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Posts
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I'll do my best with Google Translate.
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Did either of you try changing the compatibility/performance switch in CoH graphics/audio options?
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Do you have anything else hooked up to USB besides a mouse? Even a hard drive or a hub can cause the USB bus to reset occasionally, cutting off the audio.
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You're going to have to bug that with the Parallels folks, since CoH runs in 32-bit mode all the time (it doesn't support 64-bit natively yet) it's unlikely to be causing the crashes.
If I had to guess, I'd say the Parallels network drivers are set up improperly for 64-bit mode, which normally doesn't cause a problem - but Cider checks all the active network interfaces, so that might trigger a crash. -
Those screenshots with Plants vs. Zombies doesn't really tell me much...
It's quite normal for CoH to use nearly 2 GB of RAM when it's running. There's a variety of reasons for CoH to crash, so it's hard to tell at this point what caused it. If it happens again, post the last few lines of the Console Log and I'll try to see what it means. -
Try all the steps in this thread first:
http://boards.cityofheroes.com/showthread.php?t=199092
...including contacting support.
If that doesn't work, open Console (Applications > Utilities > Console) and copy-paste to post here the last few lines you see after CoH stops responding. -
Are these binds set in-game or loaded from a file?
The only reason I can think of for the binds resetting is if the Mac client has issues writing to the keybinds.txt file.
Anyone care to set a bind, and then log out and see if it's listed in the file? -
I believe VMWare has a feature where it can import VM's from Parallels. If you can (and have the disk space) make a copy of the panicky XP VM and import it into VMWare. That way we'll be able to see if the bug is in Parallels.
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There are two possibilities here: Either both Paralles and Cider tamper with the default processor settings (I know for sure that Parallels does) and the settings disagree sufficiently to cause a panic, or Parallels is doing something it shouldn't - most likely as a hack or workaround - and Cider is particularly sensitive to it.
I'm going to test this myself, but in case I don't get it to panic, post the top half of your panic.log (you should be able to access it from the Console).
EDIT: I ran Parallels 5 at the same time as CoH and there was no panic. I added Safari and Mail, still no panic. So it's up to your panic.log.I don't have "Application Sharing" turned on in Parallels, though, and I have it set to use both processors.
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Quote:Darn it, and I wanted to be able to summon a mob of minions all wearing their own unique clothing and designer dual pistols, while immersed in uniquely swirling particle effect fog--I believe it could be done, but it would have ramifications on balance.
Adding customizeable weapons to power customization is another story.
...anyone have a mop? I think BaB's head exploded. -
I could be wrong but looks to me like Herostats "hooks" into CoH somehow by intercepting its network traffic. It also uses customized code to draw the little window on top of CoH without disrupting it.
It's obviously written by someone who has years of intimate knowledge of Windows and its loopholes (I'm guessing Microsoft doesn't really want people writing applications that hijack network traffic or overwriting its displays). I don't even know if the same loopholes exist on the Mac, but if there are, it'll take someone with the same sort of intimate knowledge of MacOS X to find them. And Cider adds another level of complexity to that, so you need intimate knowledge of that too. It's unlikely you'll find someone with all those factors who also plays CoH, and has the spare time to write a utility like that.
Then again, that's exactly the kind of adversity that breeds creativity, so who knows? Someone might find a way to create a simpler Herostats for Mac that uses chat logs or something, and sits on the Dashboard. -
This is why the GMA 950 isn't officially supported - it has trouble rendering shadows, lighting, and reflections properly. You might have some success turning off Shadows in the in-game options (you have to turn on Advanced graphics options first).
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There will be a way to report those, and me and other people will re-test it.
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No matter what hardware you're using, your feedback during any testing will be very important. While the GMA 950 isn't supported, new problems found there may also be present on other supported hardware.
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Quote:Water is one of the few exceptions, along with FSAA (and both have caused problems with various video cards at one point). It appears to be still rendered in layers, but it has an additional software effects mode if the hardware-based effect fails or is turned off. This is likely to ensure that supported hardware that's unable to render the water effects properly can still see water as it was intended to look, since it's one of the foundation effects of the game.At the moment, that's true. But I'm wondering if Ultra Mode introduces them. I find it difficult to believe that the game client will, say, render water with the standard rendering code and then overlay Ultra Mode on top of it. I suppose you could do clever things with the OpenGL state engine that wouldn't require multiple rendering paths, but is that the best way to handle advanced graphics like that? I don't know how this is conventionally done, but I'm pretty sure I wouldn't do it that way myself.
You can see the effects layering at work if you play with the Water Effects and the Shadows toggles in Graphics Options. There's a blue floor, a bluish tinted material. If you have water effects off, there's an animated layer on a top surface that players can pass through. Turn them on, and the effect happens throughout the blueish tinted material instead of just the top surface. Then you can play with the shadows toggle to see how light reflection and shadow bounce off the top surface.
Ultra Mode, and I'm guessing here again, would add an additional layer of effects to the water so you can see yourself reflected and distorted in the surface as you move around, as well as players next to you. Because that effect would be semi-transparent, you would still see the original water effects and light/shadow effects through the reflection. You probably could even turn off Water Effects and see the old software animation through it as well.
Like I said though, the old disclaimer again: I haven't seen Ultra, and it could be something drastically different from my guesses. I'm assuming it's an evolutionary step (to preserve as much backward compatibility as possible without creating too many new bugs) rather than a ground-up replacement/alternative. -
Quote:From what I've been observing I *think* the source of the communication hiccup is the "multiple rendering path" bit. In my experience watching the way things render in CoH (and I had to do that a lot while the Mac client was in testing) there aren't multiple paths, but it's built up in layers instead.My suspicion is that Babs is thinking a light-refracting wormhole would require something like a vertex shader, and thus at a minimum OpenGL 2.0. That might orphan some existing player's video setups: their particular drivers (assuming the game worked at all) wouldn't execute the vertex shaders. My question is probably a gibberish question in context, but I don't have the background to know why: why, if Ultra Mode is likely to have two different rendering paths (the current one and the enhanced ultra path) and ultra mode is likely to be using OpenGL 2.0 or higher, is it problematic to have a power create an object that is rendered as a refractive object in ultra mode and just a fixed swirly thing in non-ultra mode.
Again though, this is only my observation, there's likely a whole lot of stuff going on in the background that I can't see and don't know about.
I believe the swirly thing you speak of would be rendered like this: First it would be a geometric shape made in some 2D software and animated to spin in CoH. That wouldn't look like anything yet, because it doesn't have a texture applied yet (it would appear transparent). Then a texture is applied by the game - there would be multiple resolutions of that texture available, and just one loads depending on how far away you are, and what your video settings are. No matter what hardware you have, the polygons will be rendered, and some texture will be applied, because the game is designed to render up to this point no matter what, even if it has to do it all in software (though it will take advantage of hardware acceleration if it can). It can even have some kind of particle effect applied, varying in count by settings and hardware. By this point, the spinning swirly thing would look pretty cool already, with a palpable shape and form, and a colorful texture, and particles of dust floating off of it.
But then there's the part about the bending light effects. Those are not rendered as part of the object, but would be done as real-time after-effects. The best comparison for these after-effects would be like applying a Photoshop filter to a masked area of the display - only different levels of video cards support a different set of effects. The bending light affect is applied to a "mask" bordering the swirly thing so anything that gets near it, including players, are warped and smeared. That's why it's a real-time effect.
Unfortunately, if the *supported* video cards at the low-end are incapable of that effect, you have some players able to see the light-bending, and others who can't. Imagine moving your player close by, and it's not effected at all by the light effect, so it looks stupid. Then a determination has to be made by the devs whether that lack of visual information will impact the game negatively or not, and decide then whether to include it.
FYI, if you've ever tried to load CoH for Mac on Intel GMA 950 video you'd see what I'm talking about first-hand. The lighting and shadow effects are badly broken (which is why it's not supported) so everything has a Lego grey plastic feel to it. Textures don't render entirely, so there are holes in things. This is the kind of experience the devs try to avoid for the minimum supported hardware, and why they have to avoid using certain effects that might impact all players. -
Quote:Let me see if I can help as someone who recently researched OpenGL (the graphics technology CoH is based on). Hopefully without making things even more confusing.Maybe this is more of a terminology thing. Could you spawn a critter at the wormhole site that had a Basic and Ultra rendering path, assuming critter 3D models themselves had two rendering paths in the Ultra codebase?
OpenGL has certain sets of version numbers - 1.1, 2.0, 2.5, 3.0, and maybe some in between I can't remember. They're actually designed to make game minimum/maximum requirements very easy to determine, because each version supports a certain set of visual effects that can be activated by software (like CoH).
The game devs can decide that at minimum they want a game system to support OpenGL 2.0, and at maximum 2.5 - which gives them a pretty clear picture of what features they can and can't use when designing the game. But the complexities don't stop there.
The graphics for CoH, and pretty much any game decided for PC or Mac, have to be designed in *layers*. The minimum layer is the "lowest common denominator" that BaB referred to - it *MUST*, and this is an absolute law of video game design, *MUST* contain ALL visual information required for ANY player to complete the game. This minimum layer usually complies with the OpenGL featureset they select as the minimum, and is commonly generated using very simple *software* rendering techniques to ensure that they will always appear no matter how crippled the system it's running on may be. Unfortunately, software rendering techniques are very labor intensive for the devs. More on this in a moment.
After that minimum layer, advanced layers can be added that enhance the appearance of the minimum layer using visual effects. This is commonly generated using *hardware* rendering techniques, depending on what the hardware supports, and includes such things as lighting effects, shadows, particle effects, etc. This layer is where Ultra goes - you need to see windows on a building, but you don't need to see your reflection in them. They're done mostly using hardware effects because that way they're less labor intensive to implement, and not very power hungry (if you meet the requirements).
If you notice the last thing I mentioned in the two paragraphs above, it's also about conserving CPU power. Working out a way to duplicate OpenGL hardware effects in software for lower-end systems is highly labor intensive, and risky - because it's quite likely those systems won't have the horsepower to render it anyway. If you want an example of what can happen when a software workaround is created, I believe FSAA in CoH is a good one (I'm not sure if it's been fixed since).
Also, as a side note, console systems (PS3, Xbox) don't have this problem, as they have a very narrow set of capabilities, and anything written for them can take advantage of the maximum pretty much all the time. -
Please read this post carefully, as it's intended to explain the reasons why CoH has such a problem with PvP.
There's a difference in basic game dynamic. City of Heroes has a cooperative dynamic, while World of Warcraft, Warhammer, etc, have an adversarial/competitive dynamic. In CoH, it's expected that players will cooperate for rewards, and everyone is rewarded somewhat equally; in WoW, you fight over them, and there are few winners of limited rewards.
That brings us to what players of other games have come to expect from PvP (and if you note, what some have been asking for in CoH):
1. Open-world PvP, so unsuspecting victims can be forced into PvP whether they want to or not. Or at the very least, forced PvP at a certain level, or on certain select servers. Some consider it a rite of passage to be ganked, or to gank someone who's new for an easy reward. In CoH this doesn't exist, unless someone gets curious and wanders into Siren's Call.
2. Reward for PvP that's unobtainable through any other means, and either gives bonuses far beyond what PvE rewards would be, or are required to complete certain tasks within the game. There are PvP recipes in CoH, but they aren't spectacular enough to draw enough "new blood" to PvP, and you can pretty much complete all the game content without setting foot in a PvP area.
3. "Cost" for victims of PvP. Have them lose an item, or money, or some sort of points that they will have to fight their way back to through hard work or more easily through PvP. This is an absolute no-no in CoH, due to its cooperative, rather than competitive, dynamic.
I don't believe PvP in City of Heroes will be accepted by those who have experience with competitive games until all three of the above conditions are met, which, because it violates the CoH dynamic, will never happen. PvPers will never be happy here.
The devs did an pretty good job trying to make PvP more accessible in CoH to the average player - but, once again, it's not what PvP oriented players are used to, and not what they will accept. Personally I think future efforts should concentrate PvP on the now abandoned arenas, and provide more exciting PvE content instead. -
Right now, the GMA3100 is the "low end" of *supported* video for CoH for Mac. If that's eliminated for some reason, the GMA950 will be eliminated along with it.
Because the 3100 and 950 share so many features, CoH will probably continue to work for the 950 (albeit unsupported) until the 3100 is eliminated as supported hardware.
There is a chance that *could* happen, though, if the graphics engine undergoes a major update that forces the 3100 out of the running. Right now, though, there's no official word that will happen. -
Try throwing out the City of Heroes Preferences (yes, again) but before you do that, run Disk Utility (Applications > Utilities > Disk Utility) and Repair Permissions.
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Cmd-Tab (not alt-tab) minimizes CoH. Cmd-Enter switches to windowed mode, and then you can shove it aside and work with other applications.
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Which MacOS X version are you running?
Also you mentioned it was a shared computer - is it heavily modified? -
Try uninstalling the Wacom tablet driver. The Wacom tablet mouse won't work quite as well without it, but the driver can interfere with normal mouse operation so you may be better off without it.
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This may be a bug with the game client itself, rather than the Mac version. Has anyone tested this on Windows? (I'll try to later if I can)
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Don't use a Wacom tablet mouse. It's been established before that it's incompatible with City of Heroes.