Caligdoiel

Ebil-o FTL Jan-18-2010
  • Posts

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  1. Wing placement on Male and Female models during /em growl looks strange. It needs to be at LEAST above eye level.
    Growl is very feral and fitting of a bestial Mutant. Spot on emote.
    /em showoff is perhaps a tad fast. If it's intended use was primarily as a "see how awesome I am?" after a spawn slaughter, then yeah. Slow 'er down a touch.
    The only real Mutant-y feeling CCE is the Boil. The other two, while certainly awesome, look like they missed the boat from the Technology pack. But we already have the Howl, which is a good alternative.

    Question for BaB's, (although he appears to have retreated from the players altogether) what kind of problems would you face with having the Dimensional Shift player "shadows" reflect the other unlocked costume slots instead of just a generic baseline model, or even just the current player geometry?
  2. Read the rules at the top. If you can't contribute, GTFO.
  3. Hooo boy. Here we go.

    First off, and I've mentioned this to Chris MULTIPLE times: Add /em getsome and /em bringit as alternate taunt animations.

    We like the idea of alternate points of origin for powers. That is all.

    The Origin of our toons seems to have fallen by the wayside largely now that Invention Origin enhancements have all but replaced DO's and SO's. We should use the Origin to help define our characters thematic style. For example, Origin-thematic power animations. Wands and magic spells and shield wards, futuretech-style hand weapons or armors, bio-horror growths and plate scales, etc.

    Here's an idea: Set flags for predisposition of animation based on Origin type. If you're a Magic-origin, sort the powers with wands and spellcastings first, biologics (stuff that would be mutant/natural sorted first), stock animations, then techno/sci implements last. This way you can STILL play a technomage if you so desire.
    I think the idea of LOCKING animations to origin is a terrible idea. We need more options, not less.

    For Power Pool customization, here is my list:
    Expanded animation on Flight. Banks, rolls, turns. Tweak the wings so they act more natural. The abrupt stop animation is a start, expand on that. Have the rocket boots fire harder when accelerating or braking. Maybe have some craftable rocket gauntlets (think Iron Man's hand stabilizers or Dynaguy from The Incredibles.) that flare when you turn or function as Retro Rockets when you brake.
    I honestly don't have a vested interest in rocket packs but I would like to see the ones we already have added as regular Fly animation.

    Teleport: I like the idea of the presto-changeo poof from place to place. Also consider using the Ninja smoke bomb like we have for the CCE (Ninja, VANISH!), and the Wormhole animation as a teleport effect. But without the violent disembarkation. A more techno-themed teleport, like Star-Trek style transporter beam or the Sims Teleport command, wouldn't go wrong either. IDK what you guys have planned for the Mutant Pack but using a Burrow animation for TP could be worth a look. (Dive into the ground and leave the burrow hole, then spawn a second hole on the ground at the exit point and have the player "pop out" to the elevation of the target.

    Superspeed: We need some motion blur. IIRC we saw a hint of that in the trailer for GR. It looked pretty good so this is a here's hoping. Also: Smoking feet. Running that fast causes a lot of friction. Maybe lay a smolder trail where we've run?

    Superleap: We need more realistic jumping. There's no real pushing happening in the legs, it's just lift off and pull the legs away from the ground with a click of feet and a grunt. Also, some of the acrobatics and flippy goodness in Ninja Run needs to perpetuate to SL.
    Perhaps we could also get some impact craters when we land? That'd be neat.
  4. Quote:
    Originally Posted by Zombie Man View Post
    I swear to go around and use every single buff on my Defender and Controller in drive-by buffings to help people like you see that this has always been in the game and that Mystic Fortune is no different and has no logical need to be treated separately.

    Let's put the same dialogue on all buffs then. Now, you'll have to deal with constant pop-up dialogues from drive-by buffers. Is that what you want?
    So you're buff griefing? How juvenile.
  5. Look you guys, we can't please everyone, and I for one am a fan of MORE choice, not less. Hopefully it'll be as Photonstorm has said and have the option to disable the prompt.
  6. Quote:
    Originally Posted by Arctic Man View Post
    I'm confused. If she was born during the Hamidon wars, how come "our" Shalice Tilman (Sister Psyche) is over 80 years old?
    Consider that "born" could mean when she took over Aurora Borealis and became the current Mother Mayhem. During the Hamidon Wars.
  7. I don't know if it plugged it completely but it was a VERY dramatic change from what I saw before. I'll do some more testing over the weekend in one-monitor mode and keep an eye on my memory allocation.
  8. Hey Television: Myth confirmed: Disabling the secondary monitor plugs the memory leak.
  9. Should I attempt to repro this when I get home from work?
  10. Here's my suggestion that can help gradually improve the overall quality of the look of the game: Every issue, devote enough time to overhaul one or two building's worth of textures to modern standards. The amount of repeat usage we see across all zones would create a wide-reaching effect without a ridiculous amount of effort. Yes, it would look a little patchwork. Yes, it would take time and detract from working on other New Stuff. But really guys. We have a lot of stuff here we're not using. Trim the fat or make it tasty again.
    Bonus points: In areas that are getting redone you can ask BaB's to animate some Prisoner group NPC's in their orange jumpsuits doing community service work cleaning up the town supervised by PPD. In the Isles you can use Arachnobots, which is canon with the comics. But make 'em greyboxed so players won't try to hunt down the workforce.

    I completely agree with giving Atlas Plaza a spitshine. As the first zone new players see right now after Outbreak, you really need to WOW them with that first approach up to Ms. Liberty underneath the shadow of Atlas. Maybe give him a shiny metal globe? Maybe spend one issue just devoted to glass/window textures for reflection mapping?
  11. ---System information gathered by CoH Helper version 0.2.0.2---

    DxDiag gathered at May 20, 2010 23:04 (-05:00)
    Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100216-1514)
    System Manufacturer: BIOSTAR Group
    System Model: TA790GXB3
    BIOS: Default System BIOS
    Central Processor: AMD Athlon(tm) II X2 240 Processor, MMX, 3DNow (2 CPUs), ~2.8GHz
    Memory: 3328MB
    .Net Memory Report: 2082MB out of 3327MB available
    Page File: 4091MB (1119MB currently in use)
    C Drive: (Maxtor 6Y080P0) 11241MB out of 78152MB (14%) free
    G Drive: (SAMSUNG HD253GJ) 211675MB out of 238472MB (88%) free
    H Drive: (WDC WD6400AAKS-00H2B0) 572583MB out of 610477MB (93%) free
    D Drive: (ATAPI iHAS324 A) zero-size drive
    E Drive: (HL-DT-ST CD-RW GCE-8483B) zero-size drive
    F Drive: (YI1814D CCC443D SCSI CdRom Device) zero-size drive
    Windows directory location: C:\WINDOWS
    DirectX: DirectX 9.0c (4.09.0000.0904)
    DirectX Diag version: 5.03.2600.5512 (32-bit version)

    Display Notes: No problems found.

    No problems found.
    Sound Notes: No problems found.
    Input Notes: No problems found.

    Monitor: SyncMaster 910N/912N/913N/915N
    Monitor's Max Resolution: 1280,1024
    Video Device Name: ATI Radeon HD 5700 Series
    Manufacturer / Chip: ATI Technologies Inc. / ATI Radeon Graphics Processor (0x68B8)
    Video Memory: 1024.0 MB
    Driver Version: 6.14.0010.7070
    Driver Date: 4/6/2010 8:45:46 PM
    Driver Language: English

    Monitor: SyncMaster 910N/912N/913N/915N
    Monitor's Max Resolution: 1280,1024
    Video Device Name: ATI Radeon HD 5700 Series
    Manufacturer / Chip: ATI Technologies Inc. / ATI Radeon Graphics Processor (0x68B8)
    Video Memory: 1024.0 MB
    Driver Version: 6.14.0010.7070
    Driver Date: 4/6/2010 8:45:46 PM
    Driver Language: English

    Sound Device Description: Realtek HD Audio output
    Driver File: RtkHDAud.sys
    Driver Version: 5.10.0000.5755
    Driver Date: 12/11/2008 6:24:20 PM


    WMI Information
    Motherboard Manufacturer: BIOSTAR Group
    Motherboard Model: (empty)
    Motherboard Product: TA790GXB3
    Motherboard Version:
    BIOS Manufacturer: American Megatrends Inc.
    BIOS Name: Default System BIOS
    BIOS Version: _ASUS_ - 20090730
    BIOS Release: 20090730000000.000000+000


    Registry Information for Current User
    Resolution: 1280x1024
    3D Resolution: 1280x1024 (Not using renderscale)
    Full Screen: Yes
    Maximized: No
    Screen Position: 0, 0
    Refresh Rate: 60Hz
    Vertical Sync Enabled: Yes


    Physics Quality: High
    Maximum Particles: 50000
    Max Particle Fill? 10.000
    Physics Card Enabled: No


    Anti-aliasing: Off
    Anisotropic Filtering: 4x
    Texture LOD Bias: Smooth
    Water Effects: Ultra quality
    Bloom: 1.000 (turned on)
    Depth of Field Enabled: Yes
    Desaturation Effects (Sepia) Enabled: Yes
    Shader Detail: Medium?


    World Texture Level: Very High
    Character Texture Level: Very High
    World Detail Level (Vis_Scale): 1.000
    Entity Detail Level: 1.000
    Shadows Enabled: Yes
    Shadow Mode: Shadow maps
    Shadow Map Shader: High quality
    Environmental Reflections: Ultra quality
    Advanced Occlusion Settings: No
    Ambient Occlusion: High quality
    Occlusion Strength: Strong
    Blur: Trilateral
    Ambient Resolution: Quality


    Gamma Correction: 1.000
    Geometry Buffers (VBOs) Enabled: Yes
    Suppression of FX When Camera Close Enabled: No
    Close Suppression Range: 3.000
    Show Advertisements: Yes

    Audio Mode: Performance
    3D Audio: Yes
    FX Sound Volume: 0.198
    Music Sound Volume: 0.000

    Show Advanced Graphics Options: Yes
    Overall Graphics Quality: 0.750
    Reverse Mouse Buttons: No
    Save Login Username: Yes
    Transfer Rate: 74121 bytes/second
    Current Game Version: 1800.201003300904.25T5r
    Installation Directory: C:\Program Files\City of Heroes

    Mod files in the Data directory
    .\sound\ogg has 1 file
    .\sound\ogg\enemies has 1 file
    .\sound\ogg\powers has 1 file
    .\sound\ogg\weapons has 7 files
    .\texture_library\GUI\Icons\Powers has 136 files
  12. New datum: Desktop (the one with the 5770) doesn't display the leak if you run in Safe Mode. However, like the laptop, it does run very high CPU activity, in the 80-90% range.
  13. Fun tidbit. Running on a system that can't handle Ultra Mode (HP Pavilion laptop) the memory usage is stable at login screen at 591,9**KB but the CPU usage spikes to around 50% (43-54)

    HP 6530b, XP Pro running Intel Integrated graphics. More details?

    Hey TV, go ask the code rikti monkeys what kind of processes would be running as early as the login screen that would run in that 300k-400k neighborhood to use?
  14. Quote:
    Originally Posted by The Television View Post
    Thanks. Please try upgrading to 10.4 when you have time, but I believe we have reports of people who still have the leak with the 32 bit version of the 10.4 drivers as well when running on XP with the 5770. This is still really useful information if you could confirm it's the case for you, though.
    Confirmed. Upgraded to 10.4 drivers and behavior persists as before. Sitting idle at login screen and memory allocation increases by approx. 300KB/second.
  15. Television: Sorry for the late reply. XP SP3, Radeon 10.3 I BELIEVE but I'll doublecheck when I get home.
  16. Quote:
    Originally Posted by The Television View Post
    I can't tell you how big it could possibly get without a leak--if you're standing around with 50 of your friends we're going to load a ton of textures, etc, for them. Especially if it's actually 1000 of your closest friends who each have totally unique costumes and run by you in sequence. However, I wouldn't expect to see it go above 1.3 GB under most normal conditions. Other people on the forums can tell you if they consistently see above that.

    What you're looking for with the leak is the game using up consistently more memory all the time. I often see little changes when I move my head around or someone runs by, but if you're just sitting there with memory use climbing...that's a bad sign.

    I'd check memory use by CoH by looking in task manager. If you're on Windows that is. If you're using Linux, you're probably cool enough to to know how to do this better than I could tell you.
    Try this on for size: I just let the game sit at the login screen for about twenty minutes and it's grown to, as of this post, 945,000KB with a steady process rate hovering around ten percent. At the LOGIN screen. Doing nothing.

    Time/size

    10:02:50 /962,XXXKB
    10:03:15/ 972
    10:03:30 /977
    10:03:45/ 986
    10:04:15/ 992
    10:04:45/ 1,003
    .....
    EDIT THE SECOND:
    Now at 1,200,000K as of 10:15:10
    Rate of increase appears to be approximately 300K/second.

    Edit III:
    Game froze exiting a mission @ 10:35:00, mem usage stopped @ 1,691,356K. CPU use flatlined. Note: Mem usage fluctuated during actual play, rate of increase no longer consistent and in some cases went down.

    Edit IV: son of Edit: Crash output:
    Assertion failed

    Program: C:\Program Files\City of Heroes\CityOfHeroes.exe
    Time: Wed May 19 10:34:38 PM
    Process ID: 896
    File: c:\src\utilitieslib\utils\superassert.c
    Line: 1857
    Expression: 0

    Error Message: CRT abort() called

    ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted
    Last windows SYSTEM error: Not enough storage is available to process this command.
  17. Quote:
    Originally Posted by The Television View Post
    That sounds likely to be a memory leak. Have you had it since I17 launched? Like I said: we're not seeing them internally anymore...but that doesn't mean we fixed the issue you're having. I need more details to know what was happening to you.
    Yes, since I17. Saw it in Test too. I also get periodic freeze-crashes without an error window when zoning or exiting missions. Those ones I have to kill the process on. I'll do some testing tonight, what should I look for that screams "Memory leak?" How big is City SUPPOSED to be in Taskmanager?

    PC running XP Home
    Radeon 5770
    AMD Athlon X2
    4GB RAM
    80GB system HD.
    (other?)
  18. Have you guys addressed the crash bug that happens if you go idle (say AFK dinner or something) and come back to the crash with the superassert.c error?
  19. Has anyone tried to just use the Teleport travel power? (I know, not everyone specs into TP pool but not everyone has Pocket D porters or selfdestruct buttons either)
  20. [strike]FPARN[/strike]. And thanks for the prompt reply. I'm just leaving work now so I'll be sure to do that when I get home tonight.
    ETA: Dang you Mattwo!
  21. Should we re-enable things like ATI hotkey poller for these tests?
  22. So Castle. You said that no one likes the amount of TIME it would take? I humbly submit a quote from one of the favorite Presidents of the United States:
    "...we choose to go to the moon in this decade and do the other things, not because they are easy, but because they are hard..."
    -JFK
  23. Quote:
    Originally Posted by Big_King View Post
    I vote for Dragon*Con too, but why 2011, Catwhoorg? Is it too late for this year's? It's Labor Day weekend as always, I presume.
    Probably because, as stated earlier, it conflicts with another west-coast con.
  24. I don't suppose it occurred to any of you whiners that perhaps they might actually have a system in place for scheduling patches, like a queue? The Hamidon fix is in the pipe, just hold your horses and you'll be back to grinding for l33t l3wt in no time.