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  • Ubuntu 14.04 ATI/Intel Hybrid Graphics DPM

    - by anchit123
    I have a Dell Inspiron 3521 with hybrid ATI/Intel graphics. (AMD Radeon 7670M / Intel HD 4000) using Ubuntu 14.04 with open source drivers for graphics. (xserver-xorg-video-ati) I read that Ubuntu 14.04 with the linux kernel version 3.13 supports auto switching between graphics and dynamic power management. Is it correct? Anyway, if it is true, I dont think that it is working in my system , because fan runs constantly and battery backup is less than 2 hours. lspci | grep -i vga 00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09) 01:00.0 VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] Thames [Radeon HD 7500M/7600M Series] (rev ff) What should I do? Is there any hope that this gets fixed in future kernels?

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  • Ubuntu DNS back to normal

    - by Mohd Shahril
    Yesterday, I change my DNS into google DNS because my ISP has place so many restriction.. So I edit my resolv.conf file and it's look like this.. # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) # DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN #nameserver 127.0.1.1 nameserver 8.8.8.8 nameserver 8.8.4.4 But, when I login in my ubuntu, I try to look at my favourite site, but it's show could not connected, so I begins to suspect with my DNS, so I look back, and suprisingly, it's become normal back.. # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) # DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN nameserver 127.0.1.1 So my question, how to make this file don't revert to using default DNS ? I want google DNS, not my ISP DNS.. I'm using new ubuntu 12.10, in 12.04, this problem doesn't occur..

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  • Ubuntu 12.04.1 Setup doesn't detect Windows 7 partition

    - by Dom
    I'm not really that of a linux pro, more of a noob. But i can handle console operations. Well, this is my system: ASUS ZenBook Prime UX31A 256 GB ADATA MX11 SSD Intel Core i5-3317U (Ivy-Bridge) I have a fresh installation of Windows 7 Ultimate (not activated) on a 90 GB NTFS Partition on my SSD, the rest is unassigned. I want to install Ubuntu 12.04.1 from an USB Stick (no CD-Drive...) created with Universal USB Installer 1.9.1.1. However I'm not givven the option 'Install alongside Windows', and when i choose 'other' it shows that 256 GB of 256 GB are unassigned (free) Memory. os-prober gave me: /dev/sda1/:Windows 7 (loader):Windows:chain I also tried: sudo dmraid -rE and: sudo apt-get remove dmraid with no success... How can I install Ubuntu alongside Windows? Thanks very much in advance!

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  • Prototype experience: Unity3D vs UDK

    - by LukeN
    Has anyone yet prototyped a game in both Unity3D and UDK? If so, which features made prototyping the game easier or more difficult in each toolkit? Was one prototype demonstrably better than the other (given the same starting assets)? I'm looking for specific answers with regard to using the toolkit features, not a comparison of available features. E.g. Destructable terrain is easier in toolkit X for reasons Y and Z. I can code, so the limitations of the inbuilt scripting languages are not a problem.

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  • Unable to install flash plugin in Ubuntu 12.04

    - by Farhat
    Yesterday I upgraded from Ubuntu 11.10 to Ubuntu 12.04 (64 bit). The upgrade went smoothly (far more than I expected). Unfortunately, I cannot seem to install the flash plugin in either Firefox or Chrome. chrome://plugins does not show flash. I tried 19:17farhat ~$ sudo apt-get install flashplugin-installer Reading package lists... Done Building dependency tree Reading state information... Done flashplugin-installer is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. Yet, I cannot seem to find anything related to flash on the system. 19:17farhat ~$ sudo updatedb [sudo] password for farhat: 19:17farhat ~$ locate libflashplayer.so 19:17farhat ~$ locate libflashplayer 19:17farhat ~$ locate libflash /usr/lib/libreoffice/program/libflashlo.so 19:17farhat ~$ I am at the end of everything I know. Any help will be appreciated. I have tried removing and reinstalling the package. Still the same results.

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  • Install Ubuntu 12.04 on a ACER AC100

    - by pidarn
    I'm trying to install a 12.04.1 on an ACER AC100 - Mini-Server. After booting from the Install-CD there are no Disks shown. In Bios I disabled the Intel-Raid /LSI-Raid. I want to install on the 1st of 4 "native" disks and I tried to do this with RHEL 6.4 where all Disks are visible - but the UBUNTU-Installer doesn't find any of them. btw ... If I boot from the UBUNTU - Install-CD in "rescue"-mode the disks are visible?! Any Ideas?

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  • PHPPgAdmin not working in Ubuntu 14.04

    - by Adam
    After a fresh install of Ubuntu 14.04, I've installed postgresql and phppgadmin from the Ubuntu repos. I am using the Apache2 webserver. PHP is working fine in the webserver, as is PHPMyAdmin, but PHPPgAdmin is not working. When I try to access it at localhost/phppgadmin, I get a 404 message. I've tried creating a symlink in /var/www to the phppgadmin content, but that doesn't seem to work. How do I fix this? EDIT: note that I am using a local proxy server (squid) through which I funnel all my online traffic. While this may be part of the problem, I would be surprised if it was, because I am still on the same machine as phppgadmin and the requests logged in the apache access log indicate that incoming requests for the page are coming from the local machine (which is allowed in the policies for phppgadmin, if I understand things correctly).

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  • I can't get Ubuntu installation to start

    - by tyler
    I have a computer with the following configuration: AZUS Sabertooth Motherboard Intel I5 2500 CPU Windows 7 installed I'm trying to install linux. I first attempted to install pin guy. I burned the ISO, booted from it, got the initial menu; attempting to either run the live version from DVD, or install to system. However the process stops at a blank screen with the blinking cursor in left corner. So I downloaded Ubuntu and got the same results. Then I tried wubi and ended up in the same position. EDIT: UEFI might be part of the problem? Based on the link below I have determined that the process will be too time consuming and or risky so I'm giving up. https://help.ubuntu.com/community/UEFIBooting

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  • Good alternative to NetLimiter(windows) for ubuntu

    - by Harsh
    there is program NetLimiter for windows. while I was using windows it was very useful to me to find out the IP address of ther person who was downloading from me, or to know IP address of any person on lan who was using DC++ with some nick. and after that I can easily know the computer name of that person using nbtstat. I was wondering if there is any tool for ubuntu using which I an find out the IP address of person who is downloading from me or from whom I am downloading on lan. I am on university lan and we are using PtokaX and DC++ for file sharing on lan. people sometimes put some offencive stuff on open chat on DC++ using some Nick and I don't know how to trace them while I am using Ubuntu. Plz help.

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  • Video Training Courses for Linux/Ubuntu?

    - by Anil
    I'm a software developer with more than 15 years of experience on Windows platform, focused on C#/.NET/SQL Server stack. Recently I decided to explore Linux and learn a new development technology stack which is completely unrelated to Microsoft. After a bit of (re)search/reading I picked Ubuntu as my starting point. As I'm really a Pluralsight addict, preferring video courses as a starting point for learning new stuff, I wanted to ask if there are any decent video courses for Linux generally or Ubuntu focused ones? Basically I'm searching for general explanation of OS structure, a bit of system administration, and maybe some considerations for development on Linux system.

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  • Unity3d: Box collider attached to animated FBX models through scripts at run-time have wrong dimension

    - by Heisenbug
    I have several scripts attached to static and non static models of my scene. All models are instantiated at run-time (and must be instantiated at run-time because I'm procedural building the scene). I'd like to add a BoxCollider or SphereCollider to my FBX models at runtime. With non animated models it works simply requiring BoxCollider component from the script attached to my GameObject. BoxCollider is created of the right dimension. Something like: [RequireComponent(typeof(BoxCollider))] public class AScript: MonoBehavior { } If I do the same thing with animated models, BoxCollider are created of the wrong dimension. For example if attach the script above to penelopeFBX model of the standard asset, BoxCollider is created smaller than the mesh itself. How can I solve this?

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  • Ubuntu 13.10 japanese keyboard layout intercepts Caps Lock

    - by Envek
    I've installed Ubuntu 13.10 (clean install on new machine), there are lot of changes for configuring keyboard layouts and I've tried to configure it as I've used earlier: Englis (US), Russian and Japanese (Anthy) with switching between them with Caps Lock key. (See screenshot) Caps Lock switching works fine between Russian and English and vice-versa, but with Japanese I can switch only TO Japanese (not FROM), in Japanese layout Caps Lock starting to work as usual Caps Lock (as a switch between small and BIG letters), so I need to use mouse to switch back to Ru or En layout. This happens ONLY with Japanese layouts (I've tried also simply "Japanese" and "Japanese (Kana)"), not with Chinese, Korean or anything else. I'm not sure who is blame for that, is it ibus-anthy or anything. Please help, I want to use Caps Lock to switch between all layouts. Also, I've created a bug in the LaunchPad: https://bugs.launchpad.net/ubuntu/+source/gnome-control-center/+bug/1247363

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • How do I create a 2.5d parallax effect?

    - by Nikolay Dyankov
    I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about classic 2D isometric view, but I really love how Diablo 2 looks and feels to play. My question is - how can I achieve Diablo 2's parallax effect? Everything looks hand drawn with baked lights and shadows and looks awesome, but when you move around you notice some perspective. For example, let's say that I drew a big hall with columns in Photoshop with an orthographic perspective (classic pixel art style, just parallel lines). How would I give parallax effect to this scene when the character moves around? If I use camera-facing sprites for everything it would probably look OK in the distance, but it would be really fake when a character comes close to a column (cylinder) for example. Any suggestions? How did Blizzard make the parallax effect in Diablo 2? See this screenshot: http://guidesmedia.ign.com/guides/10629/images/act2tombs.jpg

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  • How to create wifihotspot in ubuntu 10.04 LTS

    - by aspdeepak
    I am using ubuntu 10.04 LTS in my lenovo laptop and have a android ICS device. I want to create a wifi-hotspot in ubuntu, which I can later use for connecting android device. I need this setup for capturing the packets from android device and later analysing them using wireshark in my ubuntu. I tried to create a new hotspot using "Create a new wireless Network" wizard from network manager applet, but for some reason the following happens. It breaks the existing internet connection(either the WLAN, or ethernet) Its not visible in the list of available WIFI hotspots in the android device. My Chipset information 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:03.0 Communication controller: Intel Corporation Mobile 4 Series Chipset MEI Controller (rev 07) 00:19.0 Ethernet controller: Intel Corporation 82567LF Gigabit Network Connection (rev 03) 00:1a.0 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.2 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1a.7 USB Controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 4 (rev 03) 00:1c.4 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 5 (rev 03) 00:1d.0 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB Controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation ICH9M/M-E SATA AHCI Controller (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 03:00.0 Network controller: Intel Corporation PRO/Wireless 5100 AGN [Shiloh] Network Connection 15:00.0 CardBus bridge: Ricoh Co Ltd RL5c476 II (rev ba) 15:00.1 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller (rev 04) 15:00.2 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 21) 15:00.3 System peripheral: Ricoh Co Ltd R5C843 MMC Host Controller (rev ff) 15:00.4 System peripheral: Ricoh Co Ltd R5C592 Memory Stick Bus Host Adapter (rev 11) 15:00.5 System peripheral: Ricoh Co Ltd xD-Picture Card Controller (rev 11) Supported interface modes: * IBSS * managed * monitor

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Pythonika installation error on ubuntu 12

    - by user1426913
    I have been following links: to install pythonika on ubuntu: How to install Pythonika on Ubuntu? I get error: $ sudo make -f Makefile.linux cc -c Pythonika.c -I/usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions -I/usr/include/python2.7/ Pythonika.c: In function ‘PyUnicodeString’: Pythonika.c:109:5: warning: passing argument 1 of ‘PyUnicodeUCS4_FromUnicode’ from incompatible pointer type [enabled by default] /usr/include/python2.7/unicodeobject.h:464:23: note: expected ‘const Py_UNICODE *’ but argument is of type ‘short unsigned int *’ Pythonika.c: In function ‘python_to_mathematica_object’: Pythonika.c:411:13: warning: passing argument 2 of ‘MLPutUnicodeString’ from incompatible pointer type [enabled by default] /usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mathlink.h:4299:1: note: expected ‘const short unsigned int *’ but argument is of type ‘Py_UNICODE ’ "/usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mprep" Pythonika.tm -o Pythonikatm.c /bin/sh: 1: /usr/local/Wolfram/Mathematica/9.0/SystemFiles/Links/MathLink/DeveloperKit/Linux/CompilerAdditions/mprep: not found make: ** [Pythonikatm.o] Error 127

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  • With 2 superposed cameras at different depths and switching their culling masks between layers to implement object-selective antialising:

    - by user36845
    We superposed two cameras, one of which uses AA as post-processing effect (AA filtering is cancelled). The camera with the AA effect has depth 0 and the camera with no effect has depth 1 as can be seen in the 5th and 6th Picture. The objects seen on the left are in layer 1 and the ones on the right are in layer 2. We then wrote a script that switches the culling masks of the cameras between the two layers at the push of buttons 1 and 2 respectively, and accomplishes object-selective antialiasing as seen in the first the three pictures. (The way two cameras separately switch culling masks between layers is illustrated in pictures 7,8 & 9.) HOWEVER, after making the environment 3D (see pictures 1-4), by parenting the 2 cameras under First-Person Controller, we started moving around in the environment and stumbled upon a big issue: When we look at the objects from such an angle as in the 4th Picture and we want to apply antialiasing to the first object (object on the left) which stands closer to our cameras now, the culling mask of 1st camera which is at depth 0, has to be switched to that object’s layer while the second object has to be in the culling mask of the 2nd camera at depth 1. And since the two image outputs of two superposed cameras are laid on top of one another; we obtain the erroneous/unrealistic result of the object farther in the back appearing closer to the camera than the front object (see 4th Picture). We already tried switching depths of cameras so that the 1st camera –with AA- now has depth 1 and the second has depth 0; BUT the camera with the AA effect Works in such a way that it applies the AA effect to its full view. So; the camera with the AA effect always has to remain at the lowest depth and the layer of the object to be antialiased has to be then assigned to the culling mask of the AA camera; otherwise all objects in the AA camera’s view (the two cubes in our case) become antialised, which we don’t want. So; how can we resolve this? The pictures are below and in the comments since each post can have 2 pics: Pic 1. No button is pushed: Both objects seem aliased. Pic 2. Button 1 is pushed: Left (1st) object is antialiased. 2nd object remains aliased. Pic 3. Button 2 is pushed: Right (2nd) object is antialiased. 1st object remains aliased. Pic 4. The problematic result in 3D, when using two superposed cameras with different depths Pic 5. Camera 1’s properties can be seen: using AA post-processing and its depth is 0 Pic 6. Camera 2’s properties can be seen: NOT using AA post-processing and its depth is 1 Pic 7. When no button is pushed, both objects are in the culling mask of Camera 2 and are aliased Pic 8. When pushed 1, camera 1 (bottom) shows the 1st object and camera 2 (top) shows the 2nd Pic 9. When pushed 2, camera 1 (bottom) shows the 2nd object and camera 2 (top) shows the 1st

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  • problem in eclipse installation in Ubuntu 12.04

    - by Srijan
    Have tried more than dozen times to install Eclipse version available in the Ubuntu Software Center still to no avail. Every time I try to install it shows error i.e. unable to install. Have tried to install it using terminal as well with still the same results. After installation it refuses to run. What to do or any other packages I can use instead of Eclipse. Mainly trying to run java programs through eclipse. Thanks for the time. Am using Ubuntu 12.04 on x86-64 bit architecture.

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  • Scripts won't affect clones - Unity3d

    - by user3666251
    I made a script which swaps two game objects on click.But the script won't work because the objects are actualy clones of the original prefab. This is the script (UnityScript): #pragma strict var object1 : GameObject; var object2 : GameObject; function OnMouseDown () { Instantiate(object2,object1.transform.position,object1.transform.rotation); Destroy(object1); } I use this script to create other game objects (clones)[c#] : using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour { public GameObject[] obj; public float spawnMin = 1f; public float spawnMax = 2f; // Use this for initialization void Start () { Spawn (); } void Spawn() { Instantiate(obj[Random.Range(0, obj.GetLength(0))],transform.position, Quaternion.identity); Invoke ("Spawn", Random.Range (spawnMin, spawnMax)); } } The objects get renamed to NAME (Clone). What I wanna do is make the script affect clones too.So they will swap when I click on them.

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  • cannot open ubuntu software center

    - by success
    I deleted some unnecessary icon themes and now my application icons are changed. I cannot open Ubuntu software center also.... the following message is displayed.... success@user-pc:~$ software-center 2012-09-12 22:24:52,048 - softwarecenter.ui.gtk3.app - INFO - setting up proxy 'None' 2012-09-12 22:24:52,055 - softwarecenter.db.database - INFO - open() database: path=None use_axi=True use_agent=True Traceback (most recent call last): File "/usr/bin/software-center", line 142, in <module> app = SoftwareCenterAppGtk3(datadir, xapian_base_path, options, args) File "/usr/share/software-center/softwarecenter/ui/gtk3/app.py", line 387, in __init__ self.datadir) File "/usr/share/software-center/softwarecenter/ui/gtk3/panes/historypane.py", line 78, in __init__ self._get_emblems(self.icons) File "/usr/share/software-center/softwarecenter/ui/gtk3/panes/historypane.py", line 192, in _get_emblems pb = icons.load_icon(emblem, self.ICON_SIZE, 0) File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) gi._glib.GError: Icon 'package-install' not present in theme I also tried the following code to change the icon but no didnt work.... gksu gedit /usr/share/applications/ubuntu-software-center.desktop

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  • Creating natural environments that can run on lower end computers in Unity3D/C#

    - by Timothy Williams
    So, I'm starting work on a project soon that will require me to create realistic environments that can preferably run on PC's besides high quality ones. The goal is to get as real an environment as possible while still being easy(ish) to run. The only problem is I've NEVER done anything with 3D environments, making trees sway, grass move, lighting, etc. Can anyone give me any help? Perhaps describe how it's done? Link me to articles? I'm just looking to be pointed in the right direction, not for you to write the code for me. Any help at all would be greatly appreciated, I'm using Unity3D and C# as my language. Thanks, Tim.

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  • flash video appears blue ubuntu 12.04

    - by pst007x
    This is a duplicate, however the solution given does not work. After updating to Ubuntu 12.04 from Ubuntu 11.10, all video is now blue, whether playing in a browser or a player. I have tried to uninstall all Flash and re-installed but makes no difference. Does anyone have any ideas? Fix (work around) Issue: All web browsers flash player video is blue Chromium Google Chrome Firefox Both flash plugins causes flash video to appear have a blue overlay, so remove. Adobe - flashplugin Flashplugin - installer Solution (not as functional as adobe flash plug in but it works) Install Lightspark (plus any browser-plugins) or Install Gnash (plus any browser-plugins) FIX (Possible) Removed: Gnash-browser plugins Video Decode and Presentation API for Unix (libraries) libvdpau1 Installed: Adobe-flashplugin Re-started browser, and it worked for me.

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  • Ho do I install Ubuntu on my Mac PowerPC G5

    - by Matt
    How do I install Ubuntu on my powerpc G5? which version do I download? where do I download it from? and how do I get it to install? I tried burning ubuntu powerpc 12.04 and booting from the cd and all I get is a DOS like setup prompt "boot:" I've tried 'live' and everything else listed when I push tab; but, every time I get a bunch of white text on black screen, then black text on white and then my monitor just goes black and nothing happens??? what am I doing wrong? any suggestions?

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  • How to make a ball fall faster on a ramp? Unity3D/C#

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.) Thanks.

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