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Posts
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Check out this thread, Common Solutions & Posting Guidelines
Then post the results of these two programs:
- CoH Helper - it will show us basic computer settings and your CoH configuration.
- HijackThis - it will show us what's running on your computer concurrently with CoH. Click on "Do a system Scan and save a logfile." It will automatically open up Notepad and put the info there. Make sure Wordwrap is off in Notepad (Format > Wordwrap unchecked) before you cut and paste here.
- CoH Helper - it will show us basic computer settings and your CoH configuration.
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Pull up the Task Manager and see if /reloadgfx is actually doing anything (significantly) for you anymore. I tried /reloadgfx and it's *no longer* reclaiming memory for me, just like /unloadgfx.
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Quote:I mentioned in the OP how doing the Sister Psyche TF added .3 GB to memory usage and neither zoning, relogging, nor /unloadgfx could recover that memory. I mentioned in the OP that just zipping about the zones would do it. When you encounter objects and toons, you load the texture of those sprites into RAM. When you zone, all those textures should come out of memory, but not all of it does. It happens everywhere.Can you guys please give me a specific instance of the memory leak issue? I've followed this for awhile, but I just can't seem to get it to occur. Certain zone? Were there a bunch of events going on in the zone? Nemesis plot?
Thanks again guys!
-AK
The problem is twofold:
1. A longstanding memory leak that's either minor or major at times. Always has been a memory leak, it's just a question of how much; and,
2. /unloadgfx is not doing what it used to do; which is what a lot of us would rely on so as to avoid (or put off) memory leak crashes. -
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This is how the old spawn system was *supposed to* work.
The tl;dr version is that once you were no longer on solo/DiffLev 1, then there were supposed to be bosses spawning. After all, if were told that solo/DiffLev 1 suppresses bosses, then one should rightly assume that once you have a teammate or bump up the difficulty, then bosses should start reappearing. The various ranks of foes were 'weighted' and the total weight of the individual members of a spawn should equal the total weight of the spawn.
However, the old system was broken. Some factions, like the Lost/Rikti gave you bosses with just 2 people or soloing on DiffLev 2 (like it was supposed to). However, other factions took seven members to be on a team before it would spawn bosses (the notorious Family farms, e.g.).
We have a new system. However, it, too, may be bugged like the old system. If a particular 4XP (or SRSLY) setting gives you a map of Council with almost no bosses and a map of Carnival with a boss in every spawn, then something is broken.
Although, keep in mind that before the new 4XP system was put into place, there seemed to have been a stealth 'fix' of the spawning rules and many of the factions that use to be stingy with bosses suddenly started spawning bosses and players were complaining about their easy farms becoming difficult (which was probably the point of the fix).
Perhaps someone could spawn several radio mission with these two factions and count the spawns and the boss to other-rank ratio and give the info to BugczArbiter Kim. -
Quote:If you were saying this about a bind, then I would think that the animation from the power is bound to the same key as for the costume change; but since this happens on a macro, it seems that there is a 'short circuit' somewhere server side in calling up the right animation.I don't post in this section much so forgive me if this is a known bug. I have macros for changing my costume and doing a costume change emote along with it. The macros work, but it seems that almost half the time they somehow activate a /Shield power animation, such as Grant Cover or Active Defense instead of playing the correct costume change emote. The costume change does occur about 15 seconds later but the correct emote never plays.
This is happening on my /Shield scrapper. It happens even when Grant Cover is toggled off and when Active Defense is in the middle of its recharging. There is nothing in the macro about activating Grant Cover or other powers. This has to be a bug.
I think this happens even when I don't use the macros to change costumes, but I'm not sure.
It would be great if you would fix this. Thank you.
I would say to PM BAB about this. -
Check out this thread, Common Solutions & Posting Guidelines
Then post the results of these two programs in a new thread in the Tech Forum:
- CoH Helper - it will show us basic computer settings and your CoH configuration.
- HijackThis - it will show us what's running on your computer concurrently with CoH. Click on "Do a system Scan and save a logfile." It will automatically open up Notepad and put the info there. Make sure Wordwrap is off in Notepad (Format > Wordwrap unchecked) before you cut and paste here.
Also, check your temperature: Speedfan -
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As I monitor the amount of memory being used while running CoH, it starts off just shy of 1 GB of RAM (this is on a Windows XP machine, with almost nothing else running, and settings on medium-high-ish).
Over the course of several hours, I would see the memory usage creep up to 1.3 GB. From that time on, the possibility of the client crashing would start rising. And once I hit 1.5 GB, I'm practically assured of a crash.
It used to be that executing /unloadgfx (or /reloadgfx) could push that 1.3 GB RAM usage back down to 1 GB. No more. It does *nothing*. Sure, it appears that the textures are reloading, and they probably are, but it is no longer reclaiming any significant memory (it may return maybe 40k).
It was scary to see 1.3 GB being used and then /unloadgfx having no affect on it.
The good news is that zoning has the effect that /unloadgfx used to have in that it does wipe out large chunks of memory and then loads the new zone. But it doesn't clear all the memory... this is the classic 'memory leak.' First time I zone, I get back to under 1 GB. Next time, I'm at 1.05 GB. Next time 1.1 GB and so on. I was at 1.2 GB of usage and then did a Sister Psyche TF and wound up at 1.5 GB. And neither zoning nor /unloadgfx would budge that down any.
Some other info:
The chunk of memory that is used by accessing the Market database is never reclaimed. Neither zoning or using /unloadgfx clears the memory used by the Market.
Exiting to the log-in screen does *not* clear the memory. I relogged and was still at 1.5 GB when I logged back in.
Restarting the client *does* clear the memory and I went back to just under 1 GB of usage. -
Mostly my list. Others are free to add to it and have, which is the purpose of a Wiki, a collaborative effort.
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Whenever there's a scene in that comic store, there's always an NCSoft product placement: CoH and/or Guild Wars.
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And EBs and higher ranked have extra perception.
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Quote:Which would you want to run into at level 3, a purple scaling ToT spawn or somebodies' level 7 ToT spawn?Not a good idea. The new event is already extremely lowbie unfriendly (take down 4 EBs spread all over the zone in 15 or 20 minutes - yeah, I can see that happening when there's a total of half a dozen level 10s in Port Oakes on a weekday afternoon) and implementing the invasion code would remove ToTing as a lowbie option as well, since a typical 3 minion ToT spawn using the invasion code would be very hard for a lowbie to take down solo given the disproportionately high hit points of invasion spawns.
I don't see why it's needed either. Want to ToT on your 50? Presumably you know how to get to Peregrine Isle or Grandville...
I assure you, the latter is much more deadly.
And that scenario repeats for every zone. If you're not at the zone's level cap, you can run into other people's spawns (or they can spawn right on top of you) a spawn that is 1-14 levels above you. -
Feedback from Friday Test:
Blackhole GMs: The Aspects can be Black Holed making it impossible for anyone to kill it. That's useful to keep it from being killed by fast players who aren't waiting for anyone else to show up. But it can also be used to grief an event and keep the whole zone from winning.
Memory Problem: Normally, I use about 1 GB of RAM to run the game on Windows XP. And with the slow memory creep of loading in so many textures, it got as high as 1.25 GB of memory. Normally, I can issue an /unloadgfx command and bring that back down. BUT UNLOADGFX IS NO LONGER WORKING. When the command is issued, the screen still goes through the dizzying reloading of all the textures, but the memory didn't budge! And /reloadgfx didn't do anything either. Restarting the game brought the memory usage back down to ~1 GB.
ToT Spawns: Have I mentioned for the past three years how these should be using the 'purple' damage scaling code that all the other zone-invasion foes use?
GM distance finder: Working great! Immediate updating even for a SuperSpeeder. Thanks! -
Quote:The backstory for the powers (the box of Pandora) and the backstory of the Kheldians which includes a Nictus presence in Ancient Rome both far predate the movie 300.In fairness Cimerororora has always been a conceptual mess. The only reason it exists is because someone in Paragon Studios got excited about 300.
Cimerora is just an extension of the established backstory accessible with the addition of time travel which was added to give an in-game rationale for flashbacking. -
Well, there *is* a diminishing returns on Recharge in the sense that as you keep applying Recharge reductions, you're applying them to a value that is getting increasingly smaller and thus your reductions are getting increasingly smaller (compared to the *initial* value).
However, there *is not* a diminishing returns in the value of the reduction. A certain percentage of Recharge Reduction, say for example, 50%, is always a 50% reduction. So, in that sense, there is no diminishing returns for a recharge reduction (compared to it's *previous* value). -

