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  • iOS Game Center - Quit turn-based games for previous version of app

    - by rasmus
    I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for that to happen. As a result I marked my new version as incompatible with the old one. That is, you cannot see the old games within the new app and you cannot initiate a game with someone with the old version of the app. This works as expected. However: The old games remain active after updating. There seems to be no way to quit them. What is worse is that they still count to the maximum number of games you can start. I have been contacted by players that can only start 1-3 games without hitting the roof. Have anyone experienced this before? Is there any way to quit the games? Thanks in advance

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Xen PV packet loss

    - by Delphinator
    I'm having some serious issues with packetloss with one of my servers. This server is a somewhat old (P4-era) machine running Debian Squeeze and Xen 4.0. There are two domUs running on it (both also Debian Squeeze), one gateway and a fileserver. Unfortunatly the processor has no virtualization extensions, therefore only PV can be used. While investigating why our network seems to be slower than it should I found some pretty bad packet loss (~25%). After further investigation and several experiments I did a measurment between the dom0 and one of the domUs: Server listening on UDP port 5001 Receiving 1470 byte datagrams UDP buffer size: 110 KByte (default) ------------------------------------------------------------ ------------------------------------------------------------ Client connecting to dom0, UDP port 5001 Sending 1470 byte datagrams UDP buffer size: 110 KByte (default) ------------------------------------------------------------ [ 3] local 192.168.1.2(domU) port 33817 connected with 192.168.1.100(dom0) port 5001 [ 4] local 192.168.1.2(domU) port 5001 connected with 192.168.1.100(dom0) port 48606 [ ID] Interval Transfer Bandwidth [ 3] 0.0-10.0 sec 46.3 MBytes 38.7 Mbits/sec [ 3] Sent 33020 datagrams [ 3] Server Report: [ 3] 0.0-10.0 sec 46.2 MBytes 38.6 Mbits/sec 0.030 ms 89/33019 (0.27%) [ 3] 0.0-10.0 sec 1 datagrams received out-of-order [ 4] 0.0-10.2 sec 43.0 MBytes 35.3 Mbits/sec 13.074 ms 11575/42256 (27%) tl;dr: 27% packet loss from dom0 to domU with 50Mbit UDP packets. Same thing happens from anywhere in the network. The problem gets better for smaller bandwidths (0.047% for 5Mbit) and worse for higher (59% for 200Mbit) ones. I did increase the CPU-weight of the dom0, there is no swapping going on, and actual networking-hardware is not involved. I never expected Xen (or anything related) to drop packets, and I'm completly clueless what to try next.

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Debian: Adding new user?

    - by Marco
    How can I create a new user then SSH into the box under that user? I ran: useradd marco -d /home/marco -p WuUfhRdt4B Then I added to /etc/ssh/sshd_config: AllowUsers root marco Then restarted ssh: /etc/init.d/ssh restart I can't login. What did I miss? ** Running Debian.

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  • SOCKS5 Proxy Setup on Debian

    - by karmic
    Is there a package I can install in debian that will create a SOCKS5 proxy on some port? (preferably with authentication) I'd like to use this with uTorrent. If not, how do you setup a socks5 proxy on a server?

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  • Debian Apache2 SSL Issues - Error code: ssl_error_rx_record_too_long

    - by Tone
    I'm setting up apache on Debian lenny and having issues with SSL. I've been through numberous tutorials and i had this working on Ubuntu server, but for the life of me can't get anywhere with Debian. Port 80 (http) works fine, but port 443 (https) gives me the following error (in firefox) - homeserver is my hostname and my dhcp assigned ip is 192.168.1.109. I have a feeling it's something with my config and not with the cert/key generation. An error occurred during a connection to homeserver. SSL received a record that exceeded the maximum permissible length. (Error code: ssl_error_rx_record_too_long) Anyone see any issues with the following config files? /etc/apache2/sites-available/default-ssl <IfModule mod_ssl.c> <VirtualHost *:443> ServerAdmin webmaster@localhost ServerName homeserver DocumentRoot /var/www/ <Directory /> Options FollowSymLinks AllowOverride None </Directory> <Directory /var/www/> Options Indexes FollowSymLinks MultiViews AllowOverride None Order allow,deny allow from all </Directory> ScriptAlias /cgi-bin/ /usr/lib/cgi-bin/ <Directory "/usr/lib/cgi-bin"> AllowOverride None Options +ExecCGI -MultiViews +SymLinksIfOwnerMatch Order allow,deny Allow from all </Directory> ErrorLog /var/log/apache2/error.log LogLevel warn CustomLog /var/log/apache2/ssl_access.log combined Alias /doc/ "/usr/share/doc/" <Directory "/usr/share/doc/"> Options Indexes MultiViews FollowSymLinks AllowOverride None Order deny,allow Deny from all Allow from 127.0.0.0/255.0.0.0 ::1/128 </Directory> SSLEngine on SSLCertificateFile /etc/ssl/certs/server.crt SSLCertificateKeyFile /etc/ssl/private/server.key SSLOptions +FakeBasicAuth +ExportCertData +StrictRequire <FilesMatch "\.(cgi|shtml|phtml|php)$"> SSLOptions +StdEnvVars </FilesMatch> <Directory /usr/lib/cgi-bin> SSLOptions +StdEnvVars </Directory> BrowserMatch ".*MSIE.*" \ nokeepalive ssl-unclean-shutdown \ downgrade-1.0 force-response-1.0 </VirtualHost> </IfModule> /etc/apache2/ports.conf NameVirtualHost *:80 Listen 80 Listen 443 #<IfModule mod_ssl.c> # SSL name based virtual hosts are not yet supported, therefore no # NameVirtualHost statement here #Listen 443 #</IfModule> /etc/hosts 127.0.0.1 localhost 127.0.0.1 homeserver #192.168.1.109 homeserver #tried this but it didn't work # The following lines are desirable for IPv6 capable hosts ::1 localhost ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters ff02::3 ip6-allhosts

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  • proftpd on debian - authuserfile

    - by dirknibleck
    I have installed proftpd on my debian 4.0 server. I have modified the proftpd.conf file so that there is a statement for AuthUserFile, which points to a valid file. The file is configured per the proftpd specs, however the user that I have placed in this file is not able to log-in to the server. What could I be doing wrong? AuthUserFile is of the format: username:passwd:999:1002:www:/var/www:/bin/bash

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  • Can Debian identify rarely used packages?

    - by Norman Ramsey
    I'd like to find a tool that could tell me which Debian packages on my system have been rarely or never used, perhaps by looking at file lists and access times. This is to find candidates for deletion from my nearly full hard drive. I'm not very well informed about the rich ecosystem of desktop GUI tools (I use aptitude); does anyone know if one of those tools, or any other tool, can identify how recently a package has been used?

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  • Debian 7: "Failure of key exchange and association"

    - by pyrogoggles
    I'm installing Debian using the Live CD with GNOME and the non-free packages. The internet works just fine when using the live CD, but when you try to open the installer and select a network, it gives me the error of "Failure of key exchange and association". I've put everything in right, and tried multiple times. However, it never works. Am I just going to have to use ethernet to install? Thanks, people.

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  • Server freezes at XX:25

    - by Karevan
    We've ordered a 50 euro/month server on hetzner.de, it has debian OS. The problem is that server is freezing in random time of the day and nothing appears in log. Only hardware reboot helps. Part of the log file while it was freezing: Aug 17 22:38:26 Debian-60-squeeze-64-minimal pure-ftpd: ([email protected]) [INFO] New connection from 95.211.120.220 Aug 17 22:38:26 Debian-60-squeeze-64-minimal pure-ftpd: ([email protected]) [INFO] Logout. Aug 17 22:39:01 Debian-60-squeeze-64-minimal /USR/SBIN/CRON[22828]: (root) CMD ( [ -x /usr/lib/php5/maxlifetime ] && [ -d /var/lib/php5 ] && find /var/lib/php5/ -type$ Aug 17 23:09:01 Debian-60-squeeze-64-minimal /USR/SBIN/CRON[22835]: (root) CMD ( [ -x /usr/lib/php5/maxlifetime ] && [ -d /var/lib/php5 ] && find /var/lib/php5/ -type$ Aug 17 23:17:01 Debian-60-squeeze-64-minimal /USR/SBIN/CRON[22842]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Aug 17 23:39:01 Debian-60-squeeze-64-minimal /USR/SBIN/CRON[22847]: (root) CMD ( [ -x /usr/lib/php5/maxlifetime ] && [ -d /var/lib/php5 ] && find /var/lib/php5/ -type$ Aug 18 09:47:47 Debian-60-squeeze-64-minimal kernel: imklog 4.6.4, log source = /proc/kmsg started. Aug 18 09:47:47 Debian-60-squeeze-64-minimal rsyslogd: [origin software="rsyslogd" swVersion="4.6.4" x-pid="1229" x-info="http://www.rsyslog.com"] (re)start Aug 18 09:47:47 Debian-60-squeeze-64-minimal kernel: [ 0.000000] Initializing cgroup subsys cpuset Aug 18 09:47:47 Debian-60-squeeze-64-minimal kernel: [ 0.000000] Initializing cgroup subsys cpu Aug 18 09:47:47 Debian-60-squeeze-64-minimal kernel: [ 0.000000] Linux version 2.6.32-5-amd64 (Debian 2.6.32-45) ([email protected]) (gcc version 4.3.5 (Debian 4.3.5$ Aug 18 09:47:47 Debian-60-squeeze-64-minimal kernel: [ 0.000000] Command line: BOOT_IMAGE=/vmlinuz-2.6.32-5-amd64 root=/dev/md2 ro As you can see, it appears only the fact of starting. No. theres no way to look in server's console right after when it freezes, sadly. Datacenter supporters do not really want to help about that. Server has been installed 30th july, times and dates of freezes are down there: 6 august, 0:25 18 august, 2:27 21 august, 1:25 26 august, 23:26. We decided that freezing around ??:25 isn't a hardware fault, and decided to reinstall the OS. Later, 31 august, our admin backed up all files, reinstalled Debian, and restored the backup. But then, 7 september, server went down again, at 5:05. We thought it was related to Anyone else experiencing high rates of Linux server crashes during a leap second day? and turned ntp off. But then the server went down twice again, 21 september, 17:29 and 24 september, 20:27. I called all linux admins I knew to help with solving it and they said everything is fine about configuring OS and it could be hardware only. But they dont know why it always freezes at XX:25-30. Maybe some of you know about something related to that?

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  • SOCKS proxy on Debian

    - by karmic
    How do I configure a SOCKS proxy on a Debian box such that I can enter the host address in the firefox proxy configuration page, and use my box as a SOCKS proxy? I've heard of dante-server, but I don't know how to make it allow connections from and to everywhere.

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  • Ubuntu equivalent to bugs.debian.org/<package>?

    - by jae
    In Debian, I can use the above URL to quickly see the open bugs for a package. In Ubuntu, it seems I have to go to launchpad, and click, click, click... which is . Is there a quick way to see all the bugs of a package in Ubuntu? One which doesn't require clicking through hell and back?

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  • Debian tuning for increasing read/write buffer.

    - by Claudiu
    Is there a way to modify Debian settings so the memory could be used more for disk read/write caching ? I am already using RAID 0 but thats not enough for multiple users, and the disk is almost struggled. Torrents use the disk very much and rTorrent doesn't have cache settings.

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  • Ubuntu 10.04 (LTS) DomU on Debian Wheezy Dom0 Xen 4

    - by mdjp
    I have been forced to move from a Centos Dom0 xen 3 Centos + Ubuntu Lucid DomUs To Debian Wheezy Dom0 Xen 4 Ubuntu Lucid DomUs However although I can create new DomUs on wheezy I cannot get them to boot. pygrub returns Error: Bootloader didn't return any data I have ensured that the disks are the correct way around in the xen.cfg and also that the grub config is correct. If I try to run pygrub manually eg /usr/bin/pygrub /dev/volgroup/disk I get Illegal instruction can anyone offer me any advice on this? Thanks Matt

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  • Install Python 2.6 on Debian Unix

    - by Bialecki
    I want to install Python 2.6, but as it's still experimental for Debian Unix, I'm wondering what might best course of action is. Is the right idea to idea it into /usr/local for my system and then update the python sym link in /usr/bin to point to that version? Other considerations or ways to do it I should be thinking about?

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