I'm trying to replicate the issue with applause and everything seems to work as intended. I can't replicate the described behaviour.
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.
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.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.
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 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.
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.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.
Is it a update loop or just getting a Connection problem error? If it's a loop, try what is said here.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?
I've done it, doesn't work aswell tho.Trosk- wrote:
Is it a update loop or just getting a Connection problem error? If it's a loop, try what is said here.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?
Also, check that your firewall is not blocking osu!.
Dropping this here, a user getting another message of connection problem. t/354967
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.peppy wrote:
Something must be blocking your osu! client. Virus scanner, firewall, whatever.
Trosk- wrote:
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._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
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.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
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)
Would be nice if you copy and paste the crashlog here. (Click on the girl of the osu! crashed window)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
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==)
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)
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
Oh I'm sorry , forgot how to do that lol (didn't know you had to clickTrosk- wrote:
Would be nice if you copy and paste the crashlog here. (Click on the girl of the osu! crashed window)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
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$aDyyygIG5c=, Boolean #=qUkeolicMd0pnvAqviYCZxA==)
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at #=qoqJdlWnW0m8N_1wzInwYspZ7oDvWOlQpfdVeVoz$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==)
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==)
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==)
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 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)
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- 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.
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 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.
Was able to replicate this, crashed after trying about 6 beatmaps.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 1System.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 2System.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==)
Cutting Edge doesn't work on Mac for now. Go back to Stable.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...?
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
Looks like the rough size of the bounding box my cursor was stuck in (maybe a bit smaller) when alt-tabbing out sometimes. It was random outside fullscreen osu!, and had 100% chance of happening in editor. Though, I didn't get any graphical anomalies you got. Also haven't found a way to reproduce since last time I restarted osu!.agubelu wrote:
It happens sometimes when I alt+tab away from osu and then come back to it. I haven't found a reliable way to reproduce it, it seems pretty random, but it always happens that way and is fixed by just moving the mouse.
The latest updates to stable have been to prep for the next release. The debug builds work with Mac, but you need to some special steps to get it working. Please be patient, an update will be coming soon.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...?
So I guess this isn't going to be fixed, still asking though because I couldn't really find a good answer as to why not.TishCirno wrote:
I recently started to try cutting-edge, and found that this yellow stripe on the bottom is blocking the progress bar during song breaks. The yellow bar does disapear when actually playing a song, but if it could go away for the entire duration of the song, that would be much better.
Regarding this. I now tried a few things to solve the problem like reinstall Drivers/Windows. I also tried to play osu on another pc. Same Crash Report.Shizuyi wrote:
Besides what i posted earlier now osu! starts crashing randomyl while playing. Its only since the latest update. Did not happen before. Osu itself doesnt give a note of crashing but Windows does.SPOILERQuelle
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.SPOILERGL 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
The yellow bar is probably a way of saying "hey, this build is experimental so don't freak out if anything weird happens", both to the player and anyone else who could be watching the game either on a livestream or on a recorded video.Tenderz wrote:
So I guess this isn't going to be fixed, still asking though because I couldn't really find a good answer as to why not.TishCirno wrote:
I recently started to try cutting-edge, and found that this yellow stripe on the bottom is blocking the progress bar during song breaks. The yellow bar does disapear when actually playing a song, but if it could go away for the entire duration of the song, that would be much better.
On another PC with exactly the same crashlog? That seems really weird for me.Shizuyi wrote:
Regarding this. I now tried a few things to solve the problem like reinstall Drivers/Windows. I also tried to play osu on another pc. Same Crash Report.
Is this going to be adressed or not?
Basicaly this.agubelu wrote:
The yellow bar is probably a way of saying "hey, this build is experimental so don't freak out if anything weird happens", both to the player and anyone else who could be watching the game either on a livestream or on a recorded video.Tenderz wrote:
So I guess this isn't going to be fixed, still asking though because I couldn't really find a good answer as to why not.
So I guess you will have to change your progress bar location if the devs are not willing to move the yellow bar from the bottom of the screen.
Same Crashlog besides Bucket Id and such of course. But im pretty sure its not on my end anyway. But who knows?Trosk- wrote:
On another PC with exactly the same crashlog? That seems really weird for me.Shizuyi wrote:
Regarding this. I now tried a few things to solve the problem like reinstall Drivers/Windows. I also tried to play osu on another pc. Same Crash Report.
Is this going to be adressed or not?
When you tried to run osu! on another PC, did you run the same installation or a different one? (Even if this has probably nothing to do with the problem, since the problem seems to come from nvoglv32.dll)
Shizuyi wrote:
Same Crashlog besides Bucket Id and such of course. But im pretty sure its not on my end anyway. But who knows?
If you did try with the same installation, just in case, could you try to copy "osu!.exe", paste it into an empty folder and then run it?Trosk- wrote:
When you tried to run osu! on another PC, did you run the same installation or a different one?
It is possible that your GPU has an unstable clock and/or is overheating due to the additional frame rate it is pumping out with the new update. Try using a frame limiter to limit your FPS (you can adjust it to limit to 1500 or whatever you like in your osu! config) and see if it helps.fujger wrote:
After latest update the game crashes when i'm trying to play any map. At first ten second i didn't see any problems but then FPS grew up from usual 1700 to unusual 2500-3400 and game was crashed. I can't even do screenshots, so
UPD: this issue happened only with two my skins, so i can't suggest what can be source of this trouble
Yes, it helped, but it never happened before, so i think that it's a new issue. Try to run any map with Azerino's skins.Tom94 wrote:
It is possible that your GPU has an unstable clock and/or is overheating due to the additional frame rate it is pumping out with the new update. Try using a frame limiter to limit your FPS (you can adjust it to limit to 1500 or whatever you like in your osu! config) and see if it helps.fujger wrote:
After latest update the game crashes when i'm trying to play any map. At first ten second i didn't see any problems but then FPS grew up from usual 1700 to unusual 2500-3400 and game was crashed. I can't even do screenshots, so
UPD: this issue happened only with two my skins, so i can't suggest what can be source of this trouble
To do this go into your osu! folder, open "osu!.<your windows username>.cfg", then change "CustomFrameLimit" to whichever value you like.
I actually don't think that is happening because of the Cutting Edge latest build... Hold Shift while opening osu! and change the release stream to Stable on the window that will pop up, to see if you can run it on Stable.Low Snow wrote:
I got an error "The procedure entry point strnlen could not be located in the dynamic link library msvcrt.dll"
And now Osu! is running with a black screen.
I don't think that the fact of playing with a skin will affect the performance...fujger wrote:
Yes, it helped, but it never happened before, so i think that it's a new issue. Try to run any map with Azerino's skins.
dd if=/dev/zero bs=1M count=1|sox -traw -esigned -b16 -r44100 -c2 - silence.wav
ffmpeg -i silence.wav -b:a 128k silence.mp3
printf "file 'kanransha.mp3'\nfile 'silence.mp3'\n" >tmptext
ffmpeg -f concat -i tmptext -c copy joined.mp3
mv kanransha.mp3 kanransha.mp3.b
mv joined.mp3 kanransha.mp3
Can't replicate on the map you linked. Also, this is known.lollllloro wrote:
Some beatmaps seem to fail without reason at the end and it's reproducible every time. I remember this happening a long time ago on stable too
example beatmap ../s/144010, at least on "Rare's Hard" and "Insane"you don't want to see this, it's beyond unwatchablewith nf it just stops at the end, this screenshot is from the "Rare's Hard" difficulty with build b20150814.5 :my crappily recorded and youtube's audiosyncscrewedup video: https://youtu.be/kJQF2r5QyzM
http://54.213.154.174:777/B/nofail%20hang
I accidentally made this post about this earlier: p/4413391 ;_; what should I do?
As I said, since you got a higher frame rate your GPU was under more stress. This is not a "new" issue, rather we optimized osu! to be able to go faster, which made your PC stumble. Please upload the skin in question, though, then I can check for myself if it causes problems for me.fujger wrote:
Yes, it helped, but it never happened before, so i think that it's a new issue. Try to run any map with Azerino's skins.
Cutting edge still running with a black screenTrosk- wrote:
I actually don't think that is happening because of the Cutting Edge latest build... Hold Shift while opening osu! and change the release stream to Stable on the window that will pop up, to see if you can run it on Stable.
Issue with skin.ini? What? I believe that nothing has changed on skin.ini from Stable to Beta and Cutting Edge...Low Snow wrote:
Cutting edge still running with a black screen
Stable has an issue with my skin.ini
Beta seems fine
Tried, and doesn't work :/Trosk- wrote:
And regarding the black screen on CE, I don't actually know. Could you try to run it with the new Compatibility mode enabled? Close osu!, go to your "osu!username.cfg" and change the line "CompatibilityContext" to: CompatibilityContext = 1 (change it while osu! is closed)
I tried first to run osu CE without reboot, blackscreen but no error message this timeTom94 wrote:
Low Snow, could you try downloading and installing http://www.microsoft.com/en-us/download ... x?id=40784 (select "vcredist_x86.exe" ), then restarting your computer and then checking if the problem is solved?
Shizuyi wrote:
Besides what i posted earlier now osu! starts crashing randomyl while playing. Its only since the latest update. Did not happen before. Osu itself doesnt give a note of crashing but Windows does.SPOILERQuelle
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.SPOILERGL 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
Well, the intention was to increment the performance, not to reduce it. So, probably there is still something wrong.Shizuyi wrote:
This issue is fixed since the latest CE. Im happy about it!
What im not happy about is that since the update my FPS went down about 10-20%. Is this intended since the Renderer got updated again?
Did you by any chance enable compatibility mode? FPS should not have decreased unless you enabled compatibility mode. An exception is if you run osu! on a laptop with a discrete graphics card, in which case choosing the compatibility mode and forcing osu! to use the discrete graphics card may help.Shizuyi wrote:
This issue is fixed since the latest CE. Im happy about it!
What im not happy about is that since the update my FPS went down about 10-20%. Is this intended since the Renderer got updated again?
Does using a framelimiter help? (e.g. in the options, select 120 FPS)sgtgs42 wrote:
I'm having issues with the new cutting edge build. It keeps crashing a few seconds into a song I try to play. Windows 7. Any ideas?
Thank you, but the error message and the blackscreen still here :cTom94 wrote:
Can you try https://www.microsoft.com/en-us/downloa ... px?id=5555 , https://www.microsoft.com/en-us/downloa ... aspx?id=29 and https://www.microsoft.com/en-us/downloa ... x?id=48145 too? Please let me know if one of them works, and if yes, which one. Your error message sounds like one of these is mis-installed on your machine.
Can replicate now... By the way, happens on all release streams, not only on CE.lollllloro wrote:
https://osu.ppy.sh/forum/p/4424287
this is caused by my offset! I played it with nofail and offset 0 and it didn't hang at the end, set my offset back and it hanged again!
Can someone confirm this happens when you set your offset below -112 or something?
o_O that's really weird. Can you try going into your osu! folder, opening "osu!.<your windows username>.cfg" and changing "CompatibilityContext = 0" to "CompatibilityContext = 1"?Low Snow wrote:
Thank you, but the error message and the blackscreen still here :cTom94 wrote:
Can you try https://www.microsoft.com/en-us/downloa ... px?id=5555 , https://www.microsoft.com/en-us/downloa ... aspx?id=29 and https://www.microsoft.com/en-us/downloa ... x?id=48145 too? Please let me know if one of them works, and if yes, which one. Your error message sounds like one of these is mis-installed on your machine.
Tom94 wrote:
o_O that's really weird. Can you try going into your osu! folder, opening "osu!.<your windows username>.cfg" and changing "CompatibilityContext = 0" to "CompatibilityContext = 1"?
Low Snow wrote:
Tried, and doesn't work :/Trosk- wrote:
And regarding the black screen on CE, I don't actually know. Could you try to run it with the new Compatibility mode enabled? Close osu!, go to your "osu!username.cfg" and change the line "CompatibilityContext" to: CompatibilityContext = 1 (change it while osu! is closed)
Great! So me and/or my computer are not just crazy. Also that video beats mine by so many things heh.Trosk- wrote:
SPOILERCan replicate now...lollllloro wrote:
https://osu.ppy.sh/forum/p/4424287
this is caused by my offset! I played it with nofail and offset 0 and it didn't hang at the end, set my offset back and it hanged again!
Can someone confirm this happens when you set your offset below -112 or something?
Go to 1:35 on the video. Too lazy to cut it.
Im not playing on a Laptop. I have no idea what the cause may be since i do not have Compability mode on either.Tom94 wrote:
Did you by any chance enable compatibility mode? FPS should not have decreased unless you enabled compatibility mode. An exception is if you run osu! on a laptop with a discrete graphics card, in which case choosing the compatibility mode and forcing osu! to use the discrete graphics card may help.Shizuyi wrote:
This issue is fixed since the latest CE. Im happy about it!
What im not happy about is that since the update my FPS went down about 10-20%. Is this intended since the Renderer got updated again?
RBRat3 wrote:
cutting edge no longer maintains its windows size when winkey+shift+arrow is used to cycle through monitors and one is under resolution.
OS: Win 10
Merged to CE thread.Trosk- wrote:
Can replicate. By the way, I guess that could be better to post it on the Cutting Edge thread instead of on a new thread, since it doesn't happen on Stable.
This is known.Mathisca wrote:
If you import a beatmap when the game is windowed, you get a weird GUI glitch : https://www.youtube.com/watch?v=_xA4_if ... e=youtu.be
Oh ok, it wasn't on the first postTrosk- wrote:
This is known.Mathisca wrote:
If you import a beatmap when the game is windowed, you get a weird GUI glitch : https://www.youtube.com/watch?v=_xA4_if ... e=youtu.be
BeatBreakerS wrote:
StuffOkay so when i open osu and rapidly click on my desk top or a windows it starts as minimized, but it doesn't Start as in "Welcome to osu" is not played.
so while it was in minimized form i clicked a .ozs to Export it
Osu starts up as in the Song Selection and Welcome to osu is played like so http://puu.sh/jiFHx/a7c95ddb75.png
Then is Stays there and my Profile Signature(Or details) and the Song Forward and back ward thing is displayed as an overlay like so http://puu.sh/jiFIr/6cb811d6b2.png
( look at the top right and top left)
And yes you can interact with them
It goes away when you back and re enter the song selection
Edit: I am onwin 7currently win10 and i run osu Full Screen Letter boxed modei haven't tested it out in windowed mode but i guess it wont cause a problem thereit's not there in windowed modeSteps To Reproduce
this was Replicated By Trosk- here p/4382374
- While opening osu!beta or CE repeatedly click on your Desktop, it make osu minimized and not show "Welcome to osu" nor will the sound be played
- Click a osz file to import into osu
- Welcome is played on Song selection with broken interactions/Overlays provided in above Screenshot
VeilStar wrote:
o.O That should have been fixed
t/332752
Trosk- wrote:
Maybe it's not exactly the same situation, because the situation that was fixed was during the "intro", and this seems like it's before it. I don't know, but yeah, I thought it was fixed too.