Clone Hero Keeps Crashing
Karen,Are you sure you want to 'clone' or 'backup' (ie image) your system so that you can restore it if you system disk crashes?If you want to clone, you should do it from the recovery CD. If you have a laptop, you should take your disk out of the laptop, put it in an external enclosure, put your new disk in the laptop and clone from the recovery CD from the outside encluse to the new disk.If you want to backup, choose 'disk and partition backup'. Make sure you select all the partitions that are on your system disk. ATI will not ask to reboot for a backup. It will for clone started from Windows. I have this same problem when trying to clone my internal laptop HD to an external USB HD.Windows 7 machine.
The latest Tweets from Clone Hero (@CloneHero). The official Twitter page for Clone Hero. Download: Join the Discord: https://t.co/AwbMPpjWw9. Formed in 2014, Clone Hero is an alternative rock band from Los Angeles comprised of Rich Lopez (guitars/vocals) and Dan Carrigan.
This machine never has had any version of Acronis on it before. I am backing up to a external USB hard drive.After starting the cloning process following the Automatic method once Acronis starts to calculate the time remaining I continually receive an error message that a reboot is required.I have rebooted several times and still receive this same message every time I try.Pat L - Your disk clone solution is totally impractical.
I am not willing to do what you have said.' 'If you have a laptop, you should take your disk out of the laptop, put it in an external enclosure, put your new disk in the laptop and clone from the recovery CD from the outside encluse to the new disk. 'The very upsetting thing is that nowhere on the Acronis website do they say that you have to do this in order to clone a drive. They do not mention any of what you said in their advertising. All I can say is that if that is the only way to clone a laptop HD to an external USB HD and I mean 'Clone' not 'Backup' then I am going to demand a refund and find a different product as I feel like I have been duped!Unhappy at the moment!:(. Rather than post the generic help article explaining how to clone a disk an entirely different way, why not address the actual issue of how to make a clone from an internal SDD to an external SSD.
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Someone even graduated from crayons to highlighters.After downloading 280+mb of special purpose software, I was left with the same dim-wit restart failure.The 'restart required' notification was barely visible long enough to be read.This is all the time I will waste with this pathetic software that cannot do even the most basic of things.Again. What are you fools doing?Fortunately. I did not have to buy it, a link with key was provided with my new Crucial SSD. But still furious that I gave the time to and mobile bandwidth to download it. You're posting in an OLD forum from 5 years ago (last update before yours was back on Wed, 2011-08-31 12:10). There are lots of clone articles. I'm not sure the software is the problem here though as it works fine for me and many others in the forum.
Also, when you say 'you fools' you're addressing the user form, as we are all USERS just like you, trying to help each other out. The V in my MVP badge is 'volunteer'.It is not possible to boot Windows on an external drive (natively, there are 3rd party tools that allow this, but it is against Microsoft's licensing policy) - this is a Windows limitation. It would be FOOLish to try and do this since Microsoft does not allow or support it unless you have an Enterprise version of Windows and Windows-2-go.The 'free' key you received with your Crucial version was supplied by Crucial as part of your purchase of the hard drive.
This software is an OEM version and is heavily modified by Crucial (imposing many limitations), it is also based off of a much older version of Acronis (likely 2015) that is not kept up to date by the OEM. As such, Acronis does not support these version and it is the responsibility of the OEM provider (Crucial in this case to support it).Here are some videos and documentation on how to clone. As it sounds like you're trying to clone while booted from Windows, that is the issue. Your Bios is restricting the loading of the Linux kernel.
You should be using your rescue media to start the clone while Windows is not active. If you have secure boot enabled, or certain other bios settings, you may need to tweak those to boot your rescue media as well. Also, if you have unique hardware or are using RAID, you may need to use WinPE rescue media and inject custom drivers into it to detect your RAID controller. Start with building default rescue media and booting it and then try to clone. You also want to make sure you start the rescue media in the proper mode that yoru OS was installed as (UEFI or legacy). Just like Windows installers limitations, how you boot your rescue media is important.https://technet.microsoft.com/en-us/itpro/windows/plan/windows-to-go-overviewhttps://www.youtube.com/watch?v=KlXkYKzY6vshttp://www.acronis.com/en-us/support/documentation/ATI2017/#30481.htmlhttps://forum.acronis.com/forum/125166#comment-387534.
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06:23 AMPosted by I played over 5k games and never crashed once. In my experience the game runs extremely well so I guess it's a hardware specific problem, if what you claim is true. If the game was made for those who have 'no hardware problem' they would not made graphic settings flexible. That didnt make any sense.
You arent suppose to have hardware 'problems'. If you do then thats the entire issue of why there would be crashing and such to begin with. Actually, since we are talking about general crashing here as no one has put up anything substantial yet. This could be cause by practically anything.background programs -overclocking -windows 10 OS (because it legitimately sucks and has this kind of issue constantly reported) -windows updates -graphics drivers -faulty memory -failing HDD/SSD -failing PSU causing other hardware to not function properly -etc. That's what one would think, yes, but there are plenty of similar posts in the tech support and bug forums. Also, I tested the game on another computer that had no issues with HotS in the past (ROG Laptop) and it showed strange issues as well.
Not crashing, but glitching and stuttering. It's like Russian roulette with the patches sometimes. It makes me wonder if the test team has enough diverse hardware for a full and complete test of the game. EDIT: The dam Blizz forum spam protector keeps eating half of this post.
I'll find a way to post it. The rest of the post: Another note. Why is Blizzard not using Vulcan? It's open source and if there are any platform errors, they can fix it themselves without waiting for a patch from Micro$oft. A company as large as Blizzard could contribute quite a bit back to the open source community and at the same time produce a higher quality product. This also has the added benefit of being cross platform. Vulcan is, or will be on Win, Mac,.nix, and popular mobile OSs.
Imagine the geek cred Blizzard would get if you could play Overwatch or HotS native on a Linux machine. Underneath almost EVERY modern OS these days is a posix UNIX clone except for Win and they all run Vulcan.
05:16 AMPosted by I have a water cooled 980ti, 32 gig's of 3200 DDR4, 4.5ghz stable processor and play in 4k at well over 100 fps, even after a clean, fresh windows and hots install, game crashes multiple times a day. /quote That's interesting. I have the same graphics-card and the same problems. Since I turned of DVR Recording of Windows 10 (default is on) and the Overlay in GeForce Experience plus the Overlay in Afterburner the issue is gone. Before the game crashed at least once on Braxis e.g.
10:45 PMPosted by As an example play Li Ming and go 'W'-'Click' As fast as you can. The engine will miss the click.That is because it has to open targeting mode and only after targeting mode is open will it accept the click as being for the targeting. This is why they added quick cast as it removes the click step. Maybe the delay between press and opening the targeting mode is too long. But it could also be that the computer picks up the press as fast as or before the key press because key presses usually are more work to depress than the mouse. 12:18 AMPosted by This is one of the reasons cheating was very prolific in SC2 (and still is). Because 100% of the game data is fed to every client, even under fog of war.All clients keep a parallel copy of the game state.
Hence the client knows the state of everything. Yes this can allow for map hack style cheats, but those are regularly detected and banned. The sync model has the advantage of no poping or teleporting or other strange synchronization artefacts that streamed state models like WoW/OW/Diablo III have. 12:57 AMPosted by If one pc sends a weird packet, it can cause a chain reacrion where every pc has a hiccup. If your pc can't adjust, it drops you to start over.This does not make any sense. The TCP connection with the server assures all packets sent by the client are received correctly and in order by the server.
The server will then validate the message packet received. If the packet is invalid it will probably be discarded and the source flagged up as potentially tampering with their connection. 12:57 AMPosted by It also explains the mis-fires you mentioned. If, for example, your pc said 'press W' then 'left click' then 'right click', but the left click packet got lost, you will get just W then cancel with a move command. The 9 other pc's will then either see you do nothing, throw a W, or disconnect completely (I missed something, I need a do-over here.)Clients send unit orders. Mouse input is only synchronized when using specific 'follow cursor' abilities such as Diablo's Breath of Lightning, Li-Ming disintegrate, Hanzo/Ana aiming abilities, Alarak's Charge and the Protector's Gatling Gun. Unit orders are generated by casting abilities or sending unit commands.
The UI problem described is because the game expects a mouse order only after targeting mode for an ability has been activated. Quick cast solves this by reducing the sequence complexity. 07:08 AMPosted by if the game was made for those who have 'no hardware problem' they would not made graphic settings flexible.I have the game running perfectly stability on 2 different generations of hardware. One ancient I7 920 with a GTX 760 and another more modern I5 with a GTX 960. Sure I have had HotS crash.
Clone Hero Keeps Crashing On Mac
About twice during Alpha/Beta. Twice were my fault due to background stuff interfering such as updates and drivers. Once caused by an actual game breaking crash bug, was patched within a week.Over 6,000 games played that is not bad. Wish WC3 was anywhere near this stable. EDIT: Had to cut some quotes, but here is the rest. 09:57 AMPosted by Another note. Why is Blizzard not using Vulcan?Because it is called Vulkan and it is extremely new, only released officially in 2016.
Only very recent hardware supports it, well above the minimum system requirements of SC2. Until recently many vendors had buggy driver support for Vulkan.
Quote='15'This also has the added benefit of being cross platform. Vulcan is, or will be on Win, Mac,.nix, and popular mobile OSs./quoteVulkan is not readily available on Mac and so far never will be. Currently Mac users need to buy/install a third party Metal API (Mac's version of D3D12) adaptor which provides Vulkan support. Let me dig up one of my old 'Some ideas for improving the game'-threads that went absolutly NOWHERE! Now to some of the replies in here: Limit frame rate to 60 FPS with vertical sync on and drop resolution to 1080p. If the game is still unstable that rules out graphic card being the cause.
Just because the GPU is water cooled does not mean the power capacitors on it are. Limiting the frame rate does as much to hots as it does to SC2: NOTHING Resolution is the same, all it eats is VRAM. When the capacitors require cooling, something is VERY wrong with the supply as it is probably pumping in AC at really high frequency instead of DC with less than 200mV ripple. Because it is called Vulkan and it is extremely new, only released officially in 2016. Only very recent hardware supports it, well above the minimum system requirements of SC2. Until recently many vendors had buggy driver support for Vulkan.
Vulkan is an increment from Mantle API (has been arround for some time). Vulkan runs better on AMD because AMD opted for several instruction pipelines instead of one hefty one (the Nvidia approach).
11:50 PMPosted by To add Vulkan support a huge amount of code would need to be changed. It took them a lot of effort to migrate from D3D9 to D3D11, and going to D3D12 or Vulkan requires even bigger changes. Actually, it does not. You can use Vulkan in the 'D3D' manner and just push one stream of calls.
However that would be a waste of GPU resources as the single threaded game code would only run on one core. That is the exact state of the game! Why not give the software engineers at Blizzard something to do AND LET THEM FIX THE GAME! Imagine the change log: - Vulkan support (beta) - uses 2 cpu cores now (beta) - New warcraft assassin with incredible jump distance - KV-2 gun at tier 1. 06:57 PMPosted by When the capacitors require cooling, something is VERY wrong with the supply as it is probably pumping in AC at really high frequency instead of DC with less than 200mV ripple.Digital integrated circuits only really consume power during clock transitions. Modern computer electronics have clock rates in the 100MHz to GHz range. Every time a clock transition occurs there is a huge near immediate pulse current, often in the range of several amps.
Clone Hero Keeps Crashing On Computer
The power capacitors try to smooth out these pusles out as best they can, ultimately acting as noise filters to remove high frequency noise from the system. GPUs use so much power one can even audibly hear the capacitors 'hum' under certain GPU loads as a result of patterns of current pusles causes local electric/magnetic field changes. One can especially hear them hum when playing SC2 and HotS as it seems the games heavily use certain parts of the GPU in a way they might not be designed to cope with. 06:57 PMPosted by Vulkan is an increment from Mantle API (has been arround for some time).Vulkan runs better on AMD because AMD opted for several instruction pipelines instead of one hefty one (the Nvidia approach).Pipeline count (queues) have nothing to do with how well Vulkan runs. The API allows one to customize which queues are used, potentially selecting just 1 if it fulfils all required features.
It does place minimum requirements on queue types and numbers, but all recent cards fulfil those. That said AMD did have a potential performance advantage over NVidia as an application could be written to take advantage of the parallelism offered by separate physical pipelines behind different queue families for higher GPU throughput. However doing so is not strictly part of the API, but rather a feature one can access using it. 06:57 PMPosted by Actually, it does not. You can use Vulkan in the 'D3D' manner and just push one stream of calls.No you cannot use it in that manner. The API is completely different. For a start Vulkan does no parameter validation so a single bad argument can crash your graphic drivers or even BSoD the computer.
This is not the case for OpenGL, D3D9 and D3D11 which carefully validate most arguments with complex state engines. It is also the cases for D3D12, which is why D3D12 shares a similar performance profile with Vulkan. Because Vulkan does not track much state all resources created have to be explicitly destroyed. If the application does not call the Vulkan destructors before it terminates then resources will have permanently leaked until the graphic driver is restarted. OpenGL, D3D9 and D3D11 track resource usage so the OS usually cleans up after them in the case of a sudden application crash. Vulkan also forces one to manage their own GPU memory.
OpenGL, D3D9 and D3D11 all manage the GPU memory for one greatly simplifying the process. These are just some of the huge differences with the APIs. 06:57 PMPosted by However that would be a waste of GPU resources as the single threaded game code would only run on one core.I do not understand the point you are trying to make. OpenGL and D3D11 support full multi threaded operation, although with some resource contention which is still present in Vulkan. Multi threaded rendering works because one never feeds GPU instructions to the queues directly, but rather place them into command buffers which then one feeds into a queue with very few calls.
This avoid the huge application to kernel context switching overhead involved with any IO operation. Both OpenGL and D3D11 support this. The difference is that Vulkan and D3D12 have more efficient APIs for buffers and allow the possibility multiple queues to be used.