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WanderingAries

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Everything posted by WanderingAries

  1. The 2012 Macs should be able to handle Catalina just fine. Mine does.
  2. A lot of people also create Mule Alts on a 2nd account so that they can fire it up and trade. Maybe make one alt for each type or something like that? I forget the character maximums, so I'm not sure if it would be better to do that or just dump a bunch of stuff on several.
  3. RAM requirements are questionable depending on need, but I wouldn't go below 8-16Gb anymore for those that game or multitask.
  4. Granted it depends on your lighting, but what's the flare factor on something like that? I've shied away from curved screens (in general) for that reason alone.
  5. Yeah, you must have accidentally created a new game account
  6. Ah, I've read that many simply play in one screen and run things like forums or other apps in their other monitors.
  7. From what I remember, I don't think it plays nice when stretched across screens. But that's from vague discussion memories.
  8. Mind you, I'm using my GTX 970 now a days, but my 3770k ran the game just fine on live without any adjustments. Granted, I was still running Win7 and 16Gb RAM. I'm in the process of migrating everything to my Win10 SSD install on the rig, but a little config adjustment here and there and I could test in time.
  9. I'll just point this out: http://www.shenanigunner.com/
  10. Make sure they're on a flat surface as it's easy to get little things in the way.
  11. Make sure the maps are (re)installed to the correct game folder. It's possible that the change in launcher cause a new installation folder which no longer has the /data folder that you installed the maps to.
  12. Heh, IDK about Ultra mode, but I know that I initially tested this i7 3770k / Intel HD 3000 with the game (desktop) and didn't notice a need for "shims" or any errors with the game (that I can recall). I actually played using it for a while as I ran out of $$ for a GPU with the build and it took a year or so before I got one because the game sunset by then.
  13. Seems to be a good, working, starting point. I didn't really test the file afterwards and I noticed a quirk, but the app corrected itself. The one thing I noticed was that when dragging, it chose to increment the number assignments by one, but then corrected when letting go of the name. Note: For those wanting to test for themselves, this WILL trigger your AV and may be blocked for downloading. Just follow your onscreen options to allow the download and running of the app. I know it's beta, but I've already flagged it as safe with MSFT.
  14. Only because they weren't mentioned... We've all assumed you mean a physical/external keyboard and not something built into a laptop Try unplugging it, turn it upside-down and see if you can't manage to knock some lint/dirt/etc out of it A rare issue, but you can also try reinstalling the keyboard drivers. Not likely an issue, but it's a test.
  15. Huh, now That's an interesting functionality quirk. One of those things you probably wouldn't think would have any impact beyond the obvious.
  16. I also suggest following the installation guide(s) as well. I think they're in my sig.
  17. Firstly, file a support ticket for actual issues or try the Discord for faster (?) replies. Secondly, this 'feels' like an issue related to the graphics card/drivers. It sounds like the graphics memory isn't letting go of what the game last loaded to the GPU, it's still trying to keep it active in memory, and then crashes when that memory is then mistakenly accessed again. This could also be RAM related I think, but IDK enough about how the Mac manages the memory. @jackalcoh, what are your system specifications? You can post a screenshot from the Apple Menu->"About this Mac", but you should block out the serial number. Knowing what GPU you have is helpful I think in this case. @One4fun68, I'd recommend creating your own thread / ticket for that as we don't have enough info here about your problem. Don't forget to include your system specs as well as things like what programs are running in the background (the stuff in your taskbar near the clock and any other apps open).
  18. If you want insight on how the file interacts with the game, then checkout the above thread as it's quite interesting to test.
  19. Note: I heavily advise NOT making changes to, opening, closing, or deleting files while the game is running! Note: I'm running Win7 and it is known for a long character loading delay that was originally theorized to be related to something like this (but likely isn't). Ok, so the simple test results are in: When is the file accessed/created/modified? Shortly after clicking on a server name When is an entry added/deleted/modified? Within 5-10 seconds (time it takes the server data to sync?) while in the character select screen When is an entry change made in the file reflected in-game? Player must go back to the server list and re-enter the character selection screen for changes to reflect in the game What happens if I delete the file after having loaded the character screen and had been idle on the screen for at least 10s? The game will recreate the file exactly as it was, likely from the active memory entry created when the page was first loaded. What happens if I delete a character entry in the file and leave the entry blank... While on the character screen? The entry gets re-added to the end of that server's grouping in the list and any empty space left between entries is erased from the file. While the game was off? The entry gets re-added to the end of that server's grouping in the list and any empty space left between entries is erased from the file. What happens if I rearrange the entries in the file while in the character screen? The game allows the change and does not rearrange the entries in the file from memory What happens if I move a character entry to a different part of the file that is beyond the server grouping? The game will move that entry to the end of the corresponding server grouping. What happens if I edit the file and change the server that a character is on? Without loading the mistake server's character screen? The game will create/fix the "missing" entry for the server group affected, place it at the end of that server group, and push the mistake entry below THAT entry. After loading the server that character entry was mistakenly put into? The mistake entry is removed from the file completely. How is the file sorted overall? The game moves the server group entries (AS IS) for the chosen server that is actively loaded. IE: If you switch from Torch to Indom, then the file will move the Indom group to the top. Observations: It's now obvious to me that the game simply appends entries that do not yet exist and in-place updates ones that do. When I tested not having a file at all, the file was NOT created until I started messing with characters and even Then, it only created a file to update the change I'd made. IE: I moved a character and there was a single entry for that character's new location, but none of the other characters were added unless I Also messed with their location. The game will load missing data from active memory, but doesn't care what order entries are in the file, so long as they are grouped by server. I'll let you digest that for a bit. : p
  20. The file is located in \tequila\ACCOUNT_NAME and should be created/modified somewhere between game launch and the character screen. I know that if I delete the file outright that it will be created and there after I've quit the game. I'll see about testing this as best I can (little hard to time as I play in FS mode). The location issue mentioned by @GM Tahquitzis very important to avoiding most of the Windows file protection related issues. Since all the txt files are drag/drop interchangeable, you can even test while keeping your 'real' file intact. That's likely what I'll do too.
  21. Since I'm on a suggestion kick... How about a Key Bind application that allows for backing up, importing, etc from files that people distribute or forum posts and then writing to the game's file. The file basically consists of entries separated by new lines and spaces. The bind strings are wrapped in double quotes and there is exactly one entry per key. What I'd like to see is something that will visualize the currently assigned binds, allow someone to modify the binds, and then save them. What would be REALLY cool is to have a sort of example visual output (example power tray animation, chat example, etc) so that you can test the bind without needing to do so in-game (to avoid risk of overwriting your binds accidentally). Additionally, there would be a need to be able to allow the user to choose their keyboard layout as that would be Very important when showing examples. When writing files, the user should have the option to create both custom and game designed (IE: keybinds.txt vs bots.txt or ranged.txt) files for import/export. While the game file would have to stick to the requirements, the custom files could have a comment section located before/after the content that would then be read/write capable in the app. IE: You'd have a section explaining the file's purpose, creator, etc).
  22. Suggestion based on this: A simple interface could be used to facilitate this task I believe. The only thing it would need to edit is the first part of the record string, but I'd like to introduce some helpful sorting options. The file basically consists of plain text entries wrapped in double quotes and separated by what appears to be a new line character. (My VERY trimmed file). The entries are comprised of: ACCOUNT_NAME SERVER_NAME ALT_NAME SORT_ID. The Account Name is constant for the whole file. The Server Names are also known, but only consist of servers that the user has an alt on. The Alt Names can be duplicated across servers so long as the user managed to acquire them. The Sort ID is the only real variable we're concerned with here. It counts up from 0. The concept I have would be to have this read into an interface that understands each string needs to be double quote separated as well as having a space between the categories. Finally, each master string is on a new line. The Sort ID will be the only thing that it would be allowed to modify before writing back to the file. Ideally, the application would be smart enough to identify different Game Accounts by looking for non-game folders (IE: It ignores things like Homecoming, HC-beta, PIGGS, etc). The main purpose of the app would be sorting the characters and rewriting the file. Because of this, the original file will either need to be erased and rewritten or simply deleted and a new file put in its place to avoid accidentally duplicating entries. I imagine a simple 4 column array would work as a master variable. The sorting would work as follows: Auto-sort the file by Server Name, then Sort ID when loaded Allow sorting by Name (alphabetically) as well as a drag/drop interface Once the sorting is decided, the Sort IDs are rewritten accordingly (Range would be 0-999) The file would then be written and saved. Unfortunately, I can't see a way to offer more sorting choices (that would matter) due to the limited data the original file offers. IE: You won't be able to sort by AT, etc. Now if someone wanted to create a new tracker that the user could sync to the sorter to sort say by AT, level, etc, then that would be a good collaboration.
  23. That shouldn't be correct unless there's been a background change in the code that has yet to be announced in the forums. I know from my testing experience that it creates the file if it doesn't exist every time the game launches. Any input on this @GM Tahquitz?
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