when you're playing and you press F9 2 times bancho appears in front of the game but you can still play and key entered are working in both chat and game
I found a bug when playing with multiple monitors. When you launch the game in windowed mode it will launch osu! on whichever screen your mouse is on. However, when you launch osu! in fullscreen or letterboxing it launches on your main monitor. I like the way it works in windowed mode, because I personally play on my middle monitor but I use my left one as my main one, so I think that should stay but be compatible with letterboxing and even fullscreen.
I understand that, and as I said I like the feature, but it only works with windowed mode and not with letterboxing/fullscreen. The osu! circle shows up on the correct monitor pre-launch, but when the game actually launches it does so on the main monitor.
Issue(s) in this thread have been addressed by the following changes:
Fix health graph rendering on results screen. (peppy)
The changes will be applied to builds newer than b20150720beta.
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.
Issue(s) in this thread have been addressed by the following changes:
Fix threading issue when hitting enter after entering credentials. (peppy)
The changes will be applied to builds newer than b20150720.3cuttingedge.
Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Problem Details: As the title said. Played the map on the 18th July 2015 (multiplayer). Played it again on the 19th and today (20th) just noticed it has the replay from the 18th in the Local Ranking board.
Played the multiplayer game on the 18th with osu!Beta version and not stable.
Merged your post to this thread as that's not a feature on Stable. I can confirm that this happens.
It ONLY happens if you died somewhere on the map but revived and were alive when the map finished.
3 posts in a row due to different subjects. Excuse the spam.
Ever since this change/fix the starting point of replays has been inconsistent.
I'll let the video speak for itself. It basically just skips too far often times, and the point to which it skips to varies drastically.
I've once had it skip to past the first note, so it hit the first 2 notes at the same time.
Both local offset and online offset are sticking when they shouldn't be in the beatmap selection menu.
Doesn't affect gameplay at all.
Test case starting on a map with no offset, changing to one with offset and then back again:
The changes will be applied to builds newer than b20150720.4cuttingedge.
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.
Problem Details: Cursor trail expands if osu! has been minimized for a while. The longer you had osu! minimized, the longer this effect will last.
It doesn't happen always, I'm trying to figure out when it happens.
Posting this on CE thread because I couldn't replicate it on Stable.
Sorry if this is a duplicate, I didn't find anything about this. I don't think that anyone didn't noticed of this before tho, so, maybe it's a duplicate.
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Deleted_4329079
Trosk- wrote: 6k5648
Problem Details: Cursor trail expands if osu! has been minimized for a while. The longer you had osu! minimized, the longer this effect will last.
It also happens to me
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Sorry for the double post, but I've noticed that sometimes star rating is not affected by hardrock at all
Edit: I've also discovered that ctrl+g is what triggers the slider number bug -it appears too early and fades out, dissapearing when you reach the slider's timing point.-
The lack of scoreboard while playing is really bothering me.
I understand that it caused performance issues*, but when you break combo it's essential for comparing your max combo with your previous max combo on that map, especially on marathon maps.
*not sure if that's why it got removed though
If nothing else I'd like to be able to see it when paused.
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I prefer not to see it, it could maybe be a toggleable setting
Edit: sometimes the hit0 sprite doesn't appear when missing a hitcircle, even though I still hear the combobreak sound. This has happened to me several times.
Problem Details: Cursor trail expands if osu! has been minimized for a while. The longer you had osu! minimized, the longer this effect will last.
It doesn't happen always, I'm trying to figure out when it happens.
Posting this on CE thread because I couldn't replicate it on Stable.
Sorry if this is a duplicate, I didn't find anything about this. I don't think that anyone didn't noticed of this before tho, so, maybe it's a duplicate.
This one has been happening rarely and randomly since years ago, including stable. Would be awesome if you'd find a semi-reliable way of triggering it.
This one has been happening rarely and randomly since years ago, including stable. Would be awesome if you'd find a semi-reliable way of triggering it.
Didn't notice that this happens on Stable too, I think it didn't happen to me on it (or, at least, I didn't notice of it). Next time I get this effect I will try to think about what I did on that session to try to figure out what could trigger this problem...
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It happens to me literally always I open the game when it was minimized.
fps dropping too low during gameplay (around 200-400)
For taiko mode this is a huge issue, not sure about other modes.
On stable I usually get ~900fps on average (direct X)
I'm not sure if this issue has been addressed already but I will post here anyway.
fps dropping too low during gameplay (around 200-400)
For taiko mode this is a huge issue, not sure about other modes.
On stable I usually get ~900fps on average (direct X)
I'm not sure if this issue has been addressed already but I will post here anyway.
How can you be not sure if this issue has been addressed? Did you not test? If so, please do so as soon as possible. If right now on cutting edge you get way lower FPS than stable with the same settings (this is important), then please post more information about your machine, such as which U, graphics chip and operating system you are using. Please also post the contents of gl_info.txt which should be in your osu! folder after running cutting edge once.
How can you be not sure if this issue has been addressed? Did you not test? If so, please do so as soon as possible. If right now on cutting edge you get way lower FPS than stable with the same settings (this is important), then please post more information about your machine, such as which U, graphics chip and operating system you are using. Please also post the contents of gl_info.txt which should be in your osu! folder after running cutting edge once.
I have reported the problem before directly in twitter. Anyway I will test again now to check.
The issue is much improved,
Tested on the same map:
Stable - 500-700 fps, rarely dropping to 400
Cutting edge - Average 400 fps with occasionally dropping to low 300 region. gl_info
-Windows 8.1
-Intel core i7 4700HQ
-GTX 850M
Trosk- wrote: 6k5648
Twitter? Twitter is not the correct place to report this... Just post it here.
That I was replying to Tom as I was not sure if the problem is known.
There is a chance that my osu is running from the integrated graphic instead of my GPU,
However shouldn't osu take care of lower end pc s as well? as it seem osu doesn't preform well enough at all in cutting edge.
Yeah, osu! shouldn't run from your integrated graphics. Chances are your and your friend's results have cutting edge running on integrated while stable runs on discrete.
Could you switch to cutting edge again, then close osu!, then rename in your osu! folder "osu!.exe" to "bf3.exe"? This should fool NVIDIA optimus to run osu! from your discrete graphics card. Please let me know if it makes a difference.
Yeah, osu! shouldn't run from your integrated graphics. Chances are your and your friend's results have cutting edge running on integrated while stable runs on discrete.
Could you switch to cutting edge again, then close osu!, then rename in your osu! folder "osu!.exe" to "bf3.exe"? This should fool NVIDIA optimus to run osu! from your discrete graphics card. Please let me know if it makes a difference.
You can change this on Nvidia's setting pannel haha though your method works too.
I think what you've said is highly unlikely but I will test it again just to be sure.
I get an average of 1400 fps with the GPU on stable
So this should have proven something..?
Hope the issue is being worked on
The fps drop maybe not seem a lot but its actually quite noticable during gameplay.
I already posted this issue, but opening the editor (or just pressing "edit" to go to the song select) still causes the desktop resolution to change to whatever osu! is running at, causing this (and this is a full capture, everything you see on that image is everything I see on my monitor when alt-tabbing).
When letterboxing is enable, I can alt-tab normally though, but full screen has to be enabled.
The resolution used in the example is 1280x800, while my native is 1650x1080
Because I changed all my hardware yesterday, and this is still happening, I suppose my specs are not important.
PS: The reason why I post this again is because last time bancho seemed to have posted something about a fix related tot his, but I was not sure if it was the issue I was talking about.
I already posted this issue, but opening the editor (or just pressing "edit" to go to the song select) still causes the desktop resolution to change to whatever osu! is running at, causing this (and this is a full capture, everything you see on that image is everything I see on my monitor when alt-tabbing).
When letterboxing is enable, I can alt-tab normally though, but full screen has to be enabled.
The resolution used in the example is 1280x800, while my native is 1650x1080
Because I changed all my hardware yesterday, and this is still happening, I suppose my specs are not important.
And I already answered this, we can unfortunately not avoid doing this as long as the editor is using windows forms. This is something that will have to stay until osu!next along with its editor revamp comes along.
I already posted this issue, but opening the editor (or just pressing "edit" to go to the song select) still causes the desktop resolution to change to whatever osu! is running at, causing this (and this is a full capture, everything you see on that image is everything I see on my monitor when alt-tabbing).
When letterboxing is enable, I can alt-tab normally though, but full screen has to be enabled.
The resolution used in the example is 1280x800, while my native is 1650x1080
Because I changed all my hardware yesterday, and this is still happening, I suppose my specs are not important.
And I already answered this, we can unfortunately not avoid doing this as long as the editor is using windows forms. This is something that will have to stay until osu!next along with its editor revamp comes along.
Really? I don't think you ever said that though, but alright, sorry for posting
I get an average of 1400 fps with the GPU on stable
So this should have proven something..?
Hope the issue is being worked on
The fps drop maybe not seem a lot but its actually quite noticable during gameplay.
Thanks a lot for testing. I'll see if I can get ahold of hardware capable of replicating the performance degradations you are experiencing. On my laptop with intel integrated graphics I get higher performance with opengl than with directx. :/
Out of curiosity, how does cutting edge compare to stable when using the GPU?
I get an average of 1400 fps with the GPU on stable
So this should have proven something..?
Hope the issue is being worked on
The fps drop maybe not seem a lot but its actually quite noticable during gameplay.
Thanks a lot for testing. I'll see if I can get ahold of hardware capable of replicating the performance degradations you are experiencing. On my laptop with intel integrated graphics I get higher performance with opengl than with directx. :/
Out of curiosity, how does cutting edge compare to stable when using the GPU?
Slightly lower fps in cutting edge but not significant at all
It is only an issue when running with integrated graphics tbh
Who uses their GPU to run osu! ;w;
Were you testing on taiko mode? I don't think it makes a difference, though
Hope the issue gets fixed! I will try my best to help, and I do hope this is not only a problem at my side, lol.
This is not a really important issue, but I found it weird...
Also, I don't know if this is a duplicate or not. I didn't find anything about this. Forgive me if it is a duplicate.
Problem Details:
If you have a skin folder named "taiko" and you have checked the option "Always use Taiko skin for Taiko mode", osu! will always use that skin for Taiko. Ok, if you spectate someone with that option enabled and then you exit from spectator, osu! will load the menu-background from the "taiko" skin, instead the actual background of the skin that you have selected.
Couldn't replicate on Stable.
Also, I got some obejct alignment problems, when I needed to a map to spectate someone and then go into the map, after it, but I only got this effect 1 time...
Problem Details: There is a frequent frame skip that happens every time I play a beatmap, and my fps is literally cut in half ranging from 600-700fps during gameplay (On Stable release) to 300-400fps. This only happens on Cutting Edge and Beta releases. Also the only difference between both tests are the release streams, no background apps are causing the performance drop.
My specs are: Intel Core i5-4440 3.10GHz, 12GB RAM, GeForce GT 635, Windows 8.1
Video or screenshot showing the problem:
Cutting Edge/Beta Performance Video (Playing Full Screen and Letterbox)
There seems to be an issuse with Letterboxing when recording using obs on intel HD4600.
when letterboxing is disabled recording works just fine (~600+fps with 1280x720) but when you enable letterboxing again - it just becomes unplayable.
same thing seems to happen in fullscreen and "windowed" letterbox
There seems to be an issuse with Letterboxing when recording using obs on intel HD4600.
when letterboxing is disabled recording works just fine (~600+fps with 1280x720) but when you enable letterboxing again - it just becomes unplayable.
same thing seems to happen in fullscreen and "windowed" letterbox
The graphs suggest, that it's something external causing the frame spikes. SwapBuffers is openGLs function for displaying the next frame to the screen, which most programs which want those frames such as OBS simply hook. Thus it seems to me like OBS does some unnecessary and huge processing within its hooked SwapBuffers function. It'd be good to report this to the OBS guys so they can check whether it is something at their end.
Jun 25, 2015
[peppy] Fix replay playback speeds conflicting with each other. (fixes /t/259747)
I'm not entirely sure what that fix was for but in both Cutting Edge & Beta the replay speed modifier (that box at the right of the screen when viewing a replay.) is no longer correct.
Instead of 0.5x and 2.0x speed it's now 0.75x speed and 1.5x speed.
Meaning that Without mods at 2x speed actually plays at 1.5x speed and a DT replay at 0.5x speed plays at the same speed as without mods, while it would normally become the same speed as with HT.
What's up with that? Is this intended? If so, why have it say the wrong speed? (inb4 "Because DT and HT are named incorrectly.")
Additive was actually not working correctly on stable (or older cutting-edge) and was specifically addressed. As has been stated, make sure you are on the latest build.
Yup, it's fixed now, nice work.
Also I wanted to say that the fps improvement on beta build was simply amazing, the new stable update for the game will be revolutionary.
#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.
Never happend to me before. Doesnt happen everytime. Seems to appears random.
When i change my Skin the Screen gets dark and the music gets more quiet, both as usual, but the screen stays dark and the music stays quiet. This stays for 30secs before i land on my Desktop and no Crash Notification from osu! or anything. I tried to replciate but it doesnt happen everytime and happens with diofferent Skins.
#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.
Screenshot with Ctrl + F11 related:
Only snaking sliders are enabled.
Are you running osu! in window mode? While in window mode osu! framerate is affected by other windows, so try to minimize the things you have open. This is likely caused by one of them.
Another possibility is that you have a background application open which affects your desktop, such as f.lux. It is known to cause spikes every few seconds.
#help told me to post this here, therefore I am not sure if this is an issue on my end. When playing, the game seems to skip a frame, causing the hitobjects to reverse by a few milliseconds. This happens every few seconds.
Screenshot with Ctrl + F11 related:
Only snaking sliders are enabled.
Are you running osu! in window mode? While in window mode osu! framerate is affected by other windows, so try to minimize the things you have open. This is likely caused by one of them.
Another possibility is that you have a background application open which affects your desktop, such as f.lux. It is known to cause spikes every few seconds.
No and no. I am in native fullscreen with letterboxing. No external applications have been known to cause this for me. It seems to be with the latest few builds.
If the information helps, the lagspikes occur during Draw and SwapBuffer.
Problem Details:
i heard osu will soon no longer using directX for render osu, so i went to cuttingedge to try it out.. but probably it would be hard for me since my notebook doesn't seems s openGL..
and i found this page https://osu-ppy-sh.tvgratuite.org/wiki/GL__Issues it says i need to post the output of this "OpenGL Extensions" program and the gl_info.txt here..
here's the detail of my notebook i have right now:
Acer D270
Intel Atom N2600 1.60 GHz
25.7 cm (10.1") WSVGA (1024 x 600) 128:75
Intel GMA3600
2 GB, DDR3 SDRAM
320 GB HDD
all driver installed, and it says its s up to OpenGL 3.0, but i don't know why i cant run osu properly in openGL mode.. T_T
Hey guys, no idea if there's been any other posts on this issue (I don't have the time right now to go through 87 pages of replies right now) but I've been having issues recently regarding stuttering.
I recently upgraded my OS to windows 10 and I've noticed that it tends to stutter and jump a lot. I assume this is just an issue with driver incompatibilities or bugs since this is a fresh OS. But there is also the chance this is an issue with the game and being compatible with windows 10.
Anyways my specs are:
U: AMD fx-6300
GPU: Nvidia GeForce 780
RAM: 8gb DDR3 @ 1600 MHz
OS: Windows 10
GPU Driver: Latest Nvidia Driver for windows 10
If anyone has a work around please let me know as soon as you can. Thanks.
After updating to Windows 10, Unlimited FPS setting gives me about 260 fps compared to ~400 I had on Win 7 on this laptop, when using nvidia 740M.
Also for some reason, VSync is always on regardless if it's set within the game or not when trying to use my HD4000. I have all latest drivers installed and checked in settings and VSync is actually not forced there, it's set to use application settings.
It's been a couple of weeks since I posted this so I'll post again in case it wasn't seen.
When launching osu! with letterboxing enabled, osu! doesn't open on the monitor where your cursor is. However, when launching in windowed mode it does open on the correct monitor.
Also, for what it's worth, the updater and the osu! sprite are shown on the correct monitor with letterboxing on.
It's been a couple of weeks since I posted this so I'll post again in case it wasn't seen.
When launching osu! with letterboxing enabled, osu! doesn't open on the monitor where your cursor is. However, when launching in windowed mode it does open on the correct monitor.
Also, for what it's worth, the updater and the osu! sprite are shown on the correct monitor with letterboxing on.
This sounds like correct behaviour to me. Fullscreen and Letterboxing will always open on your main screen, if I'm not wrong.
Issue(s) in this thread have been addressed by the following changes:
Fix disappearing when leaving play mode too quickly. (TheVileOne)
The changes will be applied to builds newer than b20150803.3cuttingedge.
Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Then could you specify what type of applause? I mean, is a custom applause from a beatmap, a custom applause from your skin, the default applause... I don't actually know if it could matter or not, but I couldn't replicate what you said.
It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Do you get them while playing? I have some of these on Song Selection screen and not while playing (They are barely noticeable). Check it with the Auto mod so you can see the performance graph.
It seems like SwapBuffer lag spikes are back on cutting edge version for some previous builds and current one
Random stuttering every 3-5 seconds, every 7-15 seconds after osu! reload.
AMD 8150, gtx 970, win 8.1
Do you get them while playing? I have some of these on Song Selection screen and not while playing (They are barely noticeable). Check it with the Auto mod so you can see the performance graph.
yes, exactly same lag spikes, just did SS in menu because its easier to catch it
On the latest cuttingedge build (b20150804cuttingedge), the FPS value position shifts when the chat scrollbar appears and dissapears
With the scrollbar:
Hello peppy, a lot of people saying "Please don't push experimental build to stable". I would say - don't stop doing what you're doing! OpenGL consumes about 10% more of computer power (U, GPU) but its much more stable, fluent and lagless then DirectX. For example Experimental build does't have input lag on Windows 8 but Stable build - has.
Hello peppy, a lot of people saying "Please don't push experimental build to stable". I would say - don't stop doing what you're doing! OpenGL consumes about 10% more of computer power (U, GPU) but its much more stable, fluent and lagless then DirectX. For example Experimental build does't have input lag on Windows 8 but Stable build - has.
Well, if you are saying that Stable has input lag, maybe you are using OpenGL renderer, playing with VSync, or on Windowed mode. Anyways, I think he knows that the new renderer is better, that's why osu! is moving to it.
And well, I don't know if this is the correct place to make this comment, maybe you should have posted this in a comment on one of his blog entries, or even on the osu!dev Slack group instead.
Well, if you are saying that Stable has input lag, maybe you are using OpenGL renderer, playing with VSync, or on Windowed mode. Anyways, I think he knows that the new renderer is better, that's why osu! is moving to it.
And well, I don't know if this is the correct place to make this comment, maybe you should have posted this in a comment on one of his blog entries, or even on the osu!dev Slack group instead.
No, I'm advanced player, monitoring u, gpu loads and temps. And I 100% sure I have same settings. Stable build has more input lag in full-screen and windowed mode as well. And writing here because I've seen peppy here, he is reading this thread time to time. Also mail is not coming from osu!dev Slack group do my email address.
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Parameter name: index
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at System.Windows.Forms.Application.Run(Form mainForm)
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at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==()
at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException() at System.Collections.Generic.List`1.get_Item(Int32 index) at #=q6IXhrC$mQfqPYwMdZUbZ80v$QJk$3_hzWIcM9yG19dsHQEGOYQ8ei$3dKjAyWhrh. () at #=qPJzNflyJ02VVE71K6$yal9RzSaC$JMDWIAHWianGGmpfNCbqwdBnfUKF86pa9Idv.#=qUwUBXun0rLqS$AtYWmL4Fw==() at #=qnG0GnN0cfijcUy7s$dJDeA==.#=qKgl$DSIqV9WdWTn$1xM1xg==() at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=q9MMbY$7us5Q0U4_YmlFDRQ==() at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qYUbnloU3IqqDE0EKW8De7Q==(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==) at #=q0pqRh6sPtnAUog3K$vFn7WZ76Q57p3nFNWCTgRgm9GjHpjf6uVjPGnB9oAxEcX9D.#=ql8bzNZYeqTMI4oZPm9NAwQ==() at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qN69kwiwUVTK0y9SzB87sq86EUPIQsgP7vr0Fq1jca24=(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==) at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qGwPIz9JtU4MFtDodhpsbEg==() at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==() at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource) at System.Collections.Generic.List`1.get_Item(Int32 index) at #=q6IXhrC$mQfqPYwMdZUbZ80v$QJk$3_hzWIcM9yG19dsHQEGOYQ8ei$3dKjAyWhrh. () at #=qPJzNflyJ02VVE71K6$yal9RzSaC$JMDWIAHWianGGmpfNCbqwdBnfUKF86pa9Idv.#=qUwUBXun0rLqS$AtYWmL4Fw==() at #=qnG0GnN0cfijcUy7s$dJDeA==.#=qKgl$DSIqV9WdWTn$1xM1xg==() at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=q9MMbY$7us5Q0U4_YmlFDRQ==() at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qYUbnloU3IqqDE0EKW8De7Q==(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==) at #=q0pqRh6sPtnAUog3K$vFn7WZ76Q57p3nFNWCTgRgm9GjHpjf6uVjPGnB9oAxEcX9D.#=ql8bzNZYeqTMI4oZPm9NAwQ==() at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qN69kwiwUVTK0y9SzB87sq86EUPIQsgP7vr0Fq1jca24=(Object #=q0uK$pwOmC9AVBz$8WoN2hA==, EventArgs #=qJRFYCsgJYpEglwbVHgcMng==) at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at #=q4lPYQR1rNVcvus2Dx1J7n25iMeU8CIEVC45pbj8UkQ6yA6bij2BSg34cbnz3VWt4.#=qGwPIz9JtU4MFtDodhpsbEg==() at #=qoQokdtSJzeBsSoydDXws1ficaov3lfUwWPe14F26hQA=.#=qGwPIz9JtU4MFtDodhpsbEg==() at #=qqI_cDBXyzvlJ1x5uw8DP0A==.#=qcCIVZO00d1r2WZ01ZOHTCQ==(String #=qiZE2W7LTDP0JO4nV4pZvcw==, Boolean #=qQ2zGyEw_tm9$D757SBvxHr3DGWTw85CS_cjU2cMHqC0=, Boolean #=qWbRzV5WeaDhc6rEEcGRD89d3BcOgr7$VVXHcz_rRbmI=, Boolean #=qI2qDyM$NOXO_8MDDFyYBZw==)
The changes will be applied to builds newer than b20150804.1cuttingedge.
Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Problem Details:
If you toggle fast enough HT/DT at the start of a replay (before the animation ends), it'll cause the icon to look disabled, but the mod will still be active gameplay-wise. If you toggle it again, it will just double the effect of the mod.
Video or screenshot showing the problem:
DT (with a few failed attempts at the beginning, it starts at 0:30)
Issue(s) in this thread have been addressed by the following changes:
Make slider endpoint skinning skins which have animated and non-animated overlay sprites (may not be ed forever). (peppy)
The changes will be applied to builds newer than b20150805.2cuttingedge.
Please follow up in this thread if you believe more work needs to be done to fix the mentioned issues. If they have not yet been resolved, please provide any new details that may have arisen after this build.
Problem Details:
If you toggle fast enough HT/DT at the start of a replay (before the animation ends), it'll cause the icon to look disabled, but the mod will still be active gameplay-wise. If you toggle it again, it will just double the effect of the mod.
Trosk- wrote: 6k5648
Can replicate.
And well, I think you should have posted this on the Cutting Edge thread, since this feature is not on Stable yet.