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  • How to stop going to redirected URL in Google App Engine with Python?

    - by user1762586
    I'm using urlfetch from google app engine, but it keeps going to the redirected final page even though I use: result = urlfetch.fetch(classUrl, payload=None, method=urlfetch.GET, headers={}, allow_truncated=False, follow_redirects=False) E.g. if classUrl was a searched term in Google (https://www.google.com/search?q=setInstanceFollowRedirects()+python&oq=setInstanceFollowRedirects()+python&sugexp=chrome,mod=0&sourceid=chrome&ie=UTF-8) it would redirect me to www.google.com How do I stop this redirection? Thanks!

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  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

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  • Transition from 2D to 3D Game development [closed]

    - by jakebird451
    I have been working in the 2D world for a long time from manual blitting in windows to SDL to Python (pygame, pyopengl) and a bunch in between. Needless to say I have been programming for a while. So a while ago I started to program in OpenGL via C++ on my Mac. I then got a little intricate with my work after a while (3D models with skeleton structure and terrain development). After a long time of tinkering, I stopped due to the heavy work just to yield a low level understanding of how OpenGL works. Still interested in Graphics and Game Development I went on a search for a stable game engine with some features to grow on. Licence Requirement: Anything other than GPL (LGPL will do) OS Requirement: Mac & Windows Shader: GLSL or CG (GLSL preferred due to experience) Models: Any model structure with rigging (bone) support & animation I am looking at http://www.ogre3d.org/ currently and am starting to meddle around with some examples. However I am a little reluctant to spend a lot of time on it only to yield another dead end. So instead of falling down a spiraling black pit, I am posting my question to you guys to lead me in the right direction based on my requirements. How was your experience with the engine you recommend? Is it well documented? Does it have well documented examples? Any library requirements (Boost, libpng, etc)?

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  • Fast determination of whether objects are onscreen in 2D

    - by Ben Ezard
    So currently, I have this in each object's renderer's update method: float a = transform.position.x * Main.scale; float b = transform.position.y * Main.scale; float c = Camera.main.transform.position.x * Main.scale; float d = Camera.main.transform.position.y * Main.scale; onscreen = a + width - c > 0 && a - c < GameView.width && b + height - d > 0 && b - d < GameView.height; transform.position is a 2D vector containing the game engine's definition of where the object is - this is then multiplied by Main.scale to translate that coordinate into actual screen space Similarly, Camera.main.transform.position is the in-engine representation of where the main camera is, and this is also multiplied by Main.scale The problem is, as my game is tile-based, thousands of these updates get called every frame, just to determine whether or not each object should be drawn - how can I improve this please?

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  • 3D space game development

    - by user1693061
    I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and mostly educational. I have been searching for some days about the available languages and engines but i am kinda confused. Since i have been learning Java for my 1st year in I.T university and i have pretty good understanding i thought i would go with the Java language and develop that game on an applet so it could be played on a browser. After going through an applet game tutorial i understood how graphics work on an applet. So.. 1st question: Could an applet carry the burden of a 3D game especially on multiplayer? My thinking: It's a space game so the graphics should not be such a big problem since it wont be that crowded with entities apart from ships, planets and some effects. If the java applet is not the way for my project i would't mind "developing it on desktop"(i mean not making it a browser game). 2nd question: Should i use Unity engine for my purpose(space game)? If not name other language/engine combo.

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  • My 2012 Professional Development Goals

    - by kerry
    Once again I am going to declare some professional goals for my upcoming year. Convert my blog to Jekyll hosted on github – I am tired of wordpress, tired of spam, and would like to try something new.  I have already started on this.  Just need to finish it up. Launch my GWT / Google App Engine application – I am currently developing a GWT application to be deployed to Google App Engine. Do another presentation at the user group – At least a few lightning talks.  I have a few ideas. Attend a tech conference – Dev Nexus is the likely target Post more often – I did 10 posts last year, would like to maybe double that next year (including this one) Attend a user group meeting outside of Nashville JUG – A rollover from last year, I will probably be regularly attend the Interactive Developers meeting Study another language – I have been thinking about looking in to Dart or perhaps Go Launch an Android app – Another holdover from last year I am thinking of doing a small app having to do with managing the silent state of the phone

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  • Best way to lay-out the website when sections of it are almost identical

    - by Linas
    so, I have a minisite for the mobile application that I did. The mobile application is a public transport (transit) schedule viewer for a particular city (let's call it Foo), and I'm trying to sell it via that minisite. I publish that minisite in www.myawesomeapplication.com/foo/. It has the usual "standard" subpages, like "About", "Compatible phones", "Contact", etc. Now, I have decided to create analogue mobile application for other cities, Bar and Baz. These mobile applications (products) would be almost identical to the one for the Foo city, thus the minisites for those would (should) look very similar too (except for some artwork and Foo = Bar replacement). The question is: what do you think would be the most logical way to lay-out the website in this situation, both from the business and search engine perspective? In other words, should I just duplicate the /foo/ website to /bar/ and /baz/, or would it be better to try to create a single website under root path (/)? I don't want search engine penalties for almost-duplicate information under /foo/, /bar/ and /baz/, and also I don't want a messy, non-localized website (I guess the user is more likely to buy something if he/she sees "This-and-that is the application for NYC, the city you live in", not "This-and-that is the application for city A, city B, ..., NYC, ..., and city Z.")

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  • Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

    - by deft_code
    How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: Message queue entity_A creates a take-damage message and posts it to entity_B's message queue. entity_A creates a query-hp message and posts it to entity_B. entity_B in return creates an response-hp message and posts it to entity_A. Publish/Subscribe entity_B subscribes to take-damage messages (possibly with some preemptive filtering so only relevant message are delivered). entity_A produces take-damage message that references entity_B. entity_A subscribes to update-hp messages (possibly filtered). Every frame entity_B broadcasts update-hp messages. Signal/Slots ??? entity_A connects an update-hp slot to entity_B's update-hp signal. Something better? Do I have a correct understanding of how these communication schemes would tie into a game engine's entity system? How do entities in commercial game engines communicate?

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  • Use a SQL Database for a Desktop Game

    - by sharethis
    Developing a Game Engine I am planning a computer game and its engine. There will be a 3 dimensional world with first person view and it will be single player for now. The programming language is C++ and it uses OpenGL. Data Centered Design Decision My design decision is to use a data centered architecture where there is a global event manager and a global data manager. There are many components like physics, input, sound, renderer, ai, ... Each component can trigger and listen to events. Moreover, each component can read, edit, create and remove data. The question is about the data manager. Whether to Use a Relational Database Should I use a SQL Database, e.g. SQLite or MySQL, to store the game data? This contains virtually all game content like items, characters, inventories, ... Except of meshes and textures which are even more performance related, so I will keep them in memory. Is a SQL database fast enough to use it for realtime reading and writing game informations, like the position of a moving character? I also need to care about cross-platform compatibility. Aside from keeping everything in memory, what alternatives do I have? Advantages Would Be The advantages of using a relational database like MySQL would be the data orientated structure which allows fast computation. I would not need objects for representing entities. I could easily query data of objects near the player needed for rendering. And I don't have to take care about data of objects far away. Moreover there would be no need for savegames since the hole game state is saved in the database. Last but not least, expanding the game to an online game would be relative easy because there already is a place where the hole game state is stored.

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  • Rendering 8 bit graphics

    - by Matjaz Muhic
    I have a strong programming background just not from game development. I only made some pong and snake in high school and I did some OpenGL in college. I want to make my own game engine. Nothing fancy just a simple 2D game engine. But because I'm kinda old school and feeling retro. I want graphics to look like old 8 bit games (megaman, contra, super mario, ...). So how were the old games made back then? I want the simplest approach. Were they also using assets (images) like newer engines now do? How do you achieve this kind of rendering using OpenGL? Keep in mind. Simplest solution. I want to know how it was made back then and how I can replicate that. Doesn't even have to be OpenGL. I can draw on window canvas. I do want to make it from scratch basically.

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  • How to find the insertion point in an array using binary search?

    - by ????
    The basic idea of binary search in an array is simple, but it might return an "approximate" index if the search fails to find the exact item. (we might sometimes get back an index for which the value is larger or smaller than the searched value). For looking for the exact insertion point, it seems that after we got the approximate location, we might need to "scan" to left or right for the exact insertion location, so that, say, in Ruby, we can do arr.insert(exact_index, value) I have the following solution, but the handling for the part when begin_index >= end_index is a bit messy. I wonder if a more elegant solution can be used? (this solution doesn't care to scan for multiple matches if an exact match is found, so the index returned for an exact match may point to any index that correspond to the value... but I think if they are all integers, we can always search for a - 1 after we know an exact match is found, to find the left boundary, or search for a + 1 for the right boundary.) My solution: DEBUGGING = true def binary_search_helper(arr, a, begin_index, end_index) middle_index = (begin_index + end_index) / 2 puts "a = #{a}, arr[middle_index] = #{arr[middle_index]}, " + "begin_index = #{begin_index}, end_index = #{end_index}, " + "middle_index = #{middle_index}" if DEBUGGING if arr[middle_index] == a return middle_index elsif begin_index >= end_index index = [begin_index, end_index].min return index if a < arr[index] && index >= 0 #careful because -1 means end of array index = [begin_index, end_index].max return index if a < arr[index] && index >= 0 return index + 1 elsif a > arr[middle_index] return binary_search_helper(arr, a, middle_index + 1, end_index) else return binary_search_helper(arr, a, begin_index, middle_index - 1) end end # for [1,3,5,7,9], searching for 6 will return index for 7 for insertion # if exact match is found, then return that index def binary_search(arr, a) puts "\nSearching for #{a} in #{arr}" if DEBUGGING return 0 if arr.empty? result = binary_search_helper(arr, a, 0, arr.length - 1) puts "the result is #{result}, the index for value #{arr[result].inspect}" if DEBUGGING return result end arr = [1,3,5,7,9] b = 6 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9,11] b = 6 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9] b = 60 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9,11] b = 60 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9] b = -60 arr.insert(binary_search(arr, b), b) p arr arr = [1,3,5,7,9,11] b = -60 arr.insert(binary_search(arr, b), b) p arr arr = [1] b = -60 arr.insert(binary_search(arr, b), b) p arr arr = [1] b = 60 arr.insert(binary_search(arr, b), b) p arr arr = [] b = 60 arr.insert(binary_search(arr, b), b) p arr and result: Searching for 6 in [1, 3, 5, 7, 9] a = 6, arr[middle_index] = 5, begin_index = 0, end_index = 4, middle_index = 2 a = 6, arr[middle_index] = 7, begin_index = 3, end_index = 4, middle_index = 3 a = 6, arr[middle_index] = 5, begin_index = 3, end_index = 2, middle_index = 2 the result is 3, the index for value 7 [1, 3, 5, 6, 7, 9] Searching for 6 in [1, 3, 5, 7, 9, 11] a = 6, arr[middle_index] = 5, begin_index = 0, end_index = 5, middle_index = 2 a = 6, arr[middle_index] = 9, begin_index = 3, end_index = 5, middle_index = 4 a = 6, arr[middle_index] = 7, begin_index = 3, end_index = 3, middle_index = 3 the result is 3, the index for value 7 [1, 3, 5, 6, 7, 9, 11] Searching for 60 in [1, 3, 5, 7, 9] a = 60, arr[middle_index] = 5, begin_index = 0, end_index = 4, middle_index = 2 a = 60, arr[middle_index] = 7, begin_index = 3, end_index = 4, middle_index = 3 a = 60, arr[middle_index] = 9, begin_index = 4, end_index = 4, middle_index = 4 the result is 5, the index for value nil [1, 3, 5, 7, 9, 60] Searching for 60 in [1, 3, 5, 7, 9, 11] a = 60, arr[middle_index] = 5, begin_index = 0, end_index = 5, middle_index = 2 a = 60, arr[middle_index] = 9, begin_index = 3, end_index = 5, middle_index = 4 a = 60, arr[middle_index] = 11, begin_index = 5, end_index = 5, middle_index = 5 the result is 6, the index for value nil [1, 3, 5, 7, 9, 11, 60] Searching for -60 in [1, 3, 5, 7, 9] a = -60, arr[middle_index] = 5, begin_index = 0, end_index = 4, middle_index = 2 a = -60, arr[middle_index] = 1, begin_index = 0, end_index = 1, middle_index = 0 a = -60, arr[middle_index] = 9, begin_index = 0, end_index = -1, middle_index = -1 the result is 0, the index for value 1 [-60, 1, 3, 5, 7, 9] Searching for -60 in [1, 3, 5, 7, 9, 11] a = -60, arr[middle_index] = 5, begin_index = 0, end_index = 5, middle_index = 2 a = -60, arr[middle_index] = 1, begin_index = 0, end_index = 1, middle_index = 0 a = -60, arr[middle_index] = 11, begin_index = 0, end_index = -1, middle_index = -1 the result is 0, the index for value 1 [-60, 1, 3, 5, 7, 9, 11] Searching for -60 in [1] a = -60, arr[middle_index] = 1, begin_index = 0, end_index = 0, middle_index = 0 the result is 0, the index for value 1 [-60, 1] Searching for 60 in [1] a = 60, arr[middle_index] = 1, begin_index = 0, end_index = 0, middle_index = 0 the result is 1, the index for value nil [1, 60] Searching for 60 in [] [60]

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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  • Search files blazing fast

    If you know there is a file somewhere on your machine, but you cannot find it with the default Windows Search Tools (that why they tend to call it Windows Search and not Windows Find ) then switch to a tool that really works. Go to http://www.voidtools.com/ to download your copy of Everything. The download is only small (350KB), it indexes fast (within 5 mins) and searches my complete computer even faster then I can type. I only blame David Carpenter for not spreading the word more aggressively and for not developing this earlier.

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  • Supporting Windows Search with MFC

    Windows 7 brings a new level of maturity to Windows Search, and by taking advantage of new MFC functionality first publicly unveiled with the Beta 2 release of Visual Studio 2010, writing a Search filter handler for a MFC application can be easily accomplished.

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  • Don't Let Someone Else Optimize Your Search Results

    I build websites for a wide variety of clients, and every single client asks me to get their website placed highly within search engine results. However, they don't know that there's more to ranking high in the search engines than just launching a site; this is especially true when the website has just been created.

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  • Heating Up the Search Results With Local SEO

    With the help of an SEO agencies and local SEO, local businesses are dominating the first page of search results. There are millions of websites in existence today and With so much competition, website owners must have high rankings with the search engines in order to succeed online.

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  • Files and content search outside from opened Visual Studio solution

    - by Suresh Behera
    I have been using Visual studio for decade now and never notice a useful search option on “Find and Replace”  wizard.One of my client still use Windows XP for their development machine.We have set of projects separated to specific group or solutions. So,i always have challenge to find some contents or files other than current opened solutions.On windows 7 it is easier go folder and look for content but not so easy on windows XP.Following “Find and Replace” and content search found very helpful...(read more)

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  • SQL Azure Federations and Semantic Search by the SQL product team in London tonight (Monday)

    - by simonsabin
    Don’t forget that tonight we have Michael Rys from the SQL Server Product Team presenting on the Federation support coming to SQL Azure and the Semantic search coming in SQL Server Denali. This is a must attend evening for anyone that is serious about scaling SQL or doing search in SQL Server. Michael also has a few other hats including Microsoft’s representative on the W3C XML Query Working Group. To register go to http://sqlsocial20110613.eventbrite.com/   Ps Beer and Pizza will be laid on...(read more)

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  • How To Use The Search Feature in Almost any App on Windows 8

    - by Taylor Gibb
    Searching in Windows 8 has changed significantly, in fact at first you might think that all most Metro apps “lack” a search function altogether. Read on to find out how you can use the search feature in almost any app in Windows 8. HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows? Java is Insecure and Awful, It’s Time to Disable It, and Here’s How

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