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Cassianus

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  1. For example, my Jedi Shadow has Saber Master bonus set (6 of 7 pieces). After levelling to 76, the text with set name, the icons of pieces and description of bonuses for 2, 4 and 6 pieces became red; the number of active pieces is shown as (0 / 7) instead of (6 / 7). This means that it no longer works, even though the last line in the bonus description clearly says Requires Level 75-79. The same is shown for all other armor sets in my Legacy Storage with exception of Sha'tek (no any bonuses) and Amplified Champion's which still shows a description: Equip: This equipment shell is enhanced with additional powerful amplifier opportunities up to the first premium quality. Unfortunately, this is lie because armor amplifiers have been retired in 7.0 and Amplified Champion's pieces don't give any bonuses at all. For characters who are still lvl 75, description in the pieces is shown normally in cyan colour as before, including the remark Requires Level 75-79, bonuses are active.
  2. I see many people already complained about non-working auto-loot and area loot, but don't forget about non-working Auto-targeting and inability to clear target by ground-click. It's especially bad when you have a group of enemies around and cannot use an AoE ability because it requires to target at least one enemy in the group. Need to click or use Tab key any time, this seriously changes all previous (well memorised) sequence of combat actions. Add the reset of keybindings, which makes the game almost unplayable.
  3. I cannot play this trash, sorry. - High contrast of slot borders in the inventory, esp. comparing to low contrast of many icons is distracting and badly perceived by eyes. Smoothed borders before were much better. - My custom keyboard assignments to quickslots are reset any time after travel to another planet or stronghold. Need to restore keybindings from saved settings. It's awful. - Auto targeting doesn't work, even if it's switched on. - Auto-loot and area loot don't work, both are switched on. - I cannot assign a key to Activities panel, no such assignment in the settings. - One of relics becomes misplaced after switching to companion on character's panel and back to character. ... I'm thinking to quit, at least until all these bugs (bugs? no, bad design innovations) will be fixed.
  4. I confirm, this may work. Please note, though, that I created a patcher for Alder Lake only, so using it with old SWTORLaunch.dll and CPU like Ryzen will have no effect (but no harmful anyway, unlike with current DLL). Download the file LauncherRepairUtilityU2021.0.18.exe and run it in current place, then point at the same folder like %userprofile%\Downloads for unpacking. It creates some folders which you may delete immediately. In your SWTOR folder, delete the last SWTORLaunch.dll or rename it to *.bak and then copy the SWTORLaunch.dll from ...\Downloads to SWTOR folder (you may need the Admin access for both operations). Then delete the rest in Downloads. Now you should be able to start the current launcher because it is compatible with previous DLL. I used this with my patcher but it's not required on non-Alder Lake. Important! Don't try to repair your installation, it will download the last non-working DLL. All above was tested on standard website launcher; I wasn't able to test the Steam launcher.
  5. I checked this on my SWTOR installation (standard website launcher). All these files are not required for successful start of the launcher; launcher-app.settings file does not exist at all. As for eula.settings and launcher.settings files, they can be deleted or moved elsewhere, then launcher will show EULA, empty user name and some other default settings; it may also ask to confirm account by code in e-mail. So, these files are normally created by launcher and not required for start, otherwise it's a bug, and such report may help developers to locate the faulty code.
  6. Do you know the reason why the original Guild Wars is nearly dead? It's a result of serious design miscalculations with a game engine even before release. Engine was outdated upon release (2005) and ArenaNet top management realised it just after couple of years (maybe even earlier). After that, GW development was stopped and they switched to new project which eventually became current GW2. But its fate is also questionable because the same mistakes were repeated again, even in different way. The story begins when Blizzard corp. had developing Warcraft III which continued successful I-II series. Mike O'Brien, a programmer of automatic combat in Warcraft II, created a new non-isometric engine and tested it for a while (look at the screenshot). However, this concept was scrapped and another 3D engine created, which later became a prototype of true 3D WoW engine. O'Brien and several other developers left Blizzard and founded new company now known as ArenaNet, he became the CEO. O'Brien decided to re-use his engine for new game Guild Wars. However, it wasn't true 3D rather than 2.5D+ because of lack of Z-axis support. In particular, characters were bound to a surface, cannot jump and may be attacked by foes below the bridge (around the same XY coords). Flying wasn't possible at all. Contrary, Blizzard's WoW engine was free of all these disadvantages. It wouldn't be a great problem if the GW engine was replaced or modernised soon, but the zones and quests in original game were designed using these limitations, "glass walls" were extensively used. Upgrading the engine to true 3D was in theory possible (WoW engine was upgraded several times), but in 2007 it would require reworking of all design created for last 2-3 years. Upgrading should have started much earlier, but the engine programmer was the CEO and other developers have too few options to argue. When GW development was cancelled, many founders quit the company. Now GW is a living monument to its design miscalculations. How this story is linked to SWTOR, one may ask. Directly: many current SWTOR problems are originated in the beta Hero Engine, which has been heavily modified internally since release instead of using the officially updated versions. As a result, current engine isn't compatible with last Hero, cannot be easily rebuilt to 64-bits and suffers of many disadvantages like outdated DirectX, lack of working memory, not enough multithreading (remember the constant delays when riding in Belsavis, even on a PC with fast CPU and SSD), no background downloading etc etc. BioWare doesn't have the resources to upgrade engine internally, cannot use the official Hero (need to write a compatibility layer for it), cannot replace it with other engine like UE, even if it's licensed by EA for other projects. From the code perspective, SWTOR is slowly dying; whether this process will be as long as for original GW or be ended sooner with the end of SW license, we can only guess.
  7. I caught myself several times on thinking about the same conspiracy theory: they try to alienate us for a particular purpose. To make it easier for us saying the final farewell, either right now or soon, before the license expires and SWTOR servers will be shut down.
  8. Jahrl, thank you for kind words! Thanks all who supported my work last month, who expressed their thoughts and asked the questions about Alder Lake patcher and Windows 11 compatibility. Such moral support meant a lot for me and allowed to continue my work here. Happily, it's over (almost) and now I can remove the patcher link from my signature. The files of patcher and source code will remain for a while for anyone who may be interesting in them. I should thank BioWare staff too, but with mixed feelings. Although they never officially noticed my work, they also silently allowed it despite my fears that the modifying the game code in the memory may be counted as "TOS violation" and the links to patcher (and even my account) may be removed. Happily, the common sense took over. Thanks for this! Some final thoughts: A good system programmer would be able to discover the source of Alder Lake incompatibility in a debugger and modify the code in 2-3 hours. Of course this cannot be predicted in advance, I estimate it counting on the reason of incompatibility I have found. I spent about 3 days only on the patcher code. While I had an idea of a patch similarly to operations in the debugger, programming was too unobvious, code didn't work. I studied programming in common University course for scientific and statistical calculations; Asm x86 and Win32 API are a result of episodical self-education after. I needed much more time for coding the operations which a professional could do in a few minutes. BioWare has eventually fixed the launcher after 3 months since discovering the bug, and a side effect of this fix is a new bug with some Ryzen CPUs, which they try to fix right now. Apparently they didn't have a system programmer at all...
  9. I join the common opinion that removing the tacticals will have a negative effect on the game balance and would alienate a lot (a lion share) of current players. We obtained them as it was designed by developers, using the currencies (not a small sums), hard earned reputation, crafting from rare and pricey materials etc. And all this would instantly disappear without even more or less fair compensation, for a few symbolic credits. But the detriment of such elimination to many useful playstyles is obvious. Such changes have to be done completely differently. If some tacticals are now counted as a design mistake and should not be used in the future at all, their phasing out should be gradual. First, the sources of them should be excluded from the game. Then players should be offered a buyback option where these items will be properly compensated, during at least one-two weeks or more. Finally, they become converted to grey items with still a decent merchant value. This way is much more fair, but still not the best. The best solution is, all tacticals remain in the game, but if some of them are counted overpowered, they have to be rebalanced. It's a normal (I can say, standard) procedure in most video games, when the too powerful abilities become nerfed and underused ones are buffed. It's a constant process of finding the optimum balance but keeping the game interesting, fair and tactically diversified. How the overpowered tacticals may be brought in line with others? The good balancers know many ways of this, like adding some time restriction (minimal time between consequent usage), decreasing the probabilities (procs), increasing the resources needed to use an effect (like the Force or Energy), adding environmental conditions etc. And it can be performed even now, tested on PTS and live environment and modified again to get the desired balance and efficiency. It's a good work for developers who support the living and changing environment, not the minimal maintenance of once balanced game.
  10. Nice to know that you are in contact with them, so people looking at the official support page will have the same links and recommendations. I see, not any Ryzen CPU is affected with this bug, mostly the users of that Asus laptop series. And this is a problem for developers: acquiring this (quite pricey) laptop only to fix this side effect of Alder Lake fix isn't very reasonable. Maybe some more easily obtained CPUs, incl. desktop ones, are affected too, it would be a bit easier. But if I were a developer, I would solve this problem in different way: the old launcher code was fully compatible with Ryzen, so need to use it now, but also add the fixed code specifically for Alder Lake. As a result, launcher should have both the old and new codes which will be used depending on Alder Lake detection, for example, by the CPU string "12th Gen Intel". Not a universal nor a perfect solution, but it will work for a while and will give the developers enough time resources to improve the code and make it really universal, so the upcoming Raptor Lake and new versions of Ryzen will no longer be a problem. Otherwise delaying of 7.0 will be imminent: there is too few time left to fix the bug and properly test it on affected and still not affected machines.
  11. Thanks for this update, although the link on the original EA support page can be updated only by EA staff. But it maybe for the best that it's still the old: the last BioWare changes in the launcher resulted in new incompatibility with some Ryzen CPUs, and obviously the repair utility should be updated again. Let's hope that Ryzen problem will be fixed soon (unfortunately I cannot help developers this time because of no such CPU in a few my PCs).
  12. As a person who has found a line of code related to Alder Lake bug in previous launcher, I seriously ask you not to use that patcher in attempt to fix the Ryzen bug. It will not work: that code is fixed in the last launcher, and new (unintendedly added) bug should be fixed in other way. In theory, it may be possible to find a specific line of code in the last launcher too, but at least it requires the PC with Ryzen CPU where the bug can be reproduced; I don't have such around. I hope that developers will fix this bug much faster than previous one; if not, someone may try to find a buggy line, publish it like I did and even release unofficial fix, but let us think that it will not be necessary.
  13. OK, it's systematic. Please tell the exact version of Ryzen (it can be seen on BIOS start screen, in the System properties or reported by the CPU-Z utility). It may help developers to fix this "overfix".
  14. Please tell the CPU and Windows version. I saw the report of problem with Ryzen, maybe you use it too?
  15. Apparently the last solution of a problem with Alder Lake could break the compatibility with some Ryzen CPUs. But it's still a bit too early to make such conclusion, need to get more reports from Ryzen users. Try to use the last launcher repair utility, a link was published in thread about Alder Lake and in Developer Tracker.
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