Captain Fabulous

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  1. OK, I whipped up this re-creation of Thunderbabe's original costume using the Korean character creator. You can see the original thigh highs



    They are flared, making them look like actual boots. The current version doesn't do this and is flat against the thigh, as seen here from live

  2. Quote:
    Originally Posted by Kasoh View Post
    The Thigh High Boots, circa 2005, September 22, 1612 in the afternoon.



    Circa 2007 November 09, 2251



    What I'm seeing, is that the new boots, (if indeed those are the new ones and not my mind playing tricks) is that they are much closer to the leg at the top. Could be the higher resolution.

    From Live, today.



    I'm trying really hard to see the difference, and now I'm not sure if I'm seeing it because I want to, or someother reason, but five years of the same costume.
    Completely unrelated,



    Stepping into the Wayback machine, you used to be able to apply the leg patterns to both the thigh/tops of the pants and the boot portion This is using a grey blend on white pants, attempting to give it a dirty look. We can't apply patterns to the bottom of pants anymore. or at least I'm missing how.
    I miss the old thigh highs too
  3. Quote:
    Originally Posted by VuDu_DawL View Post
    I called NC Soft support. After being asked to make several very severe changes that didn't fix anything but *really* screwed up my computer (Photoshop wouldn't even start, I was running without antivirus and firewall for two days...now have to 're-train' the firewall.. *sob*), they finally suggested I try some new drivers. They weren't official yet, so I contacted AMD. They were kind enough to send me a link, and reassurance, so this weekend, I installed them.

    The memory leak is GONE. GONE-GONE - even when leaving a character in the base for hours. But.... now if I run the game on the second monitor, it fails to redraw about 80 percent of the window, only redrawing a small strip in the center. Gah.

    It does not matter if I have one or two instances of the game running - the result is the same. I feel like I am on the 'if it's not one thing'... and to ICE the cake, I had problems with DAZ Studio crashing after the 'changes'. Fortunately, the driver uninstall and reinstall seems to have fixed that.

    *sigh*

    But the GOOD news is - if you are using an ATI Radeon HD card - the 10.6 drivers FIX the huge memory leak. The game is now in Ultra Mode, in my base, using 526,452K RAM - and stable. I open the base editor, it jumped to 531,392K and stable. So as long as you don't want to use two monitors, I guess this is good news.
    Do you mean the official 10.6 drivers or the 10.6 hotfix drivers?
  4. Quote:
    Originally Posted by Jetpack View Post
    Everything I read on the STO and CO forums indicate that they aren't doing fine. Especially CO.
    Which is meaningless since they don't ever release actual numbers. Anything you read in the forums is pure speculation and should be taken with a grain of salt. Both there and here
  5. Quote:
    Originally Posted by Partsman View Post
    I have nailed down a nasty memory leak for me in my small hidden base. I actually gain memory back when I enter my base, and everything is fine, no leak. I open up my salvage storage racks, my memory usage goes up a hair and then steadies. Same for my vault storage. Everything seems fine until I open up an enhancement storage rack (I have 2.) Both are near capacity of 100 enhancements each, with very few duplicates, so lots of 1's or a couple of 2-fers. Once I start scrolling through the list, the leak hits me hard, and lots of times my graphics will either lock up or stutter hard. If I do this with both racks, I am now eating almost 1M of memory a second. Even if I just leave it open and not scroll though it anymore, leaks like a sieve. As soon as I close the enhancement racks, leak stops. And I don't get that memory back until I max out at 1.8G and CTD.

    My system: Win XP PRO 32bit w/SP3, 4 GB RAM, ATI 4850 with 1G RAM, CAT 10.4, 1 monitor, Realtek onboard sound.
    A-HA! I knew I was having leak problems while crafting, not just while base editing! I'll have to check this out, see if I can see this too.
  6. Quote:
    Originally Posted by Domacett View Post
    We asked for this back in CoH beta. We were told it couldn't be done because it was "baked into" the game.

    They said the same thing about power color customization.
    Which they then did for the Korean market anyway. There apparently are a lot of things we're told can't be done that they've managed to find a way to do at some point.
  7. Quote:
    Originally Posted by Positivity View Post
    So how much can I buy a mint condition Wrath of the Lich King comic book for these days?

    Why release a costume creator when people can already use one via the existing free trial?

    Sorry guys, all of these ideas are just more attempts at reinventing the wheel.

    Let's say Paragon Studios actually did hire Piers Anthony to do a story arc. Who's going to know about it? The existing playerbase that already plays the game? Or would they have to resort to doing something crazy like...Oh, I don't know...Advertise the game? So why not just save the money it would cost to hire Piers Anthony in the first place and use that money to advertise the game? I know, crazy...
    It's just another way to promote the game. It should be pretty easy to pull the creator out of the game and make a stand alone version, and it would be a significantly smaller download. People are more likely to download a few hundred megabytes rather than 3 GBs. And then the creator hopefully builds some excitement to further entice people to do that huge download.
  8. Quote:
    Originally Posted by Arcanaville View Post
    One of the things I had forgotten about it until I went looking for it again was the fact that the KCC had an emote interface. You could see your character playing various emotes on command. This was years before we had the ability to play power animations in the character creator which only came along due to the need for that interface for power customization in I16 (although the emote interface made its first return earlier in Issue 14 in the critter creator of the Architect).
    And that it allows you to save and load costumes, something we didn't get for a LONG time. Makes me wonder if the Korean version of the game had the ability to load in costumes made in the KCC. Seems silly if it didn't.

    But man, this thing really doesn't like Windows 7. It runs, but it's like trying to coax a burro.
  9. Quote:
    Originally Posted by Arcanaville View Post
    I don't think it was ever really confirmed that the reason why there was no US version had anything to do with the Marvel suit. Even if the community team said it (and I don't recall that they did) its illogical because its not like Korea has no copyright laws. The app would have been just as much of an infringement there as here. If it was an actual legal threat, they should have *immediately* pulled the thing completely. But they didn't.
    My memory is a bit fuzzy that far back, but I seem to remember that's exactly what happened. The Korean creator just vanished from the ftp server and anyone that was hosting it (or even providing info on how to change the localization to English) was served with a cease-and-desist. It came down fast and hard.

    Quote:
    In any case, while the KCC is a proof of concept, it can't be just patched to the latest set of costume parts. It just can't. But as I mention above, it doesn't have to be.
    True, and boy are the costume pieces in here OLD. You don't realize how many new pieces have been added in 5+ years. Sigh... brings back good memories tho...
  10. Quote:
    Originally Posted by Zombie Man View Post
    You really should ask the Devs there about that then assume, because, you're wrong.
    Settle down man. He does make a good point. If you didn't know the Korean creator once existed (for all of like a month) then I think his reasoning is valid.

    Now that we can actually save costumes and import them later the idea of a standalone creator might actually have more weight (and be more useful).
  11. Quote:
    Originally Posted by Obscure Blade View Post
    Actually, if I recall correctly it WAS done a long time ago in connection with the defunct Korean version of CoH. A long obsolete version by now even if you could find it of course, but it's doable apparently.
    Yep, I remember this too. There's a fair chance I still have it lying around in a backup someplace. But a standalone costume creator did indeed exist at one point. I don't recall the reasons we were given why there was never a US version tho.

    EDIT: FOUND IT!!!
  12. Quote:
    Originally Posted by VuDu_DawL View Post
    The "admin" (aka husband) is trying to lure me into the 64bit world but that would mean a complete reinstall of many many things, and I am not sure I want to go there, but if it gives me the ability to have more RAM, and allow the game to have more RAM... it's tempting. Very tempting.
    It does but it won't. Even in a 64-bit OS the game is still a 32-bit app and is bound by the 2 GB limit. Tho apparently the game is large address space aware and can, in theory, use up to 3 GBs provided the OS (32 or 64 bit) is started using the appropriate switch.

    Having 3 GBs instead of 2 won't prevent you from crashing due to a memory leak, but it'll take longer to get there.
  13. I think it's worth mentioning exactly what constitutes a leak compared to normal memory usage.

    As you play the game it's normal for memory usage to go up. Every time you zone it can eat up a bit more memory. If you're in a populated area memory usage is also going to climb. This is all normal.

    The abnormal part, when it becomes a leak, is when memory that is no longer needed is not properly released. This causes the game to continue allocating more and more memory until it reaches the maximum amount allowed by Windows (2 GBs). When you attempt to pass that magic number the game will crash.

    So just because memory usage is increasing as you play doesn't necessarily mean you're experiencing a memory leak. Anything up to roughly 1.4-1.5 GBs is normal. But if you're seeing memory usage of 1.6, 1.7, or even 1.8 GBs and crash when you try to zone, then you've got a persistent leak and should make a note of exactly what you've been doing over the last hour or so.
  14. Quote:
    Originally Posted by Captain_Freak View Post
    I had the oddest crash last nite. My 2 roomies and I played coh for most of a Sister Psyche last nite. We run Xfire (great program) with our friend in Lincoln nebraska. After about 3.5 hrs (we finished at 4hrs) All three of us got mapserved and a slow to get back on. Our lincoln friend was fine and we were all 4 of us still talking through xfire. Next mission full drop, we were still talking just fine and I could access all my regular webpages but we couldnt log on nor could I access the Coh Main page. A restart took care of it, but we didnt restart the modem or router.

    All three of us have very different machines and are hardlined to the router. But to be denied Coh main page and Logon but not wiki or any other service or webpage is just too coincidental.
    Usually when something like this happens it's because an Internet node between you and the CoX servers goes down.
  15. Quote:
    Originally Posted by MTS__ View Post
    You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.

    Given the age of the game engine, I'd doubt that CoH is linked with that option, but I don't have the development tools installed right now so I can't check. If anyone has Visual C++ installed, run "dumpbin /headers cityofheroes.exe" and see it there's a line that says "Application can handle large (>2GB) addresses"
    Apparently it can. Who'da thunk?
  16. Quote:
    Originally Posted by Zombie Man View Post
    While you're here, The Television, it used to be that /unloadgfx or /reloadgfx used to clear out most memory leaks. In the old days a /unloadgfx would take me from 1.2 GB down to .8 GB of RAM usage, a .4 GB recovery. Now, it barely recovers .02 GB.

    What happened to that command? It stopped doing it's magic about 3 issues ago. It was our usual help while memory leaks were being hunted and killed.
    The /unloadgfx and /reloadgfx commands never fixed memory leaks. But they did purge data that was carried over from one map or zone to another, which would extend the amount of time you could play if you were having a memory leak.

    I suspect the function has been rolled into zoning.
  17. I'm doing it right now. Just sitting here in the base editor with CoH in the background and memory usage is slowly climbing. Started at 895 MBs, now at 1.2 GBs. And I'm doing nothing. Just standing around.
  18. Quote:
    Originally Posted by The Television View Post
    If you are experiencing this particular leak, please contact Arbiter Oates (via PM). Our team hasn't been able to reproduce this yet and Arbiter Oates is collecting more details.
    This is exactly the same kind of behavior I've seen in the base, but I get it with crafting. I'm already in touch with Arbiter Oates.
  19. Captain Fabulous

    Wth???

    Quote:
    Originally Posted by The Television View Post
    I'd copy over from live. The original problem was that your updater deleted a bunch of your files in a fit of rage and frustration. Your updater has been pacified, but in order to avoid having to get all those files again, just copy from live. The change from live should be tiny.

    Please let me know if anyone else is still having this or a similar issue.
    Admit it TV, you're behind this! It's a blatant attempt to get us to play less of the game so that we watch more of you!
  20. Captain Fabulous

    Wth???

    Yup, me too. Glad I saw this thread beforehand and made a backup of the CohTest folder.
  21. Quote:
    Originally Posted by Wulfman View Post
    It wouldn't surprise me in the least if this is the case. Of course, if it is, then I would prefer that he say that rather than posting a message that seems to suggest it will happening so quickly.

    Honestly, I think the problem may be the difference between being "fixed" from a dev's point of view and a player's point of view. To the dev, it's "fixed" when the errant code is identified and corrected, regardless of when the actual patch will go through and the players will be able to experience it properly on the live server. To the player, it's "fixed" when it works the way it's supposed to on the live server (since that's what the players are paying for), especially when there were supposedly no changes made to the Hamidon or the mitos in i17.
    Mitos and Reischman have been fixed on test, according to the patch notes.
  22. Quote:
    Originally Posted by GMan3 View Post
    Not a real big issue, but I went to change my toons costume today and noticed the background of all the costume slots was screwed up. Top half was right and the bottom half was wonkie. Anyone else seeing this?
    Yes, this was reported in beta.
  23. Quote:
    Originally Posted by TruEdge View Post
    Removed the doublefusion folder and got stuck at the Downloading File Manifest part of the updater. Good news it didn't cause the error I had, but it didn't work for finishing to install the update either. So I put the folder back, needless to say.

    I'm figuring I'm going to need to re-install the whole game. Joy of joys (my most current disc is Issue 6).
    Try deleting just the tempfiles. You might also want to give it time to download the file manifest. Sometimes it gets stuck.
  24. Just for ***** and giggles I did a search for "tempfile" in the coh folder and there is one in each of the generic_tech_wall_xxx_xxx folders inside the doublefusion/cache/data folder. Maybe is has something to do with these files?

    Did you guys that have this problem turn off in-game ads? Maybe try deleting all those tempfiles, see what happens? If not that then try moving or renaming the doublefusion folder and letting the updater restore it.
  25. Quote:
    Originally Posted by Kosmos View Post
    The devs coined the term to refer to a set of features and have stated it would be optional. Sticking to their implicit definition of "Ultra Mode"; unless they've redefined the word "optional", you are indeed supposed to be able to turn it on and off. So I think it's quite fair to talk about turning Ultra Mode on and off. What wouldn't be fair is to talk about switching graphics engines. Which is sort of what Evangel was suggesting when talking about ways to get back to the prompt asking if you want to enable Ultra Mode. Well, it kind of gave that impression anyway.

    Can you turn the new graphics engine on or off? No.

    Can you turn the Ultra Mode feature set on or off? Yes.
    But this is the way some people are talking about ultra mode, like it *is* some kind of special graphics engine, and that by turning it off everything will go back to the way it was in I16. All I'm saying is this is not correct. Disabling the ultra mode features will not restore the I16 graphics engine. If you select not to turn on ultra mode at startup you won't get to use the I16 graphics engine instead of the new one.

    "Turning off" or "disabling" ultra mode means disabling the 4 new graphics options the devs collectively refer to as "ultra mode". But you'll still be using the new I17 graphics engine, even in safe mode.

    I'm just trying to explain there is a difference between the I17 engine and "ultra mode". They are not the same thing.