exception Offset: 01631d8e
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

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Shizuyi
My osu is also still hard crashing even though with another Fault Module name.
agubelu
This has happened to me quite a few times:



It happens sometimes when I alt+tab away from osu and then come back to it. I haven't found a reliable way to reproduce it, it seems pretty random, but it always happens that way and is fixed by just moving the mouse.

I play 1920x1080 fullscreen
abraker

agubelu wrote:

It happens sometimes when I alt+tab away from osu and then come back to it. I haven't found a reliable way to reproduce it, it seems pretty random, but it always happens that way and is fixed by just moving the mouse.
Looks like the rough size of the bounding box my cursor was stuck in (maybe a bit smaller) when alt-tabbing out sometimes. It was random outside fullscreen osu!, and had 100% chance of happening in editor. Though, I didn't get any graphical anomalies you got. Also haven't found a way to reproduce since last time I restarted osu!.
Topic Starter
TheVileOne

Bejer wrote:

Cutting edge dosen't work on Mac, is it going to stay like that or is it getting inplomented so Mac users also can have it? Or...?
The latest updates to stable have been to prep for the next release. The debug builds work with Mac, but you need to some special steps to get it working. Please be patient, an update will be coming soon.
Tenderz

TishCirno wrote:

I recently started to try cutting-edge, and found that this yellow stripe on the bottom is blocking the progress bar during song breaks. The yellow bar does disapear when actually playing a song, but if it could go away for the entire duration of the song, that would be much better.
So I guess this isn't going to be fixed, still asking though because I couldn't really find a good answer as to why not.
Shizuyi

Shizuyi wrote:

Besides what i posted earlier now osu! starts crashing randomyl while playing. Its only since the latest update. Did not happen before. Osu itself doesnt give a note of crashing but Windows does.

SPOILER
Quelle
osu!

Zusammenfassung
Nicht mehr funktionsfähig

Datum
‎08.‎08.‎2015 01:14

Status
Der Bericht wurde gesendet.

Beschreibung
Pfad der fehlerhaften Anwendung: D:\Program Files (x86)\osu!\osu!.exe

Problemsignatur
Problemereignisame: APPCRASH
Anwendungsname: osu!.exe
Anwendungsversion: 1.3.3.7
Anwendungszeitstempel: 55c4f93d
Fehlermodulname: nvoglv32.DLL
Fehlermodulversion: 10.18.13.5362
Fehlermodulzeitstempel: 55b031c2
Ausnahmecode: c0000005
Ausnahmeoffset: 008d4b6d
Betriebsystemversion: 6.3.9600.2.0.0.768.101
Gebietsschema-ID: 1031
Zusatzinformation 1: 5861
Zusatzinformation 2: 5861822e1919d7c014bbb064c64908b2
Zusatzinformation 3: a10f
Zusatzinformation 4: a10ff7d2bb2516fdc753f9c34fc3b069

Weitere Informationen über das Problem
Bucket-ID: 098318bfcc7b93bc0a6b78831f4fcf29 (107509696050)

Seems to be soemthing with the new vertex buffer on OpenGL. Maybe my gl_info belwo will help. :)
SPOILER
GL Version:                 4.5.0 NVIDIA 353.62
GL Renderer: GeForce GTX 780 Ti/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
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_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_NV_internalformat_sample_query 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_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_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_query_buffer_object 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_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_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_atomic_int64 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
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
Regarding this. I now tried a few things to solve the problem like reinstall Drivers/Windows. I also tried to play osu on another pc. Same Crash Report.
Is this going to be adressed or not?
agubelu

Tenderz wrote:

TishCirno wrote:

I recently started to try cutting-edge, and found that this yellow stripe on the bottom is blocking the progress bar during song breaks. The yellow bar does disapear when actually playing a song, but if it could go away for the entire duration of the song, that would be much better.
So I guess this isn't going to be fixed, still asking though because I couldn't really find a good answer as to why not.
The yellow bar is probably a way of saying "hey, this build is experimental so don't freak out if anything weird happens", both to the player and anyone else who could be watching the game either on a livestream or on a recorded video.

So I guess you will have to change your progress bar location if the devs are not willing to move the yellow bar from the bottom of the screen.
Trosk-

Shizuyi wrote:

Regarding this. I now tried a few things to solve the problem like reinstall Drivers/Windows. I also tried to play osu on another pc. Same Crash Report.
Is this going to be adressed or not?
On another PC with exactly the same crashlog? That seems really weird for me.

When you tried to run osu! on another PC, did you run the same installation or a different one? (Even if this has probably nothing to do with the problem, since the problem seems to come from nvoglv32.dll)

agubelu wrote:

Tenderz wrote:

So I guess this isn't going to be fixed, still asking though because I couldn't really find a good answer as to why not.
The yellow bar is probably a way of saying "hey, this build is experimental so don't freak out if anything weird happens", both to the player and anyone else who could be watching the game either on a livestream or on a recorded video.
So I guess you will have to change your progress bar location if the devs are not willing to move the yellow bar from the bottom of the screen.
Basicaly this.
Shizuyi

Trosk- wrote:

Shizuyi wrote:

Regarding this. I now tried a few things to solve the problem like reinstall Drivers/Windows. I also tried to play osu on another pc. Same Crash Report.
Is this going to be adressed or not?
On another PC with exactly the same crashlog? That seems really weird for me.

When you tried to run osu! on another PC, did you run the same installation or a different one? (Even if this has probably nothing to do with the problem, since the problem seems to come from nvoglv32.dll)
Same Crashlog besides Bucket Id and such of course. But im pretty sure its not on my end anyway. But who knows?
Trosk-

Shizuyi wrote:

Same Crashlog besides Bucket Id and such of course. But im pretty sure its not on my end anyway. But who knows?

Trosk- wrote:

When you tried to run osu! on another PC, did you run the same installation or a different one?
If you did try with the same installation, just in case, could you try to copy "osu!.exe", paste it into an empty folder and then run it?
Shizuyi
Tried it. Still happens with Clean osu! folder
Low Snow
K, just got a weird glitch

a


(First I started to speak in french in #ctb, rip)



It's a bit funny, but I'm stuck with a ghost #french tab who's having fusions with another tab. And I can't close it
RBRat3
cutting edge no longer maintains its windows size when winkey+shift+arrow is used to cycle through monitors and one is under resolution.

OS: Win 10

Trosk-
Can replicate. By the way, I guess that could be better to post it on the Cutting Edge thread instead of on a new thread, since it doesn't happen on Stable.

Tom94
Just got a large re-work of the osu! rendering system into cutting edge. Please see if this improves performance / compatibility.

If you previously had issues running osu! with your discrete GPU, please try the new compatibility mode found in the options and see if that fixes your issues.
Trosk-
Seems like the colors are messed up when you take a screenshot with Compatibility mode enabled. with or without the Compatibility mode, it's the same.

Diony

Trosk- wrote:

Seems like the colors are messed up when you take a screenshot with Compatibility mode
Can replicate on compatibility mode.

Trosk-
Well, seems like it happens without compatibility mode too.

Diony
Can replicate that too haha, my bad.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix screenshots having their blue and red colour channel swapped. (Tom94)
  2. Fix background videos having their blue and red colour channels swapped. (Tom94)
The changes will be applied to builds newer than b20150814.4cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
innocencia
After latest update the game crashes when i'm trying to play any map. At first ten second i didn't see any problems but then FPS grew up from usual 1700 to unusual 2500-3400 and game was crashed. I can't even do screenshots, so
UPD: this issue happened only with two my skins, so i can't suggest what can be source of this trouble
Tom94

fujger wrote:

After latest update the game crashes when i'm trying to play any map. At first ten second i didn't see any problems but then FPS grew up from usual 1700 to unusual 2500-3400 and game was crashed. I can't even do screenshots, so
UPD: this issue happened only with two my skins, so i can't suggest what can be source of this trouble
It is possible that your GPU has an unstable clock and/or is overheating due to the additional frame rate it is pumping out with the new update. Try using a frame limiter to limit your FPS (you can adjust it to limit to 1500 or whatever you like in your osu! config) and see if it helps.

To do this go into your osu! folder, open "osu!.<your windows username>.cfg", then change "CustomFrameLimit" to whichever value you like.
Low Snow
I got an error "The procedure entry point strnlen could not be located in the dynamic link library msvcrt.dll"

And now Osu! is running with a black screen.
innocencia

Tom94 wrote:

fujger wrote:

After latest update the game crashes when i'm trying to play any map. At first ten second i didn't see any problems but then FPS grew up from usual 1700 to unusual 2500-3400 and game was crashed. I can't even do screenshots, so
UPD: this issue happened only with two my skins, so i can't suggest what can be source of this trouble
It is possible that your GPU has an unstable clock and/or is overheating due to the additional frame rate it is pumping out with the new update. Try using a frame limiter to limit your FPS (you can adjust it to limit to 1500 or whatever you like in your osu! config) and see if it helps.

To do this go into your osu! folder, open "osu!.<your windows username>.cfg", then change "CustomFrameLimit" to whichever value you like.
Yes, it helped, but it never happened before, so i think that it's a new issue. Try to run any map with Azerino's skins.
Trosk-

Low Snow wrote:

I got an error "The procedure entry point strnlen could not be located in the dynamic link library msvcrt.dll"

And now Osu! is running with a black screen.
I actually don't think that is happening because of the Cutting Edge latest build... Hold Shift while opening osu! and change the release stream to Stable on the window that will pop up, to see if you can run it on Stable.

fujger wrote:

Yes, it helped, but it never happened before, so i think that it's a new issue. Try to run any map with Azerino's skins.
I don't think that the fact of playing with a skin will affect the performance...
lollllloro
Some beatmaps seem to fail without reason at the end and it's reproducible every time. I remember this happening a long time ago on stable too
example beatmap ../s/144010, at least on "Rare's Hard" and "Insane"
you don't want to see this, it's beyond unwatchable
my crappily recorded and youtube's audiosyncscrewedup video: https://youtu.be/kJQF2r5QyzM
with nf it just stops at the end, this screenshot is from the "Rare's Hard" difficulty with build b20150814.5 :
http://54.213.154.174:777/B/nofail%20hang

I accidentally made this post about this earlier: p/4413391 ;_; what should I do?

EDIT:
Just figured out what causes it! It's somehow miscalculated length for the music, maybe related to the huge offset I have set in osu which is -112 ms. Appended ~6sec of silence to the mp3 file and it worked, reverted the changes and failed at full hp again.
commands used to fix it:
dd if=/dev/zero bs=1M count=1|sox -traw -esigned -b16 -r44100 -c2 - silence.wav
ffmpeg -i silence.wav -b:a 128k silence.mp3
printf "file 'kanransha.mp3'\nfile 'silence.mp3'\n" >tmptext
ffmpeg -f concat -i tmptext -c copy joined.mp3
mv kanransha.mp3 kanransha.mp3.b
mv joined.mp3 kanransha.mp3
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