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I feel like we had a thread about this some time recently. I'm on your side on this one. It happened to me a lot in the past as well. Haven't seen it in a while tho.
Edit:
Found the post (In Player Questions)
Bosses, Bosses, and More Bosses by Random_McEric on 01-05-2010
Ok, so January isn't exactly "recent", but there ya go. haha -
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Quote:There are a few other things the Civilain NPCs can tell you..Wow, never would have remembered that, could have sworn there was a /command. Thanks!
http://paragonwiki.com/wiki/Civilian
Quote:E Current time on the server. This will vary by the server's physical location.
F Paragon City Time
G Total number of heroes in the current zone or "There you are! There's never a hero around when you need one!"
H Civilian says "Isn't (Name of hero in current zone) just the best?"
M Your total hours in game on your current character.
N Civilian says "You've gone on patrol XXX times."
O Civilian says "You've been on patrol for xx minutes today." The time resets with every mission. -
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Quote:"-renderthread 1" has been enabled by default for a while now, and trying to purposely shut it off with "-renderthread 0" gives some people an error message when they log in...I wish I could scare up one of the dual-core socket 939 Althons and try with -renderthread 1.
What I'm trying to say is that's an outdated modifier. I can't see it making any difference one way or another these days. -
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Quote:I'm not saying your solution isn't a valid one, but with only limited information about which part of the login process prevents somebody from going any further, it can still be any number of things. Once told it goes no further after selecting a server (still assuming), I would have also suggested removing that file (not necessarily the entire folder though).heh. I just posted this thread since I logged in on live and got hit by a couple of players that have been unable to log in on their computers. One of which forwarded 3 days of worth of email to me.
Deleting the named folder took care of both of players issues.
Also, I'm just surprised that the issue is still around since it was supposedly fixed at some point last year.
Other possible fixes include:
- logging in with the "remember account name" UN-selected.
- logging in with an alternate username (Example: capitalized instead of lowercase)
As for your very specific scenario where one player is able to log in, but the other isn't, yet they can both log in just fine at another location, you are right.. the number of possible issues becomes limited... but I'd wager that specific scenario is not common enough to warrant a "retrain the Support staff" meeting. (That doesn't mean I don't think they need some retraining in general though. lol) -
Quote:This. And that goes for Vampyre spawns in Striga as well. As long as somebody is in the area, the spawn will endure until defeated or until there is nobody in the area for X amount of time for them to "un-spawn".Of course, once they have spawned at night, if there is anyone in the area they'll stick around right into daylight
This means it IS possible to find them there during the day (including the Masks), but certainly can't count on it.. and if you defeat them, they wont respawn again until nighttime.
Quote:You may have been thinking of Dark Astoria. In DA you will find BP all the time, but the masks only pop during game nights.
On my recent badge hunts, I used the spot in Talos until daytime, then I ran to DA to kill masks (and Sorcerers) in there until night came again. (I know when it's nighttime based on real time) -
I'm not sure I've ever seen that problem, and not sure how it could happen to be honest with you. All I keep in that folder is the playerslot.txt file which should still allow you to log into account even if it has "junk" in it. Whether or not you can get onto a character and play is another story.
What error message would "Player" get on ComputerB?
If they are logging in, but simply cannot select a server, then yes, I agree the playerslot.txt file could be to blame. That was a problem dating back to i12 when the file was first introduced. It was supposedly fixed though. I have kept my file "read-only" since then. It prevents the file from ever becoming corrupt for any reason. I even had a sticky on the old forum about this subject for a while.
On a side note, a better fix for the original problem would be to copy the folder from ComputerA to ComputerB so they wouldn't lose their personalized sorted order.
And as for re-training support.. I think we need to get some of them to read our requests thoroughly before answering first. Then we can define the details of their answers. If you send in a /petition that you need them to TP a foe that you accidentally knocked through the wall and "fell" off the map, and the GM comes in and spends 5 minutes just to tell you "you have not defeated all foes yet", there is a problem. lol -
I used to check the site every day and keep a link to the latest versions in my sig.
That stopped over a year ago when I realized that nothing was ever really significantly changing. As long as my system and game still function normally, I see no need to mess with it anymore. As it is, I'm still using 190.62 from August, and I think that's only because that's when I happened to do my last OS-flush.
This latest driver problem/scare has me glad I stopped keeping on top of it. lol -
This did come up a long time ago as well. IIRC, you could re-add it again along with a couple other items, then right click the window and select "Stop displaying All". If that doesn't fix it, do it again but then also do:
/wdwsavefile temp$$wdwloadfile temp
That should reset it back to normal for you. If it doesn't.. I'd have to work on it a little more. I was going from memory on this one. It's been a while. lol -
I think the Vomit animation is delayed by 90 seconds when the debuff kicks in.
As for if the animation itself is broken right now or not.. I really don't know offhand. -
Quote:That's not my experience.Okay, that is new, BP minions used to spawn all day long and the bosses would only come out at night.
Rich the Night Guy
Per wiki:
Quote:Banished Pantheon can be found around the entrance to Dark Astoria and along the Argo Highway after dark. This includes the Banished Pantheon Spirit Masks required for the Banisher badge. -
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Gratz! I've got 2 Heroes in that club, but my Villain falls just short. I'm way behind on her day jobs anyway too. haha
Anyway, it looks like you have a bunch of Ouro stuff you can punch out to climb the ladder even higher. Then when the new i17 badges come out, we can join the 700 club as well. Good luck! Hope to see you there! -
Quote:A previous poster in the Tech forum mentioned texWorldV1.pigg got re-updated for them when they did a Verify Files. It's possible all you'd have to do is delete that one file and try again. The textures have to be available somewhere because I am seeing them just fine.Did a verify files and still didn't fix it. So I deleted all the texture files and waiting to see if redownloading them fixes it, will update with results.
I wish you didn't have to re-download the whole set of textures now, but hopefully that will work it out for you as well. -
Healix, try purposely deleting texWorldV1.pigg (the file a previous poster mentioned got re-updated for them) and run the updater again.
The textures have to be available somewhere because I am seeing them just fine. You just need to fix your file. Hopefully that one will do it for you. -
This is happening to a lot of people. Check the thread in the Tech forum.
Simply "Verify Files" should fix it for you, or so that's the case so far.
Personally, it didn't happen to mine. It seems to be hit/miss. -
Glad it worked out for you. I hope the problem isn't as wide-spread as it might initially have seemed.
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I am not seeing that. (I made sure to also check while in a Warehouse map).
Try Verifying Files. I think a couple of the texture files were part of the update. It seems yours might be corrupted.
On a side note, I'm using NVidia 9600GT. I only mention it because a couple previous posters with the issue are using ATI. Either that, or the low quality versions of the textures might be a problem. I'm using High Quality Shaders on mine. -
Servers are up. After testing the emote binds in my above posts above, I was right on all accounts. Combat mode/stance does indeed prevent the clap from being shown in most cases. Best bet is to have it say gratz twice and use a single emote to make it work every time. Or you could deal with the emote not functioning correctly while in combat, or don't use the emotes at all.
On a side note, every time I used thumbsup in a combination bind, the character just did a head nod and put arms on hips without even putting up the thumb.. but just typing the command by itself worked normally. Go Figure! haha -
Quote:That's actually incorrect and correct at the same time.As an added tidbit, binds run right to left. So running that bind, you'll see your character clap and say "Gratz!" first, then give the thumbs up and say "Gratz!" the second time.
ALL commands are red Left-to-Right.. ALWAYS.
The reason emotes/powers/inspiation may appear to do it in reverse is this: (use 3 powers as an example)
- The first power or emote is read and run
- A second power or emote is read and immediately interrupts/overrides the first
- A third power or emote is read and immediately interrupts/overrides the second.
- The third power is executed.
Running the same command a second time will do this:
- The first power or emote is read and run
- A second power or emote is read and immediately interrupts/overrides the first
- A third power or emote is read, but is already active, so does nothing.
- The second power finishes being executed.
Running the same command a third time will do this:
- The first power or emote is read and run
- A second power or emote is read, but is already active, so does nothing.
- A third power or emote is read, but is already active, so does nothing.
- The first power finishes being executed.
This makes it look like it's reading it backward and starting at the last part of the bind, when it's really just the mechanics of the "powexec" commands making it look that way.
This can be tested and verified a number of ways. I use this as an example:
/bind KEY "L Line1$$L Line2$$L Line3$$L Line4"
Press KEY and you will see them in correct left-to-right order:
[Local] Player: Line1
[Local] Player: Line2
[Local] Player: Line3
[Local] Player: Line4
The mechanics may run certain types of commands in a certain way, but they are certainly always read from left-to-right as we write them. It's important to note the correct mechanics of binds when using more complex binds that might involve using certain commands in the correct order. -
Quote:I was assuming the OP was referring to 60hz being their monitors refresh rate. If there can physically only be 60 frames shown on their screen, then they will only be able to see 60 frames, and there would be no reason to process anything higher than that. If this option is turned on, there would be no reason to use /maxfps 60.The human brain can interpret more than 60Hz. Most people can see the difference in 60Hz televisions and 120Hz (frame interpolated) televisions, although there are diminishing returns.
Setting a maximum framerate of 60Hz works fine in most non first person shooter games. In terms of 'improving' performance, for the most part this game is not very CPU dependent and most dual core machines (and up) are not saturated. Capping the frame rate won't do much to improve performance unless you are running more than one instance of the game.
I do agree with you though... even though "there have been studies that the human eye can only detect X frames per second... blah blah", we can certainly still perceive higher frame rates in other ways. Even if the human eye/brain only processes X# of images every second, it's not like they are X# still images. We can still notice differences. What a higher framerate does is create "motion-blur", which is what makes us believe a video at a higher framerate looks more realistic, or "true to life".
To answer the OP, there is already an option called Vertical Sync in the game options that should automatically limit the frame production to your screen's refresh rate. Not only does it theoretically increase overall performance of the system, but it would also reduce choppiness while you are moving/dragging the camera around.
NVidia even has an option in their Control Panel to Force On such an option. I'd guess ATI might also. -
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Quote:Actually, the first command in that string is just chat, so you'd only have to press the button 2 times, waiting for the first emote to finish before setting off the second emote. The problem with that, is that it would say "Gratz!" in the chat twice instead of just once. You also run the chance of it running the same emote the second time the command is runI believe it would be -
/bind F5 "s Gratz!$$e thumbsup$$e clap"
Would have to press the F5 three times, one for each action.
Tried to test it, but the servers are down.
Alternate bind that would be easier:
/bind F5 "+$$s Gratz!$$e thumbsup$$e clap"
That runs the command twice. It will play one animation when you press the button, then start the second animation when you release the button, but again.. because the commands are being run twice, it will still say "Gratz!" twice as well.
As for the actual functionality of the emote working in the correct order and at the right time, we'd have to wait for servers to open to test it out. Keep in mind that many emote will not play while you are in combat stance anyway, which I believe is the OP's purpose of the bind... so there is a big possibility it wont even work at all anyway.
Workaround:
Use only one emote instead, and also use the "run the command twice" trick:
/bind F5 "+$$s Gratz!$$e clap"
This will still say "Gratz!" twice, but in the longrun, people usually don't care if you spam gratz at somebody leveling up, so maybe we can ignore that for now. What it will also do is interrupt our combat stance the first time the command is run, which should allow it to play the clap animation correctly when you release the key.
Then unfortunately, you'd probably still need a second key if you wanted to bind a second emote to work consistently.
This is all of course still pending testability when the servers come back online.
Personally, I find it easier to skip the emotes for purposes such as this. Unless you are going to be throwing confetti or something, most people on the team are probably not going to notice, and those that do might wonder why you aren't just helping them fight the bad guys. lol