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I also have no unusual problems with the Mac client for CoH - I use a Macbook Pro core i7.
There are some memory usage issues that may crash the game, but that only seems to happen to me once or twice a night (on the Windows PC, it crashes once a night too). I use /reloadgfx a couple of times an hour to slow the effects of the memory usage issues. -
Try re-downloading the one on the web site first, sometimes the Launcher gets a little messed up.
Also if you're using an ATI-based Mac, contact support at help.ncsoft.com - they have a procedure to fix a possible known issue. -
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Most of the info you're asking about is in my guide, linked in the signature.
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No matter what you do, VMWare won't be nearly as fast as a native Windows PC.
If you really need to use Internet Explorer for Windows for work you're either going to have to deal with the sluggishness or try Crossover (from Codeweavers) and deal with less sluggishness. It comes with IE built in.
Or...use Safari, turn on the Developer menu, and change the User Agent. That will only work if your work site doesn't use ActiveX. -
I have a healthy fear of the forums outside the Mac Users area so I missed that.
If this is a CoH memory leak causing the crash at least it'll be fixed more quickly... -
The 4GB thing also happens when an application tries to allocate memory after the memory handles are all exhausted. The crash right after that is because rather than handle the error properly by releasing old memory handles, Cider ignores it. In fact, just about all the memory related crashes seem to be because Cider keeps using memory handles but isn't properly releasing them.
Reloadgfx helps a bit because it forces the entire graphics system to release all of its memory at once. It delays a crash for a while because the video memory has far less handles than the system memory, so they get used up faster.
What you described you were doing looks like it's consistent with that as far as I can tell. The only thing you can do to slow the crashes down is use /reloadgfx sometimes, and turn World Detail to 100% or less. Generally do all you can to use less memory. Someday hopefully Transgaming will fix Cider's memory problems. -
Redlynne - what exactly were you doing when the game crashed? All those crash logs are very similar.
Also what kind of Mac do you use? -
At the risk of sounding cynical...
Tonyv's reply emphasizes one of the biggest problems with making any kind of CoH hero planner: Gathering and maintaining accurate data for such a wide variety of powers, enhancements, IO's, recipes, buffs, and incarnate abilities is an extremely intimidating task. As far as I know, Paragon Studios doesn't exactly hand out spreadsheets with that info, and if they did, I probably couldn't read them anyway.
And from my experience, the user interface of any sort of CoH planner has to be made to look pretty close to the CoH respec interface so it's not so confusing to operate. Both for a web-based interface (which has the added problem of needing to work in every web browser) and for a tablet interface, this is a very difficult feat to accomplish.
On top of that, both of those have to be combined with someone who is willing to do all that work for free (or possibly very little money, in the case of a tablet-based planner - who would be willing to pay more than $1 or $2 for one?**). And, would be willing to let all that work go to waste if Paragon's legal department decides to (somewhat rightfully) shut them down.
**If I knew I could sell tablet-based planners at a lot more than that I might actually consider working on one... -
Alternately your user home folder (Users > yourname) is mapped to drive D: in Cider. If you place a binds.txt file there you can load it in CoH using "/bindloadfile d:\binds.txt".
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It sounds like you got a bad NCLauncher update. Try downloading it again.
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Click the triangle next to the game's name (City of Heroes) and there's a Properties item at the end. Double-click that.
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Delete the Alias in Applications first (drag it to the trash) and then drag the NCLauncher from the Desktop to Applications. After that create a new Alias of NCLauncher and drag THAT to the Desktop.
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What happens if you move the NCLauncher to Applications and make an Alias on the desktop?
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Quote:The situation is currently in Transgaming's hands (which is part of what Zwillinger said). I gave them a lot of information on what's broken, as I'm sure a lot of others may have - but the question isn't what's broken, it's where it's broken and how to fix it. Those last two steps lie entirely within Transgaming's domain.I heard on the Ustream the other day that a) Zuwiller knows the Mac client is borked and b) they have to find a way to address it. Meaning its not yet being addressed and, based on what I've seen posted here, likely won't be any time soon.
If you're curious though:
The root cause of the crashes are because Cider is allocating video memory and forgetting to release it properly until it runs out of memory handles. It's also failing to handle that error correctly, so it freaks out and causes a massive crash. In the course of figuring this out, I also learned how to use Apple's Xcode memory debugging tools.
Because I know the root cause, I've been giving recommendations to keep memory allocations to a minimum: a) use /reloadgfx occasionally because it manually forces all that memory to release; b) set your World Detail and Character Detail to 100% or less; c) turn of Full-Screen Anti-Aliasing (FSAA); d) turn down reflection effects and shadows slightly; and e) turn off Geometry Buffers. With my own installation, it seems to keep the crashes down to maybe once or twice a night.
This root cause has nothing to do with the ATI bug that developed during the last issue release - that's due to some kind of incompatibility between the slightly newer Cider build and the newer ATI driver. I don't know why they didn't release a patch just for that - I can only assume they wish to hold it until the other bugs are fixed.
Also there's an issue with the way Cider handles the Windows swap file which causes it to be more laggy than the Windows client, and causes FSAA not to work properly.
As I said though, analyzing the problem this way doesn't solve the problem because Cider has a massive amount of code to look through, and some of it is so old it's likely nobody even remembers where this faulty code is exactly. The important part is *where* it is, and then how to fix it. -
Quote:I know about the OAV's but I have yet to find them. I do have both the old and new series, both available on DVD.I love it. The weird thing is that I watched the old version which seems to have vanished completely from existence. There were two OAVs "Blue" and "Flew" and I borrowed them like 4 times from a friend. Now they're not even mentioned on any anime or wiki site I can find and everyone just talks about the series. Weird.
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It means the application has crashed, and for some reason the part that called the debugging software during a crash hasn't been removed - but there is of course no such debugging software on your Mac so you see an assertion failure instead.
So it's nothing you're doing wrong, it's just undesired crash behavior on the part of the CoH client. -
That's exactly what I mean. Both Mac and iPad software are usually designed in Apple's Xcode. That environment makes it theoretically possible to have one code base and two targets (Mac and iPad). The "theoretically" part is where differences in hardware capabilities, OpenGL vs. OpenGL ES, etc come into play.
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You did the right thing contacting customer service - they should be able to help you if there was a problem setting up your account.
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Quote:But I might.Resources, technical limitations, time frame? A Community Manager knows not these things.
If Paragon would have made a full-fledged native Mac client instead of using Transgaming's software, I'd say *maybe* - because iPad apps are so similarly coded to Mac apps, and use the same tools (similarly, Android apps are based on Java using similar coding methods to iPad). The biggest hurdle is that OpenGL ES is a subset of the OpenGL that PC's/Macs use, and many of the graphics features CoH needs might not be available on the iPad (requiring a lot of re-coding). The second biggest hurdle, of course, is dedicating programming/testing/QA resources to it.
That's all a moot point, however, because CoH is coded using Microsoft Windows based tools, which would mean starting an entire new application nearly from scratch to support iPad or Android.
Then again, you never know what projects a couple Paragon devs have been secretly working on in that cubicle in the corner... -
Quote:Until last week I thought I was the only CoH player who watched that.That's Birdy the Mighty. She's an alien Superhero.
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I believe she's super-jumping from one rooftop to another.
And I asked a while back, and now know they're looking into the Mac client issues, but don't know exactly what they're doing or what the ETA is. I haven't asked since, but if it's a Transgaming/Cider issue the only answer I'll probably get is "we're working on it" (pretty much what TG would be telling Paragon).
I do know from keeping an eye on Crossover that the WINE project, the heart of both that and Cider, suffered a major compatibility setback in the latest release. While we weren't hit by it (Crossover was, and it wasn't good), I could venture an educated guess that TG may be waiting for or tied up with fixes for those problems before they can make any new major releases of Cider.
So if we get a fix very soon, it would most likely be a patched-up version of the same client we use at this time - in other words not a major leap, but hopefully better behaved. -
Send a support ticket at help.ncsoft.com, if there's anything simple that's wrong they'll fix it for you right away. If it's not simple, the ticket will hell track the issue to be fixed in a later patch.