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  • How To Approach 360 Degree Snake

    - by Austin Brunkhorst
    I've recently gotten into XNA and must say I love it. As sort of a hello world game I decided to create the classic game "Snake". The 90 degree version was very simple and easy to implement. But as I try to make a version of it that allows 360 degree rotation using left and right arrows, I've come into sort of a problem. What i'm doing now stems from the 90 degree version: Iterating through each snake body part beginning at the tail, and ending right before the head. This works great when moving every 100 milliseconds. The problem with this is that it makes for a choppy style of gameplay as technically the game progresses at only 6 fps rather than it's potential 60. I would like to move the snake every game loop. But unfortunately because the snake moves at the rate of it's head's size it goes way too fast. This would mean that the head would need to move at a much smaller increment such as (2, 2) in it's direction rather than what I have now (32, 32). Because I've been working on this game off and on for a couple of weeks while managing school I think that I've been thinking too hard on how to accomplish this. It's probably a simple solution, i'm just not catching it. Here's some pseudo code for what I've tried based off of what makes sense to me. I can't really think of another way to do it. for(int i = SnakeLength - 1; i > 0; i--){ current = SnakePart[i], next = SnakePart[i - 1]; current.x = next.x - (current.width * cos(next.angle)); current.y = next.y - (current.height * sin(next.angle)); current.angle = next.angle; } SnakeHead.x += cos(SnakeAngle) * SnakeSpeed; SnakeHead.y += sin(SnakeAngle) * SnakeSpeed; This produces something like this: Code in Action. As you can see each part always stays behind the head and doesn't make a "Trail" effect. A perfect example of what i'm going for can be found here: Data Worm. Not the viewport rotation but the trailing effect of the triangles. Thanks for any help!

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  • Why do I get this file loading exception when trying to draw sprites with libgdx?

    - by BluFire
    I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows: public class Game implements ApplicationListener { public static final String LOG = Game.class.getSimpleName(); private FPSLogger fpsLogger; private SpriteBatch batch; private Texture texture; private Sprite sprite; private TextureRegion region; //removed irrelevant code for this question... @Override public void render() { texture = new Texture(Gdx.files.internal("android.png")); region = new TextureRegion(texture, 20, 20, 50, 50); sprite = new Sprite(texture, 20, 20, 50, 50); sprite.setPosition(10, 10); sprite.setRotation(45); Gdx.gl.glClearColor(0f, 1f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); batch.draw(texture,10,10); batch.draw(region,10,10); sprite.draw(batch); batch.end(); // output the current FPS fpsLogger.log(); } } I went through the tutorial on the website but when I run the code I get errors: Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: android.png at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133) at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:122) at com.game.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop (LwjglApplication.java:163) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: android.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:134) ... 8 more I set the android.png in my assests folder in my android project linking it to the desktop one, I don't understand what I'm doing wrong. What is making these errors? FIX. Weird ending.this was the plus where the sprite is suppose to look like. The top right corner of the next image should look like, the bottom left is what turned out in the code. I'm think it was because of the texture region but I'm not 100%. Can somebody explain why it is really warped? I thought the changes I made in the coding will just change position/rotation, rather then a change in the image.

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  • Voxel Engine in Multiplayer?

    - by Oliver Schöning
    This is a question more out of Interest for now, because I am not even near to the point that I could create this project at the moment. I really like the progress on the Atomontage Engine. A Voxel engine that is WIP at the moment. I would like to create a Voxel SERVER eventually. First in JavaScript (That's what I am learning right now) later perhaps in C++ for speed. Remember, I am perfectly aware that this is very hard! This is a brainstorm for the next 10 years as for now. What I would like to achieve one day is a Multiplayer Game in the Browser where the voxels positions are updated by XYZ input from the server. The Browser Does only 3 things: sending player input to the server, updating Voxel positions send from the server and rendering the world. I imagine using something like the Three.js libary on the client side. So that would be my programming dream right there... Now to something simpler for the near future. Right now I am learning javascript. And I am making games with Construct2. (A really cool JavaScript "game maker") The plan is to create a 2D Voxel enviorment (Block Voxels) on the Socket.IO Server* and send the position of the Voxels and Players to the Client side which then positions the Voxel Blocks to the Server Output coordinates. I think that is a bit more manageable then the other bigger idea. And also there should be no worries about speed with this type of project in JavaScript (I hope). Extra Info: *I am using nodejs (Without really knowing what it does besides making Socket.IO work) So now some questions: Is the "dream project" doable in JavaScript? Or is C++ just the best option because it does not take as long to be interpreted at run time like JavaScript? What are the limitations? I can think of some: Need of a Powerful server depending on how much information the server has to process. Internet Speed; Sending the data of the Voxel positions to every player could add up being very high! The browser FPS might go down quickly if rendering to many objects. One way of fixing reducing the packages Could be to let the browser calculate some of the Voxel positions from Several Values. But that would slow down the Client side too. What about the more achievable project? I am almost 100% convinced that this is possible in JavaScript, and that there are several ways of doing this. This is just XY position Updating for now.. Hope this did make some sense. Please comment if you got something to say :D

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  • How to implement efficient Fog of War?

    - by Cambrano
    I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the FOW of Age of Empires was like, anyway I'll shortly explain it: You have a map. Everything is unexplored(solid black / 100% transparency) at the beginning. When your NPC's / other game units explore the world (by moving around mostly) they unshadow the map. That means. Everything in a specific radius (viewrange) around a NPC is visible (0%transparency). Anything that is out of viewrange but already explored is visible but shadowed (50% transparency). So yeah, AoE had relatively huge maps. Requirements was something around 100mhz etc. So it should be relatively easy to implement something to solve this problem - actually. Okay. I'm currently adding planes above my world and set the color per vertex. Why do I use many planes ? Unity has a vertex limit of 65.000 per mesh. According to the size of my tiles and the size of my map I need more than one plane. So I actually need a lot of planes. This is obviously pita for my FPS. Well so my question is, what are simple (in sense of performance) techniques to implement a FOW shader? Okay some simplified code what I'm doin so far: // Setup for (int x = 0; x < (Map.Dimension/planeSize); x++) { for (int z = 0; z < (Map.Dimension/planeSize); z++) { CreateMeshAt(x*planeSize, 3, z*planeSize) } } // Explore (is called from NPCs when walking for example) for (int x = ((int) from.x - radius); x < from.x + radius; x ++) { for (int z = ((int) from.z - radius); z < from.z + radius; z ++) { if (from.Distance(x, 1, z) > radius) continue; _transparency[x/tileSize, z/tileSize] = 0.5f; } } // Update foreach(GameObject plane in planes){ foreach(Vector3 vertex in vertices){ Vector3 worldPos = GetWorldPos(vertex); vertex.Color = new Color(0,0,0, _transparency[worldPos.x/tileSize, worldPos.z/tileSize]); } } My shader just sets the transparency of the vertex now, which comes from the vertex color channel

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  • how to convert avi (xvid) to mkv or mp4 (h264)

    - by bcsteeve
    Very noob when it comes to video. I'm trying to make sense of what I"m finding via Google... but its mostly Greek to me. I have a bunch of Avi files that won't play in my WD TV Play box. Mediainfo tells me they are xvid. Specs for the box show that should be fine... but digging through forums says its hit-and-miss. So I'd like to try converting them to h264 encoded MKV or mp4 files. I gather avconv is the tool, but reading the manual just has me really really confused. I tried the very basic example of: avconv -i file.avi -c copy file.mp4 it took less than 4 seconds. And it worked... sort of. It "played" in that something came up on the screen... but there was horrible artifacting and scenes would just sort of melt into each other. I want to preserve quality if possible. I'm not concerned about file size. I'm not terribly concerned with the time it takes either, provided I can do them in a batch. Can someone familiar with the process please give me a command with the options? Thank you for your help. I'm posting the mediainfo in case it helps: General Complete name : \\SERVER\Video\Public\test.avi Format : AVI Format/Info : Audio Video Interleave File size : 189 MiB Duration : 11mn 18s Overall bit rate : 2 335 Kbps Writing application : Lavf52.32.0 Video ID : 0 Format : MPEG-4 Visual Format profile : Advanced Simple@L5 Format settings, BVOP : 2 Format settings, QPel : No Format settings, GMC : No warppoints Format settings, Matrix : Default (H.263) Muxing mode : Packed bitstream Codec ID : XVID Codec ID/Hint : XviD Duration : 11mn 18s Bit rate : 2 129 Kbps Width : 720 pixels Height : 480 pixels Display aspect ratio : 16:9 Frame rate : 29.970 fps Standard : NTSC Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 bits Scan type : Progressive Compression mode : Lossy Bits/(Pixel*Frame) : 0.206 Stream size : 172 MiB (91%) Writing library : XviD 1.2.1 (UTC 2008-12-04) Audio ID : 1 Format : MPEG Audio Format version : Version 1 Format profile : Layer 3 Mode : Joint stereo Mode extension : MS Stereo Codec ID : 55 Codec ID/Hint : MP3 Duration : 11mn 18s Bit rate mode : Constant Bit rate : 192 Kbps Channel(s) : 2 channels Sampling rate : 48.0 KHz Compression mode : Lossy Stream size : 15.5 MiB (8%) Alignment : Aligned on interleaves Interleave, duration : 24 ms (0.72 video frame)

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  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • Drawing lots of tiles with OpenGL, the modern way

    - by Nic
    I'm working on a small tile/sprite-based PC game with a team of people, and we're running into performance issues. The last time I used OpenGL was around 2004, so I've been teaching myself how to use the core profile, and I'm finding myself a little confused. I need to draw in the neighborhood of 250-750 48x48 tiles to the screen every frame, as well as maybe around 50 sprites. The tiles only change when a new level is loaded, and the sprites are changing all the time. Some of the tiles are made up of four 24x24 pieces, and most (but not all) of the sprites are the same size as the tiles. A lot of the tiles and sprites use alpha blending. Right now I'm doing all of this in immediate mode, which I know is a bad idea. All the same, when one of our team members tries to run it, he gets very bad frame rates (~20-30 fps), and it's much worse when there are more tiles, especially when a lot of those tiles are the kind that are cut into pieces. This all makes me think that the problem is the number of draw calls being made. I've thought of a few possible solutions to this, but I wanted to run them by some people who know what they're talking about so I don't waste my time on something stupid: TILES: When a level is loaded, draw all the tiles once into a frame buffer attached to a big honking texture, and just draw a big rectangle with that texture on it every frame. Put all the tiles into a static vertex buffer when the level is loaded, and draw them that way. I don't know if there's a way to draw objects with different textures with a single call to glDrawElements, or if this is even something I'd want to do. Maybe just put all the tiles into a big giant texture and use funny texture coordinates in the VBO? SPRITES: Draw each sprite with a separate call to glDrawElements. Use a dynamic VBO somehow. Same texture question as number 2 above. Point sprites? This is probably silly. Are any of these ideas sensible? Is there a good implementation somewhere I could look over?

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  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

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  • Play the Microsoft Game “Are You Certifiable?”

    - by Mysticgeek
    Want to know if you have what it takes to be certified by Microsoft? Today we check out an enjoyable way to practice and test your IT knowledge of Microsoft products.  There are two modes, one where you log in with your Live account so you can save your progress, and play additional levels.   If you log in with your Live account, it’s obvious that Microsoft wants to sell you some certification courses, so just be aware of that. Or Guest Play where you can only play one episode and scores are not saved.   Playing the Game We’ll take a look at the Guest Play just so you get a sense of what the game is about. Enter in a username and pick an avatar… Then read the instructions…we won’t go over them all here, there are a lot of options and points are scored by correct answers, amount of time it takes to answer them, you get vouchers to play a question before answers are shown…etc. Once you start playing, you get certification questions, you can take as much time to read the question as you want, then hit the Answer button when you’re ready. Now you have four answers to choose from…notice the time clicking down, so you want to try to answer as quickly as possible. After selecting the answer, you’re told if it is correct or not, then given an answer explaination, along with your score. You can flag the topic so it comes up again, which is a good way to get repetition of various topics, which really helps when taking the cert tests. If you get an answer wrong, you still get an answer explanation which is cool, so you can learn and better understand the topic. Conclusion This game is definitely not for everyone, only those who are curious or want a fun way to practice for Microsoft certifications. If you are interested in a cert from Microsoft, it’s a fun way to practice up. Play Are You Certifiable? Similar Articles Productive Geek Tips Geek Fun: Play Alien Arena the Free FPS GameFriday Fun: Get Your Mario OnFriday Fun: Play Bubble QuodFriday Fun: 13 Days in HellFriday Fun: Open Doors TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site Spyware Blaster v4.3

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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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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • How can I forward an application with X11 in grayscale

    - by ??????? ???????????
    I am trying to run a graphical application at home and display it on a it on a laptop which is located about six routing hops away. The problem is that the connection is so slow (or rather there is so much GOOEY being transfered) that the mouse is unresponsive and it takes a "long time" to redraw the window even at a resolution of 800x600 pixels. The connection speeds are 10MBit up at home and about 1MBit down on the laptop, which I think should be sufficient for looking at some GUI in (almost) real time. Since this traffic is sent over over a secure shell, I have enabled Compression with highest CompressionLevel along with Ciphers set to blowfish-cbc. This has substantially improved the responsiveness of the application, making it nearly usable. However, my goal is to improve the performance even further by sacrificing colors and even frame rate. The application to be displayed a Qemu SDL window with a graphically-oriented OS in it. This is not strictly relevant, but perhaps there are options to tweak the SDL output which I am not aware of. A possible workaround would be to run the application in a "hidden" X server and enabling TigerVNC on that X server. This would automatically give me the benefits of an optimized VNC viewport, but the goal is to do without (reduce complexity). The question I'm asking is what are my options for reducing the data-rate generated on the server in order to make the graphical application more usable on the client. As mentioned, colors are not important and I could probably work with 5-16 fps. Both machines are running Gentoo with the software in question being: workstation X.Org X Server 1.10.4 OpenSSH_5.8p1-hpn13v10, OpenSSL 1.0.0e QEMU emulator version 0.15.1 (qemu-kvm-0.15.1) laptop X.Org X Server 1.12.2 OpenSSH_5.8p1-hpn13v10lpk, OpenSSL 1.0.0j

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  • How to rip AVI from VOB using ffmpeg

    - by Linux Jedi
    I am trying to convert a VOB to an AVI. I have ripped an AVI from this VOB before using ffmpeg, but for some reason it's not working this time. This is what I tried: ffmpeg -sameq -acodec copy -i VTS_01_2.VOB output.avi This is the output I get: FFmpeg version 0.6.1, Copyright (c) 2000-2010 the FFmpeg developers built on Dec 29 2010 18:02:10 with gcc 4.2.1 (Apple Inc. build 5664) configuration: libavutil 50.15. 1 / 50.15. 1 libavcodec 52.72. 2 / 52.72. 2 libavformat 52.64. 2 / 52.64. 2 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0.11. 0 / 0.11. 0 [mpeg2video @ 0x101014200]mpeg_decode_postinit() failure Last message repeated 6 times Input #0, mpeg, from 'VTS_01_2.VOB': Duration: 26:30:29.20, start: 140.171311, bitrate: 90 kb/s Stream #0.0[0x1e0]: Video: mpeg2video, yuv420p, 720x480 [PAR 32:27 DAR 16:9], 9800 kb/s, 31.44 fps, 29.97 tbr, 90k tbn, 59.94 tbc Stream #0.1[0xa0]: Audio: pcm_s16be, 48000 Hz, 2 channels, s16, 1536 kb/s Output #0, avi, to 'output.avi': Metadata: ISFT : Lavf52.64.2 Stream #0.0: Video: mpeg4, yuv420p, 720x480 [PAR 32:27 DAR 16:9], q=2-31, 200 kb/s, 29.97 tbn, 29.97 tbc Stream #0.1: Audio: pcm_s16be, 48000 Hz, 2 channels, 1536 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Could not write header for output file #0 (incorrect codec parameters ?)

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  • Convert mp4 video to a format xbox 360 can play

    - by Björn Lindqvist
    Here is a video file my Xbox 360 refuses to play: $ MP4Box -info video.mp4 * Movie Info * Timescale 90000 - Duration 02:18:33.365 Fragmented File no - 2 track(s) File Brand mp42 - version 0 Created: GMT Sat Jul 21 07:08:55 2012 File has root IOD (9 bytes) Scene PL 0xff - Graphics PL 0xff - OD PL 0xff Visual PL: ISO Reserved Profile (0x7f) Audio PL: High Quality Audio Profile @ Level 2 (0x0f) No streams included in root OD iTunes Info: Encoder Software: HandBrake 0.9.6 2012022800 Track # 1 Info - TrackID 1 - TimeScale 90000 - Duration 02:18:33.235 Media Info: Language "Undetermined" - Type "vide:avc1" - 199318 samples Visual Track layout: x=0 y=0 width=1280 height=688 MPEG-4 Config: Visual Stream - ObjectTypeIndication 0x21 AVC/H264 Video - Visual Size 1280 x 688 AVC Info: 1 SPS - 1 PPS - Profile High @ Level 4.1 NAL Unit length bits: 32 Self-synchronized Track # 2 Info - TrackID 2 - TimeScale 48000 - Duration 02:18:33.365 Media Info: Language "English" - Type "soun:mp4a" - 389689 samples MPEG-4 Config: Audio Stream - ObjectTypeIndication 0x40 MPEG-4 Audio MPEG-4 Audio AAC LC - 6 Channel(s) - SampleRate 48000 Synchronized on stream 1 $ avconv -i video.mp4 avconv version 0.8.4-4:0.8.4-0ubuntu0.12.04.1, Copyright (c) 2000-2012 the Libav developers built on Nov 6 2012 16:51:33 with gcc 4.6.3 Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'video.mp4': Metadata: major_brand : mp42 minor_version : 0 compatible_brands: mp42isomavc1 creation_time : 2012-07-21 07:08:55 encoder : HandBrake 0.9.6 2012022800 Duration: 02:18:33.36, start: 0.000000, bitrate: 2299 kb/s Stream #0.0(und): Video: h264 (High), yuv420p, 1280x688, 1973 kb/s, 23.98 fps, 90k tbr, 90k tbn, 180k tbc Metadata: creation_time : 2012-07-21 07:08:55 Stream #0.1(eng): Audio: aac, 48000 Hz, 5.1, s16, 319 kb/s Metadata: creation_time : 2012-07-21 07:08:55 At least one output file must be specified What tool, such as ffmpeg or mencoder, and what magic command line incantation should I use to transcode this file into a format Xbox 360 can play? I want the transcode process to retain as good video quality as possible.

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  • ffmpeg - creating DNxHD MFX files with alphas

    - by Hugh
    Hi all, I'm struggling with something in FFMpeg at the moment... I'm trying to make DNxHD 1080p/24, 36Mb/s MXF files from a sequence of PNG files. My current command-line is: ffmpeg -y -f image2 -i /tmp/temp.%04d.png -s 1920x1080 -r 24 -vcodec dnxhd -f mxf -pix_fmt rgb32 -b 36Mb /tmp/temp.mxf To which ffmpeg gives me the output: Input #0, image2, from '/tmp/temp.%04d.png': Duration: 00:00:01.60, start: 0.000000, bitrate: N/A Stream #0.0: Video: png, rgb32, 1920x1080, 25 tbr, 25 tbn, 25 tbc Output #0, mxf, to '/tmp/temp.mxf': Stream #0.0: Video: dnxhd, yuv422p, 1920x1080, q=2-31, 36000 kb/s, 90k tbn, 24 tbc Stream mapping: Stream #0.0 -> #0.0 [mxf @ 0x1005800]unsupported video frame rate Could not write header for output file #0 (incorrect codec parameters ?) There are a few things in here that concern me: The output stream is insisting on being yuv422p, which doesn't support alpha. 24fps is an unsupported video frame rate? I've tried 23.976 too, and get the same thing. I then tried the same thing, but writing to a quicktime (still DNxHD, though) with: ffmpeg -y -f image2 -i /tmp/temp.%04d.png -s 1920x1080 -r 24 -vcodec dnxhd -f mov -pix_fmt rgb32 -b 36Mb /tmp/temp.mov This gives me the output: Input #0, image2, from '/tmp/1274263259.28098.%04d.png': Duration: 00:00:01.60, start: 0.000000, bitrate: N/A Stream #0.0: Video: png, rgb32, 1920x1080, 25 tbr, 25 tbn, 25 tbc Output #0, mov, to '/tmp/1274263259.28098.mov': Stream #0.0: Video: dnxhd, yuv422p, 1920x1080, q=2-31, 36000 kb/s, 90k tbn, 24 tbc Stream mapping: Stream #0.0 -> #0.0 Press [q] to stop encoding frame= 39 fps= 9 q=1.0 Lsize= 7177kB time=1.62 bitrate=36180.8kbits/s video:7176kB audio:0kB global headers:0kB muxing overhead 0.013636% Which obviously works, to a certain extent, but still has the issue of being yuv422p, and therefore losing the alpha. If I'm going to QuickTime, then I can get what I need using Shake, but my main aim here is to be able to generate .mxf files. Any thoughts? Thanks

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  • newsubtitles line not working in FFmpeg

    - by godMode
    i'm trying to run the following line on FFmpeg that will basically "re-format" an MKV file to MP4 without doing any re-encoding and also embed SRT subtitles onto the MP4 output: ffmpeg -i test.mkv -i test.srt -newsubtitle -acodec copy -vcodec copy test.mp4 Without the "-i test.srt -nwesubtitle" bit, it seems to work just fine; however, with it I get the following output: Seems stream 0 codec frame rate differs from container frame rate: 47.95 (5000000/104271) - 23.98 (24000/1001) Stream #0.0(eng): Video: h264, yuv420p, 1280x720 [PAR 1:1 DAR 16:9], 23.98 fps, 23.98 tbr, 1k tbn, 47.95 tbc Stream #0.1(eng): Subtitle: 0x0000 Metadata: title : English Stream #0.2(jpn): Audio: aac, 48000 Hz, stereo, s16 Metadata: title : Japanese 2.0 Stream #0.3(eng): Audio: aac, 48000 Hz, stereo, s16 Metadata: title : English 2.0 Stream #0.4(eng): Subtitle: 0x0000 Metadata: title : English Songs & Signs Stream #0.5: Attachment: 0x0000 Metadata: filename : MyriadPro-Bold.ttf Stream #0.6: Attachment: 0x0000 Metadata: filename : MyriadPro-RegularHaruhi.ttf Stream #0.7: Attachment: 0x0000 Metadata: filename : ChaparralPro-BoldIt.ttf Stream #0.8: Attachment: 0x0000 Metadata: filename : ChaparralPro-SemiboldIt.ttf Stream #0.9: Attachment: 0x0000 Metadata: filename : epmgobld_ending.ttf Stream #0.10: Attachment: 0x0000 Metadata: filename : epminbld_opening.ttf Stream #0.11: Attachment: 0x0000 Metadata: filename : Folks-Bold.ttf Stream #0.12: Attachment: 0x0000 Metadata: filename : GosmickSansBold.ttf Stream #0.13: Attachment: 0x0000 Metadata: filename : WarnockPro-LightDisp.ttf Stream #0.14: Attachment: 0x0000 Metadata: filename : epmgobld_ending.ttf Stream #0.15: Attachment: 0x0000 Metadata: filename : GosmickSansBold.ttf Stream #0.16: Attachment: 0x0000 Metadata: filename : Marker SD 1.2.ttf Stream #0.17: Attachment: 0x0000 Metadata: filename : MyriadPro-Bold.ttf Stream #0.18: Attachment: 0x0000 Metadata: filename : MyriadPro-RegularHaruhi.ttf Stream #0.19: Attachment: 0x0000 Metadata: filename : MyriadPro-SemiCn.ttf test.srt: Invalid data found when processing input I tried adding "-r pal", "-r ntsc" or "-r 23.98" thinking it was framerate issue with no change.

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  • AVCHD MTS h264 1080p file with choppy playback in Linux

    - by marc
    When I'm trying play video files from my camera: Seems stream 0 codec frame rate differs from container frame rate: 50.00 (50/1) -> 50.00 (50/1) Input #0, mpegts, from '00027.MTS': Duration: 00:00:38.88, start: 2.884289, bitrate: 16945 kb/s Program 1 Stream #0.0[0x1011]: Video: h264 (High), yuv420p, 1920x1080 [PAR 1:1 DAR 16:9], 50 fps, 50 tbr, 90k tbn, 50 tbc Stream #0.1[0x1100]: Audio: ac3, 48000 Hz, stereo, s16, 256 kb/s … on my Linux computer (Ubuntu 12.04), I get choppy playback. It's completly unusable... I tried: Totem VLC mplayer The result is always same issue. I sent the same video file to a friend who has ubuntu 10.04 to test, and he also has the same issue. He has Windows 7, and confirms that on Windows, the video work well. I have an Intel® Core™2 CPU 6300 @ 1.86GHz × 2 with GF 9600 GT, with closed NVIDIA drivers. This is not any kind of issue with big files playing slow from an HDD issue. I have an SSD drive! I spent the last days and nights, trying hundreds of commands for ffmpeg, handbrake, mencoder... Any of them won't let me create a file with enough quality. I downloaded few movies from YouTube in 1080p, and playback worked well without any big pixels and choppiness. I would like have highest possible quality, I will put following files onto a Blu-ray disk so I don't need to compress them to get a smaller size. I just want smoth playback on my Linux box. On Windows, the same file is working well.

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  • What laptop would be recommended for video-editing or transcoding to blu-ray?

    - by Rob
    I'm looking for a machine (has to be a laptop) reasonably fast enough to handle editing/transcoding/rendering to Blu-ray disc of full true HD 1080p (1920x1080) video from a Samsung R10 camcorder - MPEG4 25fps (not the Sony-Panasonic AVCHD format): To be able to browse through the footage (say, quarter screen is fine for monitoring) and do simple edits - cut out bad bits, add titles, fades, nothing too fancy To be able to burn the footage in 1920x1080p 24p (twenty-four) fps to blu-ray, probably don't mind if I have to leave it for a few hours, or even overnight, as long as its not still running in the morning or takes days. I ALREADY have an external USB 2.0 LG BE06LU10 blu-ray burner. Does quad core make much difference? Or would Dual-core suffice for the above? NVidia because of CUDA for increased speed. What software today can take advantage of this? Which graphics card do I need? So far I've found Dell/Alienware to be well-specified, having a 5yr old Dell laptop that still runs well, albeit slow by today's standards, gives me a good impression. My concerns are too much fan-noise and budget and some Dell Precision Laptops exceed 1500 pounds. Thoughts?

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  • convert decrypted .vobs to .avi with ffmpeg on ubuntu

    - by Arcath
    I have a .vob file that has bee ripped from a dvd, when I watch the .vob its very good quality video and 5.1 english audio but when I use ffmpeg it has rubbish video and mono french audio. That was using this command: ffmpeg -i /samba/ripping/vobs/12161840#2.vob -f avi /samba/ripping/avis/test.avi I've tried a few different variations on that but it never comes back with anything good just bigger files with bad video and incorrect sound. I know the videos good and the correct audio streams exist so how do I select a 5.1 track and get good video? ffmpeg gives the .vob details as: Input #0, mpeg, from '/samba/ripping/vobs/12161840#2.vob': Duration: 00:42:05.56, start: 0.287267, bitrate: 5738 kb/s Stream #0.0[0x1e0]: Video: mpeg2video, yuv420p, 720x576 [PAR 64:45 DAR 16:9], 8436 kb/s, 25 fps, 25 tbr, 90k tbn, 50 tbc Stream #0.1[0x80]: Audio: ac3, 48000 Hz, 5.1, s16, 384 kb/s Stream #0.2[0x81]: Audio: ac3, 48000 Hz, 5.1, s16, 384 kb/s Stream #0.3[0x82]: Audio: ac3, 48000 Hz, mono, s16, 192 kb/s Output #0, avi, to '/samba/ripping/avis/test.avi': Metadata: ISFT : Lavf52.64.2 Stream #0.0: Video: mpeg4, yuv420p, 720x576 [PAR 64:45 DAR 16:9], q=2-31, 200 kb/s, 25 tbn, 25 tbc Stream #0.1: Audio: mp2, 48000 Hz, mono, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.3 -> #0.1

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  • How to convert an MKV to AVI with minimal loss

    - by Linux Jedi
    To convert an MKV to AVI, I do two things. The first thing I do is this: ffmpeg -i filename.mkv -vcodec copy -acodec copy output.avi This converts the MKV to an AVI, but the problem is that the video does not play smoothly for some reason. That's fine, because if I do one more thing it gets fixed: ffmpeg -i output.avi -vcodec mpeg4 -b 4000k -acodec mp2 -ab 320k converted.avi After I do this then the file plays without problem. I had success doing it this way for one file, but then I tried it on another file, and there is a slight, but noticeable loss in video quality. This is the output I get when doing the second step: FFmpeg version 0.6.1, Copyright (c) 2000-2010 the FFmpeg developers built on Dec 29 2010 18:02:10 with gcc 4.2.1 (Apple Inc. build 5664) configuration: libavutil 50.15. 1 / 50.15. 1 libavcodec 52.72. 2 / 52.72. 2 libavformat 52.64. 2 / 52.64. 2 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0.11. 0 / 0.11. 0 Seems stream 0 codec frame rate differs from container frame rate: 359.00 (359/1) -> 29.92 (359/12) Input #0, avi, from 'output.avi': Metadata: ISFT : Lavf52.64.2 Duration: 00:04:17.21, start: 0.000000, bitrate: 3074 kb/s Stream #0.0: Video: mpeg4, yuv420p, 704x480 [PAR 229:189 DAR 5038:2835], 29.92 fps, 29.92 tbr, 29.92 tbn, 359 tbc Stream #0.1: Audio: vorbis, 48000 Hz, stereo, s16 Output #0, avi, to 'nidome_no_kanojo.avi': Metadata: ISFT : Lavf52.64.2 Stream #0.0: Video: mpeg4, yuv420p, 704x480 [PAR 229:189 DAR 5038:2835], q=2-31, 4000 kb/s, 29.92 tbn, 29.92 tbc Stream #0.1: Audio: mp2, 48000 Hz, stereo, s16, 320 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 I just used arbitrarily large settings on the second step and it worked nicely before but not in this case. What settings should I use?

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  • mplayer (mplayerhq.hu) repeats ending audio frames

    - by kamikatze
    mplayer (from mplayerhq.hu) on windows repeats the last few audio frames upon exit. When the video ends, before you can see Exiting... (End of file) in the command prompt, you will hear the last 1/2 second or so of the audio track again. This behavior is the same for multiple containers/codecs/soundcards Vista or Windows 7. Is there a workaround for this? My playback specs: MPlayer Sherpya-MT-SVN-r31027-4.2.5 (C) 2000-2010 MPlayer Team 150 audio & 343 video codecs Playing splash_final.wmv. ASF file format detected. [asfheader] Audio stream found, -aid 1 [asfheader] Video stream found, -vid 2 VIDEO: [WMV3] 1280x720 24bpp 1000.000 fps 6291.5 kbps (768.0 kbyte/s) ========================================================================== Opening video decoder: [dmo] DMO video codecs DMO dll supports VO Optimizations 0 1 DMO dll might use previous sample when requested Decoder supports the following formats: YV12 YUY2 UYVY YVYU RGB8 [..] Decoder is capable of YUV output (flags 0x1b) Movie-Aspect is undefined - no prescaling applied. VO: [directx] 1280x720 = 1280x720 Planar YV12 Selected video codec: [wmv9dmo] vfm: dmo (Windows Media Video 9 DMO) ========================================================================== ========================================================================== Opening audio decoder: [ffmpeg] FFmpeg/libavcodec audio decoders AUDIO: 44100 Hz, 2 ch, s16le, 329.8 kbit/23.37% (ratio: 41221-176400) Selected audio codec: [ffwmav2] afm: ffmpeg (DivX audio v2 (FFmpeg)) ========================================================================== AO: [dsound] 44100Hz 2ch s16le (2 bytes per sample) Starting playback...

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  • Motion - takes snapshot without motion detected

    - by Emmanuel Brunet
    I've been installed the standard motion 3.2.12 package on debian 7.5. I would like to get snapshot ONLY when motion is detected, but it still saves a picture every second without any activity in front of the camera. I'm using a TENVIS JPT3815W IP camera motion.conf here is my configuration file setup_mode off target_dir /media/videos/log/webcam netcam_url http://webcam/snapshot.cgi netcam_tolerant_check on netcam_userpass admin:alpha1237 # Output frames at 1 fps when no motion is detected and increase to the # rate given by webcam_maxrate when motion is detected (default: off) webcam_motion off output_all off # detection settings 1-255 default 32 noise_level 50 # Maximum framerate for webcam streams (default: 1) webcam_maxrate 25 pre_capture 0 framerate 25 gap 30 locate on mail [email protected] text_right "FRONT CAMERA %Y/%m/%d - %T" text_double on ffmpeg_cap_new on ffmpeg_cap_motion on ffmpeg_video_codec mpeg4 output_motion off snapshot_interval 0 # Quality of the jpeg (in percent) images produced (default: 50) quality 90 # Restrict webcam connections to localhost only (default: on) webcam_localhost off # Limits the number of images per connection (default: 0 = unlimited) # Number can be defined by multiplying actual webcam rate by desired number of seconds # Actual webcam rate is the smallest of the numbers framerate and webcam_maxrate webcam_limit 0 Issue when I start motion images are stored in /media/videos/log/webcam nearly every second. I hjust want to get images when a motion is detected and the according video clip Any idea where the configuration fails ?

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  • ffmpeg - h264 to xvid creates large file

    - by fatnic
    I'm trying to use ffmpeg to convert a h264/aac video file to an xvid/mp3 file so I can play it in my ultra-cheap media player. At the moment the converted video file is TWICE the size of the original mp4. Is there any way to get a smaller file size without loosing too much quality? Even a drop to -qmin 1 is pretty awful! The command i'm using is ffmpeg -i input.mp4 -vcodec libxvid -sameq -acodec libmp3lame -ab 128k -ac 2 output.avi And the ffmpeg output is Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'input.mp4' Metadata: major_brand : isom minor_version : 1 compatible_brands: isomavc1 Duration: 01:34:27.69, start: 0.000000, bitrate: 1520 kb/s Stream #0.0(und): Video: h264, yuv420p, 720x304 [PAR 1:1 DAR 45:19], 1387 kb/s, 25 fps, 25 tbr, 25k tbn, 50 tbc Stream #0.1(und): Audio: aac, 48000 Hz, stereo, s16, 128 kb/s Output #0, avi, to 'output.avi': Metadata: ISFT : Lavf52.64.2 Stream #0.0(und): Video: mpeg4, yuv420p, 720x304 [PAR 1:1 DAR 45:19], q=2-31, 200 kb/s, 25 tbn, 25 tbc Stream #0.1(und): Audio: libmp3lame, 48000 Hz, stereo, s16, 128 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1

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  • This .mpg video clip doesn't play well

    - by Roey
    I've installed K-lite mega codec pack v6.9.0 with playback essentials without player. My default and only media player is windows media player. here are the clip's media info: General Complete name : D:\Users\Roey\Downloads\B384MV.mpg Format : MPEG-PS File size : 273 MiB Duration : 4mn 59s Overall bit rate : 7 643 Kbps Video ID : 224 (0xE0) Format : MPEG Video Format version : Version 2 Format profile : Main@High Format settings, BVOP : No Format settings, Matrix : Default Format settings, GOP : M=1, N=15 Duration : 4mn 57s Bit rate mode : Variable Bit rate : 7 363 Kbps Nominal bit rate : 9 000 Kbps Width : 1 920 pixels Height : 1 080 pixels Display aspect ratio : 16:9 Frame rate : 25.000 fps Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 bits Scan type : Progressive Compression mode : Lossy Bits/(Pixel*Frame) : 0.142 Stream size : 261 MiB (96%) Audio ID : 192 (0xC0) Format : MPEG Audio Format version : Version 1 Format profile : Layer 3 Mode : Joint stereo Duration : 4mn 59s Bit rate mode : Constant Bit rate : 128 Kbps Channel(s) : 2 channels Sampling rate : 44.1 KHz Compression mode : Lossy Stream size : 4.56 MiB (2%) Menu When I play it there is no sound (just a little "kahhhh" noise every 10-20 seconds) and the frames are moving very slow - it "jumps" frames. A blue tray icon [FFa] "ffdshow audio decoder" pops with the following details: Input:MP3, stereo, 44100 Hz (libavocodec) Output:PCM, stereo, 44100 Hz, 16-bit integer Any help will be much appreciated. Thanks

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