Search Results

Search found 21194 results on 848 pages for 'game state'.

Page 101/848 | < Previous Page | 97 98 99 100 101 102 103 104 105 106 107 108  | Next Page >

  • How should I organize my matrices in a 3D game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine (and hopefully a game with it) within the next upcoming years. My first task is to write a camera class for the engine to use in order to add cameras to the scene, with position and follow points. The problem I have is with using matrices for transformations in the class, should I keep matrices separate to each class? Such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but I wanted to hear some input form a more professional standpoint.

    Read the article

  • Which game - or Gamekit - makes it easy for me to see my own creations in a ready-made world appear?

    - by Karl Heinz
    I saw Slender and "Dream of the Blood Moon". I like to create things with Sculptris and animate them with Kinect. Which game - or Gamekit - makes it easy for me to see my own creations in a ready-made world appear? I would like to start with replacing the characters first for several actions then maybe change the virtual world. Finally I would like to offer the game for free as the others do. Is it a good idea to use c#'s XNA for that?

    Read the article

  • Soccer Game only with National Team names (country names) what about player names? [duplicate]

    - by nightkarnation
    This question already has an answer here: Legal issues around using real players names and team emblems in an open source game 2 answers Ok...this question hasn't been asked before, its very similar to some, but here's the difference: I am making a soccer/football simulator game, that only has national teams (with no official logos) just the country names and flags. Now, my doubt is the following...can I use real player names (that play or played on that national team?) From what I understand if I use a player name linked to a club like Barcelona FC (not a national team) I need the right from the club and the association that club is linked to, right? But If I am only linking the name just to a country...I might just need the permission of the actual player (that I am using his name) and not any other associations, correct? Thanks a lot in advance! Cheers, Diego.

    Read the article

  • What is a good university for computer science and game development?

    - by DukeYore
    I am starting my computer science degree at a local community college in programming using C++. However, I will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Development. however, is that as important as getting a degree from a really great school? If I could shoot for something like Cal Poly would that be better? Or even Stanford or SF State being so close to so many gaming companies up there in the Bay area?

    Read the article

  • How can I spawn a sprite based on a condition after the game starts?

    - by teddyweedy
    How do I spawn a sprite anytime later in the game when the game starts? I'm using FlashDevelop with Flixel. I did try it in override public function create(): void. It works only in the beginning. I try it using if (FlxG.score == 1) but it doesn't work. I also tried it in override public function update(): void. It works and it is moving but it leaves a sprite making it a multi-sprite. I also did try FlxGroup but to no avail.

    Read the article

  • How long till HTML5 canvas becomes a viable game development platform?

    - by Shouvik
    So I have been working on web application. So invariably what it boils down to is making simple games which were previously based on flash or openGL. Now I know apple was moving away from flash because its proprietary unlike their stance that its got "pathetic performance"! Not true, try playing a canvas game, I can assure you at any point of time (including when its idle) it will use up a fair bit of processing power just to redraw the UI. Now I do understand that this is my fault because when the game is not active I should not be redrawing the canvas, but honestly its a lot of work and I suppose there should be libraries which should be able to assist me with that! So, how much will it be before I see a decent canvas library which handles these "tiny" issues for me? I can't honestly expect Steve Jobs to be doing anything more for HTML5! I someone knows of a good library, I am all ears...! :) PS: I use mootools and am presently using Mootools Canvas Library.

    Read the article

  • What file formats and conventions should I support to make my game engine artist-friendly?

    - by Avi
    I'm writing a game engine, and I want to know what I should do to make it more artist-friendly. I don't want to be too limiting in terms of what file formats I support, etc. Some specific questions: Are there specific formats artists like to model in? Does it not matter because the 3D modeler abstracts the data storage away? Is it okay if I don't support per-vertex coloration in my game engine? If I have to store a diffuse, specular, ambient, and emissive color value for each vertex, it doubles the size of vertices in the buffer. Is it reasonable to ask artists to do all these things in textures / maps? Any other tips you have about making it so that artists have to adapt their style to my specific engine as little as possible would be nice.

    Read the article

  • Do you need expensive servers and fancy hosting in order to make a multiplayer game?

    - by ThePlan
    I've finished working on an RPG and it would seem so much more fun to make it multiplayer. SFML has a networking feature, I figured it's possible but then again, never in my life have I even tried something basic about networking, in fact my knowledge of it is very limited. What would it take to make a multiplayer game resource-wise? I'm not talking about an MMO, more like a co-op type of game. Do I need mountains of cash to pay for hosting and servers and many many things to make one?

    Read the article

  • Creating a simple 2d game with C++: Where to go first? [on hold]

    - by Lucas Vieira
    I'm starting to build a little school project. (I have a prior experience with php, python and java, and i'm learning c++ now). My part is simple, create a game, like this pong http://www.ponggame.org/ The problem is that I've never programmed a game before. I was looking the possibilities, maybe use QT? Or is there other library better for my case? Since i don't want to reinvent the wheel, where to start with? Thank you, guys!

    Read the article

  • How to log frame times in an existing OpenGL game? [on hold]

    - by J Collins
    I have been using FRAPS for some time to benchmark instantaneous frame rates in an OpenGL game for which I am creating maps. Until recently it had been quite reliable. Now however, the bench marking shortcut has been unresponsive and I can't explain why. Ideally I could have a logging system automatically start logging whenever the game had focus, but can't find a good tool to do so. So option a) find out how to make FRAPS reliable again or b) find a new tool. Could one of you kind folks help me? Edit: Concise questions Is there a widely recognised tool to log frame drawing times and rates for compiled applications? If the answer is universally the FRAPs tool, are there any clear cases in which logging will not or should not be expected to work?

    Read the article

  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

    Read the article

  • What technology(s)would be suitable for the front end part of a Java web game?

    - by James.Elsey
    As asked in a previous question, I'm looking to create a small MMO that will be deployed onto GAE. I'm confused about what technologies I could use for the user interface, I've considered the following JSP Pages - I've got experience with JSP/JSTL and I would find this easy to work with, it would require the user having to "submit" the page each time they perform an action so may become a little clumsey for players. Applet - I could create an applet that sits on the front end and communicates to the back end game engine, however I'm not sure how good this method would be and have not used applets since university.. What other options do I have? I don't have any experience in Flash/Flex so there would be a big learning curve there. Are there any other Java based options I may be able to use? My game will be text based, I may use some images, but I'm not intending to have any animations/graphics etc Thanks

    Read the article

  • What are milestones for a game developer to gauge their progress?

    - by user16710
    I know actually completing a game is a massive milestone, a complete polished, holistic experience. Something that I've not yet been able to commit to. There are of course classes and degrees to earn in several fields that will help gain experience, but how would one judge their own progress and strive to progress further? The yellow brick road to "Rock Star Game Programmer" is very cloudy. At this point I think it may be closer to an ocean, drifting along until you wake up one day at your destination.

    Read the article

  • How do I do a game loop in c99?

    - by linitbuff
    I'm having trouble with how to structure a game using c99. I've seen a few tutorials on making a game loop, but they are all done with c++ and classes. My main problem seems to be moving data around between the functions without creating a mess, and what stuff to put in what header files etc. Do I just do something similar to the c++ loops, and create a class-like header with a structure containing all items needed by more than one of the functions, along with the prototypes of said functions, and include the header in each function's header file? Then, in the main function, instantiate the structure and pass a pointer to it to every function in the loop? Is this ok, or is there a better way to do it, and are there any good 'c' specific tutorials available? Cheers

    Read the article

  • Should the networking of my game be a component or a service?

    - by aalcutt
    I am working on a windows game and I am trying to understand the XNA GameComponents and GameServices classes and use. From what I understand about a component is that it has an Update method that gets call in every frame, and a service can be referenced from other components if needed. So the way I think a network component would work is that in its Update method it would receive and send data. It probably makes sense to receive the network data once per frame, but it doesn't for sending it. Shouldn't the game send its own updates to others the moment it has it to cut down on lag?

    Read the article

  • 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); }

    Read the article

  • How to start cross-platform desktop game development? [closed]

    - by Wamer
    I am interested in developing some 2d game since I have graduated and got some time to spare. I am looking for some advices where to start and with what. My main target platforms are Mac and Windows (later porting/rewriting/modifying for iOS, Android or WP7 is considerable). I need some advices about language I should choose, frameworks, engines and this kind of stuff. I gotta start somehow, but first of all I need to know how. Choosing good language with great framework/engine is key to ongoing successful game development I think.

    Read the article

  • Secure iptables config for Samba

    - by Eric
    I'm trying to setup an iptables config such that outbound connections from my CentOS 6.2 server are allowed ONLY if they are of state ESTABLISHED. Currently, the following setup is working great for sshd, but all the Samba rules get totally ignored for a reason I cannot figure out. iptables Bash script to setup ALL rules: # Remove all existing rules iptables -F # Set default chain policies iptables -P INPUT DROP iptables -P FORWARD DROP iptables -P OUTPUT DROP # Allow incoming SSH iptables -A INPUT -i eth0 -p tcp --dport 22222 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -p tcp --sport 22222 -m state --state ESTABLISHED -j ACCEPT # Allow incoming Samba iptables -A INPUT -i eth0 -s 10.1.1.0/24 -p udp --dport 137:138 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -d 10.1.1.0/24 -p udp --sport 137:138 -m state --state ESTABLISHED -j ACCEPT iptables -A INPUT -i eth0 -s 10.1.1.0/24 -p tcp --dport 139 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -d 10.1.1.0/24 -p tcp --sport 139 -m state --state ESTABLISHED -j ACCEPT # Enable these rules service iptables restart iptables rule list after running the above script: [root@repoman ~]# iptables -L Chain INPUT (policy DROP) target prot opt source destination ACCEPT tcp -- anywhere anywhere tcp dpt:22222 state NEW,ESTABLISHED Chain FORWARD (policy DROP) target prot opt source destination Chain OUTPUT (policy DROP) target prot opt source destination ACCEPT tcp -- anywhere anywhere tcp spt:22222 state ESTABLISHED Ultimately, I'm trying to restrict Samba the same way I have done for sshd. In addition, I'm trying to restrict connections to the following IP address range: 10.1.1.12 - 10.1.1.19 Can you guys offer some pointers or possibly even a full-blown solution? I've read man iptables quite extensively, so I'm not sure why the Samba rules are getting thrown out. Additionally, removing the -s 10.1.1.0/24 flags don't change the fact the rules get ignored.

    Read the article

  • Synergy 1.4.2 Linux server, OSX client, Media/Function key mapping issues

    - by at165dB
    I'm using an Apple bluetooth keybord to control my Linux synergy server. SSH tunneling, Mouse, Keyboard, and Copy&Paste all work. Linux sees all the media/app keys that are on top of the F# keys correctly. However if I press any of those keys while controlling my OSX client, nothing happens on the client. Running synergys with -d DEBUG1 I can see the following keycode info: Pressing the "dim monitor" key that also serves as F1 generates: new mask: 0x2000 event: KeyPress code=232, state=0x0010 new mask: 0x2000 If I press "fn" and the same key, I can see it sending what I'm assuming is an F1: event: KeyPress code=67, state=0x0010 onKeyDown id=61374 mask=0x2000 button=0x0043 send key down to "foo.cisco.com" id=61374, mask=0x2000, button=0x0043 new mask: 0x2000 event: KeyRelease code=67, state=0x0010 onKeyUp id=61374 mask=0x2000 button=0x0043 send key up to "foo.cisco.com" id=61374, mask=0x2000, button=0x0043 I'm guessing I need to tweak my synergy.conf so that the server sends keys that it currently isn't. I'm also not sure what I need to do to tweak the keys that it is sending, but are not working. Below are all the other keys I'm having issues with. Does anyone have any idea how I can enable their functionality? brighten monitor: new mask: 0x2000 event: KeyPress code=233, state=0x0010 new mask: 0x2000 expose: new mask: 0x2000 event: KeyPress code=128, state=0x0010 new mask: 0x2000 dashboard: new mask: 0x2000 event: KeyPress code=212, state=0x0010 new mask: 0x2000 dim keyboard: new mask: 0x2000 event: KeyPress code=237, state=0x0010 new mask: 0x2000 brighten keyboard: new mask: 0x2000 event: KeyPress code=238, state=0x0010 new mask: 0x2000 rewind: event: KeyPress code=173, state=0x0010 onKeyDown id=57521 mask=0x2000 button=0x00ad send key down to "foo.cisco.com" id=57521, mask=0x2000, button=0x00ad new mask: 0x2000 event: KeyRelease code=173, state=0x0010 onKeyUp id=57521 mask=0x2000 button=0x00ad send key up to "foo.cisco.com" id=57521, mask=0x2000, button=0x00ad play/pause: event: KeyPress code=172, state=0x0010 onKeyDown id=57523 mask=0x2000 button=0x00ac send key down to "foo.cisco.com" id=57523, mask=0x2000, button=0x00ac new mask: 0x2000 event: KeyRelease code=172, state=0x0010 onKeyUp id=57523 mask=0x2000 button=0x00ac send key up to "foo.cisco.com" id=57523, mask=0x2000, button=0x00ac fastforward: event: KeyPress code=171, state=0x0010 onKeyDown id=57520 mask=0x2000 button=0x00ab send key down to "foo.cisco.com" id=57520, mask=0x2000, button=0x00ab new mask: 0x2000 event: KeyRelease code=171, state=0x0010 onKeyUp id=57520 mask=0x2000 button=0x00ab send key up to "foo.cisco.com" id=57520, mask=0x2000, button=0x00ab mute: event: KeyPress code=121, state=0x0010 onKeyDown id=57517 mask=0x2000 button=0x0079 send key down to "foo.cisco.com" id=57517, mask=0x2000, button=0x0079 new mask: 0x2000 event: KeyRelease code=121, state=0x0010 onKeyUp id=57517 mask=0x2000 button=0x0079 send key up to "foo.cisco.com" id=57517, mask=0x2000, button=0x0079 volume down: onKeyDown id=57518 mask=0x2000 button=0x007a send key down to "foo.cisco.com" id=57518, mask=0x2000, button=0x007a new mask: 0x2000 event: KeyRelease code=122, state=0x0010 onKeyUp id=57518 mask=0x2000 button=0x007a send key up to "foo.cisco.com" id=57518, mask=0x2000, button=0x007a volume up: event: KeyPress code=123, state=0x0010 onKeyDown id=57519 mask=0x2000 button=0x007b send key down to "foo.cisco.com" id=57519, mask=0x2000, button=0x007b new mask: 0x2000 event: KeyRelease code=123, state=0x0010 onKeyUp id=57519 mask=0x2000 button=0x007b send key up to "foo.cisco.com" id=57519, mask=0x2000, button=0x007b eject: event: KeyPress code=169, state=0x0010 onKeyDown id=57345 mask=0x2000 button=0x00a9 send key down to "foo.cisco.com" id=57345, mask=0x2000, button=0x00a9 new mask: 0x2000 event: KeyRelease code=169, state=0x0010 onKeyUp id=57345 mask=0x2000 button=0x00a9 send key up to "foo.cisco.com" id=57345, mask=0x2000, button=0x00a9

    Read the article

  • Again WPA Connection problem even after changed to latest version ..please help

    - by Renjith G
    I am using hostapd, wireless tools with madwifi for my wireless ap in my board. The WEP, WPA-PSK connections and communications between my board with linux and my desktop PC, Windows XP SP2 (with Olitec USB wireless) are fine. But when I configured the WPA type, the connection seems established but shows the status "TKIP - Key Absent" in the security dialog box. Anyone faced this problem? Am attaching the conf files and the connection status. In the AP side am complaining . I am using the in built radius server conf with the hostapd 0.4.7 hostapd.conf interface=ath0 driver=madwifi logger_syslog=0 logger_syslog_level=0 logger_stdout=0 logger_stdout_level=0 debug=0 eapol_key_index_workaround=1 dump_file=/tmp/hostapd.dump.0.0 ssid=Renjith G wpa wpa=1 wpa_passphrase=mypassphrase wpa_key_mgmt=WPA-EAP wpa_pairwise=TKIP CCMP wpa_group_rekey=600 macaddr_acl=2 /* commented */ ieee8021x=1 /* commented */ eap_authenticator=1 own_ip_addr=172.16.25.1 nas_identifier=renjithg.com auth_server_addr=172.16.25.1 auth_server_port=1812 auth_server_shared_secret=key1 ca_cert=/flash1/ca.crt server_cert=/flash1/server.crt eap_user_file=/etc/hostapd.eap_user hostapd.eap_user "*@renjithg.com" TLS And the commands am using are wlanconfig ath0 create wlandev wifi0 wlanmode ap iwconfig ath0 essid Renjith channel 6 ifconfig ath0 192.168.25.1 netmask 255.255.255.0 up hostapd -ddd /etc/hostapd.conf Please correct if am wrong .. Also am getting the debug messages on my AP when am connecting in my windows machine through WPA ~/wlanexe # ./hostapd -ddd /etc/hostapd.conf Configuration file: /etc/hostapd.conf Line 18: obsolete eap_authenticator used; this has been renamed to eap_server madwifi_set_iface_flags: dev_up=0 Using interface ath0 with hwaddr 00:0b:6b:33:8c:30 and ssid 'Renjith G wpa' madwifi_set_ieee8021x: enabled=1 madwifi_configure_wpa: group key cipher=1 madwifi_configure_wpa: pairwise key ciphers=0xa madwifi_configure_wpa: key management algorithms=0x1 madwifi_configure_wpa: rsn capabilities=0x0 madwifi_configure_wpa: enable WPA= 0x1 madwifi_set_iface_flags: dev_up=1 madwifi_set_privacy: enabled=1 WPA: group state machine entering state GTK_INIT GMK - hexdump(len=32): 9c 77 cd 38 5a 60 3b 16 8a 22 90 e8 65 b3 c2 86 40 5c be c3 dd 84 3e df 58 1d 16 61 1d 13 d1 f2 GTK - hexdump(len=32): 02 78 d7 d3 5d 15 e3 89 9c 62 a8 fe 8a 0f 40 28 ba dc cd bc 07 f4 59 88 1c 08 84 2b 49 3d e2 32 WPA: group state machine entering state SETKEYSDONE madwifi_set_key: alg=TKIP addr=00:00:00:00:00:00 key_idx=1 Flushing old station entries madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=3 Deauthenticate all stations l2_packet_receive - recvfrom: Network is down Wireless event: cmd=0x8c03 len=20 New STA WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state INITIALIZE madwifi_del_key: addr=00:0a:78:a0:0b:09 key_idx=0 WPA: 00:0a:78:a0:0b:09 WPA_PTK_GROUP entering state IDLE WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state AUTHENTICATION WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state AUTHENTICATION2 IEEE 802.1X: 4 bytes from 00:0a:78:a0:0b:09 IEEE 802.1X: version=1 type=1 length=0 Wireless event: cmd=0x8c04 len=20 madwifi_del_key: addr=00:0a:78:a0:0b:09 key_idx=0 ioctl[unknown???]: Invalid argument WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state DISCONNECTED WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state INITIALIZE madwifi_del_key: addr=00:0a:78:a0:0b:09 key_idx=0 ioctl[unknown???]: Invalid argument Wireless event: cmd=0x8c03 len=20 New STA WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state INITIALIZE madwifi_del_key: addr=00:0a:78:a0:0b:09 key_idx=0 WPA: 00:0a:78:a0:0b:09 WPA_PTK_GROUP entering state IDLE WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state AUTHENTICATION WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state AUTHENTICATION2 IEEE 802.1X: 4 bytes from 00:0a:78:a0:0b:09 IEEE 802.1X: version=1 type=1 length=0 < Register Fail < Register Fail Wireless event: cmd=0x8c04 len=20 madwifi_del_key: addr=00:0a:78:a0:0b:09 key_idx=0 ioctl[unknown???]: Invalid argument WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state DISCONNECTED WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state INITIALIZE madwifi_del_key: addr=00:0a:78:a0:0b:09 key_idx=0 ioctl[unknown???]: Invalid argument Wireless event: cmd=0x8c03 len=20 New STA WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state INITIALIZE madwifi_del_key: addr=00:0a:78:a0:0b:09 key_idx=0 WPA: 00:0a:78:a0:0b:09 WPA_PTK_GROUP entering state IDLE WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state AUTHENTICATION WPA: 00:0a:78:a0:0b:09 WPA_PTK entering state AUTHENTICATION2 IEEE 802.1X: 4 bytes from 00:0a:78:a0:0b:09 IEEE 802.1X: version=1 type=1 length=0 NOW am getting the following error message with latest tools. *This is the latest error messages..please refer this only..* ~/wlanexe # ./hostapd -ddd /etc/hostapd.conf TLS: Trusted root certificate(s) loaded madwifi_set_iface_flags: dev_up=0 madwifi_set_privacy: enabled=0 BSS count 1, BSSID mask ff:ff:ff:ff:ff:ff (0 bits) Flushing old station entries madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=3 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 3) Could not connect to kernel driver. Deauthenticate all stations madwifi_sta_deauth: addr=ff:ff:ff:ff:ff:ff reason_code=2 ioctl[IEEE80211_IOCTL_SETMLME]: Invalid argument madwifi_sta_deauth: Failed to deauth STA (addr ff:ff:ff:ff:ff:ff reason 2) madwifi_set_privacy: enabled=0 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=0 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=1 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=2 madwifi_del_key: addr=00:00:00:00:00:00 key_idx=3 Using interface ath0 with hwaddr 00:0b:6b:33:8c:30 and ssid 'RenjithGwpa' SSID - hexdump_ascii(len=11): 52 65 6e 6a 69 74 68 47 77 70 61 RenjithGwpa PSK (ASCII passphrase) - hexdump_ascii(len=12): 6d 79 70 61 73 73 70 68 72 61 73 65 mypassphrase PSK (from passphrase) - hexdump(len=32): a6 55 3e 76 94 8b d9 81 a1 22 5e 24 29 83 33 86 11 a8 7e 93 19 7c a9 ab ab cc 12 58 37 e5 35 b6 RADIUS local address: 172.16.25.1:1024 madwifi_set_ieee8021x: enabled=1 madwifi_configure_wpa: group key cipher=1 madwifi_configure_wpa: pairwise key ciphers=0xa madwifi_configure_wpa: key management algorithms=0x1 madwifi_configure_wpa: rsn capabilities=0x0 madwifi_configure_wpa: enable WPA=0x1 WPA: group state machine entering state GTK_INIT (VLAN-ID 0) GMK - hexdump(len=32): [REMOVED] GTK - hexdump(len=32): [REMOVED] WPA: group state machine entering state SETKEYSDONE (VLAN-ID 0) madwifi_set_key: alg=TKIP addr=00:00:00:00:00:00 key_idx=1 madwifi_set_privacy: enabled=1 madwifi_set_iface_flags: dev_up=1 ath0: Setup of interface done. l2_packet_receive - recvfrom: Network is down Wireless event: cmd=0x8b1a len=24 Wireless event: cmd=0x8c03 len=20 New STA ioctl[unknown???]: Invalid argument madwifi_process_wpa_ie: Failed to get WPA/RSN IE Failed to get WPA/RSN information element. Data frame from not associated STA 00:0a:78:a0:0b:09 Wireless event: cmd=0x8c04 len=20 Wireless event: cmd=0x8c03 len=20 New STA ioctl[unknown???]: Invalid argument madwifi_process_wpa_ie: Failed to get WPA/RSN IE Failed to get WPA/RSN information element. Data frame from not associated STA 00:0a:78:a0:0b:09 Data frame from not associated STA 00:0a:78:a0:0b:09 Data frame from not associated STA 00:0a:78:a0:0b:09 Wireless event: cmd=0x8c04 len=20 Wireless event: cmd=0x8c03 len=20 New STA ioctl[unknown???]: Invalid argument madwifi_process_wpa_ie: Failed to get WPA/RSN IE Failed to get WPA/RSN information element. Data frame from not associated STA 00:0a:78:a0:0b:09

    Read the article

  • APC switched rack PDU: Startup outlet state

    - by Ian Gregory
    I have an APC Switched Rack PDU powering a number of servers in a remote datacentre. After a recent power outage, I noticed that the outlets did not automatically default to the On status once power was restored. Having reviewed the Web UI, I cannot find this option. I'm not certain of the model number (it doesn't appear to be visible in the Web UI), but I think it's this one. Is it possible to configure these PDU units to automatically power outlets after a cold start?

    Read the article

  • Lingering tcp connection in LISTEN state

    - by Silvio Donnini
    My java application can sometimes be killed by an external script. This can be done either with SIGTERM or with SIGKILL. The application is a server which receives many connections per second, and it can be killed while trying to serve them. I would like to restart the application whenever it's killed, so I have prepared a script for that purpose. The problem is that, once the app has been killed, the new application instance can't bind to the port used by the previous instance, because the "Address is already in use". The previous instance's process has been definitely terminated, anyway the offending listening port is still there, but it is assigned to bash (or sh on other machines). Obviouly, my goal is to restart the application and let it bind successfully to the previous address. I've tried waiting more than 200 seconds before restarting to no avail, anyway I can't afford to wait that much. I've encountered this problem on all the machines I've ran the application (which is a jetty server with java 1.6). Any suggestion is appreciated, thanks, Silvio

    Read the article

  • Tool for Network game party

    - by nXqd
    I'm looking for tools for a network game party ( LAN ) .This is my first time I join as a tech-support for this party. I already know some tools like Desktop Sharing, Desktop lock . Anyone suggest more tools ? And links are appreciated :)

    Read the article

  • Any game kills my sound

    - by LoopyWolf
    Every time I quit a game such as Braid, Fallout3, AVP all sound on the PC dies (Control Panel No Audio Devices) I installed a new sound card (SB Audigy) and updated to the latest drivers, and it still happens. It happens with steam games and without. Anybody know what's wrong and how I can fix it? I'm on Win XP SP 2

    Read the article

  • Easily recreate a server's "state" [closed]

    - by Brandon Wamboldt
    I want the ability to setup new servers for dev/testing/prod very easily. The reasons for being able to setup a new dev VM is obvious, but for prod my concern is adding a new production server/migrating to a new server. I assume a traditional backup solution won't work as hardware may be different so the binaries/config might be different. I want to get experience with puppet anyways, so I was thinking about creating a manifest that would setup my users, install Postgres, Nginx, PHP-FPM, etc, and configure them the way I specify. Then I could install puppet on a new server, copy down my manifest and apply it locally. This would make keeping my server configs in sync easier too. Is there a better approach I'm not aware of, and does my approach have any pitfalls?

    Read the article

< Previous Page | 97 98 99 100 101 102 103 104 105 106 107 108  | Next Page >