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

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Blaizer
With that change, DualShock 4 controllers should now also work with osu. Programs like WhatPulse that track osu's keypresses should also work again. The windows key being locked out during Play mode should also be back. Please try these things out if you can.
Ner0
New CE build has input lag issues. My example i get while playing a map 1.4~1.6ms now i get 3.4~4ms.
kana2011th
in a new build "20160128.3cuttingedge"

I'm got crash issues when fail..
and try to get back to select a new song by using a keyboard....

and here's a crash log...
Crash Log
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 #=qER4KgqCDX7Bj4PGIEG9SWNzeM7_CRKI0t1Pue788S_4=.#=qGumKipZ51CzlkLY$NIhimiNZIZDq2kN3GP6ytZR_hYU=(#=q$95wmnqoUFsduAz2x0RkBpKCCX7RkViMoPiw9ynh4IY= #=qkGwuWPVhumPycz8uzzec7A==)
at #=qER4KgqCDX7Bj4PGIEG9SWNzeM7_CRKI0t1Pue788S_4=.#=qG97gLz5$W7_LLORKS8K1Aw==(Object #=qXXzqMze1lznm1FTMEH0A2A==, EventArgs #=qLWbHNrI0lrcMtnFfcq1pWw==)
at #=qER4KgqCDX7Bj4PGIEG9SWNzeM7_CRKI0t1Pue788S_4=.#=qJ2PcI_ti3j73N2vpwTG_pQ==(Int32 #=q54owxooJRmc6mUCeku648A==)
at #=qER4KgqCDX7Bj4PGIEG9SWNzeM7_CRKI0t1Pue788S_4=.#=qnuiAs1UTTj$7iVRz$8pHAg==(Object #=qXXzqMze1lznm1FTMEH0A2A==, Keys #=q_GI0oKELjWRe24Us7IisxA==)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at #=q0EfYjYRSyIGYP4znaXu4ADN6yy3_r37qSsQW7P094SpJeklRkRRTpOdKqXCHXhDi.#=qGJp2lFxzestr84lMrQi0Jg==(Keys #=q_GI0oKELjWRe24Us7IisxA==)
at #=qthwP2Fmvx6QB6dD8Cqt12CX7AODLn6sRg_ZzEyrZLI4=.#=qawLoAWsq58dwPeeeC1pjig==(List`1 #=qdqxVuqUZtD2Y42KJtmmaBQ==)
at #=qthwP2Fmvx6QB6dD8Cqt12CX7AODLn6sRg_ZzEyrZLI4=.#=q0F8_aFxcukXQPAAmdqaiVg==(#=qiYZD0FqUBrfxZZE_0oKRjQ06J7_LwiL6ojhdyf6iCqNP7Iz5xABd1LPYbQqyeHQV #=qFPvIg$VDrEfHDjFEJkcKxg==)
at #=qYLQu_sR7WUm42R7zit7uwQ==.#=qGtYDH7BpVP6COUvmdHVV3w==()
at #=q_V6AzrbkYTBng$8typEJ5mgzfsrnFvKxlerL6vncsYY=.#=qrM9lISPe96yQhAElR2FrFg==(Object #=qXXzqMze1lznm1FTMEH0A2A==, EventArgs #=qLWbHNrI0lrcMtnFfcq1pWw==)
at #=q2l312MisxpZKCboUXohxwF9kHPkIs561v1SsIj7$Llc=.#=qbPFy_9S17Q8SWse6vlF3RA==(Object #=qXXzqMze1lznm1FTMEH0A2A==, EventArgs #=qzTporlFyrEzTK3ZYoNjIxw==)
at #=qt$V9oGZYV5MUA69Aze3uMfMD8HsOj8Mi6wRaurBHSko=.#=qdXgD5xENRgl4mSNZDKT5WUgYT2brPblwrA3eecmMu8Y=(Object #=qXXzqMze1lznm1FTMEH0A2A==, EventArgs #=qLWbHNrI0lrcMtnFfcq1pWw==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qt$V9oGZYV5MUA69Aze3uMfMD8HsOj8Mi6wRaurBHSko=.#=qVB1xfrUN1Cyn0JIMAXWSvw==()
at #=q_V6AzrbkYTBng$8typEJ5mgzfsrnFvKxlerL6vncsYY=.#=qVB1xfrUN1Cyn0JIMAXWSvw==()
at #=qbvc5jWg8qKgypWpOJ6fJ$A==.#=qeyVRMeIivoAQAdU5xiHCHg==(String #=qENUoYZvnNeOEbTtC_URf7A==, Boolean #=qIhSoXwWfRXVP76XwmbCUR56XAs0qdB5KDDWc4B9T9Cc=, Boolean #=qCmrg5JQsiS$LhK4iYmVNfQ==)
but click button using a mouse are fine... i have no idea what to do.... :?
Kon
osu!cuttingedge bug:

When you preview the skin using the new skin preview button, it brings up an auto replay of a random song. Obviously, this isn't the problem, but when you switch the skin during the replay, the auto replay doesn't click on anything and the cursor just sits in the middle of the screen.

Video: https://www.youtube.com/watch?v=J-hhW0u4AN8
oink
i get a crackling noise every time the Pause-Menu-"Song" loops on the latest Cutting-Edge Build.
OppaiDefender

Kon wrote:

osu!cuttingedge bug:

When you preview the skin using the new skin preview button, it brings up an auto replay of a random song. Obviously, this isn't the problem, but when you switch the skin during the replay, the auto replay doesn't click on anything and the cursor just sits in the middle of the screen.

Video: https://www.youtube.com/watch?v=J-hhW0u4AN8
i had the same issue.

Also, exiting from the broken preview autoplay takes you into the song select area. You're no longer at the main menu.
abraker
Sliders in CE snake out non smoothly even though the whole game runs smoothly. Some slider tend to start fully snaked out for the first frame then go back to snake out like they normally do. This is easily replicable on maps that have a lot of sliders visible at a time

Graphics card: Intel HD 4000
Haskorion
Is pause-loop.wav the correct name or is it not skinnable atm?
Ted_the_red

XxVivaxX wrote:

First: i get a crackling noise every time the Pause-Menu-"Song" loops on the latest Cutting-Edge Build.

Second: Can we make the Pause Music and the Menu-Hitsounds optional? - both sound effects are kinda annoying... :/
I'm getting the crackling noise as well. I think the pause menu song is fine, and i'm sure it will be skinable later, though muting it on focus loss would be nice.
Fatal3ty
I wish it a 4. volume settings that you can make only "menu sounds" quieter and Hitsounds remain as usual loud. For me, there are way too loud, the old ones were much better. And an option that you can turn off keyboard sound. :(

Currently, I have to help out through skin, it is quieter or silent, is worked. :|
quaternary

abraker wrote:

Sliders in CE snake out non smoothly even though the whole game runs smoothly. Some slider tend to start fully snaked out for the first frame then go back to snake out like they normally do. This is easily replicable on maps that have a lot of sliders visible at a time

Graphics card: Intel HD 4000
Seems to be more noticeable on maps with slow sliders. https://youtu.be/5FZgN14v5qU

Here is another bug: When I download this map and press the "Quick web access for this beatmap" button (the one next to the ranking screen dropdown), it takes me to this map instead, which is not the correct map. Doesn't happen on Stable Latest.

Edit: Here is another bug: It is impossible to see what star rating you have selected for the song https://youtu.be/CEXeDgNOj6w
oppai sama_old
uumm... i don't know if this is a bug or not but my mouse sensitivity suddenly became slower and when i realized it became slower i checked my settings but my mouse sensitivity is still at 1.26 so i don't know if this is a bug or just a malfunction on my pc
Fatal3ty
I found this mysterious bug. I have a place 2 and me is red team. Normal is place 1 and red team wins and blue team is place 2. :!:

- Marco -
  1. Edit a beatmap
  2. Go back to the main menu
  3. press previous
OMGasm
osu!direct preview conflicts with other music
also pressing ctrl-alt makes a click sound, and wildly repeats when held
peppy

- Marco - wrote:

  1. Edit a beatmap
  2. Go back to the main menu
  3. press previous
And what? If you're going to report bugs, please also report the unexpected outcome you got. I can't replicate anything weird following your steps.
MillhioreF
Sliders have a weird pink border around them for me on both beta and cuttingedge when selected in the editor.



Enabling Debug_DisableFBO in cuttingedge fixes the problem.
Scarlet Evans

oppai sama wrote:

uumm... i don't know if this is a bug or not but my mouse sensitivity suddenly became slower and when i realized it became slower i checked my settings but my mouse sensitivity is still at 1.26 so i don't know if this is a bug or just a malfunction on my pc
Thank you for reminding me about this bug! I am not sure if it's the same bug as yours though, but I finally have enough informations to fully report it (it will be third time, but I didn't had crucial info in the first 2 reports:D)

Do you use Raw Input? Try turning it off and see if it changes cursor behaviour. If yes, then... it can sound strange, but... try closing your web browser. If it didn't helped, try restarting your PC or closing some other applications. I had similar problem many, many times between November and first week of January (not sure if already fixed, I will try to reproduce it not fixed, read below), but for me it caused cursor to speed up drastically. I don't know if I tried closing browser at first, or maybe something other could make it buggy too, also I am not sure if I could fix it with turning off the Raw Input back then, so I was just restarting my PC. (Maybe I just didn't thought about turning off Raw Input, as I was using different speed in Windows and osu!? Or maybe turning off Raw Input worked differently back then? Nvm, what matters is how it works right now).

Some time later, I noticed that it get broken much more often, even many times a day, after I started playing a certain flash game (click here). It was really annoying, but I understood that this is probably the problem, especially as the cursor practically stopped getting broken after I stopped to play that flash game.

I just opened it to copy the link and paste it here. I played for maybe 2-3 minutes (using Ctrl and Shift in it, to buy more levels at time, not sure if it's related) and after changing back to osu... cursor is broken again!! I think I mentioned it in this topic already, but info I gave was incomplete, I hope that this time it will be more useful.

Brb, I go to restart firefox and see if it will fix the problem... yup, immediately after closing browser, I changed back to osu! and cursor fixed itself!!!


Some time ago I had x2.5 sensitivity in Windows and x2.3 in osu!. I thought that maybe it somehow gets bugged and one is multiplied by other, taken twice or something like that... but not anymore, as I am using x1 in both Windows and osu! and cursor still speeds up greatly. I have no idea what can cause it and why it speeds up. I only know that it's somehow related to web browser (Flash Player? Something else?). I hope that you will find out what can cause the conflict and how to solve it :D This bug is quite old, more than 2 months old, but I can't tell when exactly it started - I had many, many months of break from osu!.

Here's a video showing how cursor behaves, when it gets bugged. I recorded only osu! and you don't really see that I am changing to Windows with Alt+Tab, but you can see better this way how cursor slows down (=goes back to normal) and gets crazy fast again. Values in Raw Input are much higher that they should be, at least more than 2 times higher than normally. I am fairly sure that it affects all stream releases, at least changing to other osu! versions never helped with fixing it.

https://www.youtube.com/watch?v=jjqpnwJht-Q
Scarlet Evans
Sorry for double post, but it's better to mention different issues separately. This one is something of lesser importance though, a cosmetic problem that can be "resolved" by completely avoiding mapping in CE... which is not really a solution :P

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

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

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

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

Runtime Log:
3/02/2016 2:41:12 AM: ----------------------------------------------------------
3/02/2016 2:41:12 AM: Runtime Log for TheAussie
3/02/2016 2:41:12 AM: osu! version b20160202.1cuttingedge
3/02/2016 2:41:12 AM: Running on Microsoft Windows NT 6.1.7601 Service Pack 1, 4 cores
3/02/2016 2:41:12 AM: ----------------------------------------------------------
3/02/2016 2:41:12 AM: GL Initialized
3/02/2016 2:41:12 AM: GL Version: 4.5.0 NVIDIA 361.43
3/02/2016 2:41:12 AM: GL Renderer: GeForce GTX 660/PCIe/SSE2
3/02/2016 2:41:12 AM: GL Shader Language version: 4.50 NVIDIA
3/02/2016 2:41:12 AM: GL Vendor: NVIDIA Corporation
3/02/2016 2:41:12 AM: GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
3/02/2016 2:41:12 AM: GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
3/02/2016 2:41:12 AM: Loading Skin D:\osu!\Skins\osu!aussiev1\skin.ini
3/02/2016 2:41:12 AM: Finished loading Skin
3/02/2016 2:41:13 AM: ChangedFolders: 0
3/02/2016 2:41:13 AM: ChangedPackages: 0
3/02/2016 2:41:13 AM: Notification: WARNING: DEBUG TOGGLE Debug_DisableTextureUploads is currently ENABLED
3/02/2016 2:41:15 AM: Notification: WARNING: DEBUG TOGGLE Debug_DisableTextureUploads is currently ENABLED
3/02/2016 2:41:16 AM: Notification: Online: LogBot, Zman840, [ YFM ], Kano, Swash, MikuiaBot, Melt3dCheeze, Tillerino, Slendy, - Brandon -, Nyari, Yuii, Dab9, Osu4Laif, Styx, Shiro, Ruku, Furry, Trini8ed, Yuicide, A Tame Wolf

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

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

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

XxVivaxX wrote:

holding ALT while in Menu unlocks the FPS-Cap, is this intended?
Yes.
Haruto
after the last update.
when entering the editor, it always freezing then crash the game
here's the crash code
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qGuW7Wxk6Ws7OO6fpMmaqtMnTgCMw$kjvQwlE1VhKshkBT$XW2jLD_reAQ6x9cPFe..ctor(#=qCQiy4V2xp2wZy1VXpAOvQYhzyF4qRHZmIJT9FVpAa8FnKpqudeY$QI64tu5Lxwzd #=q5sbvlpVw1OjntYcZNgb6Rg==, Nullable`1 #=qtN$ZXjKkYwCM_1j5p8joAbbvGTpSDiv1Mc8RQQEFQnM=)
at #=qog3XnyPCFENxjcYOM1uPnsKtFE6Mp3_OZ8dZytmVtJMNvyrbCBHq$$lk5R6Y5hNf.​               ()
at #=qEcZxleCR8xHkGqOvm2PiqmOT_8GoLcYNULyrVj9phDpp6KSLUbVCjRSySzyWj0ve.#=qLFXQ1d$XNT8$dHdNvsm3mA==()
at #=qoNq5DXhMPkXx7kD9rVvfFA==.#=qM4hBkl5Y4gf3S4OoK5p4Dg==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=q7k4f84dBCzszB4yMD1XOwg==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at #=qX66CW4_iEzD3Fu0kCBmNSv6OB0Sz6oU6txKzs_R9AII=.#=qVbczVTo3E1YhCRit5DecxQ==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qJkZF$Si94qQyFWZch1fuhg==)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUxxguag4rX1gNtznzhvE33JMJ3Og2x1K2oyy1GpVVKQ=(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qeapzRJCrcqsmz2aqjSldXA==.#=qVyaVdvwpZcR6WcfB$hw64g==(String #=qtOTV_U0bomd2e6ru264tag==, Boolean #=q6Fe1AnR6MrJqStisYKiqw9ST6r_t6$zp6X_iOWLZweQ=, Boolean #=qXTVboVwKXZb0u_2OMf2_og==)
-Mo-
Also getting some sort of editor crash, but not when I enter the editor (third time so far). It happens after a while, maybe ~30m of working.

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

Edit: Fourth time I tried to copy a slider.

Log
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qGuW7Wxk6Ws7OO6fpMmaqtMnTgCMw$kjvQwlE1VhKshkBT$XW2jLD_reAQ6x9cPFe..ctor(#=qCQiy4V2xp2wZy1VXpAOvQYhzyF4qRHZmIJT9FVpAa8FnKpqudeY$QI64tu5Lxwzd #=q5sbvlpVw1OjntYcZNgb6Rg==, Nullable`1 #=qtN$ZXjKkYwCM_1j5p8joAbbvGTpSDiv1Mc8RQQEFQnM=)
at #=qog3XnyPCFENxjcYOM1uPnsKtFE6Mp3_OZ8dZytmVtJMNvyrbCBHq$$lk5R6Y5hNf.​               ()
at #=qEcZxleCR8xHkGqOvm2PiqmOT_8GoLcYNULyrVj9phDpp6KSLUbVCjRSySzyWj0ve.#=qLFXQ1d$XNT8$dHdNvsm3mA==()
at #=qoNq5DXhMPkXx7kD9rVvfFA==.#=qM4hBkl5Y4gf3S4OoK5p4Dg==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=q7k4f84dBCzszB4yMD1XOwg==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at #=qX66CW4_iEzD3Fu0kCBmNSv6OB0Sz6oU6txKzs_R9AII=.#=qVbczVTo3E1YhCRit5DecxQ==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qJkZF$Si94qQyFWZch1fuhg==)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUxxguag4rX1gNtznzhvE33JMJ3Og2x1K2oyy1GpVVKQ=(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qeapzRJCrcqsmz2aqjSldXA==.#=qVyaVdvwpZcR6WcfB$hw64g==(String #=qtOTV_U0bomd2e6ru264tag==, Boolean #=q6Fe1AnR6MrJqStisYKiqw9ST6r_t6$zp6X_iOWLZweQ=, Boolean #=qXTVboVwKXZb0u_2OMf2_og==)

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

Log 2
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qGuW7Wxk6Ws7OO6fpMmaqtMnTgCMw$kjvQwlE1VhKshkBT$XW2jLD_reAQ6x9cPFe..ctor(#=qCQiy4V2xp2wZy1VXpAOvQYhzyF4qRHZmIJT9FVpAa8FnKpqudeY$QI64tu5Lxwzd #=q5sbvlpVw1OjntYcZNgb6Rg==, Nullable`1 #=qtN$ZXjKkYwCM_1j5p8joAbbvGTpSDiv1Mc8RQQEFQnM=)
at #=qog3XnyPCFENxjcYOM1uPnsKtFE6Mp3_OZ8dZytmVtJMNvyrbCBHq$$lk5R6Y5hNf.​               ()
at #=qEcZxleCR8xHkGqOvm2PiqmOT_8GoLcYNULyrVj9phDpp6KSLUbVCjRSySzyWj0ve.#=qLFXQ1d$XNT8$dHdNvsm3mA==()
at #=qoNq5DXhMPkXx7kD9rVvfFA==.#=qM4hBkl5Y4gf3S4OoK5p4Dg==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=q7k4f84dBCzszB4yMD1XOwg==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at #=qX66CW4_iEzD3Fu0kCBmNSv6OB0Sz6oU6txKzs_R9AII=.#=qVbczVTo3E1YhCRit5DecxQ==(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qJkZF$Si94qQyFWZch1fuhg==)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUxxguag4rX1gNtznzhvE33JMJ3Og2x1K2oyy1GpVVKQ=(Object #=qQ0LOblcFTaXEPH11AfBo8A==, EventArgs #=qZPMwoPzc9YU8KxdNMW2iVg==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qHbqfo3qRMnCL30LSqXQ4pMJNDkj7sWiAofmSNAQJJto=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qjdo5fdCROseqZ2V7fXn$Rl9C5eiJxRE8FLniaMDpuYk=.#=qUIfiZ5YMxSLHhCBx5vYo9g==()
at #=qeapzRJCrcqsmz2aqjSldXA==.#=qVyaVdvwpZcR6WcfB$hw64g==(String #=qtOTV_U0bomd2e6ru264tag==, Boolean #=q6Fe1AnR6MrJqStisYKiqw9ST6r_t6$zp6X_iOWLZweQ=, Boolean #=qXTVboVwKXZb0u_2OMf2_og==)
newstux
Occuring in current beta and cutting-edge build:

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

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

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

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

(dont blame me, shitty quality :D)

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


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

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



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

Pawsu wrote:

edit: False bug

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

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Scarlet Evans
Relax mode includes NoFail, so you don't need NF while playing Relax. They are currently mutually exclusive - trying to turn on one of them automatically turns off the other one, if it's active.

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

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

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

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

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

Scarlet Evans wrote:

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

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

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

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

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

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

tonystarks2 wrote:

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

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