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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • Attaching new animations onto skeleton via props, a good idea?

    - by Cardin
    I'm thinking of coding a game with an idea of mine. I've coded 2D games before, but I'm new to 3D programming, so I'd like to ask if this idea of mine is feasible or out of my depth. I'm making a game where there are many different characters for the player to choose from (JRPG style). So to save time, I have an idea of creating many different varied characters using a completely naked body mesh and animation skeleton, standardised across all characters. For example, by placing different hair, boots, armor props on the character mesh, new characters can be formed. Kinda like playing dress-up with a barbie doll. I'm thinking this can be done by having a bone on the prop that I can programmically attach to the main mesh. Also, I plan to have some props add new animations to the base skeleton, so equipping some particular props would give it new attack, damage, idle animations. This is because I can't expect the character to have the same swinging animation if he had a big sword or an axe. I think this might be possible if the prop has its own instance of the animation skeleton with just only the new animations, and parenting the base body mesh to this new skeleton. So all the base body mesh has are just the basic animations, other animations come from the props. My concerns are, 1) the props might not attach to the mesh properly and jitter a lot, 2) since prop and body are animated differently, the props and base mesh will cause visual artefacts, like the naked thighs showing through the pants when the character walks, 3) a custom pipeline have to be developed to export skeletons without mesh, and also to attach the base body mesh to a new skeleton during runtime in the game. So my question: are these features considered 'easy' to code? Or am I trying to do something few have ever succeeded with on their own? It feels like all these can be done given enough time and I know I definitely have to do a bit of bone matrix calculations, but I really don't want to drag out the development timeline unnecessarily from coding mathematically intense things or analyzing how to parse 3D export formats. I'm currently only at the Game Design stage, so if these features aren't a good idea, I can simply change the design of the game. (Unrelated to question) I could always, as last resort, have the characters have predetermined outfit and weapon selections so as to animate everything manually.

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  • Complete Beginner to Game Programming and Unreal Engine 4, Looking For Advice [on hold]

    - by onemic
    I am currently a 2nd year programming student(Just finished my first year so I will be starting my second year in September) and have mainly learned C and C++ in my classes. In terms of what I know of C++, I know about general inheritance, polymorphism, overloading operators, iterators, a little bit about templates(only class and function templates) etc. but not of the more advanced topics like linked lists and other sequential containers(containers in general I guess), enumerations, most of the standard library(other than like strings and vectors), and probably a bunch of other stuff I dont even know about yet. I subscribed to Unreal Engine 4 as I was very intrigued by their Unreal Tournament announcement earlier this month, especially after hearing that UE4 is going completely C++. Of course my end goal in doing this programming program is to eventually go into game/graphics programming. Since it's my summer off, I thought what better way then to actually apply some of my skills to a personal project so I actually have a firmer understanding of C++ past what my professors tell me. My questions are this: What would be the best way to start off making a small personal game in UE4 as a project for the summer? What should I be aiming for, especially for someone that is still learning C++? Should I focus on making a simple 2D game rather than a 3D one to get started? Seeing the Flappy Chicken showcase intrigued me because before I thought the UE engine was pretty much pigeonholed into being for FPS games What should my expectations be going into UE4 and a game engine for the first time?(UE4 will be my first foray into making a game) What can I expect to gain from making things in UE4, in terms of making games and in terms of further fleshing out my knowledge of C++? Would you recommend I start off 100% using C++ for scripting or using the visual blueprints? Since I'm not a designer, how would I be able to add objects and designs to my game? For someone at my level is retaining the UE4 subscription worth it or is it better to cancel and resub when I learn enough about UE4 and C++? Lastly is there anything to be gained in terms of knowledge/insight through me looking at the source code for UE4? I opened it in VS2013, but noticed that most of the files were C# files and not cpp's. Thanks in advance for taking the time to answer.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • Best way to determine surface normal for a group of pixels?

    - by Paul Renton
    One of my current endeavors is creating a 2D destructible terrain engine for iOS Cocos2D (See https://github.com/crebstar/PWNDestructibleTerrain ). It is in an infant stages no doubt, but I have made significant progress since starting a couple weeks ago. However, I have run into a bit of a performance road block with calculating surface normals. Note: For my destructible terrain engine, an alpha of 0 is considered to not be solid ground. The method posted below works just great given small rectangles, such as n < 30. Anything above 30 causes a dip in the frame rate. If you approach 100x100 then you might as well read a book while the sprite attempts to traverse the terrain. At the moment this is the best I can come up with for altering the angle on a sprite as it roams across terrain (to get the angle for a sprite's orientation just take dot product of 100 * normal * (1,0) vector). -(CGPoint)getAverageSurfaceNormalAt:(CGPoint)pt withRect:(CGRect)area { float avgX = 0; float avgY = 0; ccColor4B color = ccc4(0, 0, 0, 0); CGPoint normal; float len; for (int w = area.size.width; w >= -area.size.width; w--) { for (int h = area.size.height; h >= -area.size.height; h--) { CGPoint pixPt = ccp(w + pt.x, h + pt.y); if ([self pixelAt:pixPt colorCache:&color]) { if (color.a != 0) { avgX -= w; avgY -= h; } // end inner if } // end outer if } // end inner for } // end outer for len = sqrtf(avgX * avgX + avgY * avgY); if (len == 0) { normal = ccp(avgX, avgY); } else { normal = ccp(avgX/len, avgY/len); } // end if return normal; } // end get My problem is I have sprites that require larger rectangles in order for their movement to look realistic. I considered doing a cache of all surface normals, but this lead to issues of knowing when to recalculate the surface normals and these calculations also being quite expensive (also how large should the blocks be?). Another smaller issue is I don't know how to properly treat the case when length is = 0. So I am stuck... Any advice from the community would be greatly appreciated! Is my method the best possible one? Or should I rethink the algorithm? I am new to game development and always looking to learn new tips and tricks.

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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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  • Are there software options (preferabbly .NET) for doing distance and speed analysis of footballers moving on video?

    - by Anonymous Type
    Editing Question for Clarity Thanks for feedback so far, very insightful. I'm not sure how far along this part of the software community is, and what if any libraries exist for me to leverage from. Heres what I'm trying to do. Problem: Take an existing video of a game of rugby league. The Rugby League field is 100 metres long, 70 metres wide, and has white line markings every 10 metres running along the width of the field, as well as along the sidelines. Each side has 13 players on the field. Players on each team have identical jerseys that normally constrast strongly against background colours (green/brown field colour) and the referee's colour (usually yellow) and the designated water runner (orange). All players have a unique number in thick white lettering on their backs for identification. Video is taken with a high definition camera. Currently only one camera is used (2D) and existing video does not contain a foreground object of fixed spatial dimensions (as suggested in one answer for comparision measurements, however I could add this to future filming sessions if it is worthwhile). The player's do not run in a straight line 50% of the time but will go sideways on on a diagonal to the play the ball. The distance measured always starts from the spot of the previous "tackle", which ends where the player stops forward movement. It is not always possible to determine the players number from the video (facing other direction, sunlight, others standing in the way of the camera). But this isn't important as the software could allow for manual inputting of unknown "runs" at a later point after analysis. Determine the distance between two points (i.e. where the player started his "run" and where he finished it). I'm guessing that this would be quite doable if I manually marked the start and end point in the video. But how would I use landmarks in the background to determine the distance (assuming the person taking the video has kept it from jerking around). Question: Do software packages or libraries exist that are specialised enough to assist with writing analysis software to determine a sports persons distance travelled based on video taken of the performance?

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Problem with apache + ssl: length mismatch error and ocasional bad request

    - by Ruben Garat
    we migrated a server from slicehost to linode recently, we copied the config from one server to the other. Everything works perfectly except that we get: Occasional errors with "Bad Request", this error is not common, you can use it all day and not see it, and the next day it will happen a lot. apart from that, a lot of the time, event though the request works fine we get some errors. using ssldump we get: New TCP connection #1: myip(39831) <-> develserk(443) 1 1 0.2316 (0.2316) C>S SSLv2 compatible client hello Version 3.1 cipher suites Unknown value 0x39 Unknown value 0x38 Unknown value 0x35 TLS_DHE_RSA_WITH_3DES_EDE_CBC_SHA TLS_DHE_DSS_WITH_3DES_EDE_CBC_SHA TLS_RSA_WITH_3DES_EDE_CBC_SHA SSL2_CK_3DES Unknown value 0x33 Unknown value 0x32 Unknown value 0x2f SSL2_CK_RC2 TLS_RSA_WITH_RC4_128_SHA TLS_RSA_WITH_RC4_128_MD5 SSL2_CK_RC4 TLS_DHE_RSA_WITH_DES_CBC_SHA TLS_DHE_DSS_WITH_DES_CBC_SHA TLS_RSA_WITH_DES_CBC_SHA SSL2_CK_DES TLS_DHE_RSA_EXPORT_WITH_DES40_CBC_SHA TLS_DHE_DSS_EXPORT_WITH_DES40_CBC_SHA TLS_RSA_EXPORT_WITH_DES40_CBC_SHA TLS_RSA_EXPORT_WITH_RC2_CBC_40_MD5 SSL2_CK_RC2_EXPORT40 TLS_RSA_EXPORT_WITH_RC4_40_MD5 SSL2_CK_RC4_EXPORT40 1 2 0.2429 (0.0112) S>C Handshake ServerHello Version 3.1 session_id[32]= 9a 1e ae c4 5f df 99 47 97 40 42 71 97 eb b9 14 96 2d 11 ac c0 00 15 67 4e f3 7d 65 4e c4 30 e9 cipherSuite Unknown value 0x39 compressionMethod NULL 1 3 0.2429 (0.0000) S>C Handshake Certificate 1 4 0.2429 (0.0000) S>C Handshake ServerKeyExchange 1 5 0.2429 (0.0000) S>C Handshake ServerHelloDone 1 6 0.4965 (0.2536) C>S Handshake ClientKeyExchange 1 7 0.4965 (0.0000) C>S ChangeCipherSpec 1 8 0.4965 (0.0000) C>S Handshake 1 9 0.5040 (0.0075) S>C ChangeCipherSpec 1 10 0.5040 (0.0000) S>C Handshake ERROR: Length mismatch from the apache error.log [Fri Aug 27 14:50:05 2010] [debug] ssl_engine_io.c(1892): OpenSSL: I/O error, 5 bytes expected to read on BIO#b80c1e70 [mem: b8100918] the server is ubuntu 10.04.1 the apache version is 2.2.14-5ubuntu8 the openssl version is 0.9.8k-7ubuntu8

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  • SSL23_WRITE:ssl handshake failure:s23_lib.c:177

    - by Armin
    When attempting to connect to an xmpp server over SSL, openssl fails with the following error: 3071833836:error:140790E5:SSL routines:SSL23_WRITE:ssl handshake failure:s23_lib.c:177 I believe that the server uses the RC4-MD5 cipher, here is the full output: [root@localhost ~]# openssl s_client -connect 184.106.52.124:5222 -cipher RC4-MD5 CONNECTED(00000003) >>> SSL 2.0 [length 0032], CLIENT-HELLO 01 03 03 00 09 00 00 00 20 00 00 04 01 00 80 00 00 ff b0 c9 c2 3f 0b 0e 98 df b4 dc fe b7 e8 8f 17 9a 34 b5 9b 17 1b 2b ac 01 dc bd 2b a9 2d 18 44 0c 3071866604:error:140790E5:SSL routines:SSL23_WRITE:ssl handshake failure:s23_lib.c:177: --- no peer certificate available --- No client certificate CA names sent --- SSL handshake has read 0 bytes and written 52 bytes --- New, (NONE), Cipher is (NONE) Secure Renegotiation IS NOT supported Compression: NONE Expansion: NONE --- Using gnutls-cli: [root@localhost ~]# gnutls-cli 184.106.52.124 -p 5222 Resolving '184.106.52.124'... Connecting to '184.106.52.124:5222'... *** Fatal error: A TLS packet with unexpected length was received. *** Handshake has failed GNUTLS ERROR: A TLS packet with unexpected length was received. Connecting to the same server on port 5223 works fine. Using OpenSSL 1.0.1e-fips on CentOS 6.5 and OpenSSL 1.0.1f on Ubuntu 14.04.1 Any tips on how to troubleshoot this? Thanks in advance.

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  • Cannot push to GitHub from Amazon EC2 Linux instance

    - by Eli
    Having the worst luck push files to a repo from EC2 to GitHub. I have my ssh key setup and added to Github. Here are the results of ssh -v [email protected] OpenSSH_5.3p1, OpenSSL 1.0.0g-fips 18 Jan 2012 debug1: Reading configuration data /etc/ssh/ssh_config debug1: Applying options for * debug1: Connecting to github.com [207.97.227.239] port 22. debug1: Connection established. debug1: permanently_set_uid: 0/0 debug1: identity file /root/.ssh/identity type -1 debug1: identity file /root/.ssh/id_rsa type 1 debug1: identity file /root/.ssh/id_dsa type -1 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.1p1 Debian-5github2 debug1: match: OpenSSH_5.1p1 Debian-5github2 pat OpenSSH* debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_5.3 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: SSH2_MSG_KEX_DH_GEX_REQUEST(1024<1024<8192) sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Host 'github.com' is known and matches the RSA host key. debug1: Found key in /root/.ssh/known_hosts:1 debug1: ssh_rsa_verify: signature correct debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: SSH2_MSG_NEWKEYS received debug1: SSH2_MSG_SERVICE_REQUEST sent debug1: SSH2_MSG_SERVICE_ACCEPT received debug1: Authentications that can continue: publickey debug1: Next authentication method: publickey debug1: Trying private key: /root/.ssh/identity debug1: Offering public key: /root/.ssh/id_rsa debug1: Remote: Forced command: gerve eliperelman 81:5f:8a:b2:42:6d:4e:8c:2d:ba:9a:8a:2b:9e:1a:90 debug1: Remote: Port forwarding disabled. debug1: Remote: X11 forwarding disabled. debug1: Remote: Agent forwarding disabled. debug1: Remote: Pty allocation disabled. debug1: Server accepts key: pkalg ssh-rsa blen 277 debug1: Trying private key: /root/.ssh/id_dsa debug1: No more authentication methods to try. Permission denied (publickey).

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  • Why is mkfs overwriting the LUKS encryption header on LVM on RAID partitions on Ubuntu 12.04?

    - by Starchy
    I'm trying to setup a couple of LUKS-encrypted partitions to be mounted after boot-time on a new Ubuntu server which was installed with LVM on top of software RAID. After running cryptsetup luksFormat, the LUKS header is clearly visible on the volume. After running any flavor of mkfs, the header is overwritten (which does not happen on other systems that were setup without LVM), and cryptsetup will no longer recognize the device as a LUKS device. # cryptsetup -y --cipher aes-cbc-essiv:sha256 --key-size 256 luksFormat /dev/dm-1 WARNING! ======== This will overwrite data on /dev/dm-1 irrevocably. Are you sure? (Type uppercase yes): YES Enter LUKS passphrase: Verify passphrase: # hexdump -C /dev/dm-1|head -n5 00000000 4c 55 4b 53 ba be 00 01 61 65 73 00 00 00 00 00 |LUKS....aes.....| 00000010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 00000020 00 00 00 00 00 00 00 00 63 62 63 2d 65 73 73 69 |........cbc-essi| 00000030 76 3a 73 68 61 32 35 36 00 00 00 00 00 00 00 00 |v:sha256........| 00000040 00 00 00 00 00 00 00 00 73 68 61 31 00 00 00 00 |........sha1....| # cryptsetup luksOpen /dev/dm-1 web2-var # mkfs.ext4 /dev/mapper/web2-var [..snip..] Creating journal (32768 blocks): done Writing superblocks and filesystem accounting information: done # hexdump -C /dev/dm-1|head -n5 # cryptsetup luksClose /dev/mapper/web2-var 00000000 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| * 00000400 00 40 5d 00 00 88 74 01 66 a0 12 00 17 f2 6d 01 |.@]...t.f.....m.| 00000410 f5 3f 5d 00 00 00 00 00 02 00 00 00 02 00 00 00 |.?].............| 00000420 00 80 00 00 00 80 00 00 00 20 00 00 00 00 00 00 |......... ......| # cryptsetup luksOpen /dev/dm-1 web2-var Device /dev/dm-1 is not a valid LUKS device. I have also tried mkfs.ext2 with the same result. Based on setups I've done successfully on Debian and Ubuntu (but not LVM or Ubuntu 12.04), it's hard to see why this is failing.

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  • Ubuntu 11.10 Virtual-box Unity 3D not working

    - by naveen
    After struggling for four hours, I still cannot get Unity 3D of Gnome 3 to work on my VirtualBox - I have been pouring through Internet and forum posts but to no avail. Here's what I've done so far: VirtualBox 4.1.4r74921 on Windows 7 Installed Ubuntu Desktop 11.10 ( 32 bit ) Enabled 3D acceleration Allocated 1.5GB of RAM Allocated 50MB video memory (hope this is not the culprit) Installed Guest edition 4.1.4 Did apt-get update and apt-get upgrade Booted back in to Ubuntu - falls back to Unity 2D Shared folder, mouse integration all works, so guest edition is properly installed Tried the command and below is the output /usr/lib/nux/unity_support_test –p OpenGL vendor string: Mesa Project OpenGL renderer string: Software Rasterizer OpenGL version string: 2.1 Mesa 7.11 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no I am trying to find what the "no" means but cannot find any good answers. Inter Core i5 processor 4GB of RAM on the host Display adapter: NVIDIA GeForce 8400GS Is anyone else facing the same problem? If so, can you point me to a solution or any reference where I can find a solution?

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  • Deciphering an IIS6 Httperr log file

    - by smackaysmith
    We have a Windows 2003 R2 SP2 server with iis6 that is creating a 1024kb httperr file every minute. I can't figure out what I'm looking at. Here's a snippet: 2010-03-24 13:15:05 10.53.2.35 1667 10.53.2.12 80 HTTP/1.1 PUT /hserver.dll?&V01|&IMAC=0080646077AB|CID=32|CN=LWT0080646077AB|ED=1|IP=10.53.2.35|SM=255.255.255.0|GW=10.53.2.1|SN=10.53.2.255|DM=logs.com|1D=10.53.2.12|2D=10.101.2.12|0D=1|AL=/usr/sbin/netxserv|AV=4.1.0.0|CP=VIAüEstherüprocessorüü800MHz|CPS=800|RM=190512|B1=1.18|PD2=1024x768x16ü@ü60Hz|IM=6.6.2-02|CI=3600|SN#=6KHDG301300|OS=23|VI=1|P1=24|TZO=-301|TZ=CDT|FS=128|MD=2003-04|CO=|LO=|AP0=BaseüSystem|NA|6.6.2-02|AP1=RapportüAgent|NA|4.1.0-3.26|AP2=TrueType|NA|6.8.0-3.4|AP3=WebFonts|NA|2.0.4-3.6|AP4=TrueTypeüFonts|NA|6.8.0-3.5|AP5=Network_login|NA|1.0.0-1.0.3|AP6=ScreenüSaver|NA|3.13|AP7=DMonitor|NA|1.0.0-0.4.0|AP8=MozillaüFirefox_15|NA|1.5.0.8-3.6|AP9=RemoteüShadow|NA|3.17|AP10=RemoteüDesktop|NA|1.6.0-1.0|AP11=SNMP|NA|5.1.3.1-3.13|AP12=LinuxüPrinting|NA|3.8.27-3.33|AP13=SSH|NA|3.8.1-3.25|AP14=ThinPrint|NA|6.2.87-0.2|AP15=XDMCP|NA|6.8.0-3.29|AP16=Ericom|NA|8.2.0-3.29|AP17=Daylightüsavingütimeüupdate|NA|1.1.0-1.0.0| 411 - LengthRequired - What on earth am I looking at? Nothing in the system or app logs. Finally, in iis manager, Default Web Site label has boxes instead of spaces. Very odd.

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  • Network problems with Ubuntu on VMware

    - by svick
    I'm running Ubuntu 10.04 inside VMware Player running under Windows Vista and I can't connect to the internet or the host computer from the Ubuntu. I have set all the VMware services to “manual” (like VMware DHCP Service), but starting them manually doesn't help. In VMware, the network seems to work (there is a green dot beside the network icon) and I have tried both Bridged and NAT settings. ifconfig doesn't show the eth1 interface, unless I give it as a parameter (or use -a). I think this means that Ubuntu thinks that the network isn't connected at all. How do I fix this? ifconvadmin@ubu1004:~$ ifconfig lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:56 errors:0 dropped:0 overruns:0 frame:0 TX packets:56 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:4192 (4.1 KB) TX bytes:4192 (4.1 KB) vadmin@ubu1004:~$ ifconfig eth1 eth1 Link encap:Ethernet HWaddr 00:0c:29:2d:a0:6f BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:18 Base address:0x2000

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  • ESXi - change to thin - virtual disk filesize is the same

    - by sven
    running ESXi 5.5 here with a datastore on a single SSD. Now, I thought about changing to thin disks from thick and found that I could use a tool on the ESXi host to do that. However, the file size of the new created virtual disk is not changing. I run: vmkfstools -i loader.vmdk -d 'thin' thinloader.vmdk Destination disk format: VMFS thin-provisioned Cloning disk 'loader.vmdk'... Clone: 100% done. After that I compared the virtual disksizes: ls -la *.vmdk -rw------- 1 root root 32212254720 Jun 10 08:25 loader-flat.vmdk -rw------- 1 root root 467 May 21 17:04 loader.vmdk -rw------- 1 root root 32212254720 Jun 10 08:27 thinloader-flat.vmdk -rw------- 1 root root 520 Jun 10 08:33 thinloader.vmdk Stats on the original file: stat loader.vmdk File: loader.vmdk Size: 467 Blocks: 0 IO Block: 131072 regular file Device: 8bf64d175e27544ch/10085333178302026828d Inode: 419443780 Links: 1 Access: (0600/-rw-------) Uid: ( 0/ root) Gid: ( 0/ root) Access: 2014-01-25 10:17:34.000000000 Modify: 2014-05-21 17:04:06.000000000 Change: 2014-05-21 17:04:06.000000000 and on the thin file: stat thinloader.vmdk File: thinloader.vmdk Size: 520 Blocks: 0 IO Block: 131072 regular file Device: 8bf64d175e27544ch/10085333178302026828d Inode: 432026692 Links: 1 Access: (0600/-rw-------) Uid: ( 0/ root) Gid: ( 0/ root) Access: 2014-06-10 08:27:45.000000000 Modify: 2014-06-10 08:33:30.000000000 Change: 2014-06-10 08:33:30.000000000 Anyone an idea why the disk is not providing any more space (tried with multiple VM's already - all the same)? Also, I have noticed that the newly created file "autoappend" "-flat" to the disk ... Thanks Sven Update - diff of the vmdk config* --- loader.vmdk +++ thinloader.vmdk @@ -7,15 +7,17 @@ createType="vmfs" -RW 62914560 VMFS "loader-flat.vmdk" +RW 62914560 VMFS "thinloader-flat.vmdk" ddb.adapterType = "lsilogic" +ddb.deletable = "true" ddb.geometry.cylinders = "3916" ddb.geometry.heads = "255" ddb.geometry.sectors = "63" ddb.longContentID = "6d95855805dfa0079327dfee29b48dca" -ddb.uuid = "60 00 C2 98 d5 7d 17 bf-ac 54 70 b1 2d 39 43 d5" +ddb.thinProvisioned = "1" +ddb.uuid = "60 00 C2 93 c4 13 6c cf-bb 7b 34 c9 2c b4 dc 1e" ddb.virtualHWVersion = "8"

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  • Ubuntu 10.04 freezing and Ctrl + Alt + Backspace does nothing but music keeps playing

    - by Bryce Thomas
    I'm having intermittent problems where the screen will freeze in Ubuntu. I've tried using Ctrl + Alt + Backspace to restart the X-server, though this does nothing. When the freeze occurs, there's a small square of black dashes around the mouse pointer - maybe 1 inch in size. These dashes look a lot like a 2d barcode. The rest of the screen looks normal, but I can't move the mouse and none of the keyboard shortcuts work to do anything. However, music that I begin playing before the freeze continues to play, which seems to indicate it hasn't stalled up completely. I've noticed a similar freezing problem when I'm using Windows 7. That is, I see the same barcode like dashes around the mouse pointer when it freezes up. So I'm guessing it's either a driver or hardware problem. I thought if it was a hardware problem though, the whole computer might stop working (i.e. music would stop playing)? The video card I am using is an Nvidia, and I believe it's in the 7600 range. In Ubuntu I have the drivers for the card set to the latest available (proprietary). Ideally I'd like to be able to continue using the proprietary drivers. Is there any known issues with the drivers for this model graphics card, or has anyone experienced the same problem and knows how to fix it?

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  • Remote mouse pointer not visible in VNC

    - by aef
    I used VNC desktops as a kind of collaboration server, as shared planning and pair programming environment for a long time. Now my latest iteration uses a KVM guest running Fedora 17 "Beefy Miracle", the Cinnamon desktop environment and an X11VNC server. The X11VNC server is automatically started with the desktop environment using the following command: x11vnc -localhost -many -shared -display :0 -bg My problem is that depending on the VNC client, the mouse pointer of the remote system which is shown through VNC is not synchronized to my client. I really need this, so I can see what my partner is doing on the desktop. When using Vinagre 3.2.1 on Ubuntu Oneiric Ocelot (11.10) or Vinagre 2.3.0.3 on Debian Squeeze (6.0) and I don't have my local mouse pointer inside the VNC view, I cannot see the mouse pointer of my remote system, nor its movement. When using TightVNC on Windows 7, I can recognize a mouse pointer trace for very short amounts of time after moving the mouse, but it is not clearly visible. Using UltraVNC on Windows 7 the mouse pointer is clearly visible all the time. With Gnome 2 I never had any problems with remote pointer synchronization, using exactly the same clients. I suspect this could have something to do with Cinnamon's dependency on 3D acceleration. On the other hand, it doesn't change anything to start Cinnamon's fallback environment Cinnamon 2D. Update: Same effect when I use Gnome 3.

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  • Ubuntu 12.10 64bit host reboots when trying to install any guest system using VirtualBox

    - by gts123
    I am having a really nasty problem with VirtualBox as everytime I try to install any guest OS(using ISO file as CD for installation media), the installation starts normally but as soon as it is about to start either installing to virtual hard drive or loading(e.g. as LiveFS) it causes the host system to reboot abruptly. Config is as below: Host system: Ubuntu 12.10 64bit - Intel® Core i7-2640M CPU @ 2.80GHz × 4 Virtualbox version: 4.1.18_Ubuntu r78361 Guest OS systems tried: 32bit version of FreeBSD 9, Debian 6, Tails 0.14 VM setup Tried to have the minimal setup necessary just in case it would avoid for each system to make sure I'd avoid conflicts, but to no avail. I've tried different values and combinations of the below but the problem still persists: Shared Clipboard: Disabled Show in fullscreen/seamless: Disabled Remember runtime changes: DIsabled Base Memory: 2048 MB Chipset: PIIX3 IO APIC: Disabled EFI: Disabled Absolute Pointing device: Disabled Processor(s): 1 CPU PAE/NX: Disabled VT-x/AMD-V: Disabled Video Memory: 12 MB 3d/2d acceleration: Disabled Storage IDE COntroller: PIIX3 (same as chipset instead of PIIX4) Use host I/O cache: No Audio: disabled Network adapter: NAT USB controller: disabled No shared folder Also another sideeffect of the reboot is that it appears that it does not log any information in the error log files; not making things any easier. Please help.

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  • SSH to remote host (edgemarc 4200 or 4500 series routers) and pull arp data

    - by MaQleod
    I've been trying to think of a method to do this for days, but have not come up with anything yet. Ideally, this is what I'm looking to do: From a windows XP machine, I need to open an SSH connection to a remote host, send the arp command, and pull the text results of the command back for use on the client. I will need to parse this data and preferably produce a 2D array of IPs and MAC addresses. There will be no shared keys, this is all done with a username and password that will always be different, they will need to be fed into the command via variables that will be pulled from a database using an autoit script based on the WAN ip of the remote host. Now the actual parsing of the data and creation of the array will be easy if I can just get the text of the arp table. Is there any way to ssh to a remote host, run a command and return the data from that command to the client in a batch script or perl script (it is ok if it writes the text to a file, I can read it out of the file later, I just need it to get to the client)?

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  • Ubuntu 10.04 network manager issues

    - by Shark
    I was using the default network manager to connect to my wi-fi network, but if the connection is dropped or router restarted the network manager wont reconnect automatically after i guess a couple of tries and just gives a pop-up to connect manually . To avoid this annoyance I installed WICD but though it does try to reconnect to the network after a drop in connection it is unable to resolve the ip address and i am left with an even bigger annoyance . 1. Is there a way to counter either of these issues ? 2. Something like a background process that will check network status periodically and then try to connect to a favored network ? Edit- out put of lshw -C network *-network description: Wireless interface product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:12:00.0 logical name: eth1 version: 01 serial: c0:cb:38:18:9b:7f width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=5.60.48.36 ip=192.168.11.2 latency=0 multicast=yes wireless=IEEE 802.11 resources: irq:17 memory:fbc00000-fbc03fff *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:13:00.0 logical name: eth0 version: 02 serial: f0:4d:a2:94:2d:74 size: 10MB/s capacity: 100MB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10MB/s resources: irq:29 ioport:e000(size=256) memory:d0b10000-d0b10fff(prefetchable) memory:d0b00000-d0b0ffff(prefetchable) memory:fb200000-fb21ffff(prefetchable)

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  • Explorer constantly hanging

    - by user978122
    So I'm running Windows 7 Ultimate (x64) an AMD 8150 on an Asus Crosshair V motherboard with all the latest and greatest patches, and I am experiencing frequent Explorer freezes. I've included the information I've grepped from the Event Viewer below: The program Explorer.EXE version 6.1.7601.17567 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Action Center control panel. Process ID: 13a4 Start Time: 01cdb2968999c6fd Termination Time: 0 Application Path: C:\Windows\Explorer.EXE Report Id: c000ba44-1e8b-11e2-9ae7-000272ddf2b0 - System - Provider [ Name] Application Hang - EventID 1002 [ Qualifiers] 0 Level 2 Task 101 Keywords 0x80000000000000 - TimeCreated [ SystemTime] 2012-10-25T10:08:44.000000000Z EventRecordID 14626 Channel Application Computer RyanMain-PC Security - EventData Explorer.EXE 6.1.7601.17567 13a4 01cdb2968999c6fd 0 C:\Windows\Explorer.EXE c000ba44-1e8b-11e2-9ae7-000272ddf2b0 430072006F00730073002D0074006800720065006100640000000000 -------------------------------------------------------------------------------- Binary data: In Words 0000: 00720043 0073006F 002D0073 00680074 0008: 00650072 00640061 00000000 In Bytes 0000: 43 00 72 00 6F 00 73 00 C.r.o.s. 0008: 73 00 2D 00 74 00 68 00 s.-.t.h. 0010: 72 00 65 00 61 00 64 00 r.e.a.d. 0018: 00 00 00 00 .... Any idea what "Cross-thread" here means?

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  • how to recover my xml default icon?

    - by moonway
    My XML files are showing the unknown programs icon, you can see in this picture: i cant revise its icon why? i look it up in the registry i find no error look at the following Windows Registry Editor Version 5.00 [HKEY_CLASSES_ROOT.xml] @="xmlfile" "Content Type"="text/xml" "PerceivedType"="text" [HKEY_CLASSES_ROOT.xml\PersistentHandler] @="{7E9D8D44-6926-426F-AA2B-217A819A5CCE}" Windows Registry Editor Version 5.00 [HKEY_CLASSES_ROOT\xmlfile] @="@C:\Windows\System32\msxml3r.dll,-1" "EditFlags"=hex:00,00,00,00 "FriendlyTypeName"=hex(2):40,00,25,00,53,00,79,00,73,00,74,00,65,00,6d,00,52,\ 00,6f,00,6f,00,74,00,25,00,5c,00,53,00,79,00,73,00,74,00,65,00,6d,00,33,00,\ 32,00,5c,00,6d,00,73,00,78,00,6d,00,6c,00,33,00,72,00,2e,00,64,00,6c,00,6c,\ 00,2c,00,2d,00,31,00,00,00 [HKEY_CLASSES_ROOT\xmlfile\BrowseInPlace] [HKEY_CLASSES_ROOT\xmlfile\CLSID] @="{48123BC4-99D9-11D1-A6B3-00C04FD91555}" [HKEY_CLASSES_ROOT\xmlfile\DefaultIcon] @="C:\Windows\System32\msxml3.dll,0" [HKEY_CLASSES_ROOT\xmlfile\shell] @="open" [HKEY_CLASSES_ROOT\xmlfile\shell\edit] [HKEY_CLASSES_ROOT\xmlfile\shell\edit\command] @="\"C:\Program Files\Common Files\Microsoft Shared\OFFICE11\MSOXMLED.EXE\" /verb edit \"%1\"" [HKEY_CLASSES_ROOT\xmlfile\shell\Open] [HKEY_CLASSES_ROOT\xmlfile\shell\Open\Command] @="\"C:\Program Files\Common Files\Microsoft Shared\OFFICE11\MSOXMLED.EXE\" /verb open \"%1\"" [HKEY_CLASSES_ROOT\xmlfile\shell\Open\ddeexec] @="" [HKEY_CLASSES_ROOT\xmlfile\ShellEx] [HKEY_CLASSES_ROOT\xmlfile\ShellEx\IconHandler] @="{AB968F1E-E20B-403A-9EB8-72EB0EB6797E}" can you find something wrong or you can paste your reg hehe i need default reg about xml which is with default associated exe all right!

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