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

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RemiFlan
b20150922.1

I can't bind my up and down arrow keys to anything. Instead, it changes the volume.

http://puu.sh/kjLBo/1a332368fa.mp4

Just noticed the .2 update, problem still there
imagaK

RemiFlan wrote:

b20150922.1

I can't bind my up and down arrow keys to anything. Instead, it changes the volume.

http://puu.sh/kjLBo/1a332368fa.mp4

Just noticed the .2 update, problem still there

You can go to "Change keyboard bindings" and bind different keys to volume up/down. After that you can bind mania keys to up and down.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix game not starting when osu!ui.dll isn't up-to-dater. (peppy)
The changes will be applied to builds newer than b20150922.4cuttingedge.

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.
RemiFlan

imagaK wrote:

You can go to "Change keyboard bindings" and bind different keys to volume up/down. After that you can bind mania keys to up and down.

Thanks. I thought something was messed up because volume didn't take priority over keybinding before this update
abrian
Still a lot of frame drop in cutting edge....
experience none of that in stable

(0.8ms most of the times, jumps to ~2-4ms about every 10 seconds, feels like a few frames has skipped, never had this in stable)

I also tried the letter boxing options,
significantly higher frame loading time (~1.8 and jumps to 5ms from time to time)
Purpleguypwn
A downloading map in osu!direct will be stuck when cancelled. This will disappear when restarting osu.
How to reproduce: Download map. Right click and cancel it.
Trosk-

Purpleguypwn wrote:

A downloading map in osu!direct will be stuck when cancelled. This will disappear when restarting osu.
How to reproduce: Download map. Right click and cancel it.
Moved the post to Cutting Edge thread from the Beta thread.

I can get this effect too, if you cancel a download it will not disappear.

Markie

Markie wrote:

superryan14 wrote:

Not sure if this is a windows 10 thing, but it only happens on cutting edge, Every 5 to 6 seconds my osu freezes for less than half a second. on stable it works fine but thought I'd post something here.

http://ryan.cguy.me/6Qmh2.mp4 here is a video the FPS/latancy while doing nothing at the main menu, all processes are closed as well, only the essential ones are open at least to my knowledge. Again I was doing nothing but sitting in the main menu.
I can also confirm this;



OS: Windows 10 Pro x64
CPU: AMD FX-8350 Eight-Core @ 4.2GHz
GPU: NVIDIA GeForce GTX 980 Ti 6GB
RAM: Corsair Vengeance 1600MHz 16GB
SSD: Samsung 840 EVO 250GB

gl_info.txt
SPOILER
GL Version: 4.5.0 NVIDIA 355.97
GL Renderer: GeForce GTX 980 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_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer 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_fragment_shader_interlock 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_post_depth_coverage 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_locations 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_shader_viewport_layer_array 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_sparse_texture2 GL_ARB_sparse_texture_clamp 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_filter_minmax 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_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector 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_NV_viewport_array2 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_KHR_blend_equation_advanced_coherent 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: 10, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
Update: Using Compatibility mode under Options -> Graphics -> Renderer seems to have fixed the stutters for me, can anyone else with this issue confirm?
abrian

Markie wrote:

Update: Using Compatibility mode under Options -> Graphics -> Renderer seems to have fixed the stutters for me, can anyone else with this issue confirm?
I can confirm this.
Seems like no more frame drop or at least none that affects my game-play.
However isn't it weird to use compatibility mode given that my system is probably very average...
DieBaumchen
somehow since the last 4-6 days the first approachcircles are jumping in for me, I hardly hit the first circle currently...

https://www.youtube.com/watch?v=QIToRzlIaig
Watch directly at second 1 at 0.25 speed the first approach circles

Some maps are fine, others aren't, couldn't find out what are the criteria for the maps who don't work(same, but with example of beatmaps who don't have the jumping approach circles)
https://www.youtube.com/watch?v=Y3ysH48Sfu8

I got this problem for Stable and Cutting Edge, never happened to me before

Other problem:
Stable and Cutting Edge have a different Offset for me, the standard Universal Offset isn't fitting the beatmap
https://www.youtube.com/watch?v=UFKZr9-510E
Stable works fine for me, the offset problem occured since I get error messages if the skin has errors in the configuration file

Specs:
i5-2400 @ 3.10 GHz 3.40 GHz
8 GB RAM
Windows 10 Pro x64

kind regards DieBaumchen

Edit:
setting frame limit from 120 to unlimited solved the jumping approach circles, deleting all setting files and letting osu detect the settings again solved the first problem(apparently some of my used settings were incompatible with the cutting edge build I guess)
dong
Can't connect to Bancho or update at all since the new netcode was implemented, still works on stable. Game acts as if there is no internet connection at all, but I get no issues with my internet outside of osu!

http://puu.sh/kkkS8.jpg


my ISP seems to be blocking access for some reason
Cosmic Energy
Problem Details:
I get over 1,000 FPS with directx in stable, but when I switch over to cutting edge (which, from what I understand has been openGL only for a while now) I get lag spikes and a lower framerate in general; the game is barely playable and the song select screen is ridiculous.


Video or screenshot showing the problem:
-


osu! version: 20150922.7cuttingedge
Piine
Have you tried using compatibility mode in options that has OpenGL w/ ANGLE. Any difference in gameplay/frame rate?
Cosmic Energy

Sulker wrote:

Have you tried using compatibility mode in options that has OpenGL w/ ANGLE. Any difference in gameplay/frame rate?
It is smoother, but the lag is still noticeable and there's significant input lag.
Piine

[Astral] wrote:

Sulker wrote:

Have you tried using compatibility mode in options that has OpenGL w/ ANGLE. Any difference in gameplay/frame rate?
It is smoother, but the lag is still noticeable and there's significant input lag.
Hmm seeing to your issue, I guess a tech support member moved it here seeing OpenGL is kind of a work in progress to make it perfect.
Trosk-

[Astral] wrote:

Problem Details:
I get over 1,000 FPS with directx in stable, but when I switch over to cutting edge (which, from what I understand has been openGL only for a while now) I get lag spikes and a lower framerate in general; the game is barely playable and the song select screen is ridiculous.
Merged your thread to the Cutting Edge thread. Try to use this one when reporting issues with Cutting Edge builds.

Would be nice if you could get some screenshots with the performance graph enabled (Ctrl+F11) after you get those lag spikes.

Also, please, provide your "gl_info" archive. You will find it in your osu! installation.
Cosmic Energy
http://puu.sh/kkGds/94ece19905.txt -> gl-info
http://puu.sh/kkGs8/8d7a967355.jpg -> a screenshot of picking a song. The big tall red spikes occur constantly when switching songs, and when in game the latency goes between .40ms and 9 randomly, causing me to miss notes. It is really hard to grab a screenshot while playing, as the issue isn't nearly as bad in slower and easier maps with lower AR rates and note density. (the game impacting lag starts above roughly 4 stars)
j4rno

j4rno wrote:

Hi, using cutting edge b20150920.2, here is my problem:
It all starts fine play some songs but after some 5-15 mins the bar next to my latency(which remains between 0-5ms) increases and I have spikes while playing the only fix I found is to restart... but another 5-15 mins passes and there is the problem again.

EDIT: Image http://i.imgur.com/FxdAIbX.jpg?1

Hoping there is a fix, thanks.
My issue resolved with the newest update.
Myko
Hello ~ using cutting edge b20150922.7 and I have a little problem with the FPS counter (kinda)


As you can see I have good fps and refresh rate, but lots of dots

Here is my gl_info.txt in a box to save download time
gl_info.txt
GL Version: OpenGL ES 3.0 (ANGLE 2.1.0.8afe1e1b8397)
GL Renderer: ANGLE (NVIDIA GeForce GT 620 Direct3D11 vs_5_0 ps_5_0)
GL Shader Language version: OpenGL ES GLSL ES 3.00 (ANGLE 2.1.0.8afe1e1b8397)
GL Vendor: Google Inc.
GL Extensions: GL_OES_element_index_uint GL_OES_packed_depth_stencil GL_OES_get_program_binary GL_OES_rgb8_rgba8 GL_EXT_texture_format_BGRA8888 GL_EXT_read_format_bgra GL_NV_pixel_buffer_object GL_OES_mapbuffer GL_EXT_map_buffer_range GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_float GL_OES_texture_float_linear GL_EXT_texture_rg GL_EXT_texture_compression_dxt1 GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_EXT_sRGB GL_ANGLE_depth_texture GL_EXT_texture_storage GL_OES_texture_npot GL_EXT_draw_buffers GL_EXT_texture_filter_anisotropic GL_EXT_occlusion_query_boolean GL_NV_fence GL_EXT_robustness GL_EXT_blend_minmax GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_pack_reverse_row_order GL_OES_standard_derivatives GL_EXT_shader_texture_lod GL_EXT_frag_depth GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_EXT_debug_marker GL_EXT_color_buffer_float
GL Context: Index: 174271532, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False

And here are some options if ever they're meaningful

Also, my skin is not affecting. It started yesterday with another skin while streaming, and didn't do it on earlier CE builds (switched to stable before and when I switched back it did this)
the number of those dots is pretty normal (between 2 and 0) in song selection and while chatting
IamKwaN
Metadata fields aren't shown correctly in the beatmap forum while those are correct in the beatmap listing. Moreover, creator's words are all gibberish in both forum and listing. Here are two examples:
  1. https://osu.ppy.sh/s/348089
  2. https://osu.ppy.sh/s/66901
FlexxicE
Problem: Menu stays open while spectating
Build: Beta
Steps of replication:
Unsure, the bug didn't occur every time, but it happened the first time, when I spectated a friend and osu!direct downloaded the missing beatmap, the osu!direct panel stays unusual long open and after the download finished and osu! jumped back into spectator mode, the menu stays open, like you can see in the screenshot. Second time right after restarting osu! the bug occured after I tabbed out of osu! while spectating and tabbed back in, osu! was downloading a missing beatmap as well while I tabbed out. As you can see, the snow and beat animation are still there and the menu player, you can also use the player while spectating. The bug stays over all instances of osu! until you restart it. While the bug occured, I noticed that the menu, when you click the big osu! circle on main menu, wasn't alright aligned, nearly 3/4 of it was under the osu! circle.

Screnshot:
Topic Starter
TheVileOne
@FlexxicE We're aware of that issue and are working on a solution.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix issue where menu elements appear outside of the correct gamemode. (TheVileOne)
The changes will be applied to builds newer than b20150924.5cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
riktoi
Problem: game crashes when opening a newly added mp3 in editor
Build: b20150925cuttingedge (newest build)
Steps of replication:
The game seems to crash every single time I do this. Tried with multiple mp3's, and it still does it. Asked someone else to do it on the same build and it happens to him too. Hope that is enough
peppy
with what error?
riktoi

peppy wrote:

with what error?
error
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qgvWZM1erpoR26f6SjyD2gGO7HSEAzbKat3Lcsz7tUo4=.#=qZ0hKbk$eqvBGIL8Pv8EWlg==()
at #=qeWLR2JreQstrZNCJfuU0eA==.#=q9O1Lu1IUYP4d_Ssc$16m9g==.#=q1OycflV_7DxOmV7QPwXf1fFjOWGxiZLYA3woAVc0kbA=(#=qpRoHtCkXrB2P_J6e8mb6nxTMsGY15caD2Rpkv6AMZO8= #=q3aMb6stmS$22_i6pxSpMWQ==)
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at #=qeWLR2JreQstrZNCJfuU0eA==.#=qA6CHYWEjQzFjDNDEXoSb6DD6B11IxY0yOeqILigEmq8=()
at #=qNRLnJ5IxoA_S4LDS_thGjPJJuJtRX3NfJT1ohNOHX14=.#=qpc35NacIoW9dzffDIGJt0g==(#=q0Cmp5SY0u4F_l1Fr1FsLcUk7LZt2UOuKWgwl$6H3MOoVamP6Nxjae92S8n88I2S8 #=qDABLQ8Eg849k_OYAnqJVfA==)
at #=qeWLR2JreQstrZNCJfuU0eA==.#=qZ0hKbk$eqvBGIL8Pv8EWlg==()
at #=qf$kZt3VW6aCrQpd565hA4CNEkq621Xh_z5xkAaUX15A=.#=qCrgpEeu6CPlfRPH4v6E5vw==(Object #=qh0f_XZksZU8ZKbjAPBLwGw==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at #=q$8Z5XoxnvtWIFqBhRAK3G6XsjkGnjsWtzb3R3MyRFPg=.#=ql$zYcQ35LuOaKChH$ugV$A==(Object #=qh0f_XZksZU8ZKbjAPBLwGw==, EventArgs #=qLkCme1ylmVOeybCHaIJjIQ==)
at #=qaTsrOyQiPlCB9DhkIu1UqbjsCd9wu3yDNPd7j6m6mIM=.#=qy29mAhy2bICcx2OVOl8QoDTB0izrc_6bQqxN7oLHSms=(Object #=qh0f_XZksZU8ZKbjAPBLwGw==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
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.RunDialog(Form form)
at System.Windows.Forms.Form.ShowDialog(IWin32Window owner)
at #=qgvWZM1erpoR26f6SjyD2gGO7HSEAzbKat3Lcsz7tUo4=.#=qMoLC9h1fjIUPKvI0lOjU8A==(Boolean #=qwfyREUOn044wO1NSEMHsnQ==)
at #=qgvWZM1erpoR26f6SjyD2gGO7HSEAzbKat3Lcsz7tUo4=.#=qrGyobfeb3QAv$InhaUyRbg==(#=qXWfRHK_WcW2CYfBKoVtrl1C5xSIxUnApJu85T4CPiv4DNW26dpsZiY2UkyRFkkyh #=qVUVoRR48sPZTOokZJW$bhw==, Boolean #=qY2PzaR5ER8s9WokWmIPisjlS3iWGw5__D4y5jcwvCPA=, Boolean #=qvpT$0$hZq2N2cZz9o9TDgw==)
at #=qgvWZM1erpoR26f6SjyD2gGO7HSEAzbKat3Lcsz7tUo4=.#=qKvYhF$T_o5g8R2X5UWQggg==()
at #=qeWLR2JreQstrZNCJfuU0eA==.#=qKQ31WNqmdN66osH6JySRBA==(Int32 #=qlA185dcWPBftLSbzFTLyrQ==)
at #=qeWLR2JreQstrZNCJfuU0eA==.#=q9O1Lu1IUYP4d_Ssc$16m9g==.#=qP8$FT2Bo3YCWEtAVpIbvIw==(Object #=qySQfB9Sv51wRak4jVI$hCQ==, EventArgs #=qkewMzIIQTNSQVz7_uVmwSA==)
at #=qeWLR2JreQstrZNCJfuU0eA==.#=qPsteJT30yrdDkz8BGBhPjhb2bitpduphSU_aKd__yq8=()
at #=qeWLR2JreQstrZNCJfuU0eA==.#=qZ0hKbk$eqvBGIL8Pv8EWlg==()
at #=qf$kZt3VW6aCrQpd565hA4CNEkq621Xh_z5xkAaUX15A=.#=qCrgpEeu6CPlfRPH4v6E5vw==(Object #=qh0f_XZksZU8ZKbjAPBLwGw==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at #=q$8Z5XoxnvtWIFqBhRAK3G6XsjkGnjsWtzb3R3MyRFPg=.#=ql$zYcQ35LuOaKChH$ugV$A==(Object #=qh0f_XZksZU8ZKbjAPBLwGw==, EventArgs #=qLkCme1ylmVOeybCHaIJjIQ==)
at #=qaTsrOyQiPlCB9DhkIu1UqbjsCd9wu3yDNPd7j6m6mIM=.#=qy29mAhy2bICcx2OVOl8QoDTB0izrc_6bQqxN7oLHSms=(Object #=qh0f_XZksZU8ZKbjAPBLwGw==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
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 #=qaTsrOyQiPlCB9DhkIu1UqbjsCd9wu3yDNPd7j6m6mIM=.#=qeETPWSXkvf3YMNr3y$eyqw==()
at #=qf$kZt3VW6aCrQpd565hA4CNEkq621Xh_z5xkAaUX15A=.#=qeETPWSXkvf3YMNr3y$eyqw==()
at #=qauTOKT8PzlbUuuP1rkoCTQ==.#=qWVSmBkJFPgtipFkJYpX2zQ==(String #=qaWjDLn5pw5DlU5rBGvQmWQ==, Boolean #=q4XUNUdqbG8b1PHBvZKvq674276GgF9VUPdRde4MV3ss=, Boolean #=qi$9KhCK170Ho7Ga62tRhcQ==)
peppy

yamikarasu wrote:

Can't connect to Bancho or update at all since the new netcode was implemented, still works on stable. Game acts as if there is no internet connection at all, but I get no issues with my internet outside of osu!

http://puu.sh/kkkS8.jpg


my ISP seems to be blocking access for some reason
I need a copy of your update_log.txt after you reproduce this.
Frozenemerald
Hello i report a crash i got on the beatmap maker

The code when i crash
SPOILER
System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
à #=qubGLf7Z4WesfryMyu6Puj0JGaNSIl70aNOABT_8eXxU=.#=qcg_CBuAmjtMvX0SsETxxyQ==()
à #=qm1fKV245170P0J4i7C6PWA==.#=qQKsmfeRb2AAd0vZD7gjh$Q==.#=qyoE7e36rS18HraX7vjhBNpEnhm$ijUcouZP8aV1Kq28=(#=q4k4PY25NasQ4BIMuZh1AJ5S8t9tKAqe2$ViV5snWvRA= #=qrRs0JPemBnDQdvo7JYJhwQ==)
à System.Collections.Generic.List`1.ForEach(Action`1 action)
à #=qm1fKV245170P0J4i7C6PWA==.#=qb6uzkvBXfSPUg_Q_LLIktz_wwowroRFLuO6vx3BJS5A=()
à #=qsTRU1Hv3LgMSWBbUWV27f2D5A0vlVUhr5QR$I1BptFY=.#=qCJLwwGbAroHbCDFLDhUWVg==(#=q7A_sU03Cf4PjKqa9vJoc5fi99cWBGjbnvljUH91fR99BlY7Zz0gDS_HgqtEQx79z #=q7v$vw1LzjXILpjXSabzWiA==)
à #=qm1fKV245170P0J4i7C6PWA==.#=qcg_CBuAmjtMvX0SsETxxyQ==()
à #=qxHPxSNr$DenSc8Lbac$xQNcD6v88$eAj884WmVwUESY=.#=qWrEsHgsECxf0Jtfq0Sa1LQ==(Object #=qqwJAdJZR3$47E4LAdNs0iQ==, EventArgs #=qmPBw9L347x_Zed9$wROdag==)
à #=qfdTxBh31BMin4vV54GjlhdrtYM0_3pkRA9vVrl7OTRI=.#=qiflW01K2RnncR89pS36$pA==(Object #=qqwJAdJZR3$47E4LAdNs0iQ==, EventArgs #=qanxHAemi6rBCgk_1AN0LGg==)
à #=qXT595IFkdqQQZdAOnJsxQ1D28e9nT_eJA3jurZ6UL8M=.#=qTm7udHbSsVrr3j1zb91q_X75Ou8lQVBYj0ugo5r2X4E=(Object #=qqwJAdJZR3$47E4LAdNs0iQ==, EventArgs #=qmPBw9L347x_Zed9$wROdag==)
à System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
à System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
à System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
à System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
à System.Windows.Forms.Application.RunDialog(Form form)
à System.Windows.Forms.Form.ShowDialog(IWin32Window owner)
à #=qubGLf7Z4WesfryMyu6Puj0JGaNSIl70aNOABT_8eXxU=.#=qnc3pQ0$lzjN8$d58FCkbmw==(Boolean #=q5y$EC7HIQ1Gyz8CF6sRSNA==)
à #=qubGLf7Z4WesfryMyu6Puj0JGaNSIl70aNOABT_8eXxU=.#=q_$5kM5H1B41sFo72V3aKFQ==(#=qhKs$kDWO62GC8fo6YgjXuZxUmtzjJZSkqo$1tyfPx6tGNVDClLixPaWoPO1RuhJ3 #=qI66H5_mODu3K2kfkn$4YHg==, Boolean #=qr8E20onuQMVu5Gl6YlkTK5aeNRvmSARaW9DZ0of$HnY=, Boolean #=qts1XUAbqyznGjgZxDCYH7A==)
à #=qubGLf7Z4WesfryMyu6Puj0JGaNSIl70aNOABT_8eXxU=.#=qdynjOGNT_$lU82L6KVlbmQ==()
à #=qm1fKV245170P0J4i7C6PWA==.#=q9uiSuNp0g_SrTqyBMFeH1g==(Int32 #=q35ONzLoIGDCDqeLn9jcuAQ==)
à #=qm1fKV245170P0J4i7C6PWA==.#=qQKsmfeRb2AAd0vZD7gjh$Q==.#=qmVb45d$HXh_qdL2fBAkQGQ==(Object #=qTQOSvDLRBxG_4Av4LYxPlg==, EventArgs #=qGluVd5E085tWqNR8wiaYRw==)
à #=qm1fKV245170P0J4i7C6PWA==.#=qkHOwqK$AnAWdcNhS35LlWB1RPK1P$gHzpDhrc56Wl$s=()
à #=qm1fKV245170P0J4i7C6PWA==.#=qcg_CBuAmjtMvX0SsETxxyQ==()
à #=qxHPxSNr$DenSc8Lbac$xQNcD6v88$eAj884WmVwUESY=.#=qWrEsHgsECxf0Jtfq0Sa1LQ==(Object #=qqwJAdJZR3$47E4LAdNs0iQ==, EventArgs #=qmPBw9L347x_Zed9$wROdag==)
à #=qfdTxBh31BMin4vV54GjlhdrtYM0_3pkRA9vVrl7OTRI=.#=qiflW01K2RnncR89pS36$pA==(Object #=qqwJAdJZR3$47E4LAdNs0iQ==, EventArgs #=qanxHAemi6rBCgk_1AN0LGg==)
à #=qXT595IFkdqQQZdAOnJsxQ1D28e9nT_eJA3jurZ6UL8M=.#=qTm7udHbSsVrr3j1zb91q_X75Ou8lQVBYj0ugo5r2X4E=(Object #=qqwJAdJZR3$47E4LAdNs0iQ==, EventArgs #=qmPBw9L347x_Zed9$wROdag==)
à System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
à System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
à System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
à System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
à System.Windows.Forms.Application.Run(Form mainForm)
à #=qXT595IFkdqQQZdAOnJsxQ1D28e9nT_eJA3jurZ6UL8M=.#=qw5Qy2wwHsJ98kfu2CjeX6w==()
à #=qxHPxSNr$DenSc8Lbac$xQNcD6v88$eAj884WmVwUESY=.#=qw5Qy2wwHsJ98kfu2CjeX6w==()
à #=qMBADx$b6yqTPm0NjqoJB7g==.#=qqJ5nWobQJyyh$7bFa9RYAA==(String #=qnjqNgGj0Ix7N$sTk8vSd1w==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=qs1WSw0g$H_WlmsaLrlCE2Q==)

So i download the song Monsta- Holdin' on (Skrillex & Nero Remix) and when osu! ask me [Name of the song] [Name of the artist] and more osu! crashed and i restart the game to many time and get the same problem.

Edit: I delete the song and drag the song on osu! don't fix the problem
kohai_kuna
I was running osu! stable version and tried to switch on cutting edge. But when I had to restart osu! crashed.

Log: System.NullReferenceException: Object reference not set to an instance of an object.
at #=qlGMRoQe95oz2UA7$5$2rYP9sAuPvsMZySeQQPMSiFKnWcoaXig_EKHmDS2OjlGsl.#=qrUBAw_TTyVY9DdcDs22KRg==()
at #=q7VQPjhOEOyaTF_4YHgMDvA==.#=qkr9R0vjWpNXQ4hIlz$9Qww==()
at #=q7VQPjhOEOyaTF_4YHgMDvA==.#=q3gQoXFhHGKl1FqCbu8eZWw==()
at #=qf_vGQj2B1$wtm7x0TmqKnyuDAxla7t8LLg438SXJf4A=.#=qknaSioSFgfeFrOoKJVX8Wg==()
at #=qb2oZaQ_CzxAOCBxpPdxN2g==.#=qKmBzKA71lOb4hmiaFkFgIw==(String #=qRnktqpAC39Wut8AcfO3vlg==, Boolean #=qN41oP6SFFLciMpSuomYglDr_xN6MevvQq52XFvpE3jA=, Boolean #=qvvHslxzBgVPSv7kiOoz8_w==)

Given solution: You can switch back to the stable release stream by holding SHIFT when opening osu! untill a configuration window pops up, changing the release stream to stable, and clicking the "repair osu!" button.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix error when loading a new map in the editor. (smoogipooo)
The changes will be applied to builds newer than b20150925.4cuttingedge.

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.
smoogipoo
@p3ndulum97 Try again and report back. Also please join Slack so we can troubleshoot this easier: https://osu.ppy.sh/p/slack
- P l u e m -
Problem Details:

me can't start osu! affter update to cuttingedge
pls help me :?
SPOILER
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Exception: No available GL context found.
at #=q1OIcPlEJhZnG$PW1r1$d5wGDW77O61xO6FenxLxj8GROWZvDw3D3V2fRqGaAg1$_.#=qW_fC3EYh70wNjrT1W08qTagzVELv0eu8ueV2rRufv2A=(GraphicsContextFlags #=qCTVThrwF28Dx2T_ityEiJQ==)
at #=q1OIcPlEJhZnG$PW1r1$d5wGDW77O61xO6FenxLxj8GROWZvDw3D3V2fRqGaAg1$_.#=qW_fC3EYh70wNjrT1W08qTagzVELv0eu8ueV2rRufv2A=(GraphicsContextFlags #=qCTVThrwF28Dx2T_ityEiJQ==)
at #=q1OIcPlEJhZnG$PW1r1$d5wGDW77O61xO6FenxLxj8GROWZvDw3D3V2fRqGaAg1$_.#=qW_fC3EYh70wNjrT1W08qTagzVELv0eu8ueV2rRufv2A=(GraphicsContextFlags #=qCTVThrwF28Dx2T_ityEiJQ==)
at #=q1OIcPlEJhZnG$PW1r1$d5wGDW77O61xO6FenxLxj8GROWZvDw3D3V2fRqGaAg1$_.#=qW_fC3EYh70wNjrT1W08qTagzVELv0eu8ueV2rRufv2A=(GraphicsContextFlags #=qCTVThrwF28Dx2T_ityEiJQ==)
at #=q1OIcPlEJhZnG$PW1r1$d5wGDW77O61xO6FenxLxj8GROWZvDw3D3V2fRqGaAg1$_.OnHandleCreated(EventArgs #=qDoLC91zU2348OPVhlj0deA==)
at #=qDKarNEqCQ1GkcHlWRRj$PpGD3Bz6Z$zck9h$J38r8h9E2ieToULvvOV_nkBnaQeb.OnHandleCreated(EventArgs #=qDoLC91zU2348OPVhlj0deA==)
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 #=qADsTh6kRo3i3EJYoC2IkIc4i4UWIMitv1tW6vL8Ry58=.WndProc(Message& #=qifnQIhuO$PiqhAJBGvRYrw==)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.96.0 built by: NETFXREL2STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
osu!
Assembly Version: 0.0.0.0
Win32 Version: 1.3.3.7
CodeBase: file:///H:/flash/storage/Pluem%20Kitsada%20Flash%20Dive%20(Admin)/Games/osu!/osu!.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.93.0 built by: NETFXREL2STAGE
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
zx_35bcdd5e7e21477ba52cfa4c59d3e5d9
Assembly Version: 0.0.0.0
Win32 Version: 1.3.3.7
CodeBase: file:///H:/flash/storage/Pluem%20Kitsada%20Flash%20Dive%20(Admin)/Games/osu!/osu!.exe
----------------------------------------
OpenTK
Assembly Version: 1.1.0.0
Win32 Version: 1.1.2049.0
CodeBase: file:///H:/flash/storage/Pluem%20Kitsada%20Flash%20Dive%20(Admin)/Games/osu!/OpenTK.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Video or screenshot showing the problem:





osu! version: 20150925.2cuttingedge

OS : Windows 10 32 bit

// sorry for my bad english
ErunamoJAZZ
Hello.

I had a issue with CE and beta, and this was fixed updating to last nvidia drivers. I post here just for historic.
When i tried to test a map in editor, osu crash just before a spinner, or a break, or the song's end; this without pippi's fail window.

GPU: GT 430
old driver version: 310.70
code from Event Viewer
+ System

- Provider

[ Name] .NET Runtime

- EventID 1026

[ Qualifiers] 0

Level 2

Task 0

Keywords 0x80000000000000

- TimeCreated

[ SystemTime] 2015-09-26T23:34:10.000000000Z

EventRecordID 59914

Channel Application

Computer Admi-Siul-PC

Security


- EventData

Application: osu!.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.AccessViolationException Stack: at OpenTK.Graphics.ES20.GL.DrawElements(OpenTK.Graphics.ES20.PrimitiveType, Int32, OpenTK.Graphics.ES20.DrawElementsType, IntPtr) at #=qyOH57f6jSPza4BpBfum6dkrDVYkCmloXXQBVvh_64$2i5GQf4k$pY2ynOIG3jaoO[[osu.Graphics.OpenGl.TexturedVertex2d, osu!, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].#=qNffjSMUGC$rUE5r1O2LXww==(Int32, Int32) at #=qa_rxxkK3fCOzuth1ZQIkZ4NqSVcaq6DCuio0V3yzAHLJIj80JJ1VF2z4Y9I8u4Zt[[osu.Graphics.OpenGl.TexturedVertex2d, osu!, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].#=qL7Gb$LNP0bTQOH5v1fqqXw==() at #=qbr5rVbXqVssh6S2Dw6sfcggpBNsV4MQi2R1asETbCoNWPYN5a0DLk4B88LQf7nSz.#=qx0IBYaVYqM2DWwAavs4oiQ==(Int32) at #=qM1Ne0ruknziMQDoVX04HLRgoknAdBYjC6NKcH6ypKr6Nkfr_3ymgUvXl0zYcJ0ea.#=qaIq9aiL6K9tqJeRNqWrUOw==() at #=qM1Ne0ruknziMQDoVX04HLRgoknAdBYjC6NKcH6ypKr6Nkfr_3ymgUvXl0zYcJ0ea.#=qL7Gb$LNP0bTQOH5v1fqqXw==(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Graphics.Color, Microsoft.Xna.Framework.Vector2, Single, System.Nullable`1<Microsoft.Xna.Framework.Rectangle>, #=qa_rxxkK3fCOzuth1ZQIkZ4NqSVcaq6DCuio0V3yzAHLJIj80JJ1VF2z4Y9I8u4Zt<osu.Graphics.OpenGl.TexturedVertex2d>) at #=qF5RDP7t$ODHs1e8MAJWl7arar3Uw5j4zViguwAWmgME=.#=qL7Gb$LNP0bTQOH5v1fqqXw==() at #=qbAY2i_37hY8ngxufFHSzfyMnTgr6L0KODPzoRpAmXgatbyZW5kMzWy7LJ6UAXgrJ.#=qL7Gb$LNP0bTQOH5v1fqqXw==() at #=qisLEzrQZ55Eyvoop$pMoDaisXhdKodKvJlD9ZJdUBmDZHf_ONN$S2Emfnwso4SaS.#=qL7Gb$LNP0bTQOH5v1fqqXw==() at #=qUprE8BBVBFdO$25sGLF1EmjW7U$5BQRqUxrJoCK6DTA=.#=q3XTCtugCewTZ5Lm6k628dA==() at #=qUprE8BBVBFdO$25sGLF1EmjW7U$5BQRqUxrJoCK6DTA=.#=qL7Gb$LNP0bTQOH5v1fqqXw==() at #=qm1fKV245170P0J4i7C6PWA==+#=qgD0JG4qRaCHoKuYgq38XzA==.#=q$e75qS3Y9suilV8c6xqv0Q==(#=qHYafdLsvkeBWnbwLs1YbYp$xildnRpHY9v7XFdbJY2c=) at System.Collections.Generic.List`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].ForEach(System.Action`1<System.__Canon>) at #=qm1fKV245170P0J4i7C6PWA==.#=qL7Gb$LNP0bTQOH5v1fqqXw==() at #=q4vjrGeoE7eeyy6mHt$WIY2Dm3J4_6jYF_rfDdQW9SMI=.#=qIyBJg4xSuAxHeO68BsmH8g==(System.Object, System.EventArgs) at #=qutkH_tYfzgYjz9S7NEamxH1XiN54V4eNt2tnGGY_Fbg=.#=qvzNpunagVGdn5HIbkRMMuQ==(System.Object, System.EventArgs) at #=qbkWbqHKV_FgXIF41mXDGCiUNSK9z8$rP9gfpOp2hQWU=.#=qRiuoK7OaFIcRvLqOMwGwE4OwSicb4cpVwCDWN1e$HZE=(System.Object, System.EventArgs) at System.Windows.Forms.Application+ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32) at System.Windows.Forms.Application+ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) at System.Windows.Forms.Application+ThreadContext.RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) at System.Windows.Forms.Application+ThreadContext.RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) at System.Windows.Forms.Application.Run(System.Windows.Forms.Form) at #=qbkWbqHKV_FgXIF41mXDGCiUNSK9z8$rP9gfpOp2hQWU=.#=qZL5GlPWmqe5xa0hPhLhX8g==() at #=q4vjrGeoE7eeyy6mHt$WIY2Dm3J4_6jYF_rfDdQW9SMI=.#=qZL5GlPWmqe5xa0hPhLhX8g==() at #=qHHScrEIUlm2w5nWHVh7kJA==.#=qszoqhGDzffwqcb6aX7JGnQ==(System.String, Boolean, Boolean) at #=qHHScrEIUlm2w5nWHVh7kJA==.#=qNl7HgZCjgZUVGT8b$EZpmw==(System.String[]) at #=qHHScrEIUlm2w5nWHVh7kJA==.#=qq$agHft9uUc2k7_Y$SBJDw==() at #=q4v3NWLxWk5$_ya7l4RJCJQQzd3pzS0VNs03v_GvjzAw=.#=qws3BVTFeJNQrbMyBn8FX_g==()

I hope this exception will be catching for pippi's window.
Thanks ^^
ThePooN
High rank numbers are wrongly displayed in multiplayer lobbies (1280x960)

https://img.cartooncraft.fr/qdI5/b32455
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Attempt to return users to stable when osu! won't start due to GL context issues. (peppy)
The changes will be applied to builds newer than b20150929cuttingedge.

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.
Trosk-
If you type something in the options and then press a directional key, a bar will appear. This has been said a few days ago in the osu!public Slack, but I'll leave it here, just in case.

BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Remove "Rank:" prefix in multiplayer lobbies. (peppy)
The changes will be applied to builds newer than b20150929.1cuttingedge.

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.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix textbox cursor appearing in options when it shouldn't. (peppy)
The changes will be applied to builds newer than b20150929.2cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
cloudss
I have problems with maps in the current cutting edge build, when i switch to cutting edge, i have some maps/map difficulties missing. Can anyone help please? :cry:
VeilStar
p/4487860

It seems sometimes the graph doesn't draw at all. This time I used the boss key when the play already ended but I wasn't in the results screen yet.



And while I'm posting anyway I'd like to bring attention to this aswell.
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