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

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imagaK
Bug with spectating, after clicking on spectate it switches from beginning of the beatmap played to the score screen and back, this goes on indefinitly until I kill the process or spam altf4 fast enough (ESC spam does nothing).
It just sometimes happens randomly I have no 100% way of reproducing but I recorded it and will upload if needed.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix spinners being broken in replays with time mods while different mods are applied in song select. (Tom94)
The changes will be applied to builds newer than b20151102.1cuttingedge.

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.
Sonnyc

[ S a k u r a ] wrote:

osu! version: 20150920.2cuttingedge
Unicdoe tags display as "?" on website in forums when updating maps with cutting edge.
http://puu.sh/kiFZX/7e225890ee.png
http://puu.sh/kiG0D/33bb866197.png
p/4457950

IamKwaN wrote:

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

Sonnyc wrote:

Cutting edge beatmap submission destroys unicode in the beatmap description post.

http://puu.sh/kjrGQ/f95d105f26.png
Can we at least get some explanations or progresses regarding this issue? (I can't found any respond for this)

This is one of the most annoying part of mapping forum these days which is lasting nearly 2 months.
Denro
Just wanted to say that my previous problem is still not fixed, i still get the broken chain icon every few seconds. Furthermore, there are more german players who got this problem. This leads to us having problems in multiplayer (waiting for player to finish) or having to buffer every few seconds while we spectate somebody.
Still this error
18.10.2015 10:06:23: BANCHO error: System.Net.WebException: Die Verbindung mit dem Remoteserver kann nicht hergestellt werden. ---> System.Net.Sockets.SocketException: Es konnte keine Verbindung hergestellt werden, da der Zielcomputer die Verbindung verweigerte 141.101.112.193:443
bei System.Net.Sockets.Socket.EndConnect(IAsyncResult asyncResult)
bei System.Net.ServicePoint.ConnectSocketInternal(Boolean connectFailure, Socket s4, Socket s6, Socket& socket, IPAddress& address, ConnectSocketState state, IAsyncResult asyncResult, Int32 timeout, Exception& exception)
--- Ende der internen Ausnahmestapelüberwachung ---
bei #=qOqnn2py2PwnU6$uIXam5$1hXzS6UUieMPbkKDI_FVPc=.#=q$Bz1$LBsM96PprOLQ9E5__Q_74h1lBvci5dKAo1UTAo=()
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qdgnVfxXyE9duXHDbDpkxmw==(Boolean #=q1ocCHbkqEwatFzDdnT_mzg==)
bei #=qM_sMLwEooPizZhaXp7Xl7VKF4UtuhpKQmwS$eHLM$CA=.#=qCXneXgBcG5TjuIpFeEWoSg==()
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Ensure windows key blocking function is only run once when necessary. (peppy)
The changes will be applied to builds newer than b20151104cuttingedge.

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.
Fatal3ty
I have a new Problem.

FPS Lag, unlimited stops working. I've only got 240 fps border and 2.4 ms, I can no longer play. Please fix, i play unlimited fps and 0.3ms. :(
Trosk-

Fatal3ty wrote:

I have a new Problem.

FPS Lag, unlimited stops working. I've only got 240 fps border and 2.4 ms, I can no longer play. Please fix, i play unlimited fps and 0.3ms. :(
Unlimited is not a thing anymore. The FPS will be unlimited while playing. You can hold Alt to have your FPS unlimited in the menu.
Jetzu
Osu! is stuck on updater, performing 15 updates over and over again

Fatal3ty

Trosk- wrote:

Unlimited is not a thing anymore. The FPS will be unlimited while playing. You can hold Alt to have your FPS unlimited in the menu.
I can not press the period key "Alt" yet. So I want it on permanently, as before the update. :o
Trosk-

Fatal3ty wrote:

I can not press the period key "Alt" yet. So I want it on permanently, as before the update. :o
Anyways, why would you want unlimited FPS on the menu?
Fatal3ty

Trosk- wrote:

Anyways, why would you want unlimited FPS on the menu?
Because look at Autoplay or spectators it jerky. And that is much better, much smoother with unlimited FPS. :?



Not found. :(
Abysswalker_old_1

Trosk- wrote:

Fatal3ty wrote:

I have a new Problem.

FPS Lag, unlimited stops working. I've only got 240 fps border and 2.4 ms, I can no longer play. Please fix, i play unlimited fps and 0.3ms. :(
Unlimited is not a thing anymore. The FPS will be unlimited while playing. You can hold Alt to have your FPS unlimited in the menu.
Unlimited while playing? You have to teach me how that works then because it caps at 240 FPS. And i have random ass frame drops, and instead of playing with 0.80 ms. I play with 4.10's now.
Why are they fixing what is not broken again?
Ted_the_red

Abysswalker wrote:

Unlimited while playing? You have to teach me how that works then because it caps at 240 FPS. And i have random ass frame drops, and instead of playing with 0.80 ms. I play with 4.10's now.
Why are they fixing what is not broken again?
yeah I don't think it is intended for Unlimited(gameplay) to cap at 240fps. if you want a temporary fix change "CustomFrameLimit = 240" in osu!.user.cfg to some arbitrary number like 1000 or 2000
Fatal3ty
Unlimited and 240fps switch issues :?

This problem bothers me extremely. Particularly in Tag-Coop in multiplayer makes it almost impossible to create that change constantly "Unlimited" and "240" fps. The brakes and is extremely unplayable. Especially when you realize Taiko streak total. Unlimited FPS works like "vsync". Option with "vsync 60fps" you can barely use with mouse pointer blurred/lagged extreme. Targets is not possible. Please use the old options again, always unlimited fps is for me better. :cry:
ShadOhhh
Can we at least keep unlimited frame rate at the beginning of the song(so intro and skip sections) and during breaks, I also feel that switching to the limited frame rate and then switching back to unlimited is a little unnecessary during the break sections. Does this sound unreasonable?
peppy
- Autoplay / replays should not be jerky at 240fps. If that's the case, your system is likely misconfigured.
- Unlimited was not removed for no reason. It has threading implications and also unnecessarily contributed to global warming.
buny
The new update seems to have messed my sliders up completely

http://puu.sh/la5UT/3aa1c0d943.webm

The quality isn't the best, but if you look closely you can see in the next few sliders that they make some sort of silhouette
peppy
I can't see crap.
Houtarou Oreki
I've got a problem in editor.

I already have some sliders placed, and then after changing the slider velocity and starting music + changing their lengths, osu! crashes and asks me to save the beatmap. Tried replicating, doesn't seem to crash in stable.
buny
it's hard (for me) to record it in any better quality, try looking at the (3) pink slider at 14s and the (3) blue slider at 21s, or the two sliders at 36s. There's an outline of a slider that extends near the actual slider. It is a lot more noticeable in the actual gameplay
Multtari


0:14

There is some weird effect with sliders.

Cutting Edge Build: b20151105

smoogipoo
@Multtari: Can you replicate this in the editor?
peppy
The latest CE patches should fix the "black screen of doom" that was introduced earlier today. Let me know if you still experience it.
Yauxo

Houtarou Oreki wrote:

I've got a problem in editor.

I already have some sliders placed, and then after changing the slider velocity and starting music + changing their lengths, osu! crashes and asks me to save the beatmap. Tried replicating, doesn't seem to crash in stable.
Can confirm, have a similar problem.
Happens seemingly randomly, but the last time it happened I did something with Sliders and Ctrl+z (undo). Osu stops working, crashes and asks me to save the map (atleast).

2: Just happened as I tried to flip multiple objects, stack them and play the music again
Haskorion
I get drops in fps everytime a slider is drawn while they are snaking.

Screenshots are with frame time display open and played on this map: https://osu.ppy.sh/b/541990


I normally get 1.6ms up to 3ms when sliders appear on stable with snaking.
On cuttingedge I get 1.6ms up to 6ms when slightly longer sliders appear with snaking on.

I have an Intel Core i3-4158U processor with an integrated Intel Iris Graphics 5100 graphic card on a laptop if it is of any help.
Fatal3ty
Please check the Tag-Coop multiplayer. The FPS has large lag between Player changes, especially with Tag4 map. Between 240fps (player) and I (Unlimited) slows down extremely. Nevertheless again need the ability to create infinite FPS again. Simply remove and still make more problems is just not good. Earlier Osu was much better, even with DirectX. :|
peppy
Tag-coop will be fixed. Any other issues?
Fatal3ty
Please remain infinitely In Map-breaks to avoid lags after the break. Especially with Taiko and other modes shows. (Map-breaks are in the gameplay)

Thanks
peppy
That is also on the list.
Hathz
Having the crashing issue in Editor as well, it crashed like 10 times in the last 5 minutes. Not sure what exactly causes it, sometimes it crashes when I recently select a slider and then start playback with Space, or I enter test mode with F5.

Crash stack trace
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l.                            ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
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 #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
A Mystery

Hathz wrote:

Having the crashing issue in Editor as well, it crashed like 10 times in the last 5 minutes. Not sure what exactly causes it, sometimes it crashes when I recently select a slider and then start playback with Space, or I enter test mode with F5.

Crash stack trace
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l.                            ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
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 #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
Same thing here. I'm happy it asks to save before it restarts.
EDIT: just to add: I was moving a storyboard element when it happened, so it doesn't only happen with gameplay objects.

Crash report
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l. ??? ? ? ?? ? ? ? ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
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 #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
[ Chry ]
My collection got deleted twice
Deif

Hathz wrote:

Having the crashing issue in Editor as well, it crashed like 10 times in the last 5 minutes. Not sure what exactly causes it, sometimes it crashes when I recently select a slider and then start playback with Space, or I enter test mode with F5.

Crash stack trace
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l.                            ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
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 #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
It also happens to me in the editor as well. It seems get triggered by selecting some notes, but I cannot reproduce the bug properly since it doesn't always happen:
SPOILER
System.NullReferenceException: Object reference not set to an instance of an object.
at #=q9GxgMiQXsfDoqSRge5soyed_xXP4dR$Hoyt1Q3LMiCs8brIcwE43CzfvCG4pnhj0..ctor(#=qwnNZs0Ef91v6qUQ2Dql3_CylxtJkxUM8qBiTklCY7zO6XZ_GJFrnaJEKGI2BAHs0 #=qggTadKBNaceF2LxEwq9Lqw==, Nullable`1 #=qlIVk6Fb7tbKW0gbwZQIxaORuVENEXrsdDEvot_Am4Cc=)
at #=qt8QVeOF2zKeHfpCsuXvGOTm7cuHsciIBsCJOSmFdLd705A7qSIdiE3FiDvcHFo7l.                            ()
at #=qb32qBMopZEkaa5T78L88StQPodbbNLzDSRPliKEi$jc_uGgJLpRXJewwuZy9z8HA.#=q3G3Pdz$saF2KxiiJtdLZhw==()
at #=qk3kNruro8ZNNkz2R174B0g==.#=qsKE4uJLqWGFKFdqxlS2PVw==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=qpkYJHpK0Vdtx0Y0f3a0CrQ==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
at #=qjbTnv2bKX_GK$dbNKehgVEMrHBAXZxJ1W4jcnv0UGLo=.#=q1TBXYQfcSj_A56vxhQoYlw==(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qD8sC4RyoLqsIJ5YQyxfudQ==)
at #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=qgaYkcBKtImITlhQma3l7SwQt85_aWhW6_qRTz655I8g=(Object #=qxchpiG2leyMuo5ID9XAdGg==, EventArgs #=qCuy5if_TONyshUy$NF4MRw==)
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 #=qOfkKrC3RgehwXN5L8PzYGsmR1SzVQuxJWAR2iEw031I=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qv2xGX1XK3dWTd_ea28_v3akX0AUyOPwEmcUbsuyCYjY=.#=q2duPe9AdIZmY9_cLc5rY2g==()
at #=qsXwW2DNHeodBGpaV7mcYxA==.#=qGBAeDmWvMrD_1fT$1GSwAA==(String #=qNXjgKZrIXmvpyLIRFIzTnw==, Boolean #=qlbV2RgzpVfxTfwZQvX270awAoYAZhqKsvxn1nGKs0Fg=, Boolean #=qSQeuJLFcOtY8uWvcxuK_KQ==)
ThePooN
I'm not sure if this has already been reported, but here the pause notice doesn't stop popping, even in pause or while playing, chatting etc. My escape key is working correctly, I can even close chat by pressing Esc normally etc. Just, the notice doesn't stop popping up. I don't know how this happened.
http://imgcc.xyz/AXUq/f533b7
Multtari

smoogipooo wrote:

@Multtari: Can you replicate this in the editor?
Yes, it happens during Kiai time.
Maldenarus

a loli wrote:

it's hard (for me) to record it in any better quality, try looking at the (3) pink slider at 14s and the (3) blue slider at 21s, or the two sliders at 36s. There's an outline of a slider that extends near the actual slider. It is a lot more noticeable in the actual gameplay
i can confirm this. Some sliders do have a "shadow" in the same form as the real one. it´s confined to the same slider in every play of the same map and it´s not often. Some maps don´t have it at all. I have a vid where it should be distinguishable but i need to find a way to shrink and upload it first.
A Mystery

Maldenarus wrote:

a loli wrote:

it's hard (for me) to record it in any better quality, try looking at the (3) pink slider at 14s and the (3) blue slider at 21s, or the two sliders at 36s. There's an outline of a slider that extends near the actual slider. It is a lot more noticeable in the actual gameplay
i can confirm this. Some sliders do have a "shadow" in the same form as the real one. it´s confined to the same slider in every play of the same map and it´s not often. Some maps don´t have it at all. I have a vid where it should be distinguishable but i need to find a way to shrink and upload it first.
I thought I was just tired lol, but there really was a barely visible second slider?
Alisson

Maldenarus wrote:

a loli wrote:

it's hard (for me) to record it in any better quality, try looking at the (3) pink slider at 14s and the (3) blue slider at 21s, or the two sliders at 36s. There's an outline of a slider that extends near the actual slider. It is a lot more noticeable in the actual gameplay
i can confirm this. Some sliders do have a "shadow" in the same form as the real one. it´s confined to the same slider in every play of the same map and it´s not often. Some maps don´t have it at all. I have a vid where it should be distinguishable but i need to find a way to shrink and upload it first.
Just "upping", since I experienced this same issue.

I tested in this map: Toyosaki Aki - Diamond

The "shadow slider" appears in the chorus.

I tried to print some of them using autoplay + 0.5x speed.
Intervention
not sure if it's related to the shadow slider problem or anyone else has this problem, but the latest update with sliders create more latency and cause fps problems, as well as a small bump in cpu usage. previously, the cpu usage was about 10 - 20% at most and now any map with lots of sliders (or rather, quite a lot of maps with sliders) will increase cpu usage to 30%+ and decrease fps to even 1 fps, ms being up to heights such as 500 ms.
Mr HeliX
I thought I was experiencing serious eye problems but it seems I'm not the only one with the weird sliders.
I have only seen them during Kiai time, although not I didn't notice it with all sliders. It's difficult to make a screenshot of it, but on this map it's really obvious something weird is going on there (a little bit before the first break).
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