Possible fix to crashes? (32bit restriction)
in Guild Wars 2: Heart of Thorns
Posted by: Morhyn.8032
in Guild Wars 2: Heart of Thorns
Posted by: Morhyn.8032
The tool will do nothing:
$ ./dumpbin.exe -headers /j/Games/Misc/GW2/Gw2.exe | less
Microsoft (R) COFF/PE Dumper Version 14.00.23026.0
Copyright (C) Microsoft Corporation. All rights reserved.
Dump of file j:/Games/Misc/GW2/Gw2.exe
PE signature found
File Type: EXECUTABLE IMAGE
FILE HEADER VALUES
14C machine (x86)
F number of sections
5633FC7F time date stamp Fri Oct 30 19:25:51 2015
0 file pointer to symbol table
0 number of symbols
E0 size of optional header
122 characteristics
Executable
Application can handle large (>2GB) addresses
32 bit word machine
The “Application can handle large (>2GB) addresses” line indicates that it is already LAA.
This is just frustratingly sad….
Why don’t you just delete dungeons? honestly, you clearly just stated you don’t want players doing them…
Where did they state that they don’t want players doing dungeons?
Page 1 of this thread.
What incentives will players have to run dungeons after these changes go live? The entire game is based around doing what gets you to your goal fastest, and as of right now gold is the end-all-beat-all. If dungeons do not bring players to this goal, what incentive is there to play them??
Hmm … for fun? That’s why I and my friends run them. We pull everything, kill it, banter on Mumble, do as many paths of whatever we feel like and then we stop when we’re tired. It’s certainly not a huge gold source for me and I still have fun doing it.
Question to John Smith, though: Other than tokens, will anything drop in dungeons at all? Tonight’s casual fun run in CoE got my bags choked with things (usually I never see the Inventory is Full message on my dungeon/fractal alt), and I salvaged them for a lot of mats and sold off a few copper of minor runes and the like. Will we now be ending dungeon runs with bags as clear as when we entered?
Dungeons will still drop things as well as they will still have some gold, they will just have much less gold.
Edit meant to say still and said stop, sorry.
Frankly: eff you. Doing a couple quick paths is the only way I can make a couple gold in the limited play time I have. Everything else requires more people and time.
This game needs to be renamed “GuildTradingPost”.
Why in the hell has Merciless Hammer been hidden behind a bunch of garbage that doesn’t apply to it?
Welcome to every class that wasn’t Ele or Engineer
RIP Banners, I will never Shoutbow no matter how much you want me to
The build I’ve been using since launch, one built specifically for RPing a raging hammer warrior, will now be impossible. Since that’s the only thing I enjoy playing, I believe ANet has just kicked me out of the game.
Why in the hell has Merciless Hammer been hidden behind a bunch of garbage that doesn’t apply to it?
Removing the white swords is probably the dumbest idea I have ever heard.
Capital City Instance(s) For Each Server
Each server needs a capital city that is exempt from the Mega Server system. That is, a world city, such as Divinity’s Reach (since LA is gone), should be designated as a capital city for the whole game. Each game server should then have it’s own instance system for that city such that no players from other servers would zone into that instance (unless they were guesting to the server).
As it is now, it is very difficult to determine if you communicating with your server community or the whole game community at large when you are using map/local chat in the de facto capital city, Vigil Keep. A few ramifications of this:
I’m sure there are more reasons. But the chief one, in my opinion, is not being able to discuss and coordinate WvW.
This is actually pretty sick, I was looking for an application like this for a while! If you don’t mind me asking, may I see the source?
Yeah, that legal disclaimer before the download and lack of source code makes this a “no install” for me.
~shrug~
When I do a search for OData, which I had never heard of before reading this thread, almost all of the top results are from Microsoft oriented sites/projects — https://duckduckgo.com/?q=odata
The first interesting result that pertains to this conversation is a StackOverflow question — http://stackoverflow.com/questions/2458407/difference-between-odata-and-rest-web-services . The accepted answer should tell you why no one here is excited by your suggestion:
As Franci said, OData is based on Atom Pub. However, they have layered some functionality on top and unfortunately have ignored some of the REST constraints in the process.
The querying capability of an OData service requires you to construct URIs based on information that is not available, or linked to in the response. It is what REST people call out-of-band information and introduces hidden coupling between the client and server.
While the current API isn’t exactly transparent, it doesn’t bind you to using a specific technology (other than being able to parse text). OData is brining nothing useful to the table.
I haven’t addressed your insistence on “it also supports JSON” because there really isn’t any point. Why would it supporting JSON immediately make it a worthwhile change? JSON as an output format doesn’t make the added complexity of being able to get the output worth it.
I’m not “biased against technologies from Microsoft simply because [I] hate Microsoft.” But I’m certainly no fan of their style and won’t just accept using their solution when a simpler, more open one, is possible.
I’d like more standardized responses from the API, for sure. But I don’t need some overly verbose Microsoft garbage as the resolution to that problem. Might as well opine that it should support WSDL while you’re at it (ugh).
Define what “overly verbose Microsoft garbage” is?
Like I have said, you don’t need to use XML. You can request for JSON responses as a client.
Besides WSDL is a W3C standard, not a Microsoft standard. At least the latest version of it is.
You can go with supporting an open standard like OData or you can go with a proprietary web service API like what we have now. I would vote to support open standards myself.
XML => overly verbose
ODATA => Created by Microsoft
Thus, “overly verbose Microsoft garbage.”
Also, I did not claim WSDL is a Microsoft standard. I said “since you’re asking for a format that cumbersome for anyone not using a Microsoft IDE, or one that follows their lead, you might as well go ahead and ask for an equally painful standard (WSDL).”
Seriously, there are only two things that need to be addressed in the next version of the API to make the current API better as-is (i.e. not including new features):
1. A standard response format. None of this objects keyed with the name of the endpoint in one method and not keyed that way in another (my preference).
2. Documentation that clearly outlines the responses you should expect from the endpoints with zero ambiguity (I’m looking at you item_details.json).
I’d like more standardized responses from the API, for sure. But I don’t need some overly verbose Microsoft garbage as the resolution to that problem. Might as well opine that it should support WSDL while you’re at it (ugh).
What is the point? And I think this is the wrong subforum for this topic.
I look forward to the “cleaner” API. Hopefully it will mean I can remove a lot of code from my API client.
I just finished my initial version of a Java library for accessing the API. It’s called “GW2-API-Client” and is available at https://github.com/jsumners/gw2-api-client.
Please note that at the time of this post I have not actually used it in a real project. I’ve merely written the library and tested it against known possible results. Theoretically, it should work just fine.
Why do you insist on including the method name in the response? As an example, if we query /v1/continents.json we know we’re getting back a list of continents. We don’t need to be told again.
That would be bad API design. Any structured information should be self-explanatory and complete so it can be included in other places (nested within another structure of information, for example).
Linking the format to your expectation of your top-level call makes the structure unnecessarily idiosyncratic and brittle. It also makes you write more code when you access the same information from other areas of the API.
Uh, no, it would be clear API design. You have requested the list of “continents” by calling the method named “continents”. Thus, you should get back a list of, you guessed it, continents. You should not be expecting anything else, thus the inclusion of the type in the response is extraneous.
What you do with that data once you have deserialized it is up to you. You can choose to include it in another object or simply work with it directly. But you certainly don’t need the structure to be defined by the remote method.
At this point, it would be far more damaging to change the spec and break everyone’s stuff, so I would prefer it if no changes were made. However, presenting a consistent format for all new APIs going forward would be a great idea.
The best way forward (imo) would be to go ahead and make the breaking changes, but make the improved APIs available alongside the existing APIs as v2/*.json. Then when everyone has migrated, perhaps a year later, they can take the old version offline.
Considering the age of v1, I agree. The current version has been around long enough that it doesn’t matter if it was put out under the caveat that it is “a beta.” There are many people using it as it is, and they don’t expect drastic changes due to the long times between updates.
I didn’t make the post expecting ANet to turn around and “fix” the v1 methods. But I do hope they take it under advisement for v2.
110% agree with the OP. The response structure is certainly kludgy, and I’m surprised that this hasn’t been more of a contentious topic here.
I suspect that most people are just used to it at this point. The good news is that there’s so few updates to the APIs that you’ll have plenty of time to work on hacks which can compensate.
OH SNAP!
I was beginning to think no one else understood. Thank you for chiming in.
Just btw. – We’re talking about JSON here. We’re talking about object identifiers and not about methods. Within it’s intended target languages (JS/web), these object identifiers are perfectly fine and useful – e.g. for jQuery/prototype’s each() methods where they are passed as index argument.
In the example that starts this thread, the method is /v1/continents.json. The result includes the method name, “continents”, as a key in the result.
JSON is merely a simple representation of the data. It does not have a target language (despite being valid JavaScript). From http://www.ietf.org/rfc/rfc4627.txt (emphasis added) —
JavaScript Object Notation (JSON) is a lightweight, text-based,
language-independent data interchange format. It was derived from
the ECMAScript Programming Language Standard. JSON defines a small
set of formatting rules for the portable representation of structured
data.
But let’s look at a concrete example using JavaScript — http://jsfiddle.net/jsumners/vH5W8/. Notice that even in JavaScript the true result of the API method call has to be dereferenced from the included key. Thus, you can’t simply loop over what is returned from the API call.
Yes, in JavaScript this isn’t so much of a problem. You can mostly just shrug it off and move on. But when you start importing this data into a language with proper types (e.g. Java in my case or C# in a previous poster’s), it adds unnecessary complications. The API could be simpler and better if it just didn’t include the method name as a key.
I’m sorry, I don’t know what “BLTP” is an acronym for. I don’t see anything in the list that it could be — http://wiki.guildwars2.com/wiki/API:1
BLTP – Black Lion Trading Post (my guess)
Unless I’ve missed it, that isn’t a part of the official public API.
It isn’t – but as you can read in this subforum, it’s happily used…
Okay, well let me clarify: I’m only concerned with what is published as “officially public.” I haven’t seen anything in that API where dictionary keys are used as a total for a search result. What I have repeatedly seen is the name of the API method being returned as an initial dictionary key with no explained reason. Which, as I mentioned in a previous reply, is annoying during deserialization due to having to filter it out or write weird objects to map the result to.
I’m sorry, I don’t know what “BLTP” is an acronym for. I don’t see anything in the list that it could be — http://wiki.guildwars2.com/wiki/API:1
BLTP – Black Lion Trading Post (my guess)
Unless I’ve missed it, that isn’t a part of the official public API.
Let me try to answer this in the context of C#. For the first case, it is natural to deserialize to a Dictionary and for the second, a List.
In terms of lookup times, the Dictionary is usually faster than the List, unless you have only 3 items or fewer.
Yes, if you’re deserializing my suggested “fixed” serializations. With the actual API result you either:
I don’t see the point in either case. Not when the API could simply return the real result very easily.
I’m sorry, I don’t know what “BLTP” is an acronym for. I don’t see anything in the list that it could be — http://wiki.guildwars2.com/wiki/API:1
Where do the “headers” provide a total?
Why do you insist on including the method name in the response? As an example, if we query /v1/continents.json we know we’re getting back a list of continents. We don’t need to be told again. The serialization would be much simpler like so:
{
"1": {
"name": "Tyria",
"continent_dims": [ 32768, 32768 ],
"min_zoom": 0,
"max_zoom": 7,
"floors": [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17,
18, 19, 30, -2, -3, -4, -5, -6, -7, -8, -10, -11, -15, -16, -17, 38,
20, 21, 22, 23, 24, 25, 26, 27, 34, 36, 37 ]
},
"2": {
"name": "Mists",
"continent_dims": [ 16384, 16384 ],
"min_zoom": 0,
"max_zoom": 6,
"floors": [ 1, 3, 5, 6, 7, 8, 9, 10, 13, 14, 18, 19, 21, 22, 23, 24, 25,
26, -27, -28, -29, -30, -31, -32, -33, 27 ]
}
}
In fact, I’d much rather see:
[
{
"id": 1,
"name": "Tyria",
"continent_dims": [ 32768, 32768 ],
"min_zoom": 0,
"max_zoom": 7,
"floors": [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17,
18, 19, 30, -2, -3, -4, -5, -6, -7, -8, -10, -11, -15, -16, -17, 38,
20, 21, 22, 23, 24, 25, 26, 27, 34, 36, 37 ]
},
{
"id": 2,
"name": "Mists",
"continent_dims": [ 16384, 16384 ],
"min_zoom": 0,
"max_zoom": 6,
"floors": [ 1, 3, 5, 6, 7, 8, 9, 10, 13, 14, 18, 19, 21, 22, 23, 24, 25,
26, -27, -28, -29, -30, -31, -32, -33, 27 ]
}
]
Hi Lolage,
Yes, I expect ultimately we would allow guild leaders to obtain guild representation and other basic guild activity of their members.
Regarding the ‘Eve’ approach to API keys: we instead are going with the OAuth2 approach, in which it is up to the 3rd party app to request required information permissions and the user may allow or deny these permissions en masse.
I am starting work on an application that my guild leader can use to manage a weekly raffle. It would be really helpful if this application could read the bank deposit list. This would greatly reduce the effort involved in running this raffle because the application could track who bought how many tickets instead of the guild leader having to do manual entry.
I realize such access would need to be secured, but the guild API is basically useless for me as it is. Guild leaders should be able to grant authorization to an application such that the application can get at least read-only access to all of the guild’s information (roster, bank history, etc.). And they should be able to revoke that access from a GW2 system (e.g. maybe the guild’s app developer went missing and the guild leader no longer trusts logging in to that app. The guild leader should be able to login to GW2 and revoke access for that app).
It would be really nice if this granting/revoking privilege could be granted to members with certain ranks.
I believe that the sound issue can be resolved by putting the ingame audio settings to defaults. I had this issue and after I reset to defaults I haven’t had it since.
This is a good example of how to troubleshoot the problem.
I don’t recall changing the audio settings from default, but I will check that when I get home.
It seems that I did change the audio settings from the default. Specifically, I had increased the quality slider. I reset them to the defaults and only turned down the music volume. I played about 40 minutes of WvW last night, and it didn’t crash. I’m going to leave it this way for a while and continue testing.
I believe that the sound issue can be resolved by putting the ingame audio settings to defaults. I had this issue and after I reset to defaults I haven’t had it since.
This is a good example of how to troubleshoot the problem.
I don’t recall changing the audio settings from default, but I will check that when I get home.
Troubleshooting is trying things to see if it fixes your issue and observing what happens. You can’t troubleshoot if you don’t touch stuff.
Another thing you fail to realize is Windows is your Operating System. It has everything to do with system stability. SP1 as Squall said might have undocumented fixes for such things.
Update to SP1 if the problem is still there then move on to something else. It’s not gonna make it harder to find the problem. Make an image of your system if you are that obsessed with keeping system state.
Assuming you got your drivers etc up to date, what other option do you have but try SP1? That or go buy a new audio card?
(btw, your audio driver is from 2009. Guess you shouldn’t try updating it because it will change the state of your system)
As I have stated previously, all reports of the problem in this thread indicate a problem with the game software, not the operating system software. The only thing crashing is the game. Nothing else on the system is affected when the crash occurs. Therefore, it is not the operating system software.
It is not possible to blindly install random patches and call that troubleshooting. Especially not when debug information is available to be supplied to the people who can actually troubleshoot the problem. Once you install new system software (i.e. OS updates), the debug information become irrelevant.
As for the audio drivers, those are the latest available. The “sound card” is built into the motherboard and is nothing more than a generic sound codec chip. It’s a very common, simple, component. Thus, there isn’t any need for new drivers on a regular basis; hence the lack of new drivers being available.
You’re having issues just install SP1, you have nothing to lose and only benefits to gain whether it be now or down the road. Another item to check off that you tried to troubleshoot.
That is not troubleshooting. The problem must be diagnosed before a solution can be found. Changing the state of the system makes diagnosing the problem impossible.
Its obviously not worth replying to you at all, good luck with your support case.
don’t be surprised when you are put on the do not reply list.
https://en.support.guildwars2.com/app/answers/detail/a_id/1119
Windows® XP Service Pack 2 or better
Intel® Core 2 Duo 2.0 GHz, Core i3 OR AMD Athlon 64 X2, or better
2 GB RAM
NVIDIA® GeForce® 7800, ATI X1800, Intel HD 3000, or better (256 MB of video RAM and shader model 3.0 or better)
25 GB available HDD space
Broadband Internet connection
Keyboard and mouse
I meet the minimum system requirements. Therefore, the software should run correctly except in the case of a bug (i.e. what I have reported). So pardon me if I don’t accept the opinion of a random person, who isn’t affiliated with ArenaNet, that installing extra stuff I don’t need is the path to a solution.
Hey,
I have been asking for assistance for awhile now and have tried several fixes.
Your situation seems to be like what i’m experiencing too. My game would freeze, have that tacktacktack sound, like you’ve described, and i’ll either have to end task or do a manual restart.Are you sure its a sound issue ? I might try to update the sound drivers.
I can’t be sure of that. I can only report the systems I am seeing and make an educated guess.
There is no reason to apply such updates when the system is stable and they don’t even apply to the system in question. As an example, your specific example does not apply to my system because I only have one display attached.
Also, the description of the problem, and the attached debug data, clearly points toward the software itself being the culprit. Additionally, subsequent people reporting to have the same issue supports this conclusion.
I do not accept your theory that SP1 is the culprit. Unless it is shown that the game actually requires SP1 in order to operate, then I will not waste my limited bandwidth and time by installing patches that could adversely affect the stability of my computer.
Thus far, nothing posted to this thread has shown SP1 to be an actual requirement for this software to run properly.
I wrote about it long time ago , so many people have a problems with it , yet no real response from the support.
How should we feel about it ? I’m very disappointed , almost every big battle is not possible, because either I will have to turn my sound off and play in silence or it will just crash along with it.
Why there’s no real response for that problem ?
It’s comforting to hear that I’m not the only one with this problem. That means it is definitely something with the game code and not my system. But it is not comforting to hear about the lack of attention from ANet.
update to service pack 1 if you want support.
I don’t see what that has to do with anything. The only process bombing out is Guild Wars 2. All libraries on which it depends are up-to-date (e.g. video card drivers and DirectX). The only Windows level updates available to my system are security updates (and this machine has no open ports to the outside world) and .NET Framework updates (no bearing on GW2 what-so-ever).
I have them enabled.
I’m getting rather tired of it. Just about every time I get into a big WvW battle, or even a massive event (e.g. Lost Shores), the game client crashes in one of two ways:
1) The audio engine craps out and starts playing a pulsing sine wave (i.e. steadily alternating the frequency). I have to quit the game and relaunch it to “fix” this.
2) The pulsing sine wave starts to play but is immediately followed by the whole client locking up and the audio repeating in a rapid tacktacktacktack… sound. The only way out of this is killing the process with the task manager.
Why would this, clearly useless topic, be moved from “Guild Wars 2 Discussion” to “Players Helping Players”? There’s no help being asked for or offered in this thread. It’s simply a silly topic about a silly quest.
Well, when I got to it, there weren’t any items to pick up to “trade” and they didn’t spawn very quickly. When something did spawn, a rock, I had no idea what to do with it since it became my weapon and not an item in my inventory. Hitting the Jotun with it would have been pleasing, but it disappeared from my hand before I could even do that.
After that, it’s just really boring. Sure it’s different from most every other quest, but not in a fun way.
Worst quest ever.
It would really help those of us on slow connections to know how much we have to download in order to play. As it is, I have no idea if it is going to take me 5 or 50 minutes to patch. 5 minutes? Okay, I can play right now. 50 minutes? I got some other stuff to do.
I agree that this is odd. I am able to copy-paste my password into GW 1 which I run on my Mac using Crossover, but can’t do the same with GW 2.
Fortunately, the GW 2 client has a feature to remember the password. Assuming that you use a login password on your Mac (if it’s a work machine, you likely are) then you have a basic level of security from co-workers playing on your account.
Arena Net’s primary concern with passwords is that some people use the same login and password on several websites. Thousands of GW 2 accounts have been plundered using passwords that were hacked from other websites.
You’re right. I could type it out once and be done with it. But this sort of bug really shouldn’t be taking so long to fix.
does your pass program have an auto type function?
I use 1Password. It is primarily designed to work with web browsers, so it doesn’t have a feature to fill input boxes in other types of programs.
I’m not going to type in a 26 character, alphanumeric, randomly generated password. Broken copy and paste effectively means I can’t play using the Mac client. And it sure would nice to do so when I’m staying after work to kill time before going out.
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