How to Play With Magic Mouse 2 on MAC Client?
in Account & Technical Support
Posted by: Alahmnat.7398
in Account & Technical Support
Posted by: Alahmnat.7398
The Magic Mouse treats clicks on both sides of the click surface as left clicks, not two-button clicks. I’d suggest downloading a tool like MagicPrefs (free) or BetterTouchTool ($9). Both provide more configuration options than Apple’s built-in mouse preference pane does. I personally use MagicPrefs to enable a three-finger middle-click on my trackpad, but it also has an action for “hold both left and right” that should give you what you’re after.
Unfortunately I wasn’t running the logger at the time, but I noticed something when the keyboard bug struck me twice last night:
I’ve remapped a number of skills to letter keys so that they’re accessible with one hand. I also changed the interact key to Shift+F. Unlike the Windows client, the letters on the skill indicators and interact prompts are lower-case. However, as soon as the keyboard bug struck, they all became upper-case. Don’t know if this will help narrow down the search, and I apologize for not having a log to provide right now, but I hadn’t seen this particular effect mentioned in my thread-skimming.
I really wish I could have conditions displayed to the left of my character’s head model. In addition, I wish I could see the conditions in the 3D view to the right or left of all foes around me.
I would love to see statuses, conditions, and break bars in mobs’ overhead name plates. I’ve missed the start of more than a few break bars in boss fights because I was busy watching the boss itself and not the placard at the top of the screen (especially hectic ones like the Vinetooth, where evading the boss’s attacks is a full-time job, but jumping on the break bar immediately is critical to a successful event).
Maybe even make it configurable so people can manage the clutter, with options for showing floating indicators on “none”, “current target”, and “all enemies”.
Are guild halls easier to get these days? My guild with 4 people hasn’t even bothered with a guild hall let alone guild missions, because it looked like a minimum of 10 would be needed to clear it.
My guild cleared it with 5 people a while ago. The capture event scales reasonably well. Now, upgrades and decorations… well, let’s just say you’ll be at those for a while.
The only reason I played WvW in the past was for map completion (when it was still required) and to grind up to rank 14 for a gift of battle. Half of my GoB grind was done on DBL, and I enjoyed it a LOT more than all of the time I’ve ever spent on ABL. If ANet is going to force me to grind a WvW reward track now to get the gifts of battle I need for the legendaries I’m working on, I’d much rather play on the map I enjoyed.
shaden, what are you current in-game settings? I’m referring to things like character limit, and such. This sounds like an out of memory error, which is rather common with Cider due to it emulating 32-bit Windows. Also, how long do you play (and where) when these occur?
To pile on…
I’ve been crashing pretty consistently in HoT maps every 30-40 minutes, regardless of settings, though dropping the character limit to “Lowest” and setting character detail to “Low” helps eek a few more minutes out, and especially helps prevent crashes in the Silverwastes during Vinewrath runs. Most of the time I don’t know what error I’m getting when I crash, because the dialog never fully loads to the forefront. I’ve seen a couple of 000000005 errors and at least one heap=[very large number] message, though.
The crashing alone would be super frustrating, but because event rewards are so tied to map participation, I’ve been getting screwed on loot because I can never stay connected through a full day/night cycle, and my participation resets every time I crash. It seems to be particularly bad in HoT areas, because I played the Mad King’s Labyrinth for hours yesterday without crashing, but as soon as I went back to Verdant Brink, I hit the desktop within the hour yet again. I haven’t even bothered with doing story or venturing beyond Verdant Brink since Saturday morning.
Are there plans in place at ANet to address these out-of-memory errors? I get that 64-bit is the Way of the Future, but since we’re stuck in an emulated 32-bit environment, are we going to get any love, or are we always just going to be screwed going forward as the engine and map teams only worry about 64-bit stability?
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