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[Archived] Issues with Latest Cutting-edge Build (Post Here) 5z1i67

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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

Scarlet Evans wrote: 14qw

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

tonystarks2 wrote: e4i48

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.
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.tvgratuite.org/ss/4560226
Topic Starter

KorFeN wrote: b6240

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.tvgratuite.org/ss/4560226

Slider starts are more lenient. You can hit them in the 100 range and still hit the slider perfect.
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.

Flat Cat wrote: 2k723x

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


The second one is rear headphone jack.

osu! version: 20160304cuttingedge
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.
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.
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 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?
Recently Osu has got big into focus stealing. I switch to my other monitor and start typing in skype, and bam, Osu will steal focus and eat the keystrokes. If I switch to another workspace, the window manager blocks all its attempts to steal focus but still shows me that it's trying by marking the window as urgent.
If I focus something, it's because I wanted to focus it. Please don't second guess me.

--

On another note, is there a technical explanation of the "detect performance issues" option anywhere?
Since today Osu is crashing randomly while playing any beatmap on my computer. This never happened before and I got this about ten times in a row today.
Did they break anything or is it my local machine?
After todays update if I fail a song the screen crashes, not letting me see the menu for retry or main menu and emitting a low pitched noise till I exit out. I'm having to alt+F4 to get to the song menu again, anyone else having this problem?
b20160325.1
menu doesnt show up when player fails
notes dont fully collapse but falling slowly

-not sure is it related:
my beatmap listing arrangement is messed up. The arrangement is incorrect in the sorting by date added column.
The arrangement is now like this
oldest
.
.
.
.
new
new
new
old
new
new
old
old
new
new
new
newest

magmar wrote: 16a5s

After todays update if I fail a song the screen crashes, not letting me see the menu for retry or main menu and emitting a low pitched noise till I exit out. I'm having to alt+F4 to get to the song menu again, anyone else having this problem?
you can actually press Ctrl+R to retry
Problem Details: Menu didn't appear after I failed the song. When esc is pressed hitcircles go down a bit.



Video or screenshot showing the problem:



osu! version: 20160325.1cuttingedge
I just wanted to post this also, bit annoying but ALT+F4 helps to get from fail.
Also if you hit escape after failing, the animation goes down to about 0.3fps, repeatedly hitting it steps the animation.
Edit: only progresses the falling part of the animation

Us3l3ss wrote: c3f2t

Problem Details: Menu didn't appear after I failed the song. When esc is pressed hitcircles go down a bit.



osu! version: 20160325.1cuttingedge
Next time post it in the Cutting Edge thread please.

OMGasm wrote: 4p344y

Also if you hit escape after failing, the animation goes down to about 0.3fps, repeatedly hitting it steps the animation.
Edit: only progresses the falling part of the animation
Edit2: Well sorry i didnt see that someone already reported that bug


I'm having a very weird glitch at every song when i die on cutting-edge b20160325.1
Here it is, it's happening everytime


Edit: https://www.youtube.com/watch?v=9FWrcvIFSXI
Looks like it's not working with the youtube /youtube
We are aware of the fail screen issue and will be fixed as soon as possible.
Spectate is broken in CE now as well, the buffering stops at 100% and won't go any further, but it does start eventually after some time (usually when the map is almost completed)

XyloDG wrote: x6y6u

Spectate is broken in CE now as well, the buffering stops at 100% and won't go any further, but it does start eventually after some time (usually when the map is almost completed)
Aye, we are aware of that as well.
After the latest update I am unable to go online.
When updating through the launcher it goes all the way from 0% til 100% and then says "Hi! An error occured! Please check your internet connection!".
If i close the updater and starts the game anyway then I get prompted ingame with: "You need to your identity to play online! Please click here to continue.".
I have verified that like a thousand times now, but the game is stuck in "Pending verification" state.
The game will also crash if I try to play anything anyway, singleplayer of course.

Running b20160325.2cuttingedge

UPDATE: Uninstalling the game, reinstalling on stable, updating, and changing build to cutting edge fixed the problem.
Similar (the same?) thing like in my previous post happens, when you reload skin (Ctrl+Shift+Alt+S) while watching an Auto.
It doesn't happen while watching player's replays, because you get "Skin reload queued." instead of immediate refresh that bugs out Auto.

SPOILER

Scarlet Evans wrote: 14qw

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 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?
If you pause the game and then unpause (so the orange circle to resume appears) and open chat:
You can't switch to other channels, links become unclickable and the f9 menu breaks too.
Running b20160401cuttingedge

Lassikko wrote: 4es2q

If you pause the game and then unpause (so the orange circle to resume appears) and open chat:
You can't switch to other channels, links become unclickable and the f9 menu breaks too.
Running b20160401cuttingedge
This is intended..? That screen is considered gameplay, and If you have mouse buttons disabled it means you can't use them to click links or switch chat tabs.
After latest update 20160408 I can't get a score screen for any map.

The screen just goes black and osu freezes. ALT+F4 brings back the song menu though.

lolcubes wrote: 331p4a

After latest update 20160408 I can't get a score screen for any map.

The screen just goes black and osu freezes. ALT+F4 brings back the song menu though.
Doesn't seem to happen on my end. Can you post the contents of the runtime.log file found in osu!\Logs please? It might be useful to have.
After today's update, I cannot get the score screen either. right clicking and "close window" brings me to the song select screen. This is consistent across all of the new builds (Stable Latest, Cutting Edge and Beta). Fallback is fine though

Here's my runtime log btw:

4/9/2016 6:41:19 PM: GL Initialized
4/9/2016 6:41:19 PM: GL Version: 4.5.0 NVIDIA 358.50
4/9/2016 6:41:19 PM: GL Renderer: GeForce GT 640/PCIe/SSE2
4/9/2016 6:41:19 PM: GL Shader Language version: 4.50 NVIDIA
4/9/2016 6:41:19 PM: GL Vendor: NVIDIA Corporation
4/9/2016 6:41:19 PM: GL Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_separate_shader_objects GL_ARB_shader_atomic_counter_ops 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_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_2 GL_ARB_transform_3 GL_ARB_transform__instanced GL_ARB_transform__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_2 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_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__combiners GL_NV__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_ GL_NV_transform_2 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_NV_shader_thread_group 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
4/9/2016 6:41:19 PM: GL Context: Index: 8, Color: 32 (8888), Depth: 24, Stencil: 0, Samples: 0, Accum: 64 (16161616), Buffers: 2, Stereo: False
4/9/2016 6:46:45 PM: Soft handled: System.NullReferenceException: Object reference not set to an instance of an object.
4/9/2016 6:46:45 PM: at #=qwXGVOwXfrbbh3hmzpJL3BDfo9deMOdLmC6z1x9fTGz1JTsCyKBdFCY3jK8ivqShg..ctor(#=qwFofWxCU4s0R$Y7OzFOJTn7gOQnbareNaYs8BHze8= #=qjhl8i4CKyuzO$cnU1wFfOA==)
4/9/2016 6:46:45 PM: at #=qwFofWxCU4s0R$Y7OzFOJTn7gOQnbareNaYs8BHze8=.#=q6i2fdg3Ak1EoBVOtAR6D5_99zyxY0KKwLV1Js3HDX2A=(Boolean #=qynBG4rcxjoDVq2F3Oj0Ovg9UalNILrz00u1SlOIp57I=)
4/9/2016 6:46:45 PM: at #=qwFofWxCU4s0R$Y7OzFOJTn7gOQnbareNaYs8BHze8=.#=qx8zdK_nGE84Yf2WAJqp5Gv8bFeqTGA5OV5EdAw5KAbo=()
4/9/2016 6:46:45 PM: at #=qwFofWxCU4s0R$Y7OzFOJTn7gOQnbareNaYs8BHze8=.#=qkHjSmulqomMMI4FzTVUWIQ==()
4/9/2016 6:46:45 PM: at #=qHQBoXl1H2ud68nQtEYqOHw==.#=qJEyk_BHT7$dXxQDp_T2thQ==(Int32 #=q0eyYvg7jNwufHWja_R0qmQ==)
4/9/2016 6:46:45 PM: at #=qHQBoXl1H2ud68nQtEYqOHw==.#=qowh2X76lHaiK0A_puPIQVw==.#=qI2p1vXAfCh3jcq_7C$tftw==(Object #=qtvCexIBpZfhVnbnefG2UaA==, EventArgs #=qxMtEAv5rFr71DB3LEacFqg==)
4/9/2016 6:46:45 PM: at #=qHQBoXl1H2ud68nQtEYqOHw==.#=q2b059Bi1m9vdshRj5Ue_a6J5fHhFTJ3wt_pP95mBq_U=()
4/9/2016 6:46:45 PM: at #=qHQBoXl1H2ud68nQtEYqOHw==.#=qgkWacuKd82ftxS0w6R5vdQ==()
4/9/2016 6:46:45 PM: ERROR (hard crash): soft handle
4/9/2016 6:46:45 PM: ERROR (hard crash): System.NullReferenceException

VeilStar wrote: 74923

lolcubes wrote: 331p4a

After latest update 20160408 I can't get a score screen for any map.

The screen just goes black and osu freezes. ALT+F4 brings back the song menu though.
Doesn't seem to happen on my end. Can you post the contents of the runtime.log file found in osu!\Logs please? It might be useful to have.
Wasn't available yesterday anymore, so I could test it now, again.
Autoupdated to the newest version as well.

http://puu.sh/obKDa/62d14ece11.log

Here's the error from the log if you don't want to the above:

9.4.2016. 10:42:17: Soft handled: System.NullReferenceException: Object reference not set to an instance of an object.
9.4.2016. 10:42:17: at #=qfJ8smA0YE_MpWnTstbqBTdQmu0pDXRSrEq0pfeaqaykZ_A_NJL0nxmX3anlKLTWQ..ctor(#=qqkE7L5Qdenv1Lvm8bPM_j5KAEBzUSpIBeUvrwkXbZSY= #=qkjsACLs3IyqKKcEhRpVIkA==)
9.4.2016. 10:42:17: at #=qqkE7L5Qdenv1Lvm8bPM_j5KAEBzUSpIBeUvrwkXbZSY=.#=qbmnmrEo$82fpFQ8die60iqhE8r09KRoY88iv0fgLHXQ=(Boolean #=qnFpiuuiKPL1Zj8aGs7OF9VYzkloF8j4oaYVD4DbuS6s=)
9.4.2016. 10:42:17: at #=qqkE7L5Qdenv1Lvm8bPM_j5KAEBzUSpIBeUvrwkXbZSY=.#=qLtLzTI_jKSyK043zsqdeyv9rtt5hy2A_zIjQCn1GPDc=()
9.4.2016. 10:42:17: at #=qqkE7L5Qdenv1Lvm8bPM_j5KAEBzUSpIBeUvrwkXbZSY=.#=qE_2oQY8460IXJMYikaDCOw==()
9.4.2016. 10:42:17: at #=qzemTy1Ai_QYh6k5p6X69Pg==.#=q4XfPbFz0YcRYLZ1L5vEw$Q==(Int32 #=qVc6eEsB5Z$yBt8BeJ_gMig==)
9.4.2016. 10:42:17: at #=qzemTy1Ai_QYh6k5p6X69Pg==.#=q476WJG4Dv2OdYyNLVv39mg==.#=qrVHInITAxcgwLrXhlZRkUA==(Object #=quIG0crYyVpFXsemVflFNsA==, EventArgs #=qUgIuvZ9OH07tWtpaKnkxFg==)
9.4.2016. 10:42:17: at #=qzemTy1Ai_QYh6k5p6X69Pg==.#=qkfgUTjGBzCchQJ9laa1NlWzcs6c8FsOjWGQudP4VBBs=()
9.4.2016. 10:42:17: at #=qzemTy1Ai_QYh6k5p6X69Pg==.#=qEkaH8hZHh1F8DYTCIcYZOA==()
9.4.2016. 10:42:17: ERROR (hard crash): soft handle
9.4.2016. 10:42:17: ERROR (hard crash): System.NullReferenceException
9.4.2016. 10:42:18: Notification: An error occurred somewhere in osu! and has been reported. osu! will attempt to keep running.
9.4.2016. 10:42:34: Performing background save..
9.4.2016. 10:42:34: Done!

Also, while I heard that the game had some issues with HD4000, I get the same thing with my GT740. I prefer to use HD4000 cause of less frametime issues though, since GT740 makes taiko unplayable if every 5-10 seconds you get your screen stuck for a moment (like quarter of a second or so).

After seeing the above post, I guess it's possible it's a more general issue, instead of CE, however on this laptop I only run CE, and would prefer not to switch back (metered connection ftl).
osu! always crashes
Getting " your identity to play online" every time I log on after the first submitted play, it's really REALLY annoying, especially because it happens after I submit a score which then is deleted even if I . Is this really intended behaviour?

imagaK wrote: 1b8n

Getting " your identity to play online" every time I log on after the first submitted play, it's really REALLY annoying, especially because it happens after I submit a score which then is deleted even if I . Is this really intended behaviour?
same for me, i thought it was because i used a vps to before, but i turn it off everytime i , so it should not be happening if that was the case

lolcubes wrote: 331p4a

After latest update 20160408 I can't get a score screen for any map.

The screen just goes black and osu freezes. ALT+F4 brings back the song menu though.

Mysterious wrote: 2cgg

After today's update, I cannot get the score screen either.
Same here.
an issue with windows. if windows like aimod / additional hitsound are out of focus, and when i try to click inside the window again, unless i click its title bar it will not regain focus (a.k.a. all buttons in the window will not work unless it regains focus)
when i put the cutting edge my osu crashed now i cant open it without crashing
and osu reboots when holding shift to fix it
You're gonna have to provide an error message or something if you want more help with your issue.
Sometimes when starting a map, osu doesn't taps and as a consequence it's impossible to hit any notes. You can hit the ends of sliders (and get 100 points) by having the button held down, but the initial tap goes unnoticed. I think this is some kind of anti-cheat thing, because every time it's happened in the past it's been when the game has lagged or the music has gone out of sync.

Also, the focus stealing "feature" is still there, and it is as annoying as ever.

peppy wrote: 73101g

You're gonna have to provide an error message or something if you want more help with your issue.

here

Loli--Kidnapper wrote: 6w5e6n

peppy wrote: 73101g

You're gonna have to provide an error message or something if you want more help with your issue.
<image>
here
That's not an error message. Click the image to get the actual error message and then copy paste it in a post here.
this is what it said
i put it in a spoiler because its big
SPOILER
#=qLPZPZ4RMnbzSDjvIYrMJ$svLesbCd9e6rUWYplA6v4deAil2IB1QQd_UTT9e_W: No available GL context found. ---> OpenTK.Graphics.GraphicsContextException: Failed to initialize EGL, error NOT_INITIALIZED.
at OpenTK.Platform.Egl.EglWindowInfo..ctor(IntPtr handle, IntPtr display, IntPtr surface)
at OpenTK.Platform.Egl.EglAnglePlatformFactory.CreateWindowInfo(IAngleWindowInfoInternal window_info, Int32 major, GraphicsContextFlags flags)
at OpenTK.Platform.Egl.EglAnglePlatformFactory.CreateGLContext(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Boolean directRendering, Int32 major, Int32 minor, GraphicsContextFlags flags)
at OpenTK.Graphics.GraphicsContext..ctor(GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Int32 major, Int32 minor, GraphicsContextFlags flags)
at #=qdKB1WfAtSeKrxIN1CMlfgcHddK$E$GA0sjsJOy7UBCCF8g8X8dnQdPk9fPRRy11J.#=qCDEqr2EoI_A1vsul$1PrCQ==(Int32 #=q2TXCsLBJXiW7EZM9_qfVng==, Int32 #=qfIh7jQWBz09jKZqDJ1$LYw==, GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.#=qyj1Zyp94ouIAC7TR$XgOn4b4vHUWOaSlUAkc_RtOnkg=(GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
--- End of inner exception stack trace ---
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.#=qyj1Zyp94ouIAC7TR$XgOn4b4vHUWOaSlUAkc_RtOnkg=(GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.#=qyj1Zyp94ouIAC7TR$XgOn4b4vHUWOaSlUAkc_RtOnkg=(GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.#=qyj1Zyp94ouIAC7TR$XgOn4b4vHUWOaSlUAkc_RtOnkg=(GraphicsContextFlags #=qoqxa_5MuthsPIGGOORL8BA==)
at #=qrWyKM$Ru2WpM3ItfD4_gx3bjLUf0rRNq43rQXjM7ygBX7SL8ZfGBDxDn5WkBJDSy.OnHandleCreated(EventArgs #=qvC2C6U6EOzLyl0BM$hczog==)
at #=qOsneB0ZAvNY9sCYNZOOjFyVhuXdFnBDeUomXOl1U9D801PsSf984BEyENv$o9G$5.OnHandleCreated(EventArgs #=qvC2C6U6EOzLyl0BM$hczog==)
at System.Windows.Forms.Control.WmCreate(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmCreate(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at #=q$qnHALhNmku1JEKSFksb9Wi7rIUUJo0DYmE_Jm56TFo=.WndProc(Message& #=qAr8W7IrfC5wAx$Ja7a9ncQ==)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I'm sick of waiting, does anyone have the solutition
It looks like your graphics card drivers aren't working properly. You could try restarting your PC maybe?
It doesnt work.
If you press anywhere expect the box in current skin, your skin changes to default.
On Cutting edge, clicking a local score will duplicate it(restarting the game doesn't fix it):


(Oh, and if it can help, I actually exported to replay after I did the S)
The issues with focus stealing I've been experiencing seem to be fixed. Thanks whoever worked on it! (I can't see it in the commit log :) )
Deleted_3821342


It should be "This message will not be sent."

Yoges wrote: 3n3u59


It should be "This message will not be sent."


I'm sure "the" is correct.
Deleted_3821342

Dntm8kmeeatu wrote: 5z4m3f

Yoges wrote: 3n3u59


It should be "This message will not be sent."
I'm sure "the" is correct.
Oh, yeah you could use "the" and "this" interchangeably but the "be not" reaks of Eastern European blyat.

CakeAndBanana wrote: 352n6u

If you press anywhere expect the box in current skin, your skin changes to default.
Not a bug. It's a feature. From the changelog: "Pressing the yellow glow will revert settings back to default."
I don't know if my issue was completely skipped by everyone... but i am unable to use edge at all... look on this page


t/259747/start=2400

TheAussie wrote: 65529

I don't know if my issue was completely skipped by everyone... but i am unable to use edge at all... look on this page


t/259747/start=2400
I have that issue too.
My Friend's Scores list is completely broken and just shows Global Scores with my score in those.
I'm not sure if someone reported this. If you exit the score screen after finishing a song to fast (by smashing esc after the song ends or you skip the ending) you are able to get stuck with the pause song playing constantly in background. This can be ended by switching the audiodevices. After doing this everything is back to normal. But I'm not able to reproduce this every time. I get it maybe 2 out of 10 times.
Version b20160507cuttingedge

skin's followpoints are overridden by default osu's followpoints after disabling any beatmap's skin, and persist permanently until the restarts osu or their skin.

I'll edit with a demonstration video as soon as it's finished ing.

Could it be because my followpoints are empty files?

Edit:
Demonstration


Edit2:
Can confirm, I was using empty files instead of 1x1 .png files. Using blank files causes osu to use default followpoints.
Deleted_4329079
Doesn't happen to me.
Freely monitor is turned off and have to play for a few minutes
(Note: Please quote this post if you have same issues)
https://osu-ppy-sh.tvgratuite.org/forum/t/449260 is a very easy bug to confirm
got the pause bug again. This time while aborting a play of https://osu-ppy-sh.tvgratuite.org/b/588145 after around 2/3 through the map. I got to main screen with the pause sound playing in background. Sadly i got no log whatsoever.
Having trouble logging into the client on b20160616cuttingedge.

The client refuses to log me in and gives me a message "Your has been reset. Please click here to set a new one.". Clicking it takes me to the website with the message "You are logged in, silly!". Logging out and doing the same thing allowed me to reset my , and tells me the reason I am resetting is because I my is weak.

I've changed my three times using a manager at 31 characters length and the same error still occurs.

I can just fine on Stable.
F10 used to freeze my game when playing, now F10 freezes my game wherever I am(menu, in-game, etc.) that bug level up is somehow funny

-Mo- wrote: n314z

Having trouble logging into the client on b20160616cuttingedge.

The client refuses to log me in and gives me a message "Your has been reset. Please click here to set a new one.". Clicking it takes me to the website with the message "You are logged in, silly!". Logging out and doing the same thing allowed me to reset my , and tells me the reason I am resetting is because I my is weak.

I've changed my three times using a manager at 31 characters length and the same error still occurs.

I can just fine on Stable.
I have same issue about this. But I never logged in on stable.
Umm... So i have a weird "feature"
sometimes when there is a hitcircle it duplicates and there is 2 of those circles, and they are 2 cm apart, and the real hitcircle is in the middle of those 2. When it happens in a stream the whole stream bugs like it. It is so bad i cant play this :( :cry:

It started when i upgraded to windows 10.

Peppy pls help me.
Is there any way to fix osu not launching? Im unsure how to revert to stable when I cant even get into my options..

Lawwy wrote: 346v69

Is there any way to fix osu not launching? Im unsure how to revert to stable when I cant even get into my options..
It doesn't launch at all? Does holding shift while launching osu! pop up a window? If so, from there, change the release stream to stable latest and also turn on compatibility mode.
after update have probs with osu in full screen
osu! crashing on newest ce when trying to set it up as gamecapture in OBS seems to happen on beta aswell.
osu! crashing with CE here too ;/ osu dont open
This seems not intended ( I simply attempted to write a comment ).

Local scores duplicating

Us3l3ss wrote: c3f2t

Local scores duplicating
This is a confirmed issue.
For me it doesn't show any text. I don't know why, but on any other version it's fine. Running it as an didn't help either. If there is anything else I can provide, I'd be happy to do so.
very minor issue w/ osu! cuttingedge b20160819, not surprised if its not fixed any time soon:

it's not gamebreaking; but a possible fix would be nice. i haven't seen it anywhere on the site so far, so i hope this isn't a duplicate.

using the cutting-edge feature of changing replay speed (5-9, number row), when entering a map with autoplay (replay too?) and doing these steps in rapid succession:
1. ctrl + enter on map that's highlighted
2. very soon after the 3 side buttons (discussion, playback speed, exit replay) appear, press a speed change key
3. and again, very soon after the speed is changed, hit escape.

the menu should be playing the track at the speed you set it to.

it's not anything that annoys, but its probably worth reporting anyway.

(sorry for lack of a video to show the bug; my computer is very incapable of capturing video.)
game capture on obs crashes osu! why is this? xd

idk if it happens on all vers but its weird, just putting this out there im using ce (Cutting Edge)
i cant escape/disable compatibilty mode, everytime osu! starts its on, when i click on it in the settings it restarts and its again on, the input delay is killing my pp pls help QQ
problem was in stable and in cutting edge
I just saw there is a thread just for cutting-edge builds, I reported a bug affecting only the cutting-edge builds here : t/513800
The map used : https://osu-ppy-sh.tvgratuite.org/b/1002277&m=3
Last build - all ranked map , in game icon show only "?" + Approved map is working

http://osu-ppy-sh.tvgratuite.org/ss/6413090

_ Hatsune Miku wrote: 551y2t

Last build - all ranked map , in game icon show only "?"

http://osu-ppy-sh.tvgratuite.org/ss/6413090
I can confirm ; the icon for loved / qualified maps works but not the ranked one.

_ Hatsune Miku wrote: 551y2t

Last build - all ranked map , in game icon show only "?" + Approved map is working

http://osu-ppy-sh.tvgratuite.org/ss/6413090
looks like this was fixed
Low Snow
It's just a really minor issue:

/

In the song select when you go through the green tick
the next icons will be a bit inclined like this:

/
Nearly posted this in the wrong location, haha.

Problem Details: When using the Custom Sample Import menu, applying a sample to a note (or notes) in a beatmap causes the window to unfocus in a way where the buttons used to apply settings do not work until the window is clicked in a specific location. In this case, clicking on the scroll bar or the top of the Sample Import window causes the window to refocus, but other areas do not work as such. This does not happen consistently, nor are the results consistent when the issue occurs. This is rather minor, but a bit of a workflow issue when using custom hitsounds.

Video or screenshot showing the problem:


osu! version: 20161029cuttingedge
Accuracy isn't displayed when using TargetPractice.

i had the same problem
i just uninstalled osu and then it worked fine :^)

Low Snow wrote: 5w75n

It's just a really minor issue:
SPOILER
/
In the song select when you go through the green tick
the next icons will be a bit inclined like this:
/
This has been reported here.
the songs in song select don't loop. this happens with all maps.
Problem Details: When you fail half way through a beatmap you are brought to the end screen, like normal, and the normal ending music plays but the song from the beatmap plays on whilst you are on the end screen



Video or screenshot showing the problem:https://youtu.be/CeaiUY9JT6c



osu! version: 20161227cuttingedge
I have been spectating my friend using Target Practice mode, while we both used Osu! Cutting edge.
When I tried to spectate him, it instantly gave me a fail screen, than teleport me back to the game, back fail screen, back to the game....

Problem is, when you are trying to spectate person, who plays with this mode, you are going to create another map for yourself.
You are not really gonna spectate your friend, because it generates a completly new map.

Then I took "No Fail" mode, so I can "spectate" him without getting fail sceen and teleport back to the game. Surprisingly, it worked. So I made some screens from my view.

I wrote him and we changed positions, so I was sure, it is not only my problem. Same result.
So he took No fail as well to make some screens.

Screen http://prnt.sc/dofqa3 is his score 3300. At the screen http://prnt.sc/dofprt his score is 7000, even if he fails at my screen.
Same situation at the screens http://prnt.sc/dofrij and http://prnt.sc/dofr1b" just from his view.

Version: b20161227cuttingedge

It speaks for itself, scorev2 icon is partialy offscreen in 1280*1024 resolution (Inb4 stop with that 5/4 resolution it's not ed and stuff...)
I'm currently on b20160403.6 which seemingly is a 'fallback' one.
So I was working on my post for TWC2017 Korean team selection match post (no it's not 'teaming in advance' or smth)
and I realized that TWC2017 is probably going to use scorev2, but on fallback there isn't scorev2 so I tried to update my osu! client

'Latest' version and 'beta' version automatically returned to fallback.
'test build' (which I believe is cuttingedge?) broke my osu! client and I couldn't start. It kept crashing and I had to reinstall osu!.

I wonder if fallback can't get scorev2, and wonder why I can't get those ~recent~ clients.
I wish to get some answer quick, if I'm actually in the situation where I can't even get a chance to play in TWC2017 because whatever reasons it'd be pretty outrageous
Maybe you should post another thread idk but what is your hardware configuration ? It is possible that either your hardware doesn't open GL 2.0 (Very old GPU or Old~ish integrated graphics) or your graphics drivers are not up to date. Trying to update to stable but being forced back to fallback is what happens when having a system currently not compatible with stable.

Fallback has not been updated since 2015. I doubt it will ever be updated again. If your hardware isn't compatbile with stable and you realy need stable then you'll need to get newer hardware (At least a new enough GPU)

Arnold0 wrote: 46f1f

It is possible that either your hardware doesn't open GL 2.0 (Very old GPU or Old~ish integrated graphics)


Intel website shows that my graphics only OpenGL 1.4, I'm absolutely screwed
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