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Posts
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Joined
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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? -
Read the rules at the top. If you can't contribute, GTFO.
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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. -
Quote:So you're buff griefing? How juvenile.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? -
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.
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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.
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Hey Television: Myth confirmed: Disabling the secondary monitor plugs the memory leak.
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Should I attempt to repro this when I get home from work?
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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? -
---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 -
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.
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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? -
Quote:Confirmed. Upgraded to 10.4 drivers and behavior persists as before. Sitting idle at login screen and memory allocation increases by approx. 300KB/second.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.
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Television: Sorry for the late reply. XP SP3, Radeon 10.3 I BELIEVE but I'll doublecheck when I get home.
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Quote: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.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.
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. -
Quote: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?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.
PC running XP Home
Radeon 5770
AMD Athlon X2
4GB RAM
80GB system HD.
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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?
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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)
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[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! -
Should we re-enable things like ATI hotkey poller for these tests?
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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 -
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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.
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Another vote for Dragon*Con.