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  • Impossible installing Ubuntu 13.04 in UEFI mode with Windows 8 preinstalled

    - by Lautaro Vergara
    I know this is a dejavu but let me please explain my problem. When booting 13.04 installation media EFI mode get to a black screen with Grub version 2.00-l3ubuntu3 version appears after selecting "install" or "try Ubuntu", there appear error messages: - failure reading sector ... from 'cd0' - you need to load the kernel first I have a Dell Vostro 3560 with Windows 8. I have downloaded and burned ubuntu-13.04-desktop-amd64.iso. Hashes checked. I've booted from the dvd with Secure Boot enabled. The same happens when Secure Boot is disable. When booting with Legacy BIOS, installation starts. I tried Ubuntu without installing and looks OK. BUT, I did not follow the installation because in https://help.ubuntu.com/community/UEFI#Converting_Ubuntu_into_EFI_mode there appears "if the other systems (Windows Vista/7/8, GNU/Linux...) of your computer are installed in EFI mode, then you must install Ubuntu in EFI mode too.", which is the case in my computer. I have read many similar questions and the corresponding answers from people in this forum, but till now I haven't found a solution. Could someone help me on this subject? Thanks in advance!

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  • 2d shapes in XNA 4.0?

    - by Lautaro
    Having some experience of XNA but none of 3D programming. I have an idea i want to realize but i have not decided to do it in 3d or 2d. Im not sure which one will be best in XNA. I want to have a shape like a blob that can reshape depending on input. The morphing does not need to be very advanced. It could be a circle (2d) or globe (3d) that just has one point that moves slightly in a random direction. In ASP.NET i have made this through the 2d Draw classes where i can make lines, circles, squares etc and then modify the points that makes them up. But it seems to me that XNA does not have classes for making 2d shapes (can i get this confirmed?). If it had, then this would be the quickest solution for me.

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  • OnTriggerEnter not called

    - by Lautaro
    I am working on a fight game with 3D models but played like a 2D game. So the player characters have swords. The Player GameObject has several body parts that are colider triggers. The sword is a rigidbody colider. Ive had som problems with colisions not being detected. Ive added some Debug.Log and slowed downed the animations so what i can see is this: When players are close to each other the sword connects from a different angle. The OnTriggerStay is called several times BEFORE OnTriggerEnter is called if players are too close. Sometimes if too close the OnTriggerStay is called several times but the OnTriggerEnter is NEVER called. Any ideas on why this is?

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  • OnTrigger not firing consistently

    - by Lautaro
    I have a Prefab called Player which has a Body and a Sword. The game uses 2 instances of Player, Player1 and Player2. I use Player1 to strike Player2. This is code on the sword. My hope is that Sword of Player1 will log on contct with Body of Player2. It happens but only the first hit and then i have to hit several times before another strike is logged. But when i look at log from OnTriggerStay it looks like the TriggerExit is never detected untill long after the sword is gone. void OnTriggerEnter(Collider other) { //Play sound to confirm collision var sm = ObjectDirectory.soundManager; sm.PlaySoundClip(sm.gui_02); Debug.Log(other.name + " - ENTER" ); } void OnTriggerStay(Collider other) { Debug.Log(other.name + " - collision" ); } void OnTriggerExit(Collider other) { Debug.Log(other.name + " - HAS LEFT" ); } DEBUG LOG: Player2 - ENTER UnityEngine.Debug:Log(Object) SwordControl:OnTriggerEnter(Collider) (at Assets/Scripts/SwordControl.cs:28) Player2 - collision UnityEngine.Debug:Log(Object) SwordControl:OnTriggerStay(Collider) (at Assets/Scripts/SwordControl.cs:34) (The last debug log then repeated hundreds of times long after the sword of player 1 had withdrawn and was in no contact with player 2 ) EDIT: Further tests shows that if i move player1 backwards away form player2 i trigger the OnTriggerExit. Even if the sword is not touching Player2 since after the blow. However even after OnTriggerExit it takes many tries untill i can get another blow registered.

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  • Gui not showing when accessing AudioSource.Volume

    - by Lautaro
    I have A GuiManager class A SoundManager with 2 AudioSources SfxPlayer is created in the inspector on the same object as SoundManager MusicPlayer is created programatically within the SoundManager If i from anywhere in the GuiManager access the volume of MusicPlayer then all the Gui dissapears. Nothing is shown, not even the start menu. I dont get any errors or exceptions. I dont have any Try Catch statements. Anyone knows whats up?

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  • Character with several colliders and rigidbodies

    - by Lautaro
    I am doing a PvP fighting game. This is the GameObject hierarchy of the player character. Player contains: Legs Sword Torso Head I want to be able to Register impacts of the sword on a specific body part Use AddForce on the whole player entity when a body part is struck Change the animation of the player that owns the sword that hit Questions Is it correct that the only rigidbody should be on the root Player GameObject ? Is it correct that The body parts should have colliders and be triggers ? Is it correct that The swords should have colliders but not be trigger ?

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  • Animations not accepted in animator

    - by Lautaro
    In the official Unity Animator State Machine tutorial video animation clips are dragged out from the assets folder into the animator and dropped. I have a 3D model that i bought online to experiment with that comes with animations. I added a custom made animation as well. These all work well in my demo project. But when i add a animator to the assets and try to drag and drop animations onto it it doesnt work. I get a forbidden-sign as a mouse pointer. I try to add animations through the inspector but that does not work either. The tutorials makes it seem so easy and does not talk anything about what animations can be used. What am i doing wrong?

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  • Points around a circumference C#

    - by Lautaro
    Im trying to get a list of vectors that go around a circle, but i keep getting the circle to go around several times. I want one circel and the dots to be placed along its circumference. I want the first dot to start at 0 and the last dot to end just before 360. Also i need to be able to calculate the spacing by the ammount of points. List<Vector2> pointsInPath = new List<Vector2>(); private int ammountOfPoints = 5; private int blobbSize = 200; private Vector2 topLeft = new Vector2(100, 100); private Vector2 blobbCenter; private int endAngle = 50; private int angleIncrementation; public Blobb() { blobbCenter = new Vector2(blobbSize / 2, blobbSize / 2) + topLeft; angleIncrementation = endAngle / ammountOfPoints; for (int i = 0; i < ammountOfPoints; i++) { pointsInPath.Add(getPointByAngle(i * angleIncrementation, 100, blobbCenter)); // pointsInPath.Add(getPointByAngle(i * angleIncrementation, blobbSize / 2, blobbCenter)); } } private Vector2 getPointByAngle(float angle, float distance, Vector2 centre) { return new Vector2((float)(distance * Math.Cos(angle) ), (float)(distance * Math.Sin(angle))) + centre ; }

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  • Polygon count budget

    - by Lautaro
    Is there any smart way to think about polygon budget relating to PC gaming today? My game will have one static 3d background scene and two fighters. No more enemies. I am thinking about having animated 3d models in the background for atmosphere, like spectators. So how could i find out what the polygon count for the player models and background scenarios could be. I guess the question is, what is a for today typical polygon count that most PCs can handle?

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  • Joomla - Force File Download / CSV Export

    - by lautaro.dragan
    I'm in need of help... this is my first time asking a question in SO, so please be kind :) I'm trying to force-download a file from php, so when the user hits a certain button, he gets a file download. The file is a csv (email, username) of all registered users. I decided to add this button to the admin users screen, as you can see in this screenshot. So I added the following code to the addToolbar function in administrator/components/com_users/views/users/view.html.php: JToolBarHelper::custom('users.export', 'export.png', 'export_f2.png', 'Exportar', false); This button is mapped to the following function in the com_users\controller\users.php controller: public function exportAllUsers() { ob_end_clean(); $app = JFactory::getApplication(); header("Content-type: text/csv"); header("Content-Disposition: attachment; filename=ideary_users.csv"); header("Pragma: no-cache"); header("Expires: 0"); echo "email,name\n"; $model = $this->getModel("Users"); $users = $model->getAllUsers(); foreach ($users as $user) { echo $user->email . ", " . ucwords(trim($user->name)) . "\r\n"; } $app->close(); } Now, this is actually working perfectly fine. The issue here is that after I download a file, if I hit any button in the admin that causes a POST, instead of it performing the action it should, it just downloads the file over again! For example: I hit the "Export" button "users.csv" downloads Then, I hit the "search" button "users.csv" downloads... what the hell? I'm guessing that when I hit the export button, a JS gets called and sets a form's action attribute to an URL... and expects a response or something, and then other button's are prevented from re-setting the form's action attribute. I can't think of any real solution for this, but I'd rather avoid hacks if possible. So, what would be the standard, elegant solution that joomla offers in this case?

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