je_saist

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  1. Kim Possible: Agent of S.H.I.E.L.D.

    ... I'd watch it.
  2. Um.

    Just... what is supposed to be Fail about this photo?

    Canned Crab on Aisle 3 perspective shot to look like it's own Aisle 4?
  3. Quote:
    Originally Posted by TivoManiac View Post
    Now I might be able to get around this at a different resolution but at 2560x1600 when trying to do a character transfer not all servers are visible and you cannot scroll the servers up or down to get to the server I want. Anyone else experiencing this? If I missed an existing thread about this I apologize.
    The only real recommendation I could make is to go file a support ticket on the NCSoft Support site.

    Yes, Television and Ghost Falcon are known to read this forum and they may pass the issue along if they see it, but to make sure it gets acted on you to go file UI bug through the support channels: http://us.ncsoft.com/en/support/


  4. I knew I shouldn't have nibbled on that power line...
  5. Okay. It all looks fine.

    Not all games are going to use Crossfire.

    Right now City of Heroes does not. If you try to force AFR or another rendering method, the game will crash.

    If there is another problem at hand, you can test with the Crossfire Enabled benchmark Heaven 2.1: http://unigine.com/download/

    Heaven 2.1 RadeonHD 4850 Crossfire On

    Heaven 2.1 RadeonHD 4850 Crossfire Off

    * * *
    Just re-ran the benchmarks to get them on the same display configuration:

    RadeonHD 4850 Crossfire off: Score 939

    RadeonHD 4850 Crossfire on: Score 1705

    If you don't get any improvement running this benchmark, then you need to head over to AMD support: http://forums.amd.com/game/

    Also: for reference, the system information that's actually useful. CPUZ will also tell us what motherboard you are using, what chipset, and what your actual bandwidth is. In this case this particular system is limited by a first gen PCIE 8x link.

  6. Quote:
    Originally Posted by y u do dis View Post
    This goes for all games I've tried.
    okay.

    First things then:

    Go into the Catalyst Control Center. Enable CrossfireX

    Reboot.

    Then post a GPUZ and a CPUZ: http://boards.cityofheroes.com/showthread.php?t=219502
  7. City of Heroes won't use the second GPU.

    Crossfire isn't supported or profiled by the game.

    Only applications that have Crossfire profiles will leverage both GPU's.
  8. Quote:
    Originally Posted by Felicas View Post
    Thank you so much! The drivers were the problem. When I let vista try to find updated drivers on its own, it would tell me I had the best drivers already, so I didn't think much about it. After your post I looked more into it and found newer drivers that did the trick, thanks so much!
    Microsoft Windows Update only has software updates for the Microsoft Windows Operating System.

    Microsoft does offer a subscription care plan that does extend automatic update support to all Microsoft Products: OneCare.

    Microsoft Windows Update is not equivalent to a Linux Operating System Software Repository and does not contain updated non Microsoft Windows Operating System components, nor non Microsoft Product components for those on OneCare subscriptions.

    You, the end user, are entirely responsible for finding, downloading, and installing any applicable updates for any Non Microsoft Operating System Components or non Microsoft Products.

    System Components and Application Products the end-user is required to provide their own maintenance for includes, but is not limited to, graphics drivers, sound card drivers, monitor drivers, system chipset drivers, anti-virus software, anti-malware software, productivity software, web-browsing software, email software, and gaming application software.

    Okay, yes, this is a flowery way of saying: Windows Update does not actually keep your computer up to date.
  9. Quote:
    Originally Posted by -Sketch- View Post
    OKay, okay, it seems Ive hit a new problem. I lifted the pigg files, as well as everything else, from a windows install file. Now it seems my issue is the same unending loop, but instead of downloading the piggs, its trying to fix them. This effect begins at the geom files and keeps going ad infinitum with every file afterward.

    Any suggestions?
    which Piggs were lifted? the beta piggs? the testing piggs? the live piggs? the live piggs with the Going Rogue preload?
  10. Quick round up of how the Going Rogue edition of the game is looking / performing with the latest Cedega engine.

    Now, there are some known issues that may or may not be addressed that I'm aware of.

    Install
    One of those issues is the City of Heroes updater junking out on a fresh install and failing to download the .pigg files. For the most part the installer issues can be worked around by copying the .pigg files from a pre-existing Windows installation. I honestly do not know if this is a problem related to the actual City of Heroes installer, or a problem with Transgaming's handling of the installer.

    Memory Leaks
    One of the current issues with the latest public beta engine is that certain system configurations will result in the Transgaming temporary file entering a run-away state and simply exploding in size. Users will likely need to either reboot or manually delete the temporary file to reclaim space on their /root partition.

    7.3.3 engine support
    Going Rogue, for the most part, is fully playable under the existing 7.3.3 engine. Recent driver updates to the RadeonHD cards exposes Ultra-Mode options on this engine. Ultra Mode features don't actually work on the 7.3.3 engine.

    64bit support
    Transgaming now offers a 64bit library build of Cedega. This is merely a 32bit wrapper. City of Heroes works on some configurations in 64bit.

    Why Cedega
    Just to get this out of the way, Transgaming is currently contracted for the OSX wrapper, and problems / issues with CoH through Cedega are more likely to be addressed as Cider / Cedega share the same source code base. I've been informed that the CoH code-monkies do have access to Transgaming's bug system. Whether or not they READ it, well, I can't answer. Also, no, Cedega is not WineX. The Cedega engine and the current revisions of WINE share very little code. Most of the Cedega engine, as of the Maudite Engines I've been testing, is written in-house by Transgaming.

    I think that's all of the pertinent data, so, let's get started. Each of these is using the latest Cedega beta engine and the latest graphics driver available for each graphics card. I'm not really going to bother showing the 7.3.3 engine for this round-up as in most 32bit cases CoH Going Rogue works just fine through 7.3.3 leveraging the non-ultra-mode engine.

    32bit I7 with RadeonHD 5770


    • agp_aperture_size: 256
    • cpu: Genuine Intel(R) CPU 000 @ 2.67GHz
    • cpu_ghz: 1.60
    • distro: MEPIS 8.5 lenny
    • kernel: 2.6.32-1-mepis-smp
    • machine_bitness: 32
    • memory: 2531
    • soundcard: HDA Intel at 0xf3ff4000 irq 22
    • soundcard_driver: ALSA Version 1.0.21
    • videocard_direct: True
    • videocard_driver_version: 4.0.10057 Compatibility Profile Context
    • videocard_manufacturer: ATI Technologies Inc.
    • videocard_ram:
    • videocard_type: ATI Radeon HD 5700 Series
    • x_version: X.Org X Server 1.4.2
    • GUI version: 011012
    * * *
    32bit Phenom II w/ RadeonHD 5770


    • agp_aperture_size: 256
    • cpu: AMD Phenom(tm) II X4 965 Processor
    • cpu_ghz: 0.80
    • distro: MEPIS 8.5 lenny
    • kernel: 2.6.32-1-mepis-smp
    • machine_bitness: 32
    • memory: 3039
    • soundcard: Asus Virtuoso 100 (rev 2) at 0xd800, irq 21
    • soundcard_driver: ALSA Version 1.0.21
    • videocard_direct: True
    • videocard_driver_version: 4.0.10057 Compatibility Profile Context
    • videocard_manufacturer: ATI Technologies Inc.
    • videocard_ram: 1024
    • videocard_type: ATI Radeon HD 5700 Series
    • x_version: X.Org X Server 1.4.2
    • GUI version: 011012
    * * *

    64bit Turion64 w/ RadeonHD 2600


    • agp_aperture_size: 256
    • cpu: AMD Turion(tm) 64 X2 Mobile Technology TL-60
    • cpu_ghz: 0.80
    • distro: MEPIS 8.5 lenny
    • kernel: 2.6.32-1-mepis64-smp
    • machine_bitness: 64
    • memory: 3968
    • soundcard: HDA ATI SB at 0xfdef4000 irq 16
    • soundcard_driver: ALSA Version 1.0.21
    • videocard_direct: True
    • videocard_driver_version: 3.3.10057 Compatibility Profile Context
    • videocard_manufacturer: ATI Technologies Inc.
    • videocard_ram:
    • videocard_type: ATI Mobility Radeon HD 2600
    • x_version: X.Org X Server 1.4.2
    • GUI version: 011012
    * * *

    Now, so far, things have been working pretty good on the ATi side across 32bit and 64bit installations. That's about to change with the next couple of systems. There appaerently are some problems / regressions with the RadeonHD 4x00 series cards.

    64bit A64 w/ RadeonHD 4650



    Now, already something is screwy. The system is presenting an OpenGL 3.x class card as an OpenGl 1.4 device. I don't know if this is a problem with my Linux's hardware detection, a problem with Cedega's hardware detection, or another error.

    This is what happens when I try to launch the Beta client against the latest Maudite Engine



    For some reason the live server also crashes out completely, so I plan to scrounge up another hard-drive and try this system on a 32 bit base.
    • agp_aperture_size: 256
    • cpu: AMD Athlon(tm) 64 Processor 3200+
    • cpu_ghz: 2.19
    • distro: MEPIS 8.5 lenny
    • kernel: 2.6.32-1-mepis64-smp
    • machine_bitness: 64
    • memory: 1505
    • soundcard: HDA ATI HDMI at 0xfddfc000 irq 18
    • soundcard_driver: ALSA Version 1.0.21
    • videocard_direct: False
    • videocard_driver_version: 1.4 (3.3.10057 Compatibility Profile Context)
    • videocard_manufacturer: ATI Technologies Inc.
    • videocard_ram:
    • videocard_type: ATI Radeon HD 4600 Series
    • x_version: X.Org X Server 1.4.2
    • GUI version: 011012
    * * *

    64bit Core 2 Duo w/ RadeonHD 4850



    This system is a bit different, leveraging the RadeonHD 4850's that were in my testing system when Ultra Mode was going through testing. As we can see in the data it is exposing an OpenGL 3.3 driver to Cedega.

    it crashes a bit differently though:



    The problem here is that the temporary file for Transgaming simply starts ballooning in size. Yes, this problem has been brought to the attention of AMD, Transgaming, and Ghost Falcon / Television. I don't know where the error is though. Again, I intend to try this system against a 32bit base in the coming days and see if the problem repeats itself.
    • agp_aperture_size: 256
    • cpu: Intel(R) Core(TM)2 CPU 6420 @ 2.13GHz
    • cpu_ghz: 2.22
    • distro: MEPIS 8.5 lenny
    • kernel: 2.6.32-1-mepis64-smp
    • machine_bitness: 64
    • memory: 2009
    • soundcard: HDA Intel at 0xa0400000 irq 22
    • soundcard_driver: ALSA Version 1.0.21
    • videocard_direct: True
    • videocard_driver_version: 3.3.10057 Compatibility Profile Context
    • videocard_manufacturer: ATI Technologies Inc.
    • videocard_ram:
    • videocard_type: ATI Radeon HD 4800 Series
    • x_version: X.Org X Server 1.4.2
    • GUI version: 011012
    * * *

    So, that's the ATi systems. Largely works under 32bit systems: 64bit support is a bit rough. So, now, time for the Nvidia systems.

    32bit AXP w/ Geforce FX 5600



    This system presents the same problem as the 4850 system. The Temporary file explodes in size and the game fails to load.
    • agp_aperture_size: 256
    • cpu: AMD Athlon(tm) XP 2200+
    • cpu_ghz: 1.80
    • distro: MEPIS 8.5 lenny
    • kernel: 2.6.32-1-mepis-smp
    • machine_bitness: 32
    • memory: 1001
    • soundcard: SB Audigy 2 ZS [SB0350] (rev.4, serial:0x20021102) at 0xd000, irq 17
    • soundcard_driver: ALSA Version 1.0.21
    • videocard_direct: True
    • videocard_driver_version: 2.1.2 NVIDIA 173.14.25
    • videocard_manufacturer: NVIDIA Corporation
    • videocard_ram: 256
    • videocard_type: Quadro FX 500/FX 600/PCI/SSE/3DNOW!
    • x_version: X.Org X Server 1.4.2
    • GUI version: 011012
    This system also has an XFCE spin of PCLinuxOS, so I gave that a whirl to see how it would work:



    Here we can see I forced lower shader settings for the game since the GeforceFX 5600 is already a weak card to begin with, neverminding I'm running the PCI bus. This is what happens:



    Same exact problem. The temporary file takes off running.
    • agp_aperture_size: 256
    • cpu: AMD Athlon(tm) XP 2200+
    • cpu_ghz: 1.80
    • distro: MandrivaLinux 2010 Phoenix
    • kernel: 2.6.32.11-pclos2.bfs
    • machine_bitness: 32
    • memory: 1001
    • soundcard: SB Audigy 2 ZS [SB0350] (rev.4, serial:0x20021102) at 0xd000, irq 17
    • soundcard_driver: ALSA Version 1.0.21
    • videocard_direct: True
    • videocard_driver_version: 2.1.2 NVIDIA 173.14.25
    • videocard_manufacturer: NVIDIA Corporation
    • videocard_ram: 256
    • videocard_type: Quadro FX 500/FX 600/PCI/SSE/3DNOW!
    • x_version: X.Org X Server 1.6.5
    • GUI version: 011012
    * * *

    32bit A64 w/ Geforce GTS 250



    As we can see, the memory leak issue rears it's head yet again.
    • agp_aperture_size: 256
    • cpu: AMD Athlon(tm) 64 X2 Dual Core Processor 6000+
    • cpu_ghz: 1.00
    • distro: MEPIS 8.5 lenny
    • kernel: 2.6.32-1-mepis-smp
    • machine_bitness: 32
    • memory: 1770
    • soundcard: HDA NVidia at 0xdee78000 irq 21
    • soundcard_driver: ALSA Version 1.0.21
    • videocard_direct: True
    • videocard_driver_version: 3.3.0 NVIDIA 256.44
    • videocard_manufacturer: NVIDIA Corporation
    • videocard_ram: 512
    • videocard_type: GeForce GTS 250/PCI/SSE2/3DNOW!
    • x_version: X.Org X Server 1.4.2
    • GUI version: 011012

    I went ahead and tested this system against a 64bit base to see what would happen:



    Now, it might not be obvious what's going on. Cedega is indicating that processes are running... but nothing is actually happening.

    * * *


    So, the final round up is this:

    If you have a 32bit installation with ATi cards, City of Heroes should generally work on the public beta engine

    If you have a 64bit installation with ATi cards, City of Heroes may, or may not, operate.

    If you have a 32bit installation with Nvidia cards, City of Heroes probably won't work on the beta engines. They should still work on the 7.3.3 engine.

    If you have a 64bit installation with Nvidia cards, City of Heroes won't work at all through Cedega on any engine.
  11. SniperKhat in Position to take out the Puppeh Leadership!




    CalvaryKhat in Position to lead the charge from the west flank!




    As for myself! BOOST!

  12. Quote:
    Originally Posted by Fedor View Post
    *Tussles right up to where Lurking is eating his sammich and then stops suddenly.*

    So you have a thing about rabbits then? Around here it's the kittehs you should be wary of.
    *demonstrates by clonking Fedor and Lurking on the heads with a frying pan, grabbing the sammich, and scampering off*
  13. Quote:
    Originally Posted by Shadowe View Post
    Must... have... L4D2 mod... featuring... GG-clones... instead... of... Zombies.

    Oh, and 10%? Come to the UK. Value Added Tax is going up to 20%, soon. Joy.
    Has anybody ever been able to explain just how exactly a Tax is Value Added?

    anyways... *dangles an animated hair plushie over Street_Wolf to see what happens*
  14. Quote:
    Originally Posted by Zikar View Post
    http://www.youtube.com/watch?v=_GpOroM0g80
    Warning: Probably has French swearing.
    ... okay. that was cool.
  15. Quote:
    Originally Posted by _Pine_ View Post
    Had to choose some place to stop. However, if you have a full 20 character name, it gets squished pretty bad on team window. ESPECIALLY now that super side kicking moves all but one of the team members over a character or two worth of space on the team window.
    This is pretty much what I was thinking but I can't find any developer comments on it.

    One of the things I've been banging-on about in some recent posts is how the developers have to account for everybody that plays the game. Not everybody is going to have a 1920*1200 display resolution. Not everybody is going to be able to read 10point fonts. Not everybody is going to use a space-efficient font.

    At some physical point there is a limitation over how many characters can be included in a name that can be reasonably displayed with the default fonts and user-interface configuration. 20 characters is actually a little bit longer than 800*600 resolution screens can reasonably handle on default configurations.
  16. personally, this is my favorite fight sequence: http://www.veoh.com/browse/videos/ca...306098Gy9JhES7

    As far as the original video... it was... too over the top... and... well... too Indian. I can forgive special effects that are at least plausible, even if they aren't grounded in reality. E.G. somebody firing a bullet into a gas-tank and causing a car to explode and flip over. No, you can't actually do that, but it looks cool, and it's not pressing suspension of disbelief.

    Then I realized I was approaching the opening film incorrectly. I was approaching it as a serious take on an action sequence. It's not. It's a parody. For example, sliding a horse under a tractor trailer. As a parody then, it's never going to qualify for the best of anything. Of course, the point of a parody is to figure out WHAT the film is parodying to begin with:

    So: with this in mind, here's a drinking game.Re-watch the opening post video and see how many movies you can pick out that it ripped stunts from. Everytime you can pick out what movie they ripped off, take a sip.

    warning: it is suggested that this drinking game be played with a few gallons of a low-alcohol drink.
  17. Quote:
    Originally Posted by Fedor View Post
    It's can't see me! I ain't scared of no bunny Saist! Nor you neither!

    *POUNCES Saist for a tussle.*
    *counter tussles!*

    I have the power of FLUFF!
  18. Quote:
    Originally Posted by MadHobbit View Post
    they heat their houses with it.
    ...

    *cleans orange soda out of the keyboard*

    Spit-takes: unhealthy for peripherals.
  19. Quote:
    Originally Posted by heffroncm View Post
    I'm not sure it can see at all.
    It's a bhunnny. It thumps the ground and listens for the echos.
  20. Quote:
    Originally Posted by Fedor View Post
    *Stares at the bunny, eyes a goggle and rather HUGE.*

    I am not sure if that is cute or terrifying.

    Hallo...

    HeffronVyver
    considering it probably sees you as a Sackthingy ChewToy, I suspect your definition would include Terrifying.
  21. Quote:
    Originally Posted by JayboH View Post
    Thanks, the power requirements are getting kind of ridiculous for these cards. I can't imagine what people do to run triple SLI setups.
    http://www.crazypc.com/products/7250.html
    http://www.newegg.com/Product/Produc...82E16817104054

    These are two of the solutions available for those seeking dual, triple, or quad GTX 4xx series SLI rigs.
  22. Quote:
    Originally Posted by -Sketch- View Post
    Alright, can do... Ive actally got a friend who's compressing the pigg files for me at the moment, now. Thank you ^^
    check your pm's.
  23. unfortunately the quickest fix is to install on Windows then copy the .pigg files over.