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

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Topic Starter
TheVileOne
I'm reporting that ever since peppy made changes to background saving, I've black screen softlocked coming out of the results screen several times now. although each time it has happened someone was spectating me, and people don't usually spectate me. That could be related to it somehow. People have reported this issue in the past.
peppy
Have you confirmed that's actually the issue? It's one of many things that has changed which could cause it.

ie. attach a debugger and provide proof else don't assume
Topic Starter
TheVileOne
Well I was planning to do some investigating. In the meantime I was reflecting on the situation that before that update, this issue never happened to me. Sparse reports were made every now and then. I haven't ruled out all possibilities.
Mr HeliX
Also, if you're not playing full screen and you select another window (for example a Skype conversation) and then hover over the still visible osu window, you won't see the cursor anymore. A minor bug perhaps, but it's annoying me.
sonicyellow
Since the latest Cutting-Edge build, if I start osu! without my tablet plugged in, then plug my tablet in after that, my cursor becomes frozen (i.e. immovable by both tablet and mouse).
Inkling
Never had this problem before, but anytime I launch / tab into osu! it just spam clicks my mouse :X

https://drive.google.com/file/d/0B1OzWk ... sp=sharing
Blaizer

Inkling wrote:

Never had this problem before, but anytime I launch / tab into osu! it just spam clicks my mouse :X
https://drive.google.com/file/d/0B1OzWk ... sp=sharing

That looks like a joystick problem. Try unplugging all controllers before launching osu. If that does solve it, let me know what kind of controller(s) was causing it.
Inkling

Blaizer wrote:

Inkling wrote:

Never had this problem before, but anytime I launch / tab into osu! it just spam clicks my mouse :X
https://drive.google.com/file/d/0B1OzWk ... sp=sharing
That looks like a joystick problem. Try unplugging all controllers before launching osu. If that does solve it, let me know what kind of controller(s) was causing it.
That was it, I should've guessed it was controller.

I had a PS4 controller plugged into my computer with this driver http://ds4windows.com/ that makes it emulate xbox 360.

It spam clicks with ds4windows open, but without it open it just constantly asks if I want to exit from main menu (without the click sound effect).

Unplugging the controller solves the issue for me, but I've had the controller plugged in for earlier versions and it wasn't causing problems until now.

Hope that helps, and thanks!
non one c

sonicyellow wrote:

Since the latest Cutting-Edge build, if I start osu! without my tablet plugged in, then plug my tablet in after that, my cursor becomes frozen (i.e. immovable by both tablet and mouse).
Same here:
I wanted to play with another keyboard and I found out that whenever I plug in my secound keyboard the mouse will freeze.
https://www.youtube.com/watch?v=M0lyxPGS9RE
abraker

NoNiC wrote:

sonicyellow wrote:

Since the latest Cutting-Edge build, if I start osu! without my tablet plugged in, then plug my tablet in after that, my cursor becomes frozen (i.e. immovable by both tablet and mouse).
Same here:
I wanted to play with another keyboard and I found out that whenever I plug in my secound keyboard the mouse will freeze.
https://www.youtube.com/watch?v=M0lyxPGS9RE
I tested and I had a USB keyboard through USB hub, PS/2 keyboard through USB adapter and hub and a builtin laptop keyboard all connected, and I can move the 2 USB mice (one through hub, one direct) connected to my laptop. Something hardware or driver related might be going on your side. Can you move the mouse outside of osu!?
non one c

abraker wrote:

I tested and I had a USB keyboard through USB hub, PS/2 keyboard through USB adapter and hub and a builtin laptop keyboard all connected, and I can move the 2 USB mice (one through hub, one direct) connected to my laptop. Something hardware or driver related might be going on your side. Can you move the mouse outside of osu!?
I was able to move the mouse outside of osu! as you can see in the video.
After restarting osu! the mouse works fine again.
But everytime I plug in my keyboard the same problem happens again.
If I plug in another device everything works still fine.
led
I'm getting consistently lower fps on cutting edge compared to stable fallback. On fallback it usually wont't move out of the 350-400fps range, but on cutting edge it's all over the place, between 120-350fps. I tried different resolutions, and the reduced dropped frames option but nothing gives me the same performance as fallback :( .

I'm playing on fullscreen and my laptop specs are:
Intel Core i5 (3rd Gen) 3210M / 2.5 GHz
AMD Radeon HD 7670M / Intel HD Graphics 4000 - 1 GB
RAM 4GB

Also, playing on the integrated GPU as the Radeon gives worse performance on both release streams
TakuMii

abraker wrote:

I tested and I had a USB keyboard through USB hub, PS/2 keyboard through USB adapter and hub and a builtin laptop keyboard all connected, and I can move the 2 USB mice (one through hub, one direct) connected to my laptop. Something hardware or driver related might be going on your side. Can you move the mouse outside of osu!?
It's a problem with the game, and only occurs when Raw Input is enabled. If you plug in a peripheral while the game is running, it stops accepting cursor input, but the mouse/tablet will work just fine outside of the game. This has only started happening since OpenTK input was implemented earlier this month.
[-Xetanai-]
Two minor visual issues, both seem to apply only when Target Practice is selected.

Though there is no accuracy percentage, the trailing percent symbol is still present in the upper right.

The hit error score meter also has a semitransparent box extending vertically from it. After changing to color to see if that score meter would do the same, it disappeared (As I assume was intended), and changing back to hit error made it no longer appear. Is it perhaps a bug regarding stream changing?


b20151228cuttingedge
BlackMidKnight

sonicyellow wrote:

Since the latest Cutting-Edge build, if I start osu! without my tablet plugged in, then plug my tablet in after that, my cursor becomes frozen (i.e. immovable by both tablet and mouse).
Still happening on build 20151228cuttingedge... Unpluging the mouse (or any plugged peripherals) and repluging it freezes the in-game cursor (left and right click is still working). The only was to fix this as of now is to restart osu!
TakuMii
I've also been having issues with my beatmap database corrupting itself more often than ever within the past week or so... It also takes way longer to reprocess my beatmaps unless I manually delete osu!.db and restart the game. I currently have 45.7k beatmaps, but this hasn't caused any issues before.
Qwin123321
I am having issue number 2 (the stuttering every 5 - 6 secs). I got this issue ever since I moved to Windows 10.

Here is the performance log, it seems that the issue is happening in SwapBuffer:
12/30/2015 03:01:44: ---------- Slow Frame Detected at 10.00s in Menu ----------
12/30/2015 03:01:44: Statuses: [Active] [Bancho] [Severe]
12/30/2015 03:01:44:
12/30/2015 03:01:44: Game 10,483
12/30/2015 03:01:44: Mode 10,483
12/30/2015 03:01:44: Audio 9,383
12/30/2015 03:01:44:
12/30/2015 03:01:44: BetweenFrames 0.00
12/30/2015 03:01:44: Update 0.27
12/30/2015 03:01:44: Scheduler 0.00
12/30/2015 03:01:44: Draw 0.77
12/30/2015 03:01:44: Sleep 0.02
12/30/2015 03:01:44: SwapBuffer 182.05
12/30/2015 03:01:44:
12/30/2015 03:01:44: This Frame 183.11
12/30/2015 03:01:44: Avg. Frame 17.57
12/30/2015 03:01:44: Curr FPS 60
12/30/2015 03:01:44:
12/30/2015 03:01:44:
12/30/2015 03:01:44: Call stack follows:
12/30/2015 03:01:44:
12/30/2015 03:01:44: - Boolean SwapBuffers(IntPtr) @ 0
12/30/2015 03:01:44: - Void SwapBuffers() @ 32
12/30/2015 03:01:44: - Void SwapBuffers() @ 12
12/30/2015 03:01:44: - Void #=q38BZYwIGXGklVGyLgMbmpA==() @ 32
12/30/2015 03:01:44: - Void #=q38BZYwIGXGklVGyLgMbmpA==() @ 9
12/30/2015 03:01:44: - Void #=qOzHTgIhEx7hC0M02KLJmHA==() @ 890
12/30/2015 03:01:44: - Void #=qIbKtFNq4x$zR9k5NF0m$lg==(System.Object, System.EventArgs) @ 37
12/30/2015 03:01:44: - Void #=qKvv10UGheBRVbl7Jqc60zQ==(System.Object, System.EventArgs) @ 26
12/30/2015 03:01:44: - Void #=qm7A5DJCLsNjDNazf4X6BJOHZB$4KWtTBogJXF7whXX0=(System.Object, System.EventArgs) @ 105
12/30/2015 03:01:44: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32) @ 67
12/30/2015 03:01:44: - Boolean System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr, Int32, Int32) @ 995
12/30/2015 03:01:44: - Void RunMessageLoopInner(Int32, System.Windows.Forms.ApplicationContext) @ 341
12/30/2015 03:01:44: - Void RunMessageLoop(Int32, System.Windows.Forms.ApplicationContext) @ 76
12/30/2015 03:01:44: - Void Run(System.Windows.Forms.Form) @ 49
12/30/2015 03:01:44: - Void #=qp_IbavjTWJRbwuAtCQyjRw==() @ 113
12/30/2015 03:01:44: - Void #=qp_IbavjTWJRbwuAtCQyjRw==() @ 36
12/30/2015 03:01:44: - Void #=qmsoQhtwKaRCSmvpqMZnY4Q==(System.String, Boolean, Boolean) @ 470
12/30/2015 03:01:44: - Void #=q6XEu3cHVEfa9FDN8ijoU1g==(System.String[]) @ 524
12/30/2015 03:01:44: - Void #=q4g0fFLPRY7AQ7NQXMmYK7Q==() @ 1710
12/30/2015 03:01:44: - Void #=qEFrAMM11Jf1nTo$3pX4i7Q==() @ 6

Let me know if you guys want the full log.

Here is the runtime log:

12/30/2015 03:01:31: ----------------------------------------------------------
12/30/2015 03:01:31: Runtime Log for Qwin123321
12/30/2015 03:01:31: osu! version b20151228cuttingedge
12/30/2015 03:01:31: Running on Microsoft Windows NT 6.3.9600.0, 8 cores
12/30/2015 03:01:31: ----------------------------------------------------------
12/30/2015 03:01:31: GL Initialized
12/30/2015 03:01:31: GL Version: 4.5.13416 Compatibility Profile Context 0
12/30/2015 03:01:31: GL Renderer: AMD Radeon HD 8790M
12/30/2015 03:01:31: GL Shader Language version: 4.40
12/30/2015 03:01:31: GL Vendor: ATI Technologies Inc.
12/30/2015 03:01:31: GL Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts 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_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_query_buffer_object GL_ARB_robust_buffer_access_behavior 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_shader_stencil_export 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_packing GL_ARB_shadow GL_ARB_shadow_ambient 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_snorm 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
12/30/2015 03:01:31: GL Context: Index: 8, Color: 32 (8888), Depth: 16, Stencil: 0, Samples: 0, Accum: 0 (0000), Buffers: 2, Stereo: False
12/30/2015 03:01:34: ChangedFolders: 0
12/30/2015 03:01:34: ChangedPackages: 0
12/30/2015 03:01:35: Notification: Online: Stamby
12/30/2015 03:01:37: Notification: Online: Stamby
12/30/2015 03:02:28: Notification: We have detected you are running on Windows 8.1+ and trying to use a custom mouse speed. Due to changes in Windows, this requires "Raw Input" to be enabled. It has been turned on for you.
12/30/2015 03:02:48: Performing background save..
12/30/2015 03:02:48: Done!
12/30/2015 16:18:03: Performing background save..
12/30/2015 16:18:03: Done!
ian__old_3
///
robby250
There's an issue which started on a recent Cutting-edge build, but on stable it's still working fine.

A program which lots of osu! players use, called WhatPulse, which tracks your amount of keypresses, clicks and other statistics and has online leaderboards for them etcetc, doesn't track keys/clicks on cutting-edge during gameplay anymore.
It still tracks anywhere in osu outside of gameplay, which leads me to believe that it's maybe a feature added intentionally as an attempt to fix some type of performance issue or something?

I know this isn't really a bug with osu! so it seems silly to ask for anything, but I just don't want this change to be pushed to stable.
I Give Up
I have serious problem osu! randomly plays sound. I was editing sound in FL studio while osu! running in background thats when it all started. This never happen before. Now osu! has random playback of sound I was editing. I tried restarting PC, reinstalling osu! and FL studio, clear all windows temp files, delete source audio file, check my skin audio files, changed osu stream release stable/fallback/beta/cutting edge. Problem still persist! I don't know if it is osu problem, FL studio problem or windows problem or aliens in my PC.

Here is video: https://www.youtube.com/watch?v=ywI9y_b2f7E Playback sound is Amethystium - Ethereal which I was editing in FL studio earlier for future release of my skin.

Didn't show in video but sound also plays randomly even in main menu not doing anything. There is also sometimes playback of other sfx I was editing. Changing the effects/master volume also changes the volume of random sound. Maybe this information is useful? Game is unplayable like this I will get exorcist if all else fails! I tried creating new post but it no work so I post here instead sry pls help.

Edit: doesn't seem to happen while spectating. Weird!

Edit2: nm it does lol
It fixed itself yay!
martarius
I'm also having trouble running osu!, it keeps pausing everyone 4-7 seconds, i have my frames set to 120, but when it stutters, the game acts as it never lost a frame. is anyone else having this problem.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix raw mouse not working after plugging in a device. (Blaizer)
The changes will be applied to builds newer than b20160106.1cuttingedge.

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.
ChinesePerson

ledmaiden wrote:

I'm getting consistently lower fps on cutting edge compared to stable fallback. On fallback it usually wont't move out of the 350-400fps range, but on cutting edge it's all over the place, between 120-350fps. I tried different resolutions, and the reduced dropped frames option but nothing gives me the same performance as fallback :( .

I'm playing on fullscreen and my laptop specs are:
Intel Core i5 (3rd Gen) 3210M / 2.5 GHz
AMD Radeon HD 7670M / Intel HD Graphics 4000 - 1 GB
RAM 4GB

Also, playing on the integrated GPU as the Radeon gives worse performance on both release streams
Having a similar problem with a similar setup(intel cpu and AMD Laptop gpu). General stuttering , low fps and input lag issues on both mouse and tablet. I've tried fullscreen mode and reduce dropped frames with no luck. As above, the issues aren't present in stable fallback but are present in the other options

Laptop - Lenovoa Ideapad 500 playing fullscreen mode 1280*720
i5-6200U CPU @ 2.30 ghz
AMD Radeon(TM) R7 M360
12 GB Ram
1TB HDD
trfs

BanchoBot wrote:

Issue(s) in this thread have been addressed by the following changes:
  1. Fix raw mouse not working after plugging in a device. (Blaizer)
The changes will be applied to builds newer than b20160106.1cuttingedge.

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.
I'm still having this issue on b20160107.
Brionne
Hello. This has been happening for a while (a few weeks?), but the Windows Key is no longer being blocked during gameplay, which is frustrating (I just choked what would be my first 100pp play for this :(). I use Windows 8.1, and a third-party starter menu app called Start8, which may be causing this, but I've only recently been having this problem, and only in cutting-edge. It's still blocked as normal in Beta and Stable.
Scarlet Evans

trfs wrote:

BanchoBot wrote:

Issue(s) in this thread have been addressed by the following changes:
  1. Fix raw mouse not working after plugging in a device. (Blaizer)
The changes will be applied to builds newer than b20160106.1cuttingedge.

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.
I'm still having this issue on b20160107.
I have this problem too. I think it's present from at least few weeks, but I am not really sure from how long, as I had long break from osu! I couldn't get myself into posting about it, but as it should be already fixed, I report that it's still broken for me.

The problem occurs only on Cutting Edge, all other releases work correctly for me. It doesn't matter if I have mouse plugged in or not while starting osu!
Plugging it in makes the cursor being frozen in place. If you plug in second mouse, it freezes too. You can click though, clicking works fine, you just can't move cursor in-game normally. I don't have any other devices at my current place to test it further, only 2 mice.

Turning on/off laptop's touchpad works ok, this action doesn't affect the cursor. Nevertheless, when the cursor freezes, it freezes for everything. I can't move it neither with my mice, nor touchpad.

If I change to desktop with Alt+Tab or click F9 to open in-game users window, then I can move cursor normally, as it uses Windows cursor then. After focusing back on osu!, the cursor is in the place it was moved into, but it becomes frozen again. Another way to artificially move it is to click Windows symbol key (or Ctrl+Esc), which opens Menu Start. It steals focus from game too and allows you to move cursor in the place you want to click too, but cursor keeps being frozen afterwards.

I found only two ways to unfreeze cursor:

(1) Restart osu! If you do, everything goes back to normal.
(2) <flawed> You can use the aforementioned method to move cursor step by step and disable Raw Input. Cursor will start working again, but every attempt of turning Raw Input back will result in cursor freezing again, which persists until you restart the game.
weirdchampion
whenever i startup osu! it crashes and when i try updating its fine but it still crashes. it was working fine yesterday not sure what couldve happened.
Scarlet Evans

behemoth wrote:

whenever i startup osu! it crashes and when i try updating its fine but it still crashes. it was working fine yesterday not sure what couldve happened.
Did you maybe updated something? I had similar issue after updating my AMD graphic card drivers about 4 weeks ago - trying to run osu! resulted in an instant crush and "Repair osu!" worked until first play, then was crashing too. It came back to normal after I rolled back to old drivers, but not sure if my and your issue are related.
weirdchampion
no i havent updated anything as far as i know. it just suddenly started crashing. before it started crashing, i opened a skin and started playing for a bit. then the next day i tried opening up osu again, and it started to crash.
Andre Macareno
Hi!
I've found small non-critical bug with UI.
Steps to reproduce:
1) Go to list of songs.
2) Remove beatmap set X; osu! will be scroll to position with song Y.
3) osu! will show toast "Song Y successfully removed" in bottom right corner, but actually we've removed song X, not Y.
Endaris
There was some kind of forced update on CE, it literally kicked me out of osu! to update.
It also created an osu! link on my desktop. When I put that one into the recycle bin and restarted osu!(I closed it myself after the update) my database was corrupted and rebuilt from scratch and all my local scores+collections got wiped.
/edit: actually not wiped but the client is unable to recognize them for some reason or recognizes them only after an amount of time, even after importing and restoring osu!.db

https://osu.ppy.sh/ss/4314805
https://osu.ppy.sh/ss/4314813
VeilStar

ownsome wrote:

Hi!
I've found small non-critical bug with UI.
Steps to reproduce:
1) Go to list of songs.
2) Remove beatmap set X; osu! will be scroll to position with song Y.
3) osu! will show toast "Song Y successfully removed" in bottom right corner, but actually we've removed song X, not Y.
Are you sure you're using the cuttingedge release stream? This bug was fixed months ago, and it sure is fixed on my end.
Piotrekol

robby250 wrote:

There's an issue which started on a recent Cutting-edge build, but on stable it's still working fine.

A program which lots of osu! players use, called WhatPulse, which tracks your amount of keypresses, clicks and other statistics and has online leaderboards for them etcetc, doesn't track keys/clicks on cutting-edge during gameplay anymore.
It still tracks anywhere in osu outside of gameplay, which leads me to believe that it's maybe a feature added intentionally as an attempt to fix some type of performance issue or something?

I know this isn't really a bug with osu! so it seems silly to ask for anything, but I just don't want this change to be pushed to stable.
Any statement on this?
Is this intended "feature"(global keyboard hook chain breaking)?
RePhantom
Here Found an Bug
FrzR

RePhantom wrote:

Here Found an Bug
Can you upload your image with a higher resolution please?
Scarlet Evans
There's a weird quirk that my osu! gained in last few days. I don't know if it's related to losing my Supporter status, but it started shortly after that (so, just in case that it can be related, I find it worth to mention).

http://puu.sh/mwtPE/97fb729393.jpg

Getting to the point: My osu! is set to play random song, instead of the "osu! music theme". This works fine, until I go into Play --> Solo. It should keep playing the song that I heard while being in Main Menu, then focus on it after going to solo, but it often doesn't.

Instead, it shows me the top of the list and switches focus to the very first thing (which for me is still unmapped .mp3 file), just like it does after full processing of the songs.

I tried to close and open osu! few times in row just now, but I could reproduce it that way only twice, that is: (I) after opening an osu! by executing newly downloaded beatmap. For some reason it had Unknown status, which got quickly refreshed to Ranked, but after closing osu! and opening it again, I saw (part of?) full processing when I entered Solo mode. (II) I just closed osu! and re-opened it after some time, also full beatmap processing.
(I) can be unrelated though, as it happens even without opening osu! through newly downloaded song (with normal osu! launching)). Nevertheless, while playing "my normal way" (osu! is opened for many hours, even if it's minimized, but sometimes I close it and open again later), I happen to have it quite often.

My guesses are not always accurate, but I usually sit for some time in Main Menu after launching osu!. Sometimes it's few seconds, sometimes few minutes, but it happened to me trice in last 24 hours that I entered Solo mode almost instantly after opening the game and it overlapped with the strange behaviour that I mentioned above. What I saw was a Full Processing of my beatmaps. Maybe all this jumping to the top of the songs list after entering Solo mode is in reality a result of full beatmaps processing, that occurs in hidden after I start osu!, so it's not visible from Main Menu?

And if it's because of game implicitly processing maps immediately after launching it, to speed things up and not "annoy" the players later on, why it still jumps to the first song on the beatmaps list? This is even more bothersome for me (me is not equal all players ofc.^^) than random beatmaps processing, because I often open osu! and hear a very nice song, which I got interest in and a willingness to play it. So, I instinctively go into Solo mode a moment later, to check the beatmap and.... I either get focused on the very top of the beatmap list or I see the end of full processing... and the song "is gone", as I still don't know most of songs in osu! to find it myself :(

-------------------------------------------

One more thing about full processing. Unmapped songs are available from Edit mode, but unavailable from Solo mode. However, after full processing in Solo mode, you can get focused on unmapped .mp3 file (that happens, for example, in my case). I don't know how this inaccessibility of the .mp3 files in Solo mode works, but even though you get "focused" on it, the song is like invisible for you (check image link above). You can't use arrows to move to the other songs, like you normally could, but rolling a random song (or F2) still works. Shift+F2 don't work then and you can't go back to the .mp3 file.

It looks like kind of unexpected behaviour for me, as you can access the file that have no beatmap related to it, so it shouldn't be accessible from playing mode. :)


Sorry for a wall of text, but I hope that any of these words will be helpful in further improvement of the game ;)
Nayrus
I'm not sure if that happened to me while playing on stable too but sometimes my score meter looks like this: https://osu.ppy.sh/ss/4344528
I dont think that i can click like that so it has to be some issue with the score meter display
Scarlet Evans
Now something little funny ^^

Change log window's resolution and text-splitting doesn't allow me to fully see an information about new resolution option :D

image:
Scarlet Evans
Now, time for something major :(

Binding mania keys on CuttingEdge is broken. Osu crashes on the last key, when I try to re-bind mania. It always crashes on the last key, no matter what and how many keys I try (I didn't tried all options though). Sometimes it crashes immediately, sometimes after 1-2 seconds, so I am able to see red error pop-up. However, after that it almost immediately crashed too.

If you rebind just first (n-1) keys and click Esc, then it's okay, only the last key crashes osu! Always crashes.

I tried all releases, but it occurs only on CuttingEdge.

http://puu.sh/mAhYA/4a946e56c3.jpg
http://puu.sh/mAiSJ/cd0551aa56.png

4k crash dump
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qfUKUXBGNckY$l0vqKp1yiA==(Keys #=qR8Nyq5fPLcBZAbjuunlbhg==)
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qAneG$8r5jjGeJtspT63Uvw==(Keys #=qR7$zGxZOIL8dcgDpfFtdfA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qt5FvAemk03b7_HFh0p8hsw==(List`1 #=q9lNPBVFwaCAXnDKCHxJGeA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qqm5WpMMSwx7IS19uMz2oeQ==(#=qLrwoY_knPdFFB_XAatTWtSKeNbE$zLZz_IfL78hjZwI2Dzh9eowlmistV3oVp3sQ #=qcU0GkYxM10o3JOdpH7V$vQ==)
at #=qQXVRLuLrnmU62vGzm37Ejw==.#=qFqXrvvoi5M7fZj5gR7jSfA==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=qV6iHvg3lR7A6jnw1yfWIyQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
at #=qVlvUlecgZQv6tlJkW$jX_JHu42Gw$7iTuUq23pWrLws=.#=qQW3m$tMLkNzM0wXiyI2_rQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qrNmEwSFQf8SxAwEYwVTXTQ==)
at #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q1lFiuvB9PIm7k$1aLH7bgFkapo49QE8ZSB4OaG_3TPc=(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
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 #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qbNyui_PIdPm1sDxlEQCpRw==.#=qmT266SLm8YimoCGNKQJwgQ==(String #=q0kIlmSVT6lDuBpgCcUjrcA==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=q9KjbNyf8Ak3oljrwEOJ3Zw==)

5k crash dump
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qfUKUXBGNckY$l0vqKp1yiA==(Keys #=qR8Nyq5fPLcBZAbjuunlbhg==)
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qAneG$8r5jjGeJtspT63Uvw==(Keys #=qR7$zGxZOIL8dcgDpfFtdfA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qt5FvAemk03b7_HFh0p8hsw==(List`1 #=q9lNPBVFwaCAXnDKCHxJGeA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qqm5WpMMSwx7IS19uMz2oeQ==(#=qLrwoY_knPdFFB_XAatTWtSKeNbE$zLZz_IfL78hjZwI2Dzh9eowlmistV3oVp3sQ #=qcU0GkYxM10o3JOdpH7V$vQ==)
at #=qQXVRLuLrnmU62vGzm37Ejw==.#=qFqXrvvoi5M7fZj5gR7jSfA==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=qV6iHvg3lR7A6jnw1yfWIyQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
at #=qVlvUlecgZQv6tlJkW$jX_JHu42Gw$7iTuUq23pWrLws=.#=qQW3m$tMLkNzM0wXiyI2_rQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qrNmEwSFQf8SxAwEYwVTXTQ==)
at #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q1lFiuvB9PIm7k$1aLH7bgFkapo49QE8ZSB4OaG_3TPc=(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
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 #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qbNyui_PIdPm1sDxlEQCpRw==.#=qmT266SLm8YimoCGNKQJwgQ==(String #=q0kIlmSVT6lDuBpgCcUjrcA==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=q9KjbNyf8Ak3oljrwEOJ3Zw==)

It crashes on every key number I checked, the dumps looks similar anyway. ;)

osu! version: 20160118cuttingedge
Scarlet Evans
< Post about Taiko still being bugged deleted>
I was changing release so many times today that I ended up on Stable coincidentally, sorry if you read this post, before I could delete it.
Topic Starter
TheVileOne
:P :P

Scarlet Evans wrote:

Now, time for something major :(

Binding mania keys on CuttingEdge is broken. Osu crashes on the last key, when I try to re-bind mania. It always crashes on the last key, no matter what and how many keys I try (I didn't tried all options though). Sometimes it crashes immediately, sometimes after 1-2 seconds, so I am able to see red error pop-up. However, after that it almost immediately crashed too.

If you rebind just first (n-1) keys and click Esc, then it's okay, only the last key crashes osu! Always crashes.

I tried all releases, but it occurs only on CuttingEdge.

http://puu.sh/mAhYA/4a946e56c3.jpg
http://puu.sh/mAiSJ/cd0551aa56.png

4k crash dump
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qfUKUXBGNckY$l0vqKp1yiA==(Keys #=qR8Nyq5fPLcBZAbjuunlbhg==)
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qAneG$8r5jjGeJtspT63Uvw==(Keys #=qR7$zGxZOIL8dcgDpfFtdfA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qt5FvAemk03b7_HFh0p8hsw==(List`1 #=q9lNPBVFwaCAXnDKCHxJGeA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qqm5WpMMSwx7IS19uMz2oeQ==(#=qLrwoY_knPdFFB_XAatTWtSKeNbE$zLZz_IfL78hjZwI2Dzh9eowlmistV3oVp3sQ #=qcU0GkYxM10o3JOdpH7V$vQ==)
at #=qQXVRLuLrnmU62vGzm37Ejw==.#=qFqXrvvoi5M7fZj5gR7jSfA==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=qV6iHvg3lR7A6jnw1yfWIyQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
at #=qVlvUlecgZQv6tlJkW$jX_JHu42Gw$7iTuUq23pWrLws=.#=qQW3m$tMLkNzM0wXiyI2_rQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qrNmEwSFQf8SxAwEYwVTXTQ==)
at #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q1lFiuvB9PIm7k$1aLH7bgFkapo49QE8ZSB4OaG_3TPc=(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
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 #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qbNyui_PIdPm1sDxlEQCpRw==.#=qmT266SLm8YimoCGNKQJwgQ==(String #=q0kIlmSVT6lDuBpgCcUjrcA==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=q9KjbNyf8Ak3oljrwEOJ3Zw==)

5k crash dump
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qfUKUXBGNckY$l0vqKp1yiA==(Keys #=qR8Nyq5fPLcBZAbjuunlbhg==)
at #=qjoky4UTkKBmivx5RccVXxejh8liVNX2CFXJ2YEgAv0iSeyTJt5WNAaIyxbXXVq83l0tX2Pu3Kp4ABcwmBkMa3w==.#=qAneG$8r5jjGeJtspT63Uvw==(Keys #=qR7$zGxZOIL8dcgDpfFtdfA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qt5FvAemk03b7_HFh0p8hsw==(List`1 #=q9lNPBVFwaCAXnDKCHxJGeA==)
at #=qb89XFztSYpzJef441vCXM8888LPTagNrucYIqREJKDI=.#=qqm5WpMMSwx7IS19uMz2oeQ==(#=qLrwoY_knPdFFB_XAatTWtSKeNbE$zLZz_IfL78hjZwI2Dzh9eowlmistV3oVp3sQ #=qcU0GkYxM10o3JOdpH7V$vQ==)
at #=qQXVRLuLrnmU62vGzm37Ejw==.#=qFqXrvvoi5M7fZj5gR7jSfA==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=qV6iHvg3lR7A6jnw1yfWIyQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
at #=qVlvUlecgZQv6tlJkW$jX_JHu42Gw$7iTuUq23pWrLws=.#=qQW3m$tMLkNzM0wXiyI2_rQ==(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qrNmEwSFQf8SxAwEYwVTXTQ==)
at #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q1lFiuvB9PIm7k$1aLH7bgFkapo49QE8ZSB4OaG_3TPc=(Object #=qrMG3wONB_Y7Q2CxrcslJpg==, EventArgs #=qm$NOFKdyu0Rafj1wntOkgA==)
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 #=qJ1Ylim6zHc$EvAL$7uqTw3Hz6GWlVjTjsrfLmz_PnsA=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qPGswn$3K0wbt08fSOhBzPSMBHeL3T1UZFmLCl7SOYjE=.#=q2QpIy1SHxrc83ePtwxNk3Q==()
at #=qbNyui_PIdPm1sDxlEQCpRw==.#=qmT266SLm8YimoCGNKQJwgQ==(String #=q0kIlmSVT6lDuBpgCcUjrcA==, Boolean #=qa4xDwKLXbZIyjlhu5a3mu4SaNAzleCyajkHN3PmSlHI=, Boolean #=q9KjbNyf8Ak3oljrwEOJ3Zw==)

It crashes on every key number I checked, the dumps looks similar anyway. ;)

osu! version: 20160118cuttingedge
I can't replicate. I've changed all the keys and nothing unusual happens. If it happens with a particular skin, please post skin.

Edit - nvrm. We'll be working on a solution for it.
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix crash in mania layout screen. (Blaizer)
The changes will be applied to builds newer than b20160121.5cuttingedge.

Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Gravey-
Hi

I'm experiencing this sometimes well many times as i open-close osu to play. The avatars doesn't shows up in f9 (users listing) and even my own avatar like every avatar is gone and every time this happens i need to restart osu to make it shows up. The thread link below is the same problem that i'm experiencing and it seems like it's not normal i think.

Thread regarding the avatars not visible in the client.

Network.log
1/23/2016 7:00:28 AM: ----------------------------------------------------------
1/23/2016 7:00:28 AM: Network Log for Toshiba
1/23/2016 7:00:28 AM: osu! version unknown
1/23/2016 7:00:28 AM: Running on Microsoft Windows NT 6.3.9600.0, 4 cores
1/23/2016 7:00:28 AM: ----------------------------------------------------------
1/23/2016 7:00:29 AM: Request to https://osu.ppy.sh/web/check-updates.php?action=check&stream=cuttingedge&time=635891616284926314 () successfully completed!
1/23/2016 7:00:38 AM: Request to https://osu.ppy.sh/web/bancho_connect.php?v=b20160122cuttingedge&u=Gravey-&h=********************************&fx=dotnet30|dotnet35|dotnet45|dotnet45|dotnet4&ch=3677f8d5c6c61b3f41f8ca04a4662562:00AC0FC95999.60EB698C01A7.4CEDDE60D8B6.4CEDDE60D8B6.4CEDDE39A86A..00000000000000E0.00000000000000E0.:eb3d119bf2e71823bba9aeb76ccfac86:98d2f12a8cfbcf4fee1a9d116cd980d0:44a47e642775e2791b745b18ed181cf7:&retry=0 () successfully completed!
1/23/2016 7:00:40 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:41 AM: Request to https://c.ppy.sh () successfully completed!
1/23/2016 7:00:41 AM: Request to https://puu.sh/mG8kg/d004e7afe3.png () failed with Forbidden (FAILED).
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I'm using 'b20160122cuttingedge (Cutting Edge)'
Err i hope i did the right thing :o
A Mystery
Osu! registers my xbox controller inputs even when the game is alt tabbed, I could only reproduce this on the cutting edge build.
ARRACHEZ VOUS
Bug that just happened after quitting a song : https://osu.ppy.sh/ss/4400187 https://osu.ppy.sh/ss/4400183
Quanteck
Reposting here since I saw this where I had to post for cutting edge

Cursor freezes when plugging in tablet or mouse

Problem Details: So what happens here is that I have both my mouse and tablet plugged in but if I disconnect and reconnect my tablet or mouse the cursor freezes, this can be annoying because I often just start osu and my tablet isn't connected then I connect it and cursor freezes and have to restart osu.

- I am using windows 10 I don't think this affects windows 7 since I haven't had that problem (I still use both on a daily basis) affects w7 too
- Fullscreen or windowed does not affect anything
- when I tab out my cursor can move but if I go back on osu it freezes again
- I can still use mouse clicks

Video or screenshot showing the problem: http://puu.sh/mKH6K/382325ad4b.mp4


osu! version: 20160126.3cuttingedge
BanchoBot
Issue(s) in this thread have been addressed by the following changes:
  1. Fix raw mouse not working after plugging in a device (attempt 2). (Blaizer)
The changes will be applied to builds newer than b20160127.2cuttingedge.

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

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

and here's a crash log...
Crash Log
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at #=qER4KgqCDX7Bj4PGIEG9SWNzeM7_CRKI0t1Pue788S_4=.#=qGumKipZ51CzlkLY$NIhimiNZIZDq2kN3GP6ytZR_hYU=(#=q$95wmnqoUFsduAz2x0RkBpKCCX7RkViMoPiw9ynh4IY= #=qkGwuWPVhumPycz8uzzec7A==)
at #=qER4KgqCDX7Bj4PGIEG9SWNzeM7_CRKI0t1Pue788S_4=.#=qG97gLz5$W7_LLORKS8K1Aw==(Object #=qXXzqMze1lznm1FTMEH0A2A==, EventArgs #=qLWbHNrI0lrcMtnFfcq1pWw==)
at #=qER4KgqCDX7Bj4PGIEG9SWNzeM7_CRKI0t1Pue788S_4=.#=qJ2PcI_ti3j73N2vpwTG_pQ==(Int32 #=q54owxooJRmc6mUCeku648A==)
at #=qER4KgqCDX7Bj4PGIEG9SWNzeM7_CRKI0t1Pue788S_4=.#=qnuiAs1UTTj$7iVRz$8pHAg==(Object #=qXXzqMze1lznm1FTMEH0A2A==, Keys #=q_GI0oKELjWRe24Us7IisxA==)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at #=q0EfYjYRSyIGYP4znaXu4ADN6yy3_r37qSsQW7P094SpJeklRkRRTpOdKqXCHXhDi.#=qGJp2lFxzestr84lMrQi0Jg==(Keys #=q_GI0oKELjWRe24Us7IisxA==)
at #=qthwP2Fmvx6QB6dD8Cqt12CX7AODLn6sRg_ZzEyrZLI4=.#=qawLoAWsq58dwPeeeC1pjig==(List`1 #=qdqxVuqUZtD2Y42KJtmmaBQ==)
at #=qthwP2Fmvx6QB6dD8Cqt12CX7AODLn6sRg_ZzEyrZLI4=.#=q0F8_aFxcukXQPAAmdqaiVg==(#=qiYZD0FqUBrfxZZE_0oKRjQ06J7_LwiL6ojhdyf6iCqNP7Iz5xABd1LPYbQqyeHQV #=qFPvIg$VDrEfHDjFEJkcKxg==)
at #=qYLQu_sR7WUm42R7zit7uwQ==.#=qGtYDH7BpVP6COUvmdHVV3w==()
at #=q_V6AzrbkYTBng$8typEJ5mgzfsrnFvKxlerL6vncsYY=.#=qrM9lISPe96yQhAElR2FrFg==(Object #=qXXzqMze1lznm1FTMEH0A2A==, EventArgs #=qLWbHNrI0lrcMtnFfcq1pWw==)
at #=q2l312MisxpZKCboUXohxwF9kHPkIs561v1SsIj7$Llc=.#=qbPFy_9S17Q8SWse6vlF3RA==(Object #=qXXzqMze1lznm1FTMEH0A2A==, EventArgs #=qzTporlFyrEzTK3ZYoNjIxw==)
at #=qt$V9oGZYV5MUA69Aze3uMfMD8HsOj8Mi6wRaurBHSko=.#=qdXgD5xENRgl4mSNZDKT5WUgYT2brPblwrA3eecmMu8Y=(Object #=qXXzqMze1lznm1FTMEH0A2A==, EventArgs #=qLWbHNrI0lrcMtnFfcq1pWw==)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #=qt$V9oGZYV5MUA69Aze3uMfMD8HsOj8Mi6wRaurBHSko=.#=qVB1xfrUN1Cyn0JIMAXWSvw==()
at #=q_V6AzrbkYTBng$8typEJ5mgzfsrnFvKxlerL6vncsYY=.#=qVB1xfrUN1Cyn0JIMAXWSvw==()
at #=qbvc5jWg8qKgypWpOJ6fJ$A==.#=qeyVRMeIivoAQAdU5xiHCHg==(String #=qENUoYZvnNeOEbTtC_URf7A==, Boolean #=qIhSoXwWfRXVP76XwmbCUR56XAs0qdB5KDDWc4B9T9Cc=, Boolean #=qCmrg5JQsiS$LhK4iYmVNfQ==)
but click button using a mouse are fine... i have no idea what to do.... :?
Kon
osu!cuttingedge bug:

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

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

Kon wrote:

osu!cuttingedge bug:

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

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

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

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

XxVivaxX wrote:

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

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

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

abraker wrote:

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

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

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

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

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

- Marco - wrote:

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



Enabling Debug_DisableFBO in cuttingedge fixes the problem.
Scarlet Evans

oppai sama wrote:

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

XxVivaxX wrote:

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

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

Edit: Fourth time I tried to copy a slider.

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

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

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

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

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

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

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

(dont blame me, shitty quality :D)

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


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

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



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

Pawsu wrote:

edit: False bug

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

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

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

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

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

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

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

Scarlet Evans wrote:

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

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

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

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

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

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

tonystarks2 wrote:

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

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

KorFeN wrote:

Maybe this affects more than only Cutting Edge.
Here is it, it has happened more than 1 time on this map.
Also I don't play with any offsets.
The bug is that I have 100% but on the indicator at the bottom it still says i've gotten 100's
https://osu.ppy.sh/ss/4560226

Slider starts are more lenient. You can hit them in the 100 range and still hit the slider perfect.
Spkz
Some windowed resolutions like 1366x768 or 1360x768 causes this black bar on the right side. For 1280x720 and 1920x1080 (and I suppose for all the 16:9 resolutions) it woks fine.
http://puu.sh/ndvo9/9e0a34a782.png

Edit: Also, forcing compatibility mode cause me huge input lags, like 10ms more than before.
Flat Cat_old
I am also having huge latency issues with forced compatibility mode. I've been using an NVIDIA Optimus system and haven't had any problems with the game for the last few months without having to enable the compatibility mode. Therefore having the ability to turn it off again would be really appreciated.
riffraff11235

Flat Cat wrote:

I am also having huge latency issues with forced compatibility mode. I've been using an NVIDIA Optimus system and haven't had any problems with the game for the last few months without having to enable the compatibility mode. Therefore having the ability to turn it off again would be really appreciated.
Same here. My frame time went from 4.5 ms to around 6.5 with the latest update, and alt+tab'ing out of osu makes the screen flicker for a second or so now. Had no issues running without compatibility mode before.
Ket
went to open osu today and it updated and then got stuck in some loop trying to open, couldnt end task or anything

vid of task manager showing the loop https://www.youtube.com/watch?v=A8kqqsM ... e=youtu.be
GhostFrog
Yeah, same issue here. I don't imagine the issue will last very long, but until it's resolved, you can still open osu! with a different release stream: press shift when the game is trying to load and it will bring up a menu where you can select something else.
Flat Cat_old
Referring to the issue I described a few days ago, I thought that giving more details might prove to be useful, so here are two screenshots of the game's framerate with and without the compatibility mode,

with:


without:


Both of the screens were taken in the main menu, the graphics card I use is NVIDIA Geforce GTX765M. As I said before, despite using the Optimus technology I have never had any problems with the compatibility mode being disabled.
mmi


Anyone else getting this?
NicoHolic777
Got black screen in all resolutions with/without full screen. Please fix!
Camtasia
Problem Details:
Osu crashes when i plug out my headphones from rear headphone jacks.


The second one is rear headphone jack.

osu! version: 20160304cuttingedge
Dntm8kmeeatu
This just kinda happens with most things.

For example, If you are on youtube and watching a video and unplug the audio device, Most likely the video still crash and stop.

Programs and things don't like audio devices being lost all of the sudden.
VeilStar
Seems to only happen on cuttingedge (and possiby beta, haven't tested) - osu! just hangs a few seconds after plugging it out and doesn't ever recover. Merging this to the appropriate thread.
Scarlet Evans
Auto gets bugged while restarting, after toggling on/of Ignore Beatmap Skin.

Let's say you are watching Auto playing a song. You hover your mouse towards the bottom edge of the screen and change (toggle on or off) the "Ignore Beatmap Skin" option. You will get a message:

Please restart map for changes to take effect.

If you do ([Ctrl]+[R] or [~]), then the song will restart, but... it will start playing from the place you was in the moment of restarting (with possibility for Auto to start making errors from that moment onwards... or at least in the time neighbourhood of this moment, after restarting... or most likely both).

If you restart again, no matter how many times you will restart, auto will be frozen, until you reach this point again, missing everything that was before.


If you change "Ignore Beatmap Skin" and restart again, this will repeat, but with reference to the new moment in time. So, changing it at the very start of the song and restarting quickly can make Auto to play the whole song again. However, you can change it later and make auto miss even greater part of song. It doesn't show misses and Accuracy change before you reach the restart moment though, so it's delusional 100% before that.


It checked other versions and it affects all game releases, except Fallback. :!:





There's also one more thing about restarting, while watching Auto, even without changing any settings, that probably doesn't work as intended. Nevertheless, for me it's a feature, not bug, and I will be absolutely exploiting it with premeditation! That is:

In past, if you stopped watching Auto's gameplay, the Auto mod persisted as toggled on. For some reason I don't know, it was changed to be automatically toggled off, after the song ends or get cancelled with [Esc] key.
However, if you restart Auto's gameplay even once, then either after song ends or is being ended with [Esc], it will still be toggled on.


I hope this one is intended and it's not bug, because I like to use Auto for the songs I don't know or I want to learn better, especially for playing Flashlight. You keep watching Auto playing the song and you follow in-game cursor with your own cursor, trying to memorize the map or improve your AR11 reading, or for any other reason you are doing this. It's really useful and effective, and believe me, many people are really using it for that!

The problem is, that after the song ends and you want to follow Auto's play again... it gets toggled off... You need to end your newly started play, losing time and unnecessarily boosting your play count, only because game automatically toggled Auto off. Then, you need to go to the mods menu, toggle Auto on, close menu and start song again...

It's usually really annoying and bothersome after some time, especially if you keep learning a song on Flashlight and often forgot that you need to toggle Auto on after every single gameplay, even if you didn't need to do it in past. If there's a way to disable this Auto disabling option, them please tell me. It would be best, if you could decide that you want or don't want Auto to be turned off automatically ;)

Fallback is not affected.

Now that I think about it, I remember that some time ago Peppy was asking why some people are still sitting on Fallback.

Maybe, technical things aside, there are some perks, like this one, that they like, thus they decided to keep using Fallback?
Depending on the way someone plays (habits aside), some changes can be took by players as changing for something worse, unpractical or not necessarily better, so they stick to the old settings?
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