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

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Topic Starter
TheVileOne
Editor has performance issues with long sliders. They spike when entering test mode. These spikes lock up the game on cutting edge.

https://osu.ppy.sh/ss/3436043

Sliders with lots of points get large update spikes when you try to edit their points. (This happens on stable too actually)

https://osu.ppy.sh/ss/3436055

Here is the .osz with the map I was testing with.

http://puu.sh/jbrt6/b2489b466c.osz
Trosk-
This is not a really important issue, but I found it weird...
Also, I don't know if this is a duplicate or not. I didn't find anything about this. Forgive me if it is a duplicate.

Problem Details:
If you have a skin folder named "taiko" and you have checked the option "Always use Taiko skin for Taiko mode", osu! will always use that skin for Taiko. Ok, if you spectate someone with that option enabled and then you exit from spectator, osu! will load the menu-background from the "taiko" skin, instead the actual background of the skin that you have selected.

Couldn't replicate on Stable.

Also, I got some obejct alignment problems, when I needed to download a map to spectate someone and then go into the map, after download it, but I only got this effect 1 time...


Joe Joe-
Problem Details: There is a frequent frame skip that happens every time I play a beatmap, and my fps is literally cut in half ranging from 600-700fps during gameplay (On Stable release) to 300-400fps. This only happens on Cutting Edge and Beta releases. Also the only difference between both tests are the release streams, no background apps are causing the performance drop.

My specs are: Intel Core i5-4440 3.10GHz, 12GB RAM, GeForce GT 635, Windows 8.1

Video or screenshot showing the problem:
Cutting Edge/Beta Performance Video (Playing Full Screen and Letterbox)


Stable Performance Video (Playing Windowed)



osu! version: 20150721cuttingedge
Piotrekol
There seems to be an issuse with Letterboxing when recording using obs on intel HD4600.
when letterboxing is disabled recording works just fine (~600+fps with 1280x720) but when you enable letterboxing again - it just becomes unplayable.

same thing seems to happen in fullscreen and "windowed" letterbox

fullscreen letterboxing on:
http://i.imgur.com/GL5v7B3.png
fullscreen with no letterboxing:
https://osu.ppy.sh/ss/3440689
windowed with letterboxing:
https://osu.ppy.sh/ss/3440802
CakeAndBanana
I have a issue with editor.
My editor laggs in Fullscreen but when it's in windowed, it isn't lagging D:

Trosk-

CakeAndBanana wrote:

<stuff>
Could you change the code between the brackets to:

[youtube]tVf153L8r9E[/youtube]
CakeAndBanana

Trosk- wrote:

CakeAndBanana wrote:

<stuff>
Could you change the code between the brackets to:

[youtube]tVf153L8r9E[/youtube]
Thanks :), updated it
Tom94

Piotrekol wrote:

There seems to be an issuse with Letterboxing when recording using obs on intel HD4600.
when letterboxing is disabled recording works just fine (~600+fps with 1280x720) but when you enable letterboxing again - it just becomes unplayable.

same thing seems to happen in fullscreen and "windowed" letterbox

fullscreen letterboxing on:
http://i.imgur.com/GL5v7B3.png
fullscreen with no letterboxing:
https://osu.ppy.sh/ss/3440689
windowed with letterboxing:
https://osu.ppy.sh/ss/3440802
The graphs suggest, that it's something external causing the frame spikes. SwapBuffers is openGLs function for displaying the next frame to the screen, which most programs which want those frames such as OBS simply hook. Thus it seems to me like OBS does some unnecessary and huge processing within its hooked SwapBuffers function. It'd be good to report this to the OBS guys so they can check whether it is something at their end.
__Hatsune_Miku
Cutting-edge in mania ,trun on Co-op mods it can't see Star Difficulty

> Not on http://osu.ppy.sh/ss/3443905

> On Co-op mods http://osu.ppy.sh/ss/3443907
Trosk-

_ Hatsune Miku wrote:

Cutting-edge in mania ,trun on Co-op mods it can't see Star Difficulty

> Not on http://osu.ppy.sh/ss/3443905

> On Co-op mods http://osu.ppy.sh/ss/3443907
This happens on Stable too, so, this post doesn't belong here. You should have made a new thread.

Also, I think I saw this before, but I couldn't find it.

Anyways... This seems to only happen in converted maps. In the screenshot, you can see this clearly.

Mania maps are shown with the normal number of Keys instead of the Coop keys.

VeilStar
Jun 25, 2015
[peppy] Fix replay playback speeds conflicting with each other. (fixes /t/259747)
I'm not entirely sure what that fix was for but in both Cutting Edge & Beta the replay speed modifier (that box at the right of the screen when viewing a replay.) is no longer correct.

Instead of 0.5x and 2.0x speed it's now 0.75x speed and 1.5x speed.
Meaning that Without mods at 2x speed actually plays at 1.5x speed and a DT replay at 0.5x speed plays at the same speed as without mods, while it would normally become the same speed as with HT.

What's up with that? Is this intended? If so, why have it say the wrong speed? (inb4 "Because DT and HT are named incorrectly.")
Rockageek
Hi, I found a difference between DirectX and OpenGl while playing ctb, it's about glowing effect.

http://screenshotcomparison.com/comparison/136761
Nabile

ShyeartFanGirl wrote:

Hi, I found a difference between DirectX and OpenGl while playing ctb, it's about glowing effect.

http://screenshotcomparison.com/comparison/136761
Seems to be the lack of additive blending, which combines colors to approach white.



I've checked and it doesn't seem to be happening on my end:


Are you sure you are on the (latest) cutting-edge version of the game ?
peppy
Additive was actually not working correctly on stable (or older cutting-edge) and was specifically addressed. As has been stated, make sure you are on the latest build.
Rockageek
Yup, it's fixed now, nice work.
Also I wanted to say that the fps improvement on beta build was simply amazing, the new stable update for the game will be revolutionary.
Lemmmy
#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.

Screenshot with Ctrl + F11 related:


Only snaking sliders are enabled.
Topic Starter
TheVileOne
Merged a topic into this thread.

Here is the post
Shizuyi
Never happend to me before. Doesnt happen everytime. Seems to appears random.

When i change my Skin the Screen gets dark and the music gets more quiet, both as usual, but the screen stays dark and the music stays quiet. This stays for 30secs before i land on my Desktop and no Crash Notification from osu! or anything. I tried to replciate but it doesnt happen everytime and happens with diofferent Skins.
Tom94

Lemmmy wrote:

#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.

Screenshot with Ctrl + F11 related:


Only snaking sliders are enabled.
Are you running osu! in window mode? While in window mode osu! framerate is affected by other windows, so try to minimize the things you have open. This is likely caused by one of them.

Another possibility is that you have a background application open which affects your desktop, such as f.lux. It is known to cause spikes every few seconds.
Lemmmy

Tom94 wrote:

Lemmmy wrote:

#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.

Screenshot with Ctrl + F11 related:


Only snaking sliders are enabled.
Are you running osu! in window mode? While in window mode osu! framerate is affected by other windows, so try to minimize the things you have open. This is likely caused by one of them.

Another possibility is that you have a background application open which affects your desktop, such as f.lux. It is known to cause spikes every few seconds.
No and no. I am in native fullscreen with letterboxing. No external applications have been known to cause this for me. It seems to be with the latest few builds.

If the information helps, the lagspikes occur during Draw and SwapBuffer.
Arzenvald
Problem Details:
i heard osu will soon no longer using directX for render osu, so i went to cuttingedge to try it out.. but probably it would be hard for me since my notebook doesn't seems supports openGL..
and i found this page https://osu.ppy.sh/wiki/GL_Support_Issues it says i need to post the output of this "OpenGL Extensions" program and the gl_info.txt here..

here is the report from openGL extension program http://puu.sh/jkLSe.txt
and here is the gl_info.txt from osu folder http://puu.sh/jkM67.txt

here's the detail of my notebook i have right now:
Acer D270
Intel Atom N2600 1.60 GHz
25.7 cm (10.1") WSVGA (1024 x 600) 128:75
Intel GMA3600
2 GB, DDR3 SDRAM
320 GB HDD
all driver installed, and it says its supports up to OpenGL 3.0, but i don't know why i cant run osu properly in openGL mode.. T_T

Video or screenshot showing the problem:
https://osu.ppy.sh/ss/3469825
https://osu.ppy.sh/ss/3469830
https://osu.ppy.sh/ss/3469844

osu! version: 20150730cuttingedge
Brownsville369
Hey guys, no idea if there's been any other posts on this issue (I don't have the time right now to go through 87 pages of replies right now) but I've been having issues recently regarding stuttering.
I recently upgraded my OS to windows 10 and I've noticed that it tends to stutter and jump a lot. I assume this is just an issue with driver incompatibilities or bugs since this is a fresh OS. But there is also the chance this is an issue with the game and being compatible with windows 10.
Anyways my specs are:
CPU: AMD fx-6300
GPU: Nvidia GeForce 780
RAM: 8gb DDR3 @ 1600 MHz
OS: Windows 10
GPU Driver: Latest Nvidia Driver for windows 10

If anyone has a work around please let me know as soon as you can. Thanks.
lolcubes
After updating to Windows 10, Unlimited FPS setting gives me about 260 fps compared to ~400 I had on Win 7 on this laptop, when using nvidia 740M.

Also for some reason, VSync is always on regardless if it's set within the game or not when trying to use my HD4000. I have all latest drivers installed and checked in settings and VSync is actually not forced there, it's set to use application settings.
Kon
It's been a couple of weeks since I posted this so I'll post again in case it wasn't seen.

When launching osu! with letterboxing enabled, osu! doesn't open on the monitor where your cursor is. However, when launching in windowed mode it does open on the correct monitor.

Also, for what it's worth, the updater and the osu! sprite are shown on the correct monitor with letterboxing on.
Trosk-

Kon wrote:

It's been a couple of weeks since I posted this so I'll post again in case it wasn't seen.

When launching osu! with letterboxing enabled, osu! doesn't open on the monitor where your cursor is. However, when launching in windowed mode it does open on the correct monitor.

Also, for what it's worth, the updater and the osu! sprite are shown on the correct monitor with letterboxing on.
This sounds like correct behaviour to me. Fullscreen and Letterboxing will always open on your main screen, if I'm not wrong.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix user panel disappearing when leaving play mode too quickly. (TheVileOne)
The changes will be applied to builds newer than b20150803.3cuttingedge.

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.
- Marco -
if I change the volume on the results screen it doesn't not change the volume of the applause sound. On stable it works tho
Nathanael

marcostudios wrote:

if I change the volume on the results screen it doesn't not change the volume of the applause sound. On stable it works tho
I'm unable to replicate. Do you have any specific steps?
Trosk-

marcostudios wrote:

if I change the volume on the results screen it doesn't not change the volume of the applause sound. On stable it works tho
Can't replicate neither. Are you changing a specific volume or Master volume?
- Marco -
master volume
Trosk-

marcostudios wrote:

master volume
Then could you specify what type of applause? I mean, is a custom applause from a beatmap, a custom applause from your skin, the default applause... I don't actually know if it could matter or not, but I couldn't replicate what you said.
- Marco -
custom applause from my skin

(http://vocaroo.com/i/s1orIvY2h3BB)

I also recorded it

Trosk-
Ok, now I could replicate it. Seems like it happens only with custom skin applause. Not custom beatmap applause or default.

Nevermind, seems like it happens completely random, or at least, it's how it seems like to me.

_index
It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Trosk-

_index wrote:

It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Do you get them while playing? I have some of these on Song Selection screen and not while playing (They are barely noticeable). Check it with the Auto mod so you can see the performance graph.
Shizuyi
It does not happen to me. Not on Song Select neither while playing. I tried it for about 10min but i could not see any Spikes.
_index

Trosk- wrote:

_index wrote:

It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Do you get them while playing? I have some of these on Song Selection screen and not while playing (They are barely noticeable). Check it with the Auto mod so you can see the performance graph.
yes, exactly same lag spikes, just did SS in menu because its easier to catch it
chong601
On the latest cuttingedge build (b20150804cuttingedge), the FPS value position shifts when the chat scrollbar appears and dissapears
With the scrollbar:


Without the scrollbar:
peppy
Isn't that intentional?
chong601
Oh forgot to add that the fps value position changes when the chat console is up and the cursor enters and exits the chat interface.
Trosk-

chong601 wrote:

Oh forgot to add that the fps value position changes when the chat console is up and the cursor enters and exits the chat interface.
It's still intended, I guess.
power007
Hello peppy, a lot of people saying "Please don't push experimental build to stable". I would say - don't stop doing what you're doing! OpenGL consumes about 10% more of computer power (CPU, GPU) but its much more stable, fluent and lagless then DirectX. For example Experimental build does't have input lag on Windows 8 but Stable build - has.
Trosk-

power007 wrote:

Hello peppy, a lot of people saying "Please don't push experimental build to stable". I would say - don't stop doing what you're doing! OpenGL consumes about 10% more of computer power (CPU, GPU) but its much more stable, fluent and lagless then DirectX. For example Experimental build does't have input lag on Windows 8 but Stable build - has.
Well, if you are saying that Stable has input lag, maybe you are using OpenGL renderer, playing with VSync, or on Windowed mode. Anyways, I think he knows that the new renderer is better, that's why osu! is moving to it.

And well, I don't know if this is the correct place to make this comment, maybe you should have posted this in a comment on one of his blog entries, or even on the osu!dev Slack group instead.
power007

Trosk- wrote:

Well, if you are saying that Stable has input lag, maybe you are using OpenGL renderer, playing with VSync, or on Windowed mode. Anyways, I think he knows that the new renderer is better, that's why osu! is moving to it.

And well, I don't know if this is the correct place to make this comment, maybe you should have posted this in a comment on one of his blog entries, or even on the osu!dev Slack group instead.
No, I'm advanced player, monitoring cpu, gpu loads and temps. And I 100% sure I have same settings. Stable build has more input lag in full-screen and windowed mode as well. And writing here because I've seen peppy here, he is reading this thread time to time. Also mail is not coming from osu!dev Slack group do my email address.
DexFrild
Hello.
I have one problem with editor. I can't create a slider. osu! is crashing when I move cursor back.
Trosk-

DexFrild wrote:

Hello.
I have one problem with editor. I can't create a slider. osu! is crashing when I move cursor back.
<video>
Could you copy the crashlog and paste it here? (Click on the girl, on the "osu! crashed" window)
quaternary

Trosk- wrote:

DexFrild wrote:

Hello.
I have one problem with editor. I can't create a slider. osu! is crashing when I move cursor back.
<video>
Could you copy the crashlog and paste it here? (Click on the girl, on the "osu! crashed" window)
I have the same issue, here's my crashlog:

SPOILER
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at #=q6IXhrC$mQfqPYwMdZUbZ80v$QJk$3_hzWIcM9yG19dsHQEGOYQ8ei$3dKjAyWhrh.     ​ ​                     ()
at #=qPJzNflyJ02VVE71K6$yal9RzSaC$JMDWIAHWianGGmpfNCbqwdBnfUKF86pa9Idv.#=qUwUBXun0rLqS$AtYWmL4Fw==()
at #=qnG0GnN0cfijcUy7s$dJDeA==.#=qKgl$DSIqV9WdWTn$1xM1xg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=q9MMbY$7us5Q0U4_YmlFDRQ==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qYUbnloU3IqqDE0EKW8De7Q==(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at #=q0pqRh6sPtnAUog3K$vFn7WZ76Q57p3nFNWCTgRgm9GjHpjf6uVjPGnB9oAxEcX9D.#=ql8bzNZYeqTMI4oZPm9NAwQ==()
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qN69kwiwUVTK0y9SzB87sq86EUPIQsgP7vr0Fq1jca24=(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)

Do this for a 100% reproducible crash:

https://www.youtube.com/watch?v=rVuc1x9e3_4
DexFrild
The same log.
SPOILER
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at #=q6IXhrC$mQfqPYwMdZUbZ80v$QJk$3_hzWIcM9yG19dsHQEGOYQ8ei$3dKjAyWhrh.     ​ ​                     ()
at #=qPJzNflyJ02VVE71K6$yal9RzSaC$JMDWIAHWianGGmpfNCbqwdBnfUKF86pa9Idv.#=qUwUBXun0rLqS$AtYWmL4Fw==()
at #=qnG0GnN0cfijcUy7s$dJDeA==.#=qKgl$DSIqV9WdWTn$1xM1xg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=q9MMbY$7us5Q0U4_YmlFDRQ==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qYUbnloU3IqqDE0EKW8De7Q==(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at #=q0pqRh6sPtnAUog3K$vFn7WZ76Q57p3nFNWCTgRgm9GjHpjf6uVjPGnB9oAxEcX9D.#=ql8bzNZYeqTMI4oZPm9NAwQ==()
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qN69kwiwUVTK0y9SzB87sq86EUPIQsgP7vr0Fq1jca24=(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)
Trosk-
Ok, can replicate.

Crashlog
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.Collections.Generic.List`1.get_Item(Int32 index)
at #=q6IXhrC$mQfqPYwMdZUbZ80v$QJk$3_hzWIcM9yG19dsHQEGOYQ8ei$3dKjAyWhrh.     ​ ​                     ()
at #=qPJzNflyJ02VVE71K6$yal9RzSaC$JMDWIAHWianGGmpfNCbqwdBnfUKF86pa9Idv.#=qUwUBXun0rLqS$AtYWmL4Fw==()
at #=qnG0GnN0cfijcUy7s$dJDeA==.#=qKgl$DSIqV9WdWTn$1xM1xg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=q9MMbY$7us5Q0U4_YmlFDRQ==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qYUbnloU3IqqDE0EKW8De7Q==(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at #=q0pqRh6sPtnAUog3K$vFn7WZ76Q57p3nFNWCTgRgm9GjHpjf6uVjPGnB9oAxEcX9D.#=ql8bzNZYeqTMI4oZPm9NAwQ==()
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qN69kwiwUVTK0y9SzB87sq86EUPIQsgP7vr0Fq1jca24=(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)

tuddster wrote:

I have the same issue, here's my crashlog:
Please, add a spoilerbox to the Code.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix editor slider placement failing. (peppy)
The changes will be applied to builds newer than b20150804.1cuttingedge.

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.
DT-sama
Problem Details:
If you toggle fast enough HT/DT at the start of a replay (before the animation ends), it'll cause the icon to look disabled, but the mod will still be active gameplay-wise. If you toggle it again, it will just double the effect of the mod.


Video or screenshot showing the problem:
DT (with a few failed attempts at the beginning, it starts at 0:30)

HT


osu! version: 20150730.1beta
DexFrild
Thank you.
a1mighty
Some of skin elements lost their positions. Checked all release streams, this happens only on Cutting-edge.
Ookami
Some kind of skin error :

Release : b20150805.1cuttingedge

Sliders are turning slightly back, have multiple circles on each end. It's distracting enough to be nearly unplayable at ar10.3.

peppy
Include your full skin.
a1mighty

peppy wrote:

Include your full skin.
http://puu.sh/jpTHM/8e1ca525b1.osk
Ookami

peppy wrote:

Include your full skin.
I'll remove this link after the problem is solved
-Link Removed-
Trosk-
Can replicate.

And well, I think you should have posted this on the Cutting Edge thread, since this feature is not on Stable yet.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Make slider endpoint skinning support skins which have animated and non-animated overlay sprites (may not be supported forever). (peppy)
The changes will be applied to builds newer than b20150805.2cuttingedge.

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.
VeilStar
p/4397641

- DT - wrote:

Problem Details:
If you toggle fast enough HT/DT at the start of a replay (before the animation ends), it'll cause the icon to look disabled, but the mod will still be active gameplay-wise. If you toggle it again, it will just double the effect of the mod.

Trosk- wrote:

Can replicate.

And well, I think you should have posted this on the Cutting Edge thread, since this feature is not on Stable yet.
Merged to CE thread.
Topic Starter
TheVileOne
I'm trying to replicate the issue with applause and everything seems to work as intended. I can't replicate the described behaviour.
Trosk-

TheVileOne wrote:

I'm trying to replicate the issue with applause and everything seems to work as intended. I can't replicate the described behaviour.
Try with an initial Master volume of 45% or lower and start lowering the volume at the moment the screen changes from playing to score screen. I'm not being able to replicate it with an initial Master volume of 50% or higher. I could replicate it with more than 50% in the end.

Just try to start changing the volume when osu! is switching from playing to score screen.

ARRACHEZ VOUS
I'm using the CE since a couple of weeks now and it work perfectly fine.
The non-existent input lag in fullscreen is amazing.

I have one minor issue though, an audio one. When I'm switching the audio advices, sometimes the current song I hear (menu, playing, spec, replay, whatever), becomes a nightcore one. I wonder if it's just an issue with my DAC (prolly ?). But that not a big deal, really.

Windows 10, i5, R9 280 running at 1400~ fps.
Trosk-

Mayu Watanabe wrote:

I'm using the CE since a couple of weeks now and it work perfectly fine.
The non-existent input lag in fullscreen is amazing.

I have one minor issue though, an audio one. When I'm switching the audio advices, sometimes the current song I hear (menu, playing, spec, replay, whatever), becomes a nightcore one. I wonder if it's just an issue with my DAC (prolly ?). But that not a big deal, really.
I believe that this has been reported before and it's known. At least I remember someone telling that he/she had the same problem sometimes.

Edit: The original thread for this issue. t/326180
ARRACHEZ VOUS
Oh I see, thanks !
Jerome
In the cutting edge build, ticking the "full screen" option doesn't appear to work as intended, I think. It feels more like borderless window - alt-tabbing from the game is incredibly quick, my FPS is the same as if I was using borderless window and I still experience the infamous lag of Windows 8.1. I'm not sure if this is an intentional change or something solely to do with my system but on stable, Fullscreen works as intended (no lag and it takes a few seconds to alt-tab out of the game).

I've tried some helpful suggestions - loading up the game holding shift to check the settings, clicking the option Confine cursor to window and other things, but I feel like I'm getting the windows 8 vsync lag and not playing in a proper full screen.
Tom94

Jerome wrote:

In the cutting edge build, ticking the "full screen" option doesn't appear to work as intended, I think. It feels more like borderless window - alt-tabbing from the game is incredibly quick, my FPS is the same as if I was using borderless window and I still experience the infamous lag of Windows 8.1. I'm not sure if this is an intentional change or something solely to do with my system but on stable, Fullscreen works as intended (no lag and it takes a few seconds to alt-tab out of the game).

I've tried some helpful suggestions - loading up the game holding shift to check the settings, clicking the option Confine cursor to window and other things, but I feel like I'm getting the windows 8 vsync lag and not playing in a proper full screen.
Can you let us know what hardware you are using? Also does the osu! window flash black when you toggle fullscreen on and off?
Jerome
GPU: GeForce GTX 980
CPU: Intel i7-4790K 4GHz
RAM: 16 GB
OS: Windows 8.1
Monitor: Asus VG248QE 24-inch 144Hz

Yes it does when I toggle fullscreen off and on. Any programs I have running (like OBS) do seem to treat osu as if it is in fullscreen without problem, but I'm just surprised that a fullscreen application can tab-out so instantly (as if it was borderless window) whereas in Stable it is similar to a normal application (3-4 seconds of blackness before alt-tabbing). Just wondering if you know what's changed this or whether its something to do with my computer.

Also I swear there is still the vsync windows 8 lag but it could just be a silly placebo from me. Is there a way to check the exact latency of my cursor so I can do a comparison? Thanks Tom.
Tom94

Jerome wrote:

GPU: GeForce GTX 980
CPU: Intel i7-4790K 4GHz
RAM: 16 GB
OS: Windows 8.1
Monitor: Asus VG248QE 24-inch 144Hz

Yes it does when I toggle fullscreen off and on. Any programs I have running (like OBS) do seem to treat osu as if it is in fullscreen without problem, but I'm just surprised that a fullscreen application can tab-out so instantly (as if it was borderless window) whereas in Stable it is similar to a normal application (3-4 seconds of blackness before alt-tabbing). Just wondering if you know what's changed this or whether its something to do with my computer.

Also I swear there is still the vsync windows 8 lag but it could just be a silly placebo from me. Is there a way to check the exact latency of my cursor so I can do a comparison? Thanks Tom.
There is no way to check your latency, but if your programs treat fullscreen as actual fullscreen and your screen flashes black when toggling, then it is very likely that you are in actual fullscreen. Do you maybe have VSync of GSync forced in your driver? This could cause you to feel a latency since osu! can't do anything against the drivers enforcing a lower refresh rate. You can enable the ingame FPS display to check whether you get higher FPS than you screen's refresh rate.

The quick alt-tab is one of the benefits of OpenGL - you can't do that with DirectX. ;)
Jerome
Praise OpenGL I guess! Thanks for all the help man
nns1337
My osu! won't update since the 29th of July, It just says there's a problem with my internet connection but there isn't. Ingame it wont download the stuff either, it just says there's an error downloading the files. Doesn't work when running osu! in admin mode aswell.

Bancho disconnected me today saying my osu! version is too old aswell.

Windows 10, Cutting Edge from 29th of July 2015, 20150729.2

Anyone got a fix for me?
Trosk-

nns1337 wrote:

My osu! won't update since the 29th of July, It just says there's a problem with my internet connection but there isn't. Ingame it wont download the stuff either, it just says there's an error downloading the files. Doesn't work when running osu! in admin mode aswell.

Bancho disconnected me today saying my osu! version is too old aswell.

Windows 10, Cutting Edge from 29th of July 2015, 20150729.2

Anyone got a fix for me?
Is it a update loop or just getting a Connection problem error? If it's a loop, try what is said here.

Also, check that your firewall is not blocking osu!.

Dropping this here, a user getting another message of connection problem. t/354967
nns1337

Trosk- wrote:

nns1337 wrote:

My osu! won't update since the 29th of July, It just says there's a problem with my internet connection but there isn't. Ingame it wont download the stuff either, it just says there's an error downloading the files. Doesn't work when running osu! in admin mode aswell.

Bancho disconnected me today saying my osu! version is too old aswell.

Windows 10, Cutting Edge from 29th of July 2015, 20150729.2

Anyone got a fix for me?
Is it a update loop or just getting a Connection problem error? If it's a loop, try what is said here.

Also, check that your firewall is not blocking osu!.

Dropping this here, a user getting another message of connection problem. t/354967
I've done it, doesn't work aswell tho.
peppy
Something must be blocking your osu! client. Virus scanner, firewall, whatever.
nns1337

peppy wrote:

Something must be blocking your osu! client. Virus scanner, firewall, whatever.
Windows Defender and Avast are deactivated. I couldn't imagine anything else, the rest is all the stuff I had on Windows 8 aswell, and it worked there.

Also, it worked already, I'm on Windows 10 since the 26th of July, it stopped working 3 days later.
Icha

Trosk- wrote:

_index wrote:

It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Do you get them while playing? I have some of these on Song Selection screen and not while playing (They are barely noticeable). Check it with the Auto mod so you can see the performance graph.


i think that describes my issue pretty well with the lag spikes, i also get them during songs...makes DT AR-8,AR-9,AR-10 very difficult to play (more then usual for me) and i fail songs cause of the spikes sometimes, my specs are AMD A-10 6790K, GTX650, 8gb ram and windows 10



UPDATE- upon remembering the same issue in windows 8 i realized that i had turned off fast start up for windows 8 and it solved the issues... i turned off fast startup for windows 10 and it solved my issue
Tom94

Icha wrote:

UPDATE- upon remembering the same issue in windows 8 i realized that i had turned off fast start up for windows 8 and it solved the issues... i turned off fast startup for windows 10 and it solved my issue
Are you sure it was not the reboot itself causing the stutters to go away? Often a simple reboot helps when my PC decides to become dumb and stuttery like this.

It would be great if you could attempt a fresh reboot into fast startup again and see whether it really makes a difference. That would be super interesting, since then we could give people an actual solution to this problem.
nns1337
I've updated my NVIDIA drivers on the 29th, but that wouldn't make any sense if this is the issue


/u/2279034 helped me with the issue. I got the latest osu!.exe from him and it updated again.
Shizuyi
Osu itself seems to work perfectly fine, at least i can not see anything that is not working but everytime i open or close osu a Crash informatioon appears in Windows. Osu didnt crash either!



SPOILER
Quelle
osu!

Zusammenfassung
Nicht mehr funktionsfähig

Datum
‎07.‎08.‎2015 18:21

Status
Der Bericht wurde gesendet.

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

Problemsignatur
Problemereignisame: APPCRASH
Anwendungsname: osu!.exe
Anwendungsversion: 1.3.3.7
Anwendungszeitstempel: 55c4bbda
Fehlermodulname: nvoglv32.DLL
Fehlermodulversion: 10.18.13.5362
Fehlermodulzeitstempel: 55b031c2
Ausnahmecode: c0000005
Ausnahmeoffset: 00790de6
Betriebsystemversion: 6.3.9600.2.0.0.768.101
Gebietsschema-ID: 1031
Zusatzinformation 1: 5861
Zusatzinformation 2: 5861822e1919d7c014bbb064c64908b2
Zusatzinformation 3: a10f
Zusatzinformation 4: a10ff7d2bb2516fdc753f9c34fc3b069

Weitere Informationen über das Problem
Bucket-ID: 5496e46bc561a26eb133c2c9ae013b5a (107508983958)
DeletedUser_4329079

Shizuyi wrote:

Anwendungsversion: 1.3.3.7

Damn this game knows when to crash
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Run tag colour assignment logic on the main thread. (TheVileOne)
The changes will be applied to builds newer than b20150807.1cuttingedge.

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.
Topic Starter
TheVileOne
Someone will need to test if choosing non default colours in tag coop still has problems.
A Mystery
http://puu.sh/jthsW/b28ff88ec3.mp4

Crash occurs when trying to remove an object of this diff form this mapset https://osu.ppy.sh/b/603797, haven't found any other maps where this happens (yet)
Only happens in CE, not Beta or stable
Trosk-

A Mystery wrote:

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

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

Welp, there you have it:

Crashlog.
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=.#=qRfLpx2VVaJtDsQ1E4UMM$Bp2NfP8SknPLdplWsG1O$0=()
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=..ctor(#=qc4sYn9aguomLQqhsfA$XBLeLgLE5MTawvyvoiSUVoAI= #=qig2CDBE5IjrnVeYvQoDOQA==, #=qwAoUbDpo0WNg0chc2EbsFaWMdpL022pr5r7TnFNZ2ZA= #=qokjeVFlv5z3VsrszMc69$g==, Origins #=qNDCN0KhtASQNwDzjfR0AdA==, #=qypy5Ufogb7V_pMz7wqUG8mwtL3BtQHWn7mXuOxwaz2k= #=qatomg1_QaNlgmXLJC2J5uA==, Vector2 #=q0$Lm6zNgBIt4ihtvANOFJQ==, Single #=qP0LqYVCPP2F2h3q8T9UNpQ==, Boolean #=qKaygqSZCkKRlzLvIvUsKdg==, Color #=q41F9TlbvZE5uZq4vUvcFCw==, Object #=qkEXNQgR8$4csXJNdIMaHdQ==)
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=qkjcwim0dv4CaywCFioPitwkBajAnttHseRi3p9czJJfAKmrT5Mfj7Jq19VgHYkRd.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=q4ab8vm7RWkKxfR10khadEwBtPao5OYU2bz7OIYVnNXFfqSIX_5mWNSCjfQZsa$A5.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=qSBN9HWV2Cl0F$aLsG6pjq6IfQn5rvfEws$oT5bj3_S8=.#=q0s599peT3ayulI0H3YxZuA==(Boolean #=qQnQtwu8XvdOD1UrPZuYt8w==)
at #=qth$RRjXs2fCBNLnHPw2dzJrjUczRgNGwhRB9StvR6o0qJaDjwc3ApUZN4Vd$MSYu.#=qE2hUpomRmVhL$GjYjDJ$E0cinoJnyLJPovdJoNRGIck=()
at #=qth$RRjXs2fCBNLnHPw2dzJrjUczRgNGwhRB9StvR6o0qJaDjwc3ApUZN4Vd$MSYu.#=qZxyWi9zsQq0jEhSIugfBaw==(Keys #=qdLJ_h4Jqxq_W6h9RoEDu6A==, Boolean #=q_b1s9dDfOFz$bPbqWQQN2A==)
at #=qSBN9HWV2Cl0F$aLsG6pjq6IfQn5rvfEws$oT5bj3_S8=.#=q$cqJTOt2CMTETSmg3uETkm0Pd8V5Iuz4QmoKL7uFuEg=(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, Keys #=qPUtkZWkDBSdfbLHV9WSgVQ==, Boolean #=q_b1s9dDfOFz$bPbqWQQN2A==)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at #=qHeikw0qCLffsQFW1cYkrBU7G2RklqdYETGrY3Vidf9t0tJX7lB90oRUhefUeK6Nl.#=qxdCFhasO3cr64XnbUJW3VA==(Keys #=qPUtkZWkDBSdfbLHV9WSgVQ==, Boolean #=q_b1s9dDfOFz$bPbqWQQN2A==)
at #=qHeikw0qCLffsQFW1cYkrBU7G2RklqdYETGrY3Vidf9t0tJX7lB90oRUhefUeK6Nl.#=qQgFYdHycmH$Vy3jCElVyVQ==(Keys #=qPUtkZWkDBSdfbLHV9WSgVQ==)
at #=qJsgutjysZvfXivBx1FHycO_10uftGjVRwg9EPM1fI90=.#=q6GjRShgC97NaaIWZ28vs_g==(List`1 #=qdLJ_h4Jqxq_W6h9RoEDu6A==)
at #=qJsgutjysZvfXivBx1FHycO_10uftGjVRwg9EPM1fI90=.#=q7_1ZJvOz7MDRmQ18_zXmIA==()
at #=qGcNoCutviOl2c_DmzVvuUQ==.#=qOfB102Zy6vklTwQqIfEPhg==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qhZd33RJsqOVvvZO7TZCRqQ==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qQjuPwD4oEhy6P5_XioiROg==(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
at #=qrAll74jleZzJzWDClGQpfJ4c0Lup1Hc2oB_c1TLvLNuLvqFac8DJj9Ik3L1$HFXT.#=qOykkFcsFiBLcDOtpfDdjFw==()
at #=qmZGe8sdVMSorrQYddM_SZwExcdGNvGHuJpYW_dQKSQxK84LM4fpCoHjiAEXo2h0A.#=qZdU6ZCFu_1eKtP1OHTAju6jCm5fEO9Eu7ljAPY9wc60=(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qmZGe8sdVMSorrQYddM_SZwExcdGNvGHuJpYW_dQKSQxK84LM4fpCoHjiAEXo2h0A.#=qeILz7nkdPCNEOU1i7W98Og==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qeILz7nkdPCNEOU1i7W98Og==()
at #=qSIYNhewmw72uVYn70MVqzQ==.#=qDQhS18s6QFlk8bJZ_YEDUw==(String #=qmS7hxTbqOEinzf2nE4hphg==, Boolean #=qp16BWvZYayrm_belVfo6GWB7QBA_keMz9HvWXyAZZNk=, Boolean #=qYz1mXn1zdZ9ecfmhjs$rpgTLnNjS9DJU$aDyyygIG5c=, Boolean #=qUkeolicMd0pnvAqviYCZxA==)
Shizuyi
Besides what i posted earlier now osu! starts crashing randomyl while playing. Its only since the latest update. Did not happen before. Osu itself doesnt give a note of crashing but Windows does.

SPOILER
Quelle
osu!

Zusammenfassung
Nicht mehr funktionsfähig

Datum
‎08.‎08.‎2015 01:14

Status
Der Bericht wurde gesendet.

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

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

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

Seems to be soemthing with the new vertex buffer on OpenGL. Maybe my gl_info belwo will help. :)
SPOILER
GL Version:                 4.5.0 NVIDIA 353.62
GL Renderer: GeForce GTX 780 Ti/PCIe/SSE2
GL Shader Language version: 4.50 NVIDIA
GL Vendor: NVIDIA Corporation
GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
A Mystery

Trosk- wrote:

A Mystery wrote:

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

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

Welp, there you have it:

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

it's probably the same as yours
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=.#=qRfLpx2VVaJtDsQ1E4UMM$Bp2NfP8SknPLdplWsG1O$0=()
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=..ctor(#=qc4sYn9aguomLQqhsfA$XBLeLgLE5MTawvyvoiSUVoAI= #=qig2CDBE5IjrnVeYvQoDOQA==, #=qwAoUbDpo0WNg0chc2EbsFaWMdpL022pr5r7TnFNZ2ZA= #=qokjeVFlv5z3VsrszMc69$g==, Origins #=qNDCN0KhtASQNwDzjfR0AdA==, #=qypy5Ufogb7V_pMz7wqUG8mwtL3BtQHWn7mXuOxwaz2k= #=qatomg1_QaNlgmXLJC2J5uA==, Vector2 #=q0$Lm6zNgBIt4ihtvANOFJQ==, Single #=qP0LqYVCPP2F2h3q8T9UNpQ==, Boolean #=qKaygqSZCkKRlzLvIvUsKdg==, Color #=q41F9TlbvZE5uZq4vUvcFCw==, Object #=qkEXNQgR8$4csXJNdIMaHdQ==)
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$Ewk=.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=qkjcwim0dv4CaywCFioPitwkBajAnttHseRi3p9czJJfAKmrT5Mfj7Jq19VgHYkRd.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=q4ab8vm7RWkKxfR10khadEwBtPao5OYU2bz7OIYVnNXFfqSIX_5mWNSCjfQZsa$A5.#=qIy0271Tac3ZEgde45VhZiQ==()
at #=qSBN9HWV2Cl0F$aLsG6pjq6IfQn5rvfEws$oT5bj3_S8=.#=q0s599peT3ayulI0H3YxZuA==(Boolean #=qQnQtwu8XvdOD1UrPZuYt8w==)
at #=qth$RRjXs2fCBNLnHPw2dzJrjUczRgNGwhRB9StvR6o0qJaDjwc3ApUZN4Vd$MSYu.#=qxWx6As$EL62BsfemVVBGjw==()
at #=qSBN9HWV2Cl0F$aLsG6pjq6IfQn5rvfEws$oT5bj3_S8=.#=qLmIWKApjK7F24b8EN1Tgqg==(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at #=qCj0zny_PkaaxA6mu1sSI39kYbfHrrpVZ06ffB9ZsW1c=.#=qU0oDgRu4Voe5N4IA6ovZdg==(#=qkP0icPNFtjhvBz8ehfEE7mv0dGr1Sk_B9V_UkO19ZvU= #=qHDZmDrHYDUXWPoHiV$9rrA==)
at #=qJsgutjysZvfXivBx1FHycO_10uftGjVRwg9EPM1fI90=.#=qYUjapUC2hUDiZSq5j5Tjjw==(#=qkP0icPNFtjhvBz8ehfEE7mv0dGr1Sk_B9V_UkO19ZvU= #=qHDZmDrHYDUXWPoHiV$9rrA==)
at #=qOG_a6Cr3w8NHKC10AvRa4lKcQdeadSHCyv34c0ibAdlbQekyIMQ5Fve4oD4$3oiR.#=q35Z3nGQxnIk8S6zv0elaDQ==()
at #=qJsgutjysZvfXivBx1FHycO_10uftGjVRwg9EPM1fI90=.#=q7_1ZJvOz7MDRmQ18_zXmIA==()
at #=qGcNoCutviOl2c_DmzVvuUQ==.#=qOfB102Zy6vklTwQqIfEPhg==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qhZd33RJsqOVvvZO7TZCRqQ==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qQjuPwD4oEhy6P5_XioiROg==(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
at #=qrAll74jleZzJzWDClGQpfJ4c0Lup1Hc2oB_c1TLvLNuLvqFac8DJj9Ik3L1$HFXT.#=qOykkFcsFiBLcDOtpfDdjFw==()
at #=qmZGe8sdVMSorrQYddM_SZwExcdGNvGHuJpYW_dQKSQxK84LM4fpCoHjiAEXo2h0A.#=qZdU6ZCFu_1eKtP1OHTAju6jCm5fEO9Eu7ljAPY9wc60=(Object #=qbl9VtLtnPFXO7JwcMhSYEA==, EventArgs #=qJsSAqHGuN_zo5Qyuh1mv9A==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qmZGe8sdVMSorrQYddM_SZwExcdGNvGHuJpYW_dQKSQxK84LM4fpCoHjiAEXo2h0A.#=qeILz7nkdPCNEOU1i7W98Og==()
at #=qXginS44Nyaq0_ZlSpX6sjcgy6JOi7RMyIUkWCGRGgx0=.#=qeILz7nkdPCNEOU1i7W98Og==()
at #=qSIYNhewmw72uVYn70MVqzQ==.#=qDQhS18s6QFlk8bJZ_YEDUw==(String #=qmS7hxTbqOEinzf2nE4hphg==, Boolean #=qp16BWvZYayrm_belVfo6GWB7QBA_keMz9HvWXyAZZNk=, Boolean #=qYz1mXn1zdZ9ecfmhjs$rpgTLnNjS9DJU$aDyyygIG5c=, Boolean #=qUkeolicMd0pnvAqviYCZxA==)
Topic Starter
TheVileOne
I can confirm the issue above. This definitely seems related to Tom's recent changes.
Trosk-
If you have a specific Taiko skin (Use Taiko skin for Taiko mode option) and you enter a Taiko map, osu! will show an error, and if you keep trying, it will end up crashing. I have tried with a large number of skins and I always got this effect, except with the Default osu! skin.

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

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

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

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

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

Spkz wrote:

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

Trosk- wrote:

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

Spkz wrote:

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

Trosk- wrote:

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

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

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

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

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

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

Crashlog
System.NullReferenceException: Object reference not set to an instance of an object.
at #=qoAgVsEQWIDm7pR8YaeSZWOYtsSr3BmeZMQszIsWVVW8=.#=q3AQ82ybaPEQjcPmyMKlXMlTrPQPEhUE5pnaM7sxeusk=()
at #=qoAgVsEQWIDm7pR8YaeSZWOYtsSr3BmeZMQszIsWVVW8=.#=qDA7MLFWGY6k55JgLxvtLFw==()
at #=qJ4RrzXQlplfVwqsVMVLmmg==.#=q8UtIu7MRTtsZhPnF9kj$lg==()
at #=qTTugLOFTtELHuG69RZuH9G$8PCyGg2ZWlPxqtRS6nds=.#=qphx31n55MfgxzJ3tLf62MA==()
at #=qTTugLOFTtELHuG69RZuH9G$8PCyGg2ZWlPxqtRS6nds=.#=qI6iTTlqeV$IwyaoZ0upZHA==(Object #=qT$_TXw3Wmz6GBfshiA7UHA==, EventArgs #=qUjfki1Y_b1sbY_3br5XK7Q==)
at #=qERaORxDcsKeEskbTQRV9cTa65m$3KQ9deQKdqB1KbzOv2DQaCrscLuEWXwZwY8kK.#=qSntA7A6xCU2sof3VrHcJYQ==()
at #=qRWU$WjQLRa11qOZK6qi7EH4bvtOp8EX2y7zAkj1LhXjYy2zP9gEVmE2If4YWofCm.#=qTPmddcS9DIaCXKW1$M29py8w8RmHnoOMkk2ZONkdzxA=(Object #=qT$_TXw3Wmz6GBfshiA7UHA==, EventArgs #=qUjfki1Y_b1sbY_3br5XK7Q==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qRWU$WjQLRa11qOZK6qi7EH4bvtOp8EX2y7zAkj1LhXjYy2zP9gEVmE2If4YWofCm.#=qTVCXYU7seq1ZZKWDKwKcmw==()
at #=qTTugLOFTtELHuG69RZuH9G$8PCyGg2ZWlPxqtRS6nds=.#=qTVCXYU7seq1ZZKWDKwKcmw==()
at #=qT4AxGKeWudCjNn9w1RkL$w==.#=qISGBi8gadtC_hgcvfgOing==(String #=qhNAUOFiHHz8YPzNFLKgPnQ==, Boolean #=qA4GoH1HusfpoYE_k2d4PCky$UW2wwuvTNFri86T7vzQ=, Boolean #=qkxdCvoDmW8EenDgneSMs7GAC2YkGb4KNzxSCNzGZZO4=, Boolean #=qWs7bIXC7tz6ao7b5QaQkSQ==)
Bejer
Cutting edge dosen't work on Mac, is it going to stay like that or is it getting inplomented so Mac users also can have it? Or...?
Trosk-

Bejer wrote:

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

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



"Problem details" in the spoiler:

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

Read our privacy statement online:
http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
C:\Windows\system32\en-US\erofflps.txt
Shizuyi
My osu is also still hard crashing even though with another Fault Module name.
agubelu
This has happened to me quite a few times:



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

I play 1920x1080 fullscreen
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