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  • How to control an actor movement in UDK

    - by Mikalichov
    This might be very basic, but I couldn't find something relevant to what I need (see below). I am working on a very basic thing: a 3D environment with some buildings, and actors walking inside it. It looks like following: I mainly want to manage to have one actor standing around, idling, and another walking around the area. Right now, this is done through matinee + skeletal mesh groups, and forcing a looped animation on the actors: But I realize this is super caveman-level. So I've build an AnimTree, linking the idling and directional animations to the corresponding nodes. But then, I'm stuck. I added the AnimTree in the actors properties, but nothing happens. I've tried MoveToActor, but no success - is there a thing to set to allow an actor to move? Also, I place the actors on the map manually (they are supposed to be unique), should I spawn them instead? Every tutorial I find explains how to use an AnimTree for the player character, which is not what I want. I need a way to move the actors. I tried to look for AI tutorials, but only found UT3 bots-modifications, which is not what I need either. Since I have so much trouble finding how to do this through Kismet, I'm starting to suspect this has to be done through scripting/coding, but I would like to be sure there is no way to do it through Kismet before going that route. Every bit of answer about how to tell an actor something along the lines of "go in that direction as much as you can, then when you hit a wall turn 45° and continue" would be awesome. I'll be happy to move/edit the question if there is any problem with it

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  • What are all the components of a "Facebook App"?

    - by pnongrata
    I am a developer who has never personally partaken in social media (in any form) for reasons completely outside the scope of this question. I am "off the grid" (no Facebook, Twitter, etc accounts). I'm currently building a web app and would like the app to have a presence on Facebook, and possibly even "port" my app over as a Facebook app. My understanding of Facebook Apps is that they're just normal web apps that get <iframe>d into a Facebook page. The app is actually hosted on your server (not FB's servers). But this got me thinking: Don't Facebook Apps have "profile pages"? Is there anything developers can do to customize the behavior of their own profile pages? Do apps have the ability to do things like MySpace themes used to do (i.e., customize and interact with User profile pages, Groups, etc.)? Do Facebook Apps gain any sort of extra capabilities (inside of Facebook) that a normal web app would not have? It seems to me like if all a Facebook App is, is an iframed-web app, that it would still need to communicate with Facebook via its many APIs, just like a normal app would have to, right? If it's not possible to write an app that can customize the UI or behavior of user profiles and other pages, then how do games like "Farmville" interact with User profiles so that you see updates to profiles like "John Smith reached level 2 of Farmville"? Basically, I'm asking any battle-worn Facebook app developers if my understanding of Facebook Apps is correct, or if I'm missing anything big here. It's my understanding that for security reasons (obviously) Facebook doesn't allow apps to customize anything outside of the iframe it lives in. So if I want my app to appear like it's "interacting" with its Facebook users, it looks like I just need to publish stuff to the users' news feeds to try and encourage people to use my app (please correct me if I'm wrong here!). Thanks in advance for any corrections, clarifications, advice or suggestions!

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  • My Windows Phone 7 experience: 45 days in

    - by Enrique Lima
    November 13th, 2010 was the day I got my Windows Phone 7.  It was an exciting day, a lot of anxiety too.  Over a phone? Sadly, yes! Being a Zune Pass subscriber, it was something worth looking forward too, being a consultant that relies and works with Microsoft technologies and having the option of OneNote (without converters and such) on my phone was a great thing too. Has that changed over 45 days?  No, not really.  But I find myself at the very same place I was with my iPhone, I don’t really use the music player as I spend enough time in front of a computer where I have Pandora and the Zune Desktop.  Or in a car with Satellite Radio.  As for OneNote, that keeps me hooked and with access to my notes no matter where I take them. The Device: Samsung Focus Likes: OneNote integration, Zune capabilities (just note my comment above), fast and smooth interface, calendar, tiles, the device itself. Dislikes: Heavy glitches in SharePoint interaction. And a very weird one I have experienced is, any pictures I get sent from an iPhone via email will register as an attachment but the pictures are not listed as the attachment once I open the message … weird!!  Then, of course, some apps have not made it to the platform (not sure they ever will … Pandora??!!??  Chase??!!??).  But those apps missing is not the phone, or Microsoft’s fault (IMO).  In summary, I am happy with it, and some of the missing apps have made me shift the way I work with the products or features affected … meaning I rely on my desktop stuff for that.

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  • The Mac Tax

    - by Robert May
    One of our users was having difficulties with their mac and using some web software.  I decided to go peruse the landscape and see how much of a premium people were paying for their macs.  I priced out a Dell and a Mac from their websites.  I tried to get them as close to the same configuration, from a hardware standpoint, as I could.  I found the following: Apple Macbook Pro   Dell XPS 17 There are several important differences in the hardware: The mac doesn’t have a blueray player, but the dell does. The mac has a slightly slower processor. The mac claims to have a better battery, but doesn’t list the specifics, so there’s no way to tell. The mac doesn’t list the video card stats, so there’s no way to tell how comparable they are, but they’re probably close. The mac doesn’t come with any additional software.  No iWorks, iPhoto, etc.  They were left to their default of None, so arguably, the Dell is more functional out of the box. Other than changing the hardware specs to be close, all other configuration options were left at their default. So riddle me this, Batman:  Why do people buy Macs?  I have several dev buddies that own them, but I can’t justify the cost.  First, most of them load bootcamp and/or parallels at extra cost to run windows 7 and windows apps.  The hardware isn’t as good.  The price is almost twice as expensive. How do you justify the premium price? Technorati Tags: General

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  • Putting Together a Game Design Team?

    - by Kaia
    I'm attempting to put together a game design team that is willing to help me design/program, test, and somewhat produce the game we make to the public. I need anyone who knows anything about programming/coding, designing, etc. Once we get it up and running and out into the world (over dramatic maybe? haha) I have ideas of generating a profit from it so there is a possibility of payment. My thinking on it (so far) is this: 2D (possibly. I haven't decided if I want it 2D or 3D. It really depends on what is easier) 3rd person. Adventure (I want there to be a point to it, but like a point with no real end) I want there to be a story to it. If you've ever played Dofus, think like that. There is a story to the game, but no real end. I want (if possible) to include mini-games. These could end up becoming a possible way for a player to aquire in-game money, quest items, etc. If anyone is interested in helping me create the story line/script (which we will finsih first, before creating the game) please contact me. I want to get this completed as soon as possible.

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  • Hosting and scaling of a facebook application on cloud?

    - by DhruvPathak
    We would be building a facebook application in django(Python), but still not sure of where to host it economically,and with a good provision to scale in case the app gets viral. Some details about the app: i) Would be HTML based like a website,using django as a framework. ii) 100K is the number of expected pageviews in a day,if the app is viral. iii) The users will not generate any media content,only some database data will be generated by them. It would be great if someone with more experience can guide on following points: A) Hosting on google app engine or Amazon EC2 or some other cloud like RackSpace : Preferable points found in AppEngine were ease of deployment,cost effectiveness and easy scaling. For EC2: Full hold of the virtual machine,Amazon NoSQL and RDMBS database services in case we decide to use them. B) Does backend technology affect monthly cost ? eg. would CPU and memory usage difference of Django over , for example , PHP framework like CodeIgnitor really make remarkable difference in running costs. ( Here is the article that triggered this thought process : http://journal.dedasys.com/2010/01/12/rough-estimates-of-the-dollar-cost-of-scaling-web-platforms-part-i#comments) C) Does something like Heroku , which provides additional services over Amazon EC2, prove to be better than raw cloud management ? It is not that we are trying for premature scaling, we just want to have a good start so that we are ready to handle unpredicted growth and scale.

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  • AS3 How to check on non transparent pixels in a bitmapdata?

    - by Opoe
    I'm still working on my window cleaning game from one of my previous questions I marked a contribution as my answer, but after all this time I can't get it to work and I have to many questions about this so I decided to ask some more about it. As a sequel on my mentioned previous question, my question to you is: How can I check whether or not a bitmapData contains non transparent pixels? Subquestion: Is this possible when the masked image is a movieclip? Shouldn't I use graphics instead? Information I have: A dirtywindow movieclip on the bottom layer and a clean window movieclip on layer 2(mc1) on the layer above. To hide the top layer(the dirty window) I assign a mask to it. Code // this creates a mask that hides the movieclip on top var mask_mc:MovieClip = new MovieClip(); addChild(mask_mc) //assign the mask to the movieclip it should 'cover' mc1.mask = mask_mc; With a brush(cursor) the player wipes of the dirt ( actualy setting the fill from the mask to transparent so the clean window appears) //add event listeners for the 'brush' brush_mc.addEventListener(MouseEvent.MOUSE_DOWN,brushDown); brush_mc.addEventListener(MouseEvent.MOUSE_UP,brushUp); //function to drag the brush over the mask function brushDown(dragging:MouseEvent):void{ dragging.currentTarget.startDrag(); MovieClip(dragging.currentTarget).addEventListener(Event.ENTER_FRAME,erase) ; mask_mc.graphics.moveTo(brush_mc.x,brush_mc.y); } //function to stop dragging the brush over the mask function brushUp(dragging:MouseEvent):void{ dragging.currentTarget.stopDrag(); MovieClip(dragging.currentTarget).removeEventListener(Event.ENTER_FRAME,erase); } //fill the mask with transparant pixels so the movieclip turns visible function erase(e:Event):void{ with(mask_mc.graphics){ beginFill(0x000000); drawRect(brush_mc.x,brush_mc.y,brush_mc.width,brush_mc.height); endFill(); } }

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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • Hexagonal Tiles

    - by PATRY
    i'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use an hexagonal map, but i'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to différenciate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • Banshee gapless playback does not work when playing mp3s

    - by ComputerGuy505
    Even though I have gapless playback enabled in Banshee's settings menu, there is a very short pause between songs. This might be due to the fact that my hard drive's partitions seem wierd. fdisk -l produces this output: Disk /dev/sda: 750.2 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders, total 1465149168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x4a73c3cb Device Boot Start End Blocks Id System /dev/sda1 * 2048 409599 203776 7 HPFS/NTFS/exFAT /dev/sda2 409600 724153740 361872070+ 7 HPFS/NTFS/exFAT /dev/sda3 1456826368 1465145343 4159488 c W95 FAT32 (LBA) /dev/sda4 724154366 1456826367 366336001 5 Extended Partition 4 does not start on physical sector boundary. /dev/sda5 1440159744 1456826367 8333312 82 Linux swap / Solaris /dev/sda6 724154368 1440159743 358002688 83 Linux Partition table entries are not in disk order Playing mp3's from /dev/sda2 or /dev/sda6 produces this problem. I don't seem to have gapless playback on Rhythmbox or Clementine either, if those media players are supposed to have it. I'm not sure what other info to provide. This is just annoying to me. Thanks for any help.

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  • Do all mods simply alter game files? [on hold]

    - by Starkers
    When you install some mods you drag certain files into your game directory and replace the files. Other mods, though, come with an installer where you can set parameters first. Does the installer then go and automatically replace the certain files? At the end of the day, is that all the installation of any mod is? Is the installation of a mod simply the replacement of certain files inside the game's root directory? Do mods exist which don't fit the above statement? That install outside the game's root? Why do they do this? All the mods I can think of do just replace certain files inside the game's root. However, I know Team Fortress was spawned from a multiplayer halflife 1 mod. Do you reckon that mod installed files outside the root to enable multiplayer via a network for a single player game? How rare are these mods? Or do they not even exist? Do even extensive mods make all their changes inside the root?

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  • My computer will not reboot after fresh install of ubuntu 12.04LTS

    - by user170715
    I bought a new computer yesterday and it came with Windows 8. When installing Ubuntu, i choose the erase and install option thinking that Ubuntu would install easily like it did for my old laptop... After a successful install and following the instructions telling me to reboot to finish installation and remove installation media. It worked and my computer booted fine, however once I began installing updates via update manager and activating additional driver {ATI/AMD proprietary FGLRX graphics driver (post-release updates)} out of the following: Experimental AMD binary Xorg driver and kernel module ATI/AMD proprietary FGLRX graphics driver (*experimental*beta) ATI/AMD proprietary FGLRX graphics driver (post-release updates) Then reboot to finish making changes I reboot and get an error (Reboot and select proper boot device) At this point I was stuck, so I eventually reinstalled ubuntu and repeated the exacted same steps until right before i rebooted to finish making changes. However this time i used this Boot Repair tool sudo add-apt-repository ppa:yannubuntu/boot-repair sudo apt-get update sudo apt-get install -y boot-repair boot-repair After running the program i get a "boot successfully repaired" message. Then I try to reboot again and get the GNU Grub screen where it says would you like to boot: normal recovery memorytest Once it begins loading, you see the code moving across the screen then it pauses when it gets to and doesnt do anything. If someone could tell me how to fix this or get Windows 8 back soon, I'd appreciate it because like i said i just bought it yesterday and now i cant even use it.

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  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • StreamInsight Now Available Through Microsoft Update

    - by Roman Schindlauer
    We are pleased to announce that StreamInsight v1.1 is now available for automatic download and install via Microsoft Update globally. In order to enable agile deployment of StreamInsight solutions, you have asked of us a steady cadence of releases with incremental, but highly impactful features and product improvements. Following our StreamInsight 1.0 launch in Spring 2010, we offered StreamInsight 1.1 in Fall 2010 with implicit compatibility and an upgraded setup to support side by side installs. With this setup, your applications will automatically point to the latest runtime, but you still have the choice to point your application back to a 1.0 runtime if you choose to do so. As the next step, in order to enable timely delivery of our releases to you, we are pleased to announce the support for automatic download and install of StreamInsight 1.1 release via Microsoft Update starting this week. If you have a computer: that is subscribed to Microsoft Update (different from Windows Update) has StreamInsight 1.0 installed, and does not yet have StreamInsight 1.1 installed, Microsoft Update will automatically download and install the corresponding StreamInsight 1.1 update side by side with your existing StreamInsight 1.0 installation – across all supported 32-bit and 64-bit Windows operating systems, across 11 supported languages, and across StreamInsight client and server SKUs. This is also supported in WSUS environments, if all your updates are managed from a corporate server (please talk to the WSUS administrator in your enterprise). As an example, if you have SI Client 1.0 DEU and SI Server 1.0 ENU installed on the same computer, Microsoft Update will selectively download and side-by-side install just the SI Client 1.1 DEU and SI Server 1.1 ENU releases. Going forward, Microsoft Update will be our preferred mode of delivery – in addition to support for our download sites, and media based distribution where appropriate. Regards, The StreamInsight Team

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  • World Location issues with camera and particle

    - by Joe Weeks
    I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I am working on is the part about the 2D platformer in the last couple of chapters. I am creating a platformer which has a scrolling screen (similar to an old school screen chase), I originally did not have any problems with this aspect as it is simply a case of updating the camera position on the X axis with game time, however I have since added a particle system to allow the players to fire weapons. This particle shot is updated via the world position, I have translated everything correctly in terms of the world position when the collisions are checked. The crux of the problem is that the collisions only work once the screen is static, whilst the camera is moving to follow the player, the collisions are offset and are hitting blocks that are no longer there. My collision for particles is as follows (There are two vertical and horizontal): protected override Vector2 horizontalCollisionTest(Vector2 moveAmount) { if (moveAmount.X == 0) return moveAmount; Rectangle afterMoveRect = CollisionRectangle; afterMoveRect.Offset((int)moveAmount.X, 0); Vector2 corner1, corner2; // new particle world alignment code. afterMoveRect = Camera.ScreenToWorld(afterMoveRect); // end. if (moveAmount.X < 0) { corner1 = new Vector2(afterMoveRect.Left, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Left, afterMoveRect.Bottom - 1); } else { corner1 = new Vector2(afterMoveRect.Right, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Right, afterMoveRect.Bottom - 1); } Vector2 mapCell1 = TileMap.GetCellByPixel(corner1); Vector2 mapCell2 = TileMap.GetCellByPixel(corner2); if (!TileMap.CellIsPassable(mapCell1) || !TileMap.CellIsPassable(mapCell2)) { moveAmount.X = 0; velocity.X = 0; } return moveAmount; } And the camera is pretty much the same as the one in the book... with this added (as an early test). public static void Update(GameTime gameTime) { position.X += 1; }

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • How can I remove unmounted SD Card icons from my desktop?

    - by user75286
    I have been using some audio utilities in Ubuntu 11.10 to tweak .mp3 files on my phone (Motorola Photon 4G). I connect via USB... both my phone and the internal SD card are mounted as two separate drives. The SD card has an unusual drive name with some odd characters. When I'm finished, I unmount my phone (or "safely remove drive"), but the SD card can't be unmounted. I've mounted and unmounted my phone on 4 occasions now, and there are now 4 SD card drive icons that I can't remove from the desktop. I tried using the gconf-editor/apps/nautilus/desktop trick to make drives invisible and it's not working. Right-clicking on the icons and selecting "unmount" produced the following error message; (I can't type the unusual drive name characters... replaced with xxx) Unable to unmount xxx umount: /media/xxx is not mounted (according to mtab) How can I remove the unwanted icons from the desktop and is there a method for avoiding this problem in the future? Thanks!

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  • WIN7 and Ubuntu lost after Installing ubuntu 12.04 and win7 dual system ,I have no OS on my laptop now

    - by abos
    Here is the procedure: In the morning I installed ubuntu using a USB directly without config any thing to my win7 system. After install complete, ubuntu installation software tell me to reboot.And everything is just find. While rebooting, there is NO UBUNTU system for me to select,and my laptop go straight to log in using WIN7. NO ubuntu shows on WIN7's configuration(Default System). Log in ubuntu using usb(try ubuntu without installation), I can find ubuntu's filesystem was already there. Formatting the disk on WIN7's disk management, rearranging them to other disk.Still having no trouble with WIN7. In the afternoon try a few times of installation and uninstallation of ubuntu. still shows no sign of selecting ubuntu system. In the evening another trial while installing ubuntu with the third option of: installing ubuntu alongside with INW7, erase win7 and install ubuntu. somethingelse --- my check failed with configuartion for what comes out with the 'something else' option,reboot. And I have no system now with some cmd tips say: Reboot and Select proper Boot Device or Insert Boot Media in selected Boot device and press a key. Files those on win7's orginal file system and Ubuntu filesystem can still be found when I 'try ubuntu without installation'. 5.But I just got no OS when I reboot my laptop normally.

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  • Why can't I boot from portable HD?

    - by user11239
    I've been trying to get Ubuntu 10.04-LTS 32-bit desktop installed onto a 250GB FreeAgent Go drive from Seagate. I've been able to install onto a USB flash drive and boot successfully from this. I have installed Ubuntu onto the jump drive using Universal USB Installer, and this was a total success in terms of getting Ubuntu to run off a flash drive. I was unable to accomplish this with the portable HDD. I then, following instructions, attempted to install the OS onto the HDD once booted up from the flash drive. After installing the OS on the HDD, the computer would simply not load the OS when the HDD medium was selected for booting from. However, as there is no System-> Preferences-> Removable Drives and Media I could not complete this step. Is this vital? How do I do this under Ubuntu 10.04? I have formmated the MBR on the HDD and repeated the above, still with no success. I have also browsed some forums that mention there may be something related to spin-up speeds, but nothing explained in detail the issue or how to solve it, and I'm not familiar enough with system booting to understand if this could be an issue. Basically, what I'm trying to do is get Ubuntu to boot off the HDD, I've attempted several things, and the result is, after selecting the HDD from BIOS, the OS never starts booting (after waiting upwards of ten minutes). I just have a white cursor blinking. I can always get it to boot from the jump drive. Related question

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  • CodePlex Daily Summary for Monday, November 11, 2013

    CodePlex Daily Summary for Monday, November 11, 2013Popular ReleasesULS Log Viewer Feature: ULS Log Viewer Feature: What's getting installed? - The solution include Custom Action (New action in Site Menu). Features: - Only Site Administrators can see Custom Action in site menu. - Multi-Language SUPPORT! (English, Hebrew). - Works against Secure Store Service to use administrator rights for getting access to ULS Logs Path on farm servers (Use the guide for creating new SSA). - Load only the last log file from ULS log path. - Gets automatically the ULS log path from Central Administration. - Choose from whi...Lib.Web.Mvc & Yet another developer blog: Lib.Web.Mvc 6.3.3: Lib.Web.Mvc is a library which contains some helper classes for ASP.NET MVC such as strongly typed jqGrid helper, XSL transformation HtmlHelper/ActionResult, FileResult with range request support, custom attributes and more. Release contains: Lib.Web.Mvc.dll with xml documentation file Standalone documentation in chm file and change log Library source code Sample application for strongly typed jqGrid helper is available here. Sample application for XSL transformation HtmlHelper/ActionRe...Magick.NET: Magick.NET 6.8.7.501: Magick.NET linked with ImageMagick 6.8.7.5. Breaking changes: - Refactored MagickImageStatistics to prepare for upcoming changes in ImageMagick 7. - Renamed MagickImage.SetOption to SetDefine.Media Companion: Media Companion MC3.587b: Fixed* TV - Locked shows display correctly after refresh * TV - missing episodes display in correct colour for missed or to be aired * TV - Rescrape of Multi-episodes working. * TV - Cache fix where was writing episodes multiple times * TV - Fixed Cache writing missing episodes when Display missing eps was disabled. Revision HistoryGenerate report of user mailbox size for Exchange 2010: Script Download: Script Download http://gallery.technet.microsoft.com/scriptcenter/Generate-report-of-user-e4e9afcaCheck SQL Server a specified database index fragmentation percentage (SQL): Script Download: Script Download http://gallery.technet.microsoft.com/scriptcenter/Check-SQL-Server-a-a5758043Save attachments from multiple selected items in Outlook (VBA): Script Download: Script Download: http://gallery.technet.microsoft.com/scriptcenter/Save-attachments-from-5b6bf54bRemove Windows Store apps in Windows 8: Script Download: Script Download http://gallery.technet.microsoft.com/scriptcenter/Remove-Windows-Store-Apps-a00ef4a4PCSX-Reloaded: 1.9.94: General changes:Support for compressed audio in cue files. ECM support. OS X changes:32-bit support has been dropped Partial French and Hungarian translationsDynamics AX 2012 R2 Kitting: AX 2012 R2 CU7 release of Kitting: Here is the AX 2012 R2 CU7 release of kitting. Released both as a XPO and a model.VidCoder: 1.5.12 Beta: Added an option to preserve Created and Last Modified times when converting files. In Options -> Advanced. Added an option to mark an automatically selected subtitle track as "Default". Updated HandBrake core to SVN 5878. Fixed auto passthrough not applying just after switching to it. Fixed bug where preset/profile/tune could disappear when reverting a preset.Toolbox for Dynamics CRM 2011/2013: XrmToolBox (v1.2013.9.25): XrmToolbox improvement Correct changing connection from the status dropdown Tools improvement Updated tool Audit Center (v1.2013.9.10) -> Publish entities Iconator (v1.2013.9.27) -> Optimized asynchronous loading of images and entities MetadataDocumentGenerator (v1.2013.11.6) -> Correct system entities reading with incorrect attribute type Script Manager (v1.2013.9.27) -> Retrieve only custom events SiteMapEditor (v1.2013.11.7) -> Reset of CRM 2013 SiteMap ViewLayoutReplicator (v1.201...Microsoft SQL Server Product Samples: Database: SQL Server 2014 CTP2 In-Memory OLTP Sample, based: This sample showcases the new In-Memory OLTP feature, which is part of SQL Server 2014 CTP2. It shows the new memory-optimized tables and natively-compiled stored procedures, and can be used to show the performance benefit of in-memory OLTP. Installation instructions for the sample are included in the file ‘awinmemsample.doc’, which is part of the download. You can ask a question about this sample at the SQL Server Samples Forum Composite C1 CMS - Open Source on .NET: Composite C1 4.1: Composite C1 4.1 (4.1.5058.34326) Write a review for this release - help us improve, recommend us. Getting started If you are new to Composite C1 and want to install it: http://docs.composite.net/Getting-started What's new in Composite C1 4.1 The following are highlights of major changes since Composite C1 4.0: General user features: Drag-and-drop images and files like PDF and Word directly from own your desktop and folders into page content Allow you to install Composite Form Builder ...CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.9.0: Implemented Recent Scripts list Added checking for plugin updates from AboutBox Multiple formatting improvements/fixes Implemented selection of the CLR version when preparing distribution package Added project panel button for showing plugin shortcuts list Added 'What's New?' panel Fixed auto-formatting scrolling artifact Implemented navigation to "logical" file (vs. auto-generated) file from output panel To avoid the DLLs getting locked by OS use MSI file for the installation.Resources Editor: Resources Editor: Stable releaseWPF Extended DataGrid: WPF Extended DataGrid 2.0.0.10 binaries: Now row summaries are updated whenever autofilter value sis modified.Social Network Importer for NodeXL: SocialNetImporter(v.1.9.1): This new version includes: - Include me option is back - Fixed the login bug reported latelyVeraCrypt: VeraCrypt version 1.0c: Changes between 1.0b and 1.0c (11 November 2013) : Set correctly the minimum required version in volumes header (this value must always follow the program version after any major changes). This also solves also the hidden volume issueCaptcha MVC: Captcha MVC 2.5: v 2.5: Added support for MVC 5. The DefaultCaptchaManager is no longer throws an error if the captcha values was entered incorrectly. Minor changes. v 2.4.1: Fixed issues with deleting incorrect values of the captcha token in the SessionStorageProvider. This could lead to a situation when the captcha was not working with the SessionStorageProvider. Minor changes. v 2.4: Changed the IIntelligencePolicy interface, added ICaptchaManager as parameter for all methods. Improved font size ...New ProjectsASP.NET Web API: ASP.NET Web API is a framework that makes it easy to build HTTP services that reach a broad range of clients, including browsers and mobile devices. ASP.NET WebDungeonPaper: DungeonPaper will be a platform for RPG players to utilize computers to replace traditional pen and paper in their campaigns.EMS: demoEvent Dispatcher: Event Dispatcher is a powershell module for centralized logging. Supports filtering events, and outputs to flat files or the Windows event log.Koopakiller.Numerics: A growing Math-Library for .NET, provided as a portable class library.NetroTrix: NetroTrix is a LAN Messenger Project.....Sharp Explorer: Sort of an alpha Play with C# to make a treeView Windows explorer. Currently multi-threaded dbl click to explore, r-click to preview some text files.TI Sensor Tag Library: A library to access the Texas Instruments Sensor Tag in Windows Store apps with Bluetooth GATT. Written in C#.ULS Log Viewer Feature: "ULS Log Viewer Feature" used by SharePoint Administrators, Developers and SharePoint Site Managers for get easily the real error behind the Correlation ID.Visual Studio Code Line Counter: VS Code Line Counter parses a Visual Studio solution file (.sln), reads each included project, and counts the number of lines in each included file.Vulcanus: TODOWax - The WiX Setup Project Editor: An interactive editor for WiX setup projects.

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  • LibGdx, Texture an Object

    - by Gigi10012
    I want to set texture to an Object, this is my playerobject class: private boolean up; private float speed; private float fallacceleration = 20; private float acceleration = 15; private float maxSpeed = 300; SpriteBatch batch; public Player() { x = MyGdxGame.WIDTH - 9*MyGdxGame.WIDTH/10; y = MyGdxGame.HEIGHT - 3 * MyGdxGame.HEIGHT/10; shapex = new float[4]; shapey = new float[4]; radians = 2*MathUtils.PI; batch = new SpriteBatch(); } private void setShape() { //Simple Arrow Shape ...... } public void update(float dt) { setShape(); } public void draw(ShapeRenderer sr) { sr.setColor(0F, 0F, 0F, 1F); sr.begin(ShapeType.Line); //Drawing Shape .............. sr.end(); } What I have to do to add texture to that object? (I'm using LibGdx)

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  • What do I need to Mod a Unreal Engine 3 game?

    - by RoadSideWarrior
    what I am looking for is some advise making a mod for a certain game and how I would go about making it. The game I am talking about is Blacklight: Retribution and what I wan't to know is; Is it possible? And if so, what programs will I need? It is an online only game so I was unsure how plausible a mod would be for it. Plus I have never made a video game before, but I do like the game and I wanted to do some things with it. Additionally, this will be my first time making anything video game related so I would appreciate any advise. To expand a bit, I plan to add something simple at first. A mod that would let you spectate another player in the first person. Then I plan do something a bit more complex where I want to make so the game optionally always records you playing (in short intervals most likely or you would run quickly out of memory). After all that is done I would add items, armor, weapons, and maybe make a map or not I am not sure but this in a shell what I hope to do. I don't know much about these things but I am reading anything I can get my hands on. So if this is overly ambitious or just plain out not a possibility any advise on what I should look to instead will be welcomed warmly. Thank you.

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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