Gaia

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  1. I definitely plan avoiding Win8 on any destop PC - its designed around multitouch screen input and whilst it will work with mouse and keyboard I cannot see it being a pleasant experience.
    If the Kinect SDK gets licenced for commercial use (it is available for personal use/ research atm) it might become a reasonable option but until that happens or the price of large touchscreens plummets I'll be keeping well clear.
  2. iirc Sorcerors above lvl 30 (I might be wrong about the exact level) do not count. The badge expects them within a specific level range (Which prior to I6 covered all of them) and many in StM have been reported as not counting. I would assume its the same problem for DA
  3. Looking at those two screenshots what jumps out at me is your Wireless Network Connection is showing minimal signal.
    Neither is showing any green bars at all - the first shows only the one as a white bar and even the second still only two white.
    Do these reflect your normal connection? If so I'm amazed you aren't having much more problems with any applications requiring network access than even you are reporting.

    Does your connection use a seperate wireless router connected to your access point - if so you need to investigate its positioning to try and improve your signal level. If not you may need to look at a better antenna for your access point.
  4. Quote:
    Originally Posted by Kellen_Wolf View Post
    the command line looks different from the one in the posts: mine is C:\Program Files\NCsoft\City of Heroes, where as the ones in the posts are: C:\Program Files(X86)\City of Heroes. don't know if that matters.
    No need to worry on this
    on a 32 bit OS the default folder will be
    C:\Program Files\NCsoft\City of Heroes

    on a 64 bit OS 32bit applications are installed to Program Files(x86)
    and 64 bit applications to Program Files
    so the default install location in that case would be
    C:\Program Files(x86)\City of Heroes

    You can install to a different location if you wish.
  5. Quote:
    Originally Posted by T_Immortalus View Post
    What decides whether it is "allowed or not" and "succeeds or fails"?

    It is not the client side,
    Correct

    Quote:
    Originally Posted by T_Immortalus View Post
    because lag would not affect powers then and certainly would not make 1000 ping seem like 2000+
    more like turn a 150ms ping into 6 or 8 seperate 150ms pings with a much greater amount of data being transferred in both directions as the seperate queries are made on the database.

    Quote:
    Originally Posted by T_Immortalus View Post
    and would likely allow cheating by forcing every attack to always hit for crazy damage(with a simple code change client side, a hack) because it wouldn't have the server say "that data is incorrect".
    exactly - which is why that validation needs to be performed serverside where there is no ability to change how it works.

    Quote:
    Originally Posted by T_Immortalus View Post
    The server has to calculate "is this action allowed?" and then all the other data that determines success or failure
    Yes

    Quote:
    Originally Posted by T_Immortalus View Post
    then it sends that info back to the side performing the action and every other side that needs to track the action before the action can go through on all sides at the same time(hypothetically since it doesn't work that well in practice with this system).
    No - the client does not need to know anything about why it failed or even that it did.
    All it needs to know is the current status of the objects it needs to render - how they reached that state is irrelevant.

    Quote:
    Originally Posted by T_Immortalus View Post
    This is why when we lose connection to mapserver we can't move or activate powers, the same with the "lost sync" bug described above that still allows us to move but not attack.

    No - the client will estimate where it expects you to be and render your character there if it misses a few updates. When it receives the status of objects from the server it will display them according to that - that is your "lost sync" effect (commonly known as rubberbanding)

    You can appear to move but as you cannot send you cannot activate powers.
    Anything already queued will activate but as you are not receiving updates you cannot see this.

    If it continues to not receive updates as to the status of objects then the client recognises that the problem is more severe and that it can no longer expect to recover - at this point it will stop estimating position and give the Mapserver warning

    At this point there is no longer any point in estimating position so you cannot move in the client.

    If it continues further then the client will disconnect from the server and drop you back to the login screen. As the server does not know the client has disconnected you get the message that the account is still logged in upon reconnection.


    Quote:
    Originally Posted by T_Immortalus View Post
    If the client did not have to ask the server for permission then the client could calculate everything and powers would never fail to activate when your client shows them as recharged. FYI, I know you have seen powers that look recharged but won't activate. That proves me correct.
    No I've seen powers where the client hasn't registered the activation which has happened - not where they haven't activated.
    It doesn't prove you correct at all just that you don't understand how client server systems work.[/QUOTE]


    Quote:
    Originally Posted by T_Immortalus View Post
    I'm done explaining how server-client communication works.
    Good - feel free to try again once you understand it.
  6. Quote:
    Originally Posted by T_Immortalus View Post
    What I am saying is that the game's physics do not apply to player on player collisions.

    Do you see a super speeder run into a player and see both players drop dead and go to the hospital or the one being hit get launched at half their combined velocity for quite a distance?
    No, you don't.


    One character is not moving and "owns that spot". The server "knows they own that spot".
    But for some reason, the character that "is on the spot" moves "just a little" when another player comes too close.

    Obviously, either the server is not "master" then or it has a problem actually tracking static objects, which includes players that are sending no movement commands whose client side is not determining movement(and it wouldn't move them when another player hits them anyway due to the fact that player collisions are not calculated for physics simulations).




    Consider the standing character a concrete wall when it comes to the game's code. Why does the concrete wall move 1ft when being hit by a 60mph other player if the code says "the concrete wall wins" and should not move?



    Edit:
    Either the server really does have a confirmation step for client side commands or character tracking is broken.
    Either possibility is not good for differing reasons.

    That's because we are playing a Superhero game where actions are supposed to be cinematic and not a snooker table simulator where I would expect accurate physics to be used to calculate the effects of collisions including conservation of angular momentum and kinetic energy.
    It used to be that players could not move other players which caused problems when someone went AFK in a doorway or narrow passage. That was changed to allow pushing and this is what you see when two superspeeders collide. They both reach the same point and then one or both push the other before determining final position.

    No it isn't accurate physics but then again neither would be modelling all collisions as perfectly elastic. In the real world objects deform or fragments converting kinetic energy to sound and heat reducing the overall kinetic energy and momentum of both (all) objects involved in the vast majority of cases. This reduction is exaggerated for cinematic effect in the game.

    Yes I hate the way pedestrians are far too good at pushing and cannot be pushed back as much as the next person. To say nothing of trucks being able to drive through each other.
  7. Quote:
    Originally Posted by T_Immortalus View Post
    Then why does my character, which has been afk not moving for 5 minutes, move when somebody else, who is "item b not here in state x", "collides" with my character?

    If my character really is "item a in this spot in state x" then there is no way "item b" can become "item b in a's spot in state y".
    When the other person moves their client passes the move action to the server which then resolves the conflict exactly the same as if they had attacked a foe and knocked them back or performed any other action affecting another object. Once it has calculated where all affected objects are - in this case including your character it will send this data back to both players clients which will then render the result.

    Quote:
    Originally Posted by T_Immortalus View Post
    As for Propel, I believe it shows the same object for everyone. The only thing anybody else notices different is what happens after it strikes the target, or after it misses. It still tosses the same item but the item moves in different ways when it is "loose" for each client. At least it used to work this way.
    That is easily proven by just asking what object somebody sees when you use it.
    I'll admit I haven't checked whether the object is the same or not but the principle remains valid.
    A demorecord session would show it one way or the other if you see objects in the files from that which are each of the propelled objects rather than a single generic propelled object it should render the same.
    If its something that must display the same for all users it will be set serverside actions where this is not required can safely be calculated clientside
    Ragdoll physics animations are definitely calculated clientside - they are compuationally expensive and not abusable so can and should be offloaded to the client,
    Power effects are serverside. - Could be abused if offloaded to the client so need to remain serverside.
    The choice of activation animation for powers which can show different animations which each generate an identical result could be done clientside as could character stances - I'm not 100% certain whether it is though. Computationally cheap but not abusable so doesn't really make a lot of difference where the decision is made.


    Quote:
    Originally Posted by T_Immortalus View Post
    My whole point was that the client can move your character and the server can say "you are here" and the client has to obey.
    So when you send a command to use a power, the server receives the command and then sends back either "activate power" or "can't do that yet", causing exponential lag due to needing a send and reply upstream and downstream, instead of "a certain competitor" that eliminates the downstream "permission" step which cuts lag in half and ensures exponentially better performance.
    When you attempt activate a power the client sends a message to the server to say you have done so. This does not activate the power - it merely tells the server you wish to do so. If the power can be activated the server will calculate the effect and update the client with the changes to be rendered. If it can't then it will clear any queues action and queue the requested action and then when it can be activated calculates the changes and updates the client. There is no permission step. This cannot be offloaded to the client as it would be abusable and also the expensive part is the download from server to client which on almost every home internet connection will have a greater bandwidth. Apart from the potential for abuse offloading this stage to the client would require rendering information for multiple objects to be passed from the client to the server and then back out to everyone else's client, greatly increasing upload bandwidth without reducing download requirements.

    Quote:
    Originally Posted by T_Immortalus View Post
    Seriously, they're making more lag than necessary by attempting to ensure everyone see the same thing and failing because everyone lags more and makes everything much more out of sync. The results, such as health changes, can't be cheated anyway.
    For example, if I were to fire a power at another player in PVP with my client side in absolute control and my client said "HIT" then I would still not have actually hit the other player unless their client side allows it. If they lose the packet that says the power was a hit, or the data is incorrect(because of hacking or cheating another way or just a bug), then they will not take the hit and will not lose to me.
    You can't cheat when both sides are separate instances of the client because you don't have control of the other side.
    You have just perfectly explained the way this would allow cheating.
    If player A attacks player B doing X damage but player Bs client says I'm just ignoring any damage I take then the worst that can happen to player B is a draw - well until they get found out and get banned.
    The calcuation of the damage done and whether it has hit is done on the server for good reasons.
    The data passed from the client to the server is minimal - all it needs is Player A fires power X with Target Player B.
    To try and do this client side would require the client to get the details of both the power being activated and of all the targets it may hit. You might hold details of the power but you aren't going to hold details of every possible target - i.e. every mob at every level, every power which could affect them and also the characters for the every player in the entire playerbase as a result you would need to make remote database queries to obtain that information, then calculate the result, then send an update query back to the serverside databases. Then the server could pass that along to all clients - this last stage being exactly the same as now.



    Quote:
    Originally Posted by T_Immortalus View Post
    The server just needs to "pass it along", sharing necessary information with everyone within the same zone or instance, especially considering that even NPC and event tracking is pre-programmed and only changes when there is an observer present.
    Just run through Perez Park in the hellion section during a slow time on the server to see what I mean. You will see and hear the "Girlfriend from Hell" NPCs summoning their pets because you got in range for them to be rendered and tracked in real time.(Edit: They do this because nobody else was in range within a certain time-frame to trigger the rendering and tracking before you.)

    It's like the old saying "if a tree falls in the forest and nobody is within earshot, does it make a sound?".
    In this case, nothing in game actually happens unless someone is there as witness.
    Yes, many events are timed, but they still don't actually proceed unless there are players within the area to witness it. You won't see Rikti or Zombies or Nemesis pop from an invasion unless there is a player there for them to trigger. Then, the server starts tracking them for that player and sending the copies of that information to new entrants into the area.
    That is why you encounter a lag spike and/or graphical stutter when entering an area with a lot going on. You don't load it until you are in range to track it.


    So, it's not necessary to "ask the server for permission" to move or activate powers.
    1) It's always tracking whether you are connected or not anyway.
    2) You won't receive NPC data or any other data if you aren't connected to be able to send your own data.
    3) Even if it has the "ask permission" step, there are still obvious "lag effects" such as damage and animations being out of sync and other characters and NPCs appearing to teleport all over the place as the client gets packets out of order for an instant.

    "Asking permission" doesn't work any better than not doing so, and usually works worse.
    In this case, it really is "better to ask forgiveness than permission" when it comes to online game code.
    So why are you advocating doing so?
    As I have said there is no ask permission stage

    Client asks server to perform action

    If the request doesn't reach the server it doesn't happen
    If it isn't an allowed action it doesn't happen
    If it fails it doesn't happen

    If it succeeds the server calculates the effect and updates the status of all affected objects.

    Whilst this is happening the server repeatedly sends the current status of all objects visible to each client to those clients which can see it.

    If that update doesn't reach one client it will still reach the others and the client that missed it will get updated the next time the statuses are sent out.
    If the client misses too many updates you will get a map server disconnected warning and eventually will get disconnected.
  8. Actually it is possible that some other application may be legitimately accessing the 64 bit DLL. There are tools available which will let you look into which threads/processes access what but their use isn't straightforward to explain particularly as to how to filter out normal windows processes.

    Trying to verify if this is the problem would take a lot of investigation so I'd suggest trying a reinstall of the dot net framework 2 first would be quicker. Doing so should re-register all the components. It may be that that dll has been overwritten or that the registry entries for it are corrupted.
    Hopefully if the problem is some corruption of the framework that should resolve it.
  9. Quote:
    Originally Posted by T_Immortalus View Post

    Also, the server doesn't just send "you are here" without first getting the movement and position data from the client to make that calculation.
    Though, there is still a confirmation aspect that is proven by the fact that you can be standing still in an area and another character can move through the area, pushing you, and you are moved. That would never happen if the server always knows where you are and is the "absolute master". Instead, you would never move because the server knows that "you are on this spot" instead of it having to think "which colliding character is on this spot?".
    Actually that pretty much is how it works.

    The server says Item a is here in state x
    When you perform some action the client sends the details of what action is performed which is then applied to the state of each affected object. That is performed on the server.
    Some things are indeed calculated on the client - particularly ragdoll physics and power animations - this is why different users will see different animations but nothing which can affect other users.
    If you attack a mob using Propel for example player A might see a Sofa flying towards it whilst Player B sees a car - the selection of which animation is clientside but whether it hits, how much damage it takes, how far it gets knocked back are calculated serverside.
    Similarly when you get a poor connection and suffer lost packets the location of all objects is updated from the details sent from the server - this is commonly known as rubberbanding (the client displays where it believes everything is until the server tells it where they actually are).
    Once the data is received from the server there is no comparison - the objects locations displayed by the client are just set to the details held on the server.
    Pretty much any other option would allow cheatbots to be set up.
  10. I notice that mscorlib is pointing to a 64 bit location for the .NET framework 2. I don't have a 64 bit workstation handy at present to check but on 2008 server there are both Framework and Framework64 folders 32 bit code should be accessing the version in the Framework folder not the Framework64 one, calling a 64 bit routine from 32 bit code may cause problems.
  11. Quote:
    Originally Posted by Lycantropus View Post
    I really don't mean to be a downer here, and will probably come off looking like a [pancake] for asking, but if everything 'extracurricular' you do is on regular servers, including surprise appearances in the past, what's the point of Exalted?

    You mean you don't know!
    Its there for the arrogant elitists to lock themselves away on so the rest of us don't need to /ignore them

    More seriously:
    If all events were done on Exalted only then how would any new player know what they are missing. Holding events on the regular servers mean that free/premium players can see the extras that we pay for and that may bring in new subscriptions.
  12. Quote:
    Originally Posted by _Pine_ View Post
    This just bothered me.... one thing so many people forget is HP.

    A Demon Prince has 963 HP at level 50.

    A Scrapper with no accolades or bonuses have 1338 at level 50.

    A Mastermind has 803.

    A Tank would have 1874.

    That is a massive difference IMO. Even if you are at the soft cap, you will eventually get hit. A tank or scrapper can easily shrug off 100, 200 even up to 500 damage with out much threat. A mastermind cannot so easily take a few hits like that (I am not forgetting about bodyguard mode). You would have to constantly heal pets to keep them from dying, to keep yourself from getting overwhelmed. Also, pets are pretty frail. They do not have the one hit KO coding that players have. You have to work to keep aggro off of pets and on you. Masterminds can get mezzed :/
    and a MM in full bodyguard mode would have an effective 3212 (although I prefer to compare it to increased RES rather than HP) as long as he can keep the pets alive - as you say a massive difference just not the same way you are thinking. MMs were designed to be the redside Tank.
    Kitsune already mentioned slotting the pets up to greatly increase there DEF and RES, slot appropriately for the MM as well and you will get an extremey survivable Tankermind.

    Keeping aggro on the MM rather than the pets can be greatly simplified by taking Provoke.
    Without set bonuses AoEs can mess things up but against single target dealing AVs or below they are still very capable.
  13. Quote:
    Originally Posted by Texas Justice View Post
    As for Google Maps, or any other mapping, don't get me started. Quality Control is a joke. Someone made a typo at some time in the past and what should show as Rd on a map to my house shows as Dr instead. The county maps show it clearly as being Rd all the way through, but not the online services. I've been trying to get that fixed for well over 10 years. It makes it impossible to get to my house using any online mapping service or any GPS units. Quality Control my donkey

    On top of that, someone got really sloppy when writing my address down by hand and the person entering the data read 213 as 43 instead (go ahead, write 213 down really fast so that the lines might cross, someone can read it as 43). I'm still trying to get that fixed. Where's the Quality Control? Right, there isn't any.
    That nowhere near the worst I've seen - the roads around my parents house are all unnamed (all addresses are housename/number, estate name). Yet Google Maps has chosen to publish them with fictitious names that no-one in the area has ever heard of.
  14. It looks like the extreme right hand side of another window which hasn't correctly sent its repaint event when it closed down or was moved. You may find if you open other window fully covering it that it will clear when you close that.
    There's not enough of it visible to tell what is creating it but you are looking for something else which opena a window at that exact position and size. I'd suspect a dialog box - possibly from AV or other antimalware tools or some nag screen from some other application.
  15. Quote:
    Originally Posted by Doctor Roswell View Post
    I always hated having to ask someone else to open a portal for me. It feels like begging.

    Join a team doing normal mishes or a TF/SF - when you exit a mish almost certainly someone will open one - just use it - no begging involved - stealing maybe
  16. Quote:
    Originally Posted by HwaRang View Post
    Hey folks,

    Hope all is well.

    Long story short: I bought a PSU that has dual 12V lines, but the micro ATX board only requires a singular 12V line to run "On-Board" graphics.

    I totally forgot to think about this when I bought the PSU in a hurry. Did I goof?

    Thanks in advance.
    What amperage are both rails rated at and what is the makeup of your system?
  17. Well generally cool running and slow fan speeds are opposing requirements but there are ways.

    You have a few options here

    1 buy an aftermarket card which has been designed for quiet or silent running.

    2 buy a standard card and replace the cooler with an aftermarket one designed for quiet or silent running - for silent they are generally passive and there may be space issues so the case you are using and what other hardware is installed may be relevant.

    3 watercool the system including replacing the GPU coolers with waterblocks (very few cards are available with waterblocks off the shelf so this will probably require you to install them yourself)

    Options 2 and 3 are likely to give better results than 1 but require more work to install and will invalidate the warranty for you graphics card.

    In any event the general layout of the system should be checked first - make sure the case is adequately cooled with minimal obstraction to airflow.

    Large fans turning slower will move as much air and be a lot quieter so if you have the option to install larger case fans then do so.

    Make sure your fans blow air the same way - generally in at the front and out at the back. You also don't want your CPU fan or PSU fans opposing the airflow. In many cases the CPU will have its air supply vented directly from a seperate inlet fan which is good.

    Keep your drives seperated and out of the path of the main inlet fan, and tuck cables away, routing behind the motherboard if possible. If you are using a modular PSU remove extraneous connectors - if the cables are all captive bundle them up and cable tie them out of the way.

    If you are looking to build a cool running quiet system your choice of case becomes much more important. A poorly designed case can easily have your system running 10 or even 20 degrees hotter than a well designed one. A bigger case is usually better for cooling but there are exceptions.
  18. Gaia

    Freebie Friday

    Quote:
    Originally Posted by Kitsune Knight View Post
    I can't imagine the percentage of players that regularly checks the website is even as big as those that frequent the forums.
    It was also the main story displayed in the launcher so anyone playing during the period it was up for should at least have been aware something was happening. Finding out what it was about would require clicking on it but a large graphic saying Freebie Friday wasn't something that should have been easily missed.
  19. May well have been a pet but I'd be more inclined to think of it being a non controllable one rather than a MM pet.

    Having just seen my dark 'trollers Umbral Beast charge half way round Creys for no apparent reason aggroing multiple mobs in the process I'd suggest dismissing them if you are going after the badge. MM pets are less of an issue as the MM can recall them or put them on passive.
    Fortunately it kept going and they gave up chasing. Bombs don't give that option.
  20. Quote:
    Originally Posted by Katie V View Post
    If by "monster" you mean Giant Monsters, they've got 100 feet of perception.
    the DE in the Hive, Abyss, PI and Monster Island are Monster class not GMs - lower hits and damage and I think lower mag status protections. Generally they have a similar difficulty to AVs but use the GM code for conning whereas AVs con as a specific level.
    I can't recall seeing them dropping Emanators so it is possible they may have had the buffs from them incorporated into their base stats
  21. Quote:
    Originally Posted by T_Immortalus View Post
    I went form memory and knew it would be faulty. The point was to give a general idea of how it looks.


    It seems the problem is the % sign. Either it now truncates the info or they are using the wrong symbol or code or something(instead of % ) which truncates the info.

    Very probably. Its most likely that they have messed up the escaping of the % symbol in the database queries to extract the details. Very easy to do when you are passing literal strings. Quotes are often an even bigger pain.
  22. Quote:
    Originally Posted by T_Immortalus View Post
    Also, the PVE value for Farsight is actually 14.71% defense to all, but it shows 15.00% in PVP in both the power's detailed info and my enhancement management screen's detailed info.
    (Edit: Using the "show pvp effects" option while in any zone does not change power values anymore as well. It shows 15% for Farsight while in a PVP zone no matter what, and 14.71% in PVE zones.)

    What the hell is going on with the numbers in PVP zones?

    Whilst in a PvP zone your standard values will be the PvP values. (Note the option is to show PvP values not to show PvE ones) This would mean that when the Show PvP values is unchecked it will display the normal vales - Whilst in that zone these will be the PvP values and so should be the same whether that is checked or not.

    As for the detailed values display bug in the character creator - yep its a bug although I don't see the same details for XRay beam as you

    X Energy damage
    X Energy damage
    2.5

    where X matches the Average damage figure and scales with level
    nothing about a Def debuff.
    It does indeed truncate at 2.5

    I thought at first it may have been a problem with screen resolution but I would have expected it to truncate at a different point if that were the case. I'll /bug it shortly.
  23. Quote:
    Originally Posted by MaestroMavius View Post
    When did we get cloaks?

    I suspect he means Capes.

    Bear in mind also that time controllers will also require access to the controller AT. Shouldn't be a problem for other ATs though.

    As has already been said sometimes you need to restart the game client in order for purchases to show up. They may also sometimes take a few minutes to be added.

    The other possibility is that the purchase didn't complete - you should have had a receipt displayed at the end of the transaction. If you attempt to purchase multiple items and have included a non repeatable item which you already have then you won't be able to complete it until you remove the problem item. The system really needs to identify which it is though.
  24. For a corruptor I was thinking Fire/Time or Fire/Rad - both have huge aoe debuffs to foe to hit and heals for when they manage to get hit. Both should be very survivable /Time will need to be in melee for that debuff though.

    Fire/Dark again very survivable thanks to the debuffs and heal but debuffs are more single target.

    Fire/Sonic would give you mez except sleep protection and scrapper level resists at higher levels along with big -resist debuffs

    Fire/FF is possible as a Controller but not as a Dom or Corruptor - again it should be hugely survivable.
  25. Don't eat the yellow snow.

    Oh you mean as to which AT to pick
    Well Fire is all about damage and its damage mitigation is down to dead/defeated foes don't hit back. That applies equally well to Blasters, Brutes or any other AT.
    Blasters were always intended to be very fragile with generally little damage mitigation. In recent years IO set bonuses have gone a huge way to offsetting that and making them much less of a glass cannon. Different powerset combinations will play differently and almost anything will draw less aggro than a Fire/Fire blaster (My Fire/Thorns Dom will give it a good go though).
    Both the corrupter and Dominator have other forms of damage mitigation - generally buffs/debuffs for the Corrupter and controls for the Dominator. For a ranged toon the corrupter is generally a good choice and usually very survivable but try all three - and different powersets in each as they do play differently.
    Personally the majority of my characters are ranged ATs - some like my Ice/Energy dom or my Dark/Dark corrupter work best at range others like my Kin/Elec def or my Grav/Sonic 'troller best mixing it up in melee range. All have different ways of mitigating damage.