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Posts
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Walk animation causes the Crab legs on my solider to go nuts like in the flight animation or swimming animation where they move up and down rapidly instead of just casually moving when your character is at rest (at least it looks more natural that way)
The animation also starts slow till it finishes the first cycle (loop) then goes back to normal speeds.
This could be akin to the height bit if your playing a short character the first animation plays normal and every loop after that plays like you just had a gallon of coffee.
However my character is around 6'3" (my IRL height) and it does this as well. -
if they added a jump restriction like they did with the speed restriction allowing us to jump over small obstacles then this would be beyond epic.
Oh. and fix the bleed-over bugs too. -
Quote:I would like to point out as well that the Walk animation has already bled over into the Live servers somehow where the family guys have one dude with his feet in a bucket of cement, if you attack them the guy with the bucket will walk instead of hop around. The walk animation seems to be taking over quite a lot of other animations like stunned for example with enemy mobs.Interruptible powers do not root until the attack actually fires off. It's possible to have a window where the interrupt time has passed, but the windup animation is still playing...where you can move and still have the attack going off. Especially if you have slotted for reduction.
That is WAI right now. -
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Mission: Create a Distraction
Contact: Crimson Revenant
Location: Nerva Archipelago
Patrol Text has a typo:
[NPC] Longbow Flamethrower: Looking forward to meeting the Brawler?
[NPC] Longbow Minigun: You betcha. I just hope he tinks well of our operation here.
Capos about to throw guys into the river with the cement buckets on their feet, when interrupted use the "walk" animation instead of the "hopping" animation.
Pets have been changed to be persistent during zone changes. Including my Disruptor.
However the description text still says,
Quote:Black Scorpion has granted you an Arachnobot Disruptor for you to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats. Your access to this Arachnobot is very limited. You can only summon it once every 15 minutes and it will leave after 4 minutes, or if you exit a zone or mission. You must be level 47 and have two other Mace Mastery Powers before selecting this power. Recharge: Extremely Long -
Quote:What I personally hated about their speed and such... the fact that they can't be held. I've tried, many times. They...just...keep...coming!The answer should be on Paragonwiki, but the page isn't really that helpful. They even have a full section with a list of keybinds for team leaders to set up in order to coordinate teams - which seems worse than useless.
And once again, I was counting as I clicked on doors, and after 30+ I only found 2 'treat' doors. (I'm in Steel, trying to get the Clotheshorse badge for all 12 of my sorority sister alts - yes, they're in a sorority SG - so I'm doing a lot of running back to the AP entrance to have the police drones deal with the bosses and LTs.)
And yet again, I have a serious issue with the Hallowe'en werewolves, they are just too fricken fast. My toon has a flight speed of just over 44 mph, and the werewolves were able to keep up with her. That is just plain wrong. -
Quote:*pouts* well... that sucks. its about the only thing that keeps my corrupter alive with pulls at times, <flight><proton volley><slide out of LoS just as it starts firing>This would be a bug. If a power roots while on the ground then it should root while flying. Also, turning off flight should not interrupt the part of the animation that's flagged as 'can't move'...the only thing that should be able to interrupt that part of an attack animation is another attack animation, which shouldn't be possible from the power system itself. That's really only there as a fail-safe. You will fall, but the attack animation should continue to play and you should be unable to move until it is done.
However, I think you're confusing dampening or air friction with rooting. It's very possible to continue to slide through the air while still being 'rooted' and use the tactic you outline above. IE, build up momentum and let your character slide behind an obstacle during the attack animation. That is currently working as intended (However, we reserve the right to change that behavior in the future).
Don't mistake a long standing bug for a feature...even if it's a beneficial bug.
Then again, I do have a couple interrupt reductions in there so its possibly making the whole root thing last shorter than the animation as well. -
Quote:Something to try is to make a MA arc with one huge map and only 1 baddie to fight. with no other players around it might be worth a look see to check if your fps actually increases in this situation.I have previously turned everything off/down separately to try and isolate the problem and nothing significantly boosted my fps.
So then i tried safe mode... And it did the exact same thing. It was weird because even the safe mode fps was only 30-40 to start with which dropped to 15 after then 10 minutes play.
I'd put it down to a faulty gfx card if i hadn't tried 3 different cards. -
Quote:I said, "Might" be moving, I didn't state as a fact that they are. As of this point its all rumor mill but it would be nice if they moved it to a more open platform (without some random video card developer creating a way to screw over someone just because they have a competitor card in their system)Like to know where you heard that. Wait found your previous posts on the subject.
Problem is the game's physics engine would need to be replaced unless nVidia chose to release an OpenCL version of PhysX. Problem with that is that would cause nVidia to lose a unique marketing point that they have been beating the trades over the head with since they had very little else to talk about for months. Considering that nVidia's current crop of drivers disable PhysX support if an ATI card is also found in the system (for those who wished to use ATI for graphics but nVidia for PhysX) it doesn't seem they are ready to share PhysX support yet.
Of course the is moot since the API of PhysX the game uses, to the best of my knowledge, doesn't work with CUDA based PhysX either. Now if the devs state that they are swapping out PhysX for an OpenCL based physics engine (Bullet perhaps?) great. Just don't jump to the conclusion just because the GR demo was done on an ATI card or reports that an NCSoft studio (it's a big company, lots of development studios) is looking at OpenCL for a different game means that OpenCL is coming here. -
It's more technical than anything, it kinda rides both lines. and I don't cross-post.
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Before people go off and say "Wrong forum!" Read it first.
Dear Devs,
We know your hard at work designing new things for us time and again. However something I would like to see (Being a bit of a animator and clothing designer in another game that I won't mention here) is the BASIC files or information (in general like, "Use this program, Bodies have X amount of bones, This many polygons are used in the creation of certain costume parts... etc) for animations and costume pieces in the game.
Create a way we can submit this work to you guys and have BaB's and Jay go over it in their spare time and see what can be worked with and what just won't work period.
Cause honestly, With the new Walk and everything and a lot of people saying they don't like how they look and such. Well if they got the skills they can submit alternative walking animations and such (sorta like fly poses, /em flypose1/2/3/etc.) Or more costume pieces for the grinder letting the creativity of the CoX players show within the game as well.
Licencing:
Something like the following would be near-perfect for something like this,
Just a thought -
I just hate "End all, Be All" Comments Always give a option. You cannot IMAGINE how many times I've had a issue with something only to be greeted in google search with a couple hundred, "Oh its your drivers" , "You sure your running it right?".
*spits* Yeah, somethin that was working just fine 5 seconds ago MUST be my drivers causing the issue. And when I do something specific and it's repeatable, my video card MUST be broken.
Not saying you are like this flameshot, this is just the general mentality across the board, the easy answer and then let the topic get buried. I like to dig a bit. So forgive me that much (Been a tech rep for about 7 years)
Honestly I think its a bit of both, the games memory leak and the sub-standard video card. The game is sending instructions to the card and then starts dribbling more and more things that were left-over instructions or other graphic caching confusing the card, causing textures, objects to over-lap.
Worst case scenario, the card is reaching the end of its lifespan.
Welp, the card is pretty old anyway and a decent budget gaming card can be pretty cheap and still provide some good quality.
(I remember when I was setting up a rig... the difference between integrated video and a $35.00 budget card was MASSIVE!) So it might be time for a change anyway -
Unfortunately I just remembered that 3D analyze will NOT work with City of Heroes. Basically because it has to open the main file and drop its own DX "payload" in the folder and attempt to force CoH to use it when running itself. The launcher defeats this purpose as the launcher quits as soon as you start the game preventing 3D Analyze from "hooking" into the City of Heroes process.
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Quote:http://www.3dfxzone.it/dir/tools/3d_analyze/download/"Available Physical Memory 1.34 GB"
That's fine. RAM is not your problem.
The problem is solely Graphic Card related, as Zombie Man has already pointed out.
The Intel GMA 950 does not support Hardware Vertex Shading and its Pixel Shading Support is very weak/flaky. You MIGHT be able to get around this limitation by installing updated chipset drivers from the intel website
What I'd try is FIRST updating the chipset driver to the above (download whatever version matches your installation - probably VISTA 32bit judging from your specs post) then SECOND, if there are still no changes, try using a program called "3D Analyse" to emulate the required extra features - you can download this from http://www.tommti-systems.com/main-Dateien/files.html
Emulating extra video card features will put more toll on your CPU and will therefore probably lower your framerates, but it should make the game look much prettier.
Hope that helps!
And click on theimage to save it. It will be a zip file so it has to be extracted first (sometimes just extracting it to a folder on the desktop works well enough for me)
Actually thats what she would be looking for as the page you link to is in Dutch for 3D-Analyze.
And the biggest option that I would stick with at first using that program (3D-Analyze) is using software for the Texture & Lighting. (checkbox that says Software T&L) -
Quote:Going Rogue Might be moving CoX to the OpenCL platform instead of the proprietary PhysX system.if you are buying right now, buy RadeonHD 5x00 series.
If you are waiting till next march, that's about when Fermi based cards will be entering the market... if everything goes right for Nvidia. As it stands right now though, the general hard-core gamer guess is that Fermi's architecture actually isn't going to be that great for gaming. Nvidia's own documentation on the chip avoids talking about gaming applications and talks more about computational (OpenCL, DirectCompute, GPGPU) uses.
~~~Snip~~~
Having a Card thats able to support it right off the line might be a good idea. -
Always something wrong with the computer?
Honestly if it had no problems before the patching and didn't exhibit these problems before hand then something in the game itself is sending the wrong signals to the graphics card.
I've had issues recently myself where my ID pic ends up being something else entirely (one time ended up being a clothing texture for the T-shirt) But has never had this problem when I started playing again and yes, before you ask, the drivers ARE up to date and so are all patches and updates to my operating system. Which is indiciative of a memory leak within the software causing certain objects and textures to get placed in the wrong areas or leaking into other texture calls.
Sometimes its not always the computer thats at fault.
What tends to fix this is restarting the game client entirely. However if its really bad and moves to something else, deleting the checksum.coh file or just re-installing it entirely may be a good option. -
I point you to my bug thread, http://boards.cityofheroes.com/showp...&postcount=301
It's a memory leak issue. Honestly it shouldn't be doing this right after you log in as the memory gets cleared after it closes. However if you are quitting to the login screen then going back in, the memory used doesn't get cleared. I would suggest restarting the game once about every 3-4 hours like I do. A lot of the issues I had with random glitches and buggyness tended to taper off if I regularly restarted the game at set intervals. Might work for you until they fix the memory leak issue with the BM/WW -
Downgrading to XP as well may assist in this endeavour as it uses much less RAM.
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A way how to "temporarily" get rid of the crab backpack when a crab.
If you have any outfit saved with the trench coat, load that costume up (it will say theres a problem, so just auto-correct it and it will cut off the bottom of it) once loaded, just change the outfit as you want and exit out. You will be in your new costume without the backpack.
(when you zone however it all goes back to normal. And I've tried to zone using my actual crab armor outfit but it does change all costumes back to the crabpack.)
More unknown "red-line" issues.
Playing CoX for 5 hours+ (according to CPU time)
My CPU usage was up to 78% And my RAM was showing 1.78GB in use. Not including my Page file showing 3000+ MB in use while it was running.
The second it was closed however, my CPU usage dropped to 3% and my RAM usage dropped to 300MB and my page file got slashed in half to 1453MB.
For a 5 year old game this totally needs some "under-the-hood" improvements before GR comes out otherwise its going to be a trainwreck...
Graphics are nice and all, but a game needs a stable underlying code base to work with.
System Specs:
OS: Windows Vista Home Premium 32bit
RAM: 2Gig
CPU: Dual-core 3Ghz (2 CPU's)
Video: Modified Mobile Intel 965 Express Chipset with custom drivers. (supports Hardware T&L, AGP Texture Acceleration, Direct 3D Acceleration, DirectDraw Acceleration, PixelShader version 2.1, Reflections, Dynamic Lighting, DirectX 10 and, over 1,000,000 particles without flinching on the Havok4 system.)
[Added for Reference]
This system can play John Woo's Stranglehold and Assassins Creed with 0 issues.
*flips on his matrix screensaver and goes to bed*
[/Edit]
So for a 5 year old game at minimum settings, why does it keep choking? -
*ahem* BaB's. The Ninjitsu animations are fudged again when they were working not to long ago... Was there a patch on live recently because about 2-3 days ago the hands were not going through each-other and now they are again...
And the new epic walk animation broke the forums o.O -
Quote:Thrice...I normally don't question changes made. But really what practical application does walking have? We can't use powers while walking. Why, why, why is this important? I know many players would have rather used this time for base improvements.
/em facepalm
and.....
/jranger? XD -
WAIT A MINUTE!
They are actually adding WALK? OMG! *bounces* Finally!
All my characters have a "Normal" life. and well, normal life doesn't involve running EVERYWHERE! Wewt! *logs in quickly to the test server* -
Original post modified with Assistance on how to turn the filter on or off and how to petition.