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Posts
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A: the incarnate system was not designed to grant soft-cap.
B: the average to-hit granted to NPC characters in Incarnate content has been raised so that you can't realistically soft-cap.
C: The days of passive soft cap are over. Get over it and learn to play the game. -
How long does it take to get a GM?
Depends on a lot of things.
For starters, it depends on how concise your particular issue is. If you get stuck in a mission, simply do:
/petition
choose: stuck
For title put the mission name and stuck, such as:
Quote:Then, in the body of the message, put the contact, mission title, and subtitle, such as:Stuck in Annihilate the Portal Corp Lab.
Quote:Contact: Tip.
Mission: Annihilate the Portal Corp Lab.
Sub-Mission: Defeat the Thystle Assault.
If you do a rude or ugly petition, the GM's are not going to look at it.
If you ARE rude or ugly to a GM, they will make a note on your account, and they will move you to the bottom of the priority pile.
Lastly, be patient. If the servers are really loaded up on a weekend, it's very possible that you'll have a long wait ahead of you. -
Why does Paragon City still have War Walls?
Time, Resources, and Money.
I've been over the basic timeline of recent City of Heroes Development... quite a few times: http://boards.cityofheroes.com/showp...77&postcount=5 :: http://boards.cityofheroes.com/showp...13&postcount=5
The important thing to remember is that Paragon Studios has limited resources. They cannot do everything the players wish, and somethings do take time to development and implement.
With that in mind, now for the history lesson. Way back when the game was created the developers needed a simple way to separate each zone, and the War Walls were a convenient method by which the zones could be broken up.
It wasn't until the Going Rogue development Cycle that the developers began working on what they called "Vista" tech. The "Vista" tech was a combination of several other changes including modifications to the spawn point, map generation, and skybox technologies. The end result of the vista tech enabled the developers to synch up maps and roughly position players spawn points in one map based on their exit point from a previous map.
Creating that end-result still takes a lot of time and art-resources. Case in point is the skyboxes themselves. As can be seen in these pictures there is a drastic difference between the quality of the rendered models used in the skybox and the live map:
Through the Loading Wall:
The Live Map:
As can be seen the skybox version of the map lacks many of fine details the live map has, despite similar distances from the point of rendering. The Skybox map also lacks reflective surfaces, a detail not required for the viewing disance.
Unfortunately there seems to be an assumption that the creation of a skybox map simply consists of loading up a map, maximizing the rendering viewpoint, then cutting off any map behind that viewpoint, and presto, new skybox. Skybox creation isn't that simple. One of the problems with a fully 3D skybox like those used in Praetoria is that they don't have to just be low-polygon and low detail. They also need to cut out certain data to begin with, detail that the user won't see due to the camera angle. Stuff like the poster on the other side of that wall likely wouldn't be in the skybox model:
Taking these details out saves on memory space and rendering. Details that don't need to be seen don't need to be rendered.
Bringing this back around to the War-Walled CoH maps, updating the original City of Heroes maps to use the "Vista" tech and remove the war-walls would be a massive undertaking of artwork generation. Ignoring Croatoa and Peregine Island, every single map would have to be skyboxed, something the developers can somewhat get away with not doing right now.
Then there is the space problem. Take a look at the map from the Good Versus Evil edition of the game:
https://lh5.googleusercontent.com/_6gkPL0jmAKE/TV__wxmSzgI/AAAAAAAAKTk/j9zZKGWsof0/s400/Paragon_City_%28GvE%29.jpg
There's large swaths of space in the city that have nothing in them. In the case of Baumtown to Steel Canyon, entire major geographical features are completely ignored. Creating "Vista" tech skybox maps for these zones would require rendering and creating the artwork for each swath of land that is visible from any point within the existing zones.
Then there's the aforementioned problem with Terra Volta in Independence Port. Terra Volta's box is about 640 yards on each edge:
Inside of the box Terra Volta is about a mile deep and about 1.25 miles wide:
Independence Port is less than a mile wide:
So: to recap. Terra Volta is wider inside than Independence Port
Earlier somebody said something to the effect of "Make it a double zone like Faultline." Well, that isn't a solution. First of all, Faultline isn't a double zone. It's a single zone. There is no mid-map loading. There is even a nice solid tunnel with no doors connecting both parts of the map:
Implementing Terra Volta into IP as one zone or a "Vista" enabled zone would require massive changes to either one of them.
Now, don't get me wrong. I am NOT saying that this type of work cannot be done, or that it should not be done.
What I am saying is that upgrading CoH to the Vista tech and removing the war-walls is going to take a lot of work. Implementing that type of upgrade would likely be almost as art intensive as simply creating new zones from scratch.
At some point somebody is going to have to pay for Noble Savage and his crew to sit in a chair and draw the new artwork. At some point somebody is going to have to pay for The Box and The Television and their crews to work the engine and maps to implement the "Vista" zoning.
So whose going to pay for that work?
More importantly, when is that work going to be done?
One of the basic problems the game faces now is that such massive overhauls to Paragon City aren't going to draw in new subscribers. The type of player influenced by fancy graphical effects would have stopped into try Going Rogue. If they didn't like the game behind the graphics, they would have moved on.
By the same token, such massive overhauls to Paragon City aren't going to prevent current subscribers from leaving. Players here for the gameplay, the community, the events, and so on, aren't really going to be bothered or influenced by the War Walls or lack there-of. It'd be a bit like buying a Pagani Zonda, then sending it back because the side-mirrors were a bit too Elton John-ish. Insert stock line about screwed up priorities here.
Proposing that investors, in this case NCSoft, dump more money into developing an aspect of the existing game that won't drive any tangible returns... well.... that's the kind of thing that makes investors nervous. Such upgrades would only make sense if it would attract new subscribers... such as another retail box release.
For now then, the War Walls, such as they are, are likely to stay where they are. -
For those interested, Windows 7 Service Pack 1 has been released to Technet and the Microsoft Developers Network (MSDN): http://technet.microsoft.com/en-us/l...8WS.10%29.aspx
The consumer release of Windows 7 SP1 is expected shortly.
The corresponding update to Windows Vista, Service Pack 3, is still missing in action. It has been rumored that due to the reputation and reception of Vista, as well as Microsoft's desperate attempt to convince consumers that Vista and Windows 7 are not the same operating system, that there won't be an official service pack 3 release.
It has been suggested Microsoft will retain the method used to synch Vista with DirectX 11 and other core updates and release the changes as a Platform Update. -
/signed
personally my vote for forum software would go to phpBB: http://www.phpbb.com/
A: It's under an Open License, not a restrictive license
That means that NCSoft can hire developers to modify the software to fit the needs of this forum rather than relying on a third party to modify or fix bugs as bugs appear.
B: It's free of cost
Invision's about $350 or so for a business license, which NCSoft would need. Sure, that's chump change in the long run, but pennies are pennies.
Granted, Invision has a phone number for customers to call, which makes investors and beancounters feel good. phpBB's support network depends on users being able to navigate IRC networks, forums, or email systems... which beancounters never feel good about. -
W.orking A.s I.ntended.
Seriously. Be grateful the developers even added the ability to do a breakdown. Remember the old adage: Don't look a gift horse in the mouth! -
Quote:The system I have with the 5770's are not hooked up yet. However the AMD Game forums are rife with players reporting issues.Do you know of any OpenGL issues with these drivers on the Radeon 5770? I randomly have texture issues with the card in COH, and only in COH. By 'texture issues' I mean the game will start displaying random textures in places where they don't belong, such as displaying the Vanguard logo in trees, for example. NT6 x64.
As to your specific problem... I was going to say "heat issue" expecting something like a discolored texture (say a bright pink or missing floor). However, if you are seeing textures that aren't discolored, but misplaced, that sounds more like .pigg file corruption. You might want to take that up with NCSoft's support staff directly. -
I'm still running through benchmarks and tests right now, but on DX10 class hardware (RadeonHD 2x00 - 4x00) series AMD graphics cards, the recently released 11.2 drivers still seem to have the major regressions introduced in the 11.1 alpha series of drivers.
Specifically I am encountering crashes to desktop and termination of the graphics driver on NT6 systems (that's Windows Vista and Windows 7, they are the exact same operating system) against RadeonHD 2600 Mobile and RadeonHD 4850 Desktop. -
Quote:None.What mez protections can I even take (including IOs and power pools, of course) which wouldn't give me the KB protection I want to avoid?
http://paragonwiki.com/wiki/Invulnerability
http://paragonwiki.com/wiki/Invulnerability#Unyielding
Quote:You are resistant to all damage except Psionics, as well as Knockback, Slow, Sleep, Hold, Immobilize, and Disorient effects.
The Acrobatics Pool does give you major protection against Immobilize (Combat Jumping), and resistance to Holds (Acrobatics), but these are the only places any significant benefit is gained from pool power effects.
If you want to be mez free, you will need to take unyielding.
If you don't take unyielding, everything and it's mother will be stunning you, slowing you, sleeping you, and holding you.
Not to mention that Unyielding also provides a not insignificant amount of resistance. Fully slotted on a Tank, Unyielding provides 7.9% Smash / Lethal, and 15.8% to Energy, Negative, Fire, Cold, and Toxic resistances.
So not only will you be mezzed by everything and it's mother, you are going to take more damage as well.
Concept characters can be fun, but this is one concept you aren't going to get fulfilled on most Armor Sets.
Now... you "can" maybe pull this off on an Electric Armor, and certainly with a fire or dark armor.
If you don't take grounded, you can make up Grounded's immobilize protection in combat jumping. You'll be out on Energy and Negative damage resistances, as well as protection against End-Drain...
but neither fire nor dark get any knockback protection, period. -
as far as benchmarks have shown, none of the chipsets produced by ATi or AMD are known to deliberately harm the performance of a competitors graphics card. None of the chipsets produced by ATi or AMD are known to use exotic or non-standard connections.
From a hardware standpoint there are no problems putting your Nvidia card into a system with an AMD or ATi chipset. -
Quote:did you upgrade (Windows 98 to Windows 7), semi-Crossgrade (Windows Xp to Windows 7), or just change the user-interface because it's the same damn operating system (Vista to Windows 7)?everytime i start city now it is either running so it feels like my watching grass grew, or i have to play on the lowest graphic setting. I have up dated the drivers for my video card, ran virus scans on 3 programs (bell anti virus, norton and avg) and nothing ! Other games are running just fin on higher/highest graphics setting (sc2,dcuo,FO:NV, ) it is just city! when i19 hit i started to have to turn down my graphics setting but now it is just painfull to play. is this happening to anyone else? also i just upgraded to windows 7
Second, what graphics card are you using?
More detail about your system would be very useful for determining a problem:
http://boards.cityofheroes.com/showthread.php?t=219502
http://boards.cityofheroes.com/showthread.php?t=231628 -
Quote:Pretty sure this is not true.Yeah, Maelstroms functioning holsters make me think he was a testbed for it to be ported to PCs.
One of the developers flat out said that the reason Ghost Widow / B.V. have animated hair and Maelstrom has working holsters is because their animations are static.
The developers can control each and every animation those characters will EVER make in the game. This means that the animator / artists don't have to worry about a wide range of problems that ordinary costume parts have, such as but not limited to:- the animation being off due to size of the avatar
- the animation being off due to the model of the avatar; huge, male, female
- the animation having to account for pool powers
- the animation having to account for primary or secondary powers
- the animation having to account for costume clipping
I believe this is also why the Resistance, Syndicate, Praetorian Police, and other enemy groups have far less custom costume pieces. According to Nobel Savage future enemy costumes would be designed with player-character and player-character restrictions in mind.
* * *
Now: as to the original post...
Not likely... at least not on this engine.
Basically the best way to think of the City of Heroes animations is to think 16bit (SNES / Genesis) or Stop-Motion (Gumby).
The animator's / artists basically have to draw out each individual frame of an animation by hand. If something isn't in the reference sprite-sheet, it isn't done. This is why some recent stuff, like the party pack emotes, are rough on the entrance and exit from the emote, there is no "frame in" and "frame out" sequences to enter and exit various animations.
The advantage to this approach is performance. The game is essentially doing a playback on actions, rather than having to compute those actions.
The disadvantage is that content creation and animation addition can take forever and eternity.
Yes, the developers do have tools that simplify the task of scaling animations and rendering those animations, but again, pointing at the party pack, just because the tools are available doesn't mean they create picture perfect rendering results.
Moving to a physics based polygon system, such as those supported in engines such as Valve Source or IDTech5 might enable animators / artists to work around such issues by simply framing the animating out and having the engine do the work on scaling those frames across different skeletal builds.
The Unreal Engine is supposed to be capable of doing this type of work, but as demonstrated in DCUO, it's not really up to the task. Although whether or not that's a ding towards SOE's development capabilities or Epic Software's inability to produce something that matters is a matter of possible debate.
So yes, nice idea, but not realistic giving the available development staff that we know of on this engine.
(watch Nobel take this as a challenge and go: "oh yes we can do it on this engine!!") -
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There isn't one, as far as we know.
The appearance is likely an artifact of limitations of the engine to spawn large groups.
Another example of engine limitations making awkward spawns is the presence of a Dwarf or Nova critter being part of enemy group that consists of Ghost Widow, Scirocco, Black Scorpion, and Captain Mako when a Peacebringer or Warshade is on the team.
If you want a canon story behind the engine, just imagine that he's the poor sap assigned to carry Liberty's broken body around. -
Quote:... so if Pohsyb / Tele made your avatar in Steel Canyon do a disco dance every half hour... they'd be able to slip that change in without you knowing...Various dialogs in the game actually have a variety of options that they choose from, and this is one of them. There's six different things he can say, those are just two of them.
Now if this was broken and not working until recently? I have no clue. Programmers fix stuff all the time, and I can't keep track of everything. -
Quote:I'm not familiar with the Asus Ares. I just looked it up in Google and it looks like a Dual 5870.Was wondering if anyone out there had tried out the ASUS Ares, to see what kind of performance it allows COH. Anyone?
As AMD isn't supporting OpenGL 3.x Crossfire yet, you'd only get the performance of a single 5870 GPU with 2gb of video memory.
That's still more than enough to drive everything that makes a difference in the game (ambient occlusion aside) -
For those interested, I'm uploading pictures as I take them to : https://picasaweb.google.com/je.saist/florida#
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Quote:Well. Of course they do.Eh. Just seemed like it would be better fights. Instead of fighting coutless hired lackey's, fights like Spider-Man VS Venom, Batman VS Joker.
We don't have enough of those fights.
Tip missions feel more like Spider-Man VS Thug #5.
For the most part... that is what they are
The tip missions are largely one shot events. They are supposed to be little side events that occur because you noticed something out of the ordinary, spotted something a little off, or whatever. It's just you checking up on a lead. Sometimes that lead pans out into something major.
Sometimes it doesn't.
Sometimes it's just you kicking in the door and arresting a bunch of mooks making off with pallets of Canadian Maple Syrup...
and sometimes it's you finding something else... a little bit more major... going on.
Not everything has to be big, epic, major, over-the-top, world-shattering, event against the most dangerous opponents imaginable. Many times it is just you against Mook #whatever.
Now, if you want to make the point that the Morality Change Missions are not as Epic as they could be, or that they don't frame the re-occuring tip mission characters as valid opponents / threats / companions... yeah... there'd be a little bit more wiggle room on that point. -
Quote:actually.Every DP concept I come up with is ruined by those animations. I just can't get into them. I'd love it if alternate ones were made. They don't even have to be "I stand perfectly still and shoot." You can easily add in movement without going overboard with the gun-kata.
You can't.
The developers face a couple of problems that requests for alternate animations rarely if never consider:- Each Attack has to be visually distinctive, not just to the player, but to a viewer watching the player.
- Each Attach should do something different than another attack
- Attack power effect need to be balanced against an overall time of attack
- Attack visual effect needs to look natural in an average 30fps timing
- Attack visual effects need to count for engine limitations
The case in point here is the Martial Arts Animation. A significant number of players request a "proper street fighting / dirty fighting" variation of the Martial Arts set. The reality is, the game's engine does not handle model to model interaction. In the interests of computational performance and network performance, all interactions are based on a bubble. All objects animate within their bubble without regard to what animations outside that bubble are doing.
The reality is, a dirty fighting animation set that does stuff like kicks to the shin, punches to the groin, shoulder impacts, or the like, will never work without a completely new system to determine attack placement against target scaling. Such a system would send the base processing requirements on an arc associated more with Space Shuttles than computer games, neverminding network bandwidth requirements. There are very good reasons that most network oriented games try to limit the number of models than have an effect on one another.
Keeping with the martial arts theme, there is also the reality that a natural looking kick to the shin is not going to have the same amount of animation frames as a generic kick to the mid-section not, to mention that the animation that would be gained or lost on larger or smaller targets than average.
The developers are pretty much stuck with this fact:- any and all alternate power animations must have the exact same number of frames as the power they replace
- go back and redo the power effect to account for the power animation timing change.
The Gun-Kata form allowed the developers enough visualization range to flesh out the dual-pistols power set. All of the power effects, damage, recharge, accuracy, and everything else, is based on the timings of each of those Gun-Kata attacks.
Alternate animations for each attack would need to... repeat... NEED TO keep the exact same animation timings.
Now, hold out a pistol. Any pistol. Even a water pistol if that's all you have.
Try to do something visually interesting that isn't just standing with a gun... using the same exact frame per second timings as the gun-kata animations.
Go on.
I'll wait.
No really.
I'll wait.
No, I'm not filming this for Paragon City's dumbest Video moments.
(although I totally am)
Have you grasped the problem yet?
There is no... effective way... that the developers can match the animation timings of the Gun-Kata attacks and maintain a set that does not re-use existing animations.
There's a very good reason that Mastermind's got dual-pistols a long time ago. There's a reason those animations are very static and Boring.
There's a Reason, and I know it's kind of hard to grasp, that it took a little under 4 years (June 6, 2006 to March 2nd 2010) for the developers to release a Blast-based Dual-Pistols set.
No, there is not room to make Dual Pistols look interesting just standing there doing nothing.
No, there is no movement that you can physically do, that isn't gun-kata, that looks good for a power animation.
Yes, if you try to post videos of yourself trying to make pistols look cool and interesting without using the same pose and not using gun-kata, everybody else here will be laughing their ***** off at you. -
Quote:Don't really know what to tell you then. You may just be stuck with what you have.The problem actually began before I enabled SLI. I was using older drivers that did not use SLI for COX. I upgraded to those drivers in an effort to correct the problem. Performance improved considerably, crashes continued. The only thing that stops the crashes is rolling back to 197 drivers, which are not good for the GTX 295.
Additionally, many that reported the problem were not using GTX 295 cards.
There have been numerous threads in the CoH forums about this. The only two solutions I have seen have been rolling back to 197 drivers or the purchase of new card 400 series or newer. 197 drivers pose many problems for GTX 295, so I'm stuck with purchasing a new card (ok I would have done that anyways).
Quote:This may be a contributing factor, not sure. Not sure how many players would be running those OSs. My problems started while I was running Vista. I upgraded to Win7, hoping to address the issue, but no luck.
Windows NT6 IS Windows Vista and Windows 7
Windows Vista and Windows 7 are the same damn operating system. There is no kernel difference. There is no DirectX difference. Even the Driver Model API has been updated to be the same on both.
The only difference, and I mean the ONLY difference is that Windows Vista ships with the WinSXS files to run applications only compatible with NT5. This is one of the reasons Windows Vista installs are horribly bloated.
Windows 7 does not include these WinSXS files, but makes NT5 compability available through a virtualized NT5 Install. Knocking out the file bloat is why Windows 7 has a smaller install footprint than Vista. -
Quote:http://www.youtube.com/watch?v=jSe8ojDUQ7cWhen I lose, I don't want it to have wasted an hour or two of my life.
Quote:I'm not afraid to fall
It means I climbed up high
To fall is not to fail
You fail when you don't try
I'm not afraid to fall
I might just learn to fly and
I will spread these wings of mine -
Good question.
My compatibility is:- Windows NT5
- Windows NT6
- Linux / Cedega / GametreeLinux
Quote:I have a GTX 295 and I am plagued with crashes since Issue 19. At this point, I've tried everything and simply consider the card incompatible with CoX. It runs the game well with all settings turned on, but randomly experiences Open GL errors that crash the game. The only solution presented thus far is a major driver rollback that runs CoH poorly, not the mention the other games I play.
I've essentially given up on CoX teaming until I get around to purchasing a new card. IMHO, 200 series cards are simply not compatible with changes to CoX graphics.
One of the problems you likely are having "now" is that Nvidia has only recently enabled SLI for OpenGL 3.x targets, which now means that your specific card is using BOTH of the GTX 275 cores, rather than just one of the GTX 275 cores.
This is why performance drops when you go back to a previous driver: that extra GPU core stops working.
It's probably also why you are having crashes: Nvidia has been trying to pull back from supporting OpenGL and it doesn't get near the testing / QA that it did 2 or 3 years ago.
Unfortunately, I was able to replicate OpenGL crashes with my SLI GTS 250 rig before I packed up and moved down to Florida. The quick solution for me is to break the SLI mode before running City of Heroes.
You may, or may not, have that option with a GTX 295. The options to only run one GTX 275 core at a time may or may not be presented in your Nvidia control panel.
If you can disable SLI, that should keep the game from crashing, but as noted, you'll be back to the performance of older drivers before SLI was enabled.