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  • Updating sprite location with controls

    - by iQue
    So ive got a character in a 2D game using surfaceView that I want to be able to move using a button(eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } and if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does any1 know why this is or how to fix it? I cannot figure it out. Im using MotionEvent.ACTION_DOWN to check if the user if pressing the screen. }

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  • Vector-based fonts vs. bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • Costs/profit of/when starting an indie company

    - by Jack
    In short, I want to start a game company. I do not have much coding experience (just basic understanding and ability to write basic programs), any graphics design experience, any audio mixing experience, or whatever else technical. However, I do have a lot of ideas, great analytical skills and a very logical approach to life. I do not have any friends who are even remotely technical (or creative in regards to games for that matter). So now that we've cleared that up, my question is this: how much, minimally, would it cost me to start such a company? I know that a game could be developed in under half a year, which means it would have to operate for half a year prior, and that's assuming that the people working on the first project do their jobs good, don't leave game breaking bugs, a bunch of minor bugs, etc.. So how much would it cost me, and what would be the likely profit in half a year? I'm looking at minimal costs here, as to do it, I would have to sell my current apartment and buy a new, smaller one, pay taxes, and likely move to US/CA/UK to be closer to technologically advanced people (and be able to speak the language of course). EDIT: I'm looking at a small project for starters, not a huge AAA title.

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  • Whole continent simulation [on hold]

    - by user2309021
    Let's suppose I am planning to create a simulation of an entire continent at some point in the past (let's say, around 0 A.D). Is it feasible to spawn a hundred million actors that interact with each other and their environments? Having them reproduce, extract resources, etc? The fact is that I actually want to create a simulation that allows me to zoom in from a view of the entire continent up to a single village, and interact with it. (Think as if you could keep zooming in the campaign map of any Total War game and the transition to the battle map was seamless, not a change of the "game mode"). By the way, I have never made a game in my entire life (I have programmed normal desktop applications, though), so I am really having trouble wrapping my head around how to implement such a thing. Even while thinking about how to implement a simple population simulator, without a graphical interface, I think that the O(n) complexity of traversing an array and telling all people to get one year older each time the program ticks is kind of stupid. Any kind help would be greatly appreciated :) EDIT: After being put on hold, I shall specify a question. How would you implement a simulation of all basic human dynamics (reproduction, resource consumption) in an entire continent (with millions of people)?

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  • Sorting for 2D Drawing

    - by Nexian
    okie, looked through quite a few similar questions but still feel the need to ask mine specifically (I know, crazy). Anyhoo: I am drawing a game in 2D (isometric) My objects have their own arrays. (i.e. Tiles[], Objects[], Particles[], etc) I want to have a draw[] array to hold anything that will be drawn. Because it is 2D, I assume I must prioritise depth over any other sorting or things will look weird. My game is turn based so Tiles and Objects won't be changing position every frame. However, Particles probably will. So I am thinking I can populate the draw[] array (probably a vector?) with what is on-screen and have it add/remove object, tile & particle references when I pan the screen or when a tile or object is specifically moved. No idea how often I'm going to have to update for particles right now. I want to do this because my game may have many thousands of objects and I want to iterate through as few as possible when drawing. I plan to give each element a depth value to sort by. So, my questions: Does the above method sound like a good way to deal with the actual drawing? What is the most efficient way to sort a vector? Most of the time it wont require efficiency. But for panning the screen it will. And I imagine if I have many particles on screen moving across multiple tiles, it may happen quite often. For reference, my screen will be drawing about 2,800 objects at any one time. When panning, it will be adding/removing about ~200 elements every second, and each new element will need adding in the correct location based on depth.

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  • How to prevent one account from unlocking products on other devices using Apple StoreKit?

    - by reapz
    We are currently wrapping up a free-to-play game on iOS in which you can purchase non-consumable products. We have been discussing this case internally and are not quite sure what the best practices are as this is our first title. For example, if a user downloads our app, and makes some purchases. These can be restored should the app ever be deleted and reinstalled as long as the user uses the same Apple ID. What is to stop him from making a fake Apple account, purchasing items and then posting this account on the web allowing everyone to get the items for free? That is obviously a worst case situation. But a smaller case would be a user unlocking items for his friends. We do not want this to be an always online game but have considered doing a check on startup if there is internet available. If the currently logged in account doesn't own the products do we lock them again? Probably not because people may simply sign into the device with different Game Center logins at which point we don't want to constantly lock and unlock items. At some point we will be adding multiplayer at which point we can definately do a check with the currently logged in account. This is because A, they will be online when attempting multiplayer, and B, they will want to use their own account for multiplayer. Unfortunately we aren't quite ready for this yet. Has anyone tackled this issue. Are we overthinking here?

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  • How can I create an orthographic display that handles different screen dimensions?

    - by Piku
    I'm trying to create an iPad/iPhone game using GLES2.0 that contains a 3D scene with a heads-up-display/GUI overlaid on the top. However, this problem would also apply if I were to port my game to a computer and run the game in a resizable window, or allow the user to change screen resolutions... When trying to make the 2D GUI/HUD work I've made the assumption that all I'm really doing is drawing a load of 2D textured 'quads' on the screen and am trying to treat the orthographic projection as an old-style 2D display with 0,0 in the upper left and screenWidth,ScreenHeight in the lower right. This causes me all sorts of confusion when I rotate my ipad into Landscape mode since I can't work out what to put into my projection and modelview matrices to turn everything around the right way. It also gets messy if I want to support the iPad's large screen, an iPhone or a Retina display since I have to then draw three sets of textures for everything and work out which ones to use. Should I be trying to map the 2D OpenGL co-ords 1:1 with the screen? While typing out this question it occurs to me that I could keep my origin in the centre, still running -1/+1 along the axes. This would let me scale my 2D content appropriately on the different screen sizes, but wouldn't I end up with the textures being scaled and possibly losing quality? I'm using OpenGLES 2.0 and have a matrix library that has equivalents to the GLES1.1 glOrthof() and glFrustrum() calls.

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  • Any examples of fair mmo games with quick completion

    - by Keith Player
    I'm looking for some example games for inspiration that allow from 10 to a large number of players at a time and can be completed in 10 to 30 minutes. I'm looking for something that would have extremely low bandwidth and not be dependent on chance or luck (i.e one player can't gain an unfair advantage because the computer put them in a better position). Realized on the way home that more clarifications might have been helpful. I'm looking to develop a pay-to-play competition that would allow a large number of players to compete in a relatively short period of time. One way would be to have an mmo that can be completed in 30 minutes, another way would be if you could have 10 person games that finish in under 5 minutes and then have the winners compete against each other until a winner is decided. I'm interested in any genre that would make for a fun/interesting game that doesn't depend on luck, so all players should have the same choice/availability of activities/resources and follow the same rules. Some possible games that could possibly be modified into what I want, would be bztanks (too easy to create a bot), diplomacy (takes too long), risk, some chess like game. I was just wondering if there are other game types to the ones I have been considering.

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  • How can I make smoother upwards/downwards controls in pygame?

    - by Zolani13
    This is a loop I use to interpret key events in a python game. # Event Loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: my_speed = -10; if event.key == pygame.K_d: my_speed = 10; if event.type == pygame.KEYUP: if event.key == pygame.K_a: my_speed = 0; if event.key == pygame.K_d: my_speed = 0; The 'A' key represents up, while the 'D' key represents down. I use this loop within a larger drawing loop, that moves the sprite using this: Paddle1.rect.y += my_speed; I'm just making a simple pong game (as my first real code/non-gamemaker game) but there's a problem between moving upwards <= downwards. Essentially, if I hold a button upwards (or downwards), and then press downwards (or upwards), now holding both buttons, the direction will change, which is a good thing. But if I then release the upward button, then the sprite will stop. It won't continue in the direction of my second input. This kind of key pressing is actually common with WASD users, when changing directions quickly. Few people remember to let go of the first button before pressing the second. But my program doesn't accommodate the habit. I think I understand the reason, which is that when I let go of my first key, the KEYUP event still triggers, setting the speed to 0. I need to make sure that if a key is released, it only sets the speed to 0 if another key isn't being pressed. But the interpreter will only go through one event at a time, I think, so I can't check if a key has been pressed if it's only interpreting the commands for a released key. This is my dilemma. I want set the key controls so that a player doesn't have to press one button at a time to move upwards <= downwards, making it smoother. How can I do that?

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  • List<T>.AddRange is causing a brief Update/Draw delay

    - by Justin Skiles
    I have a list of entities which implement an ICollidable interface. This interface is used to resolve collisions between entities. My entities are thus: Players Enemies Projectiles Items Tiles On each game update (about 60 t/s), I am clearing the list and adding the current entities based on the game state. I am accomplishing this via: collidableEntities.Clear(); collidableEntities.AddRange(players); collidableEntities.AddRange(enemies); collidableEntities.AddRange(projectiles); collidableEntities.AddRange(items); collidableEntities.AddRange(camera.VisibleTiles); Everything works fine until I add the visible tiles to the list. The first ~1-2 seconds of running the game loop causes a visible hiccup that delays drawing (so I can see a jitter in the rendering). I can literally remove/add the line that adds the tiles and see the jitter occur and not occur, so I have narrowed it down to that line. My question is, why? The list of VisibleTiles is about 450-500 tiles, so it's really not that much data. Each tile contains a Texture2D (image) and a Vector2 (position) to determine what is rendered and where. I'm going to keep looking, but from the top of my head, I can't understand why only the first 1-2 seconds hiccups but is then smooth from there on out. Any advice is appreciated.

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  • Generating random tunnels

    - by IVlad
    What methods could we use to generate a random tunnel, similar to the one in this classic helicopter game? Other than that it should be smooth and allow you to navigate through it, while looking as natural as possible (not too symmetric but not overly distorted either), it should also: Most importantly - be infinite and allow me to control its thickness in time - make it narrower or wider as I see fit, when I see fit; Ideally, it should be possible to efficiently generate it with smooth curves, not rectangles as in the above game; I should be able to know in advance what its bounds are, so I can detect collisions and generate powerups inside the tunnel; Any other properties that let you have more control over it or offer optimization possibilities are welcome. Note: I'm not asking for which is best or what that game uses, which could spark extended discussion and would be subjective, I'm just asking for some methods that others know about or have used before or even think they might work. That is all, I can take it from there. Also asked on stackoverflow, where someone suggested I should ask here too. I think it fits in both places, since it's as much an algorithm question as it is a gamedev question, IMO.

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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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  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

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  • Cannot create a neutral unit with a trigger

    - by Xitcod13
    I've been playing around with the starcraft UMS (Use map settings) for a while and usually i figure things out pretty quickly when im stuck. Alas not this time. I'm trying to place a neutral unit (player 12) using a trigger. It refuses to work. I'm using Scmdraft 2.0 as my editor (but i cant get it to work in other editors either) (all neutral units placed before the game starts are visible and all other triggers work fine. Also i created a text msg and it does displays it in-game so the trigger triggers ) For testing I created a trigger that looks like this: Player: neutral (i tried neutral players player 1 and all players as well) Condition: -always Action: -Create *1 Terran Medic* at '*location 022*' for *Neutral* (also tried neutral players) When I start the game nothing happens. Here is what I tried: I tried placing a start location for neutral player (player 12) I tried changing the owner under map properties of player 12 to neutral and computer from unused which was the default. Although it seems like it should be a common enough problem, I don't see it in any FAQ and I cant find anything about it when I Google it. Thanks in advance.

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  • What are the advantages to use vector-based fonts over bitmap fonts in (2d) games?

    - by jmp97
    I know that many games are using bitmap fonts. Which are the advantages for vector-based font rendering / manipulation when compared to bitmap fonts and in which scenarios would they matter the most? Prefer a focus on 2d games when answering this question. If relevant, please include examples for games using either approach. Some factors you might consider: amount of text used in the game scaling of text overlaying glyphs and anti-aliasing general rendering quality font colors and styling user interface requirements localisation / unicode text wrapping and formatting cross-platform deployment 2d vs 3d Background: I am developing a simple falling blocks game in 2d, targeted for pc. I would like to add text labels for level, score, and menu buttons. I am using SFML which uses FreeType internally, so vector-based features are easily available for my project. In my view, font sizes in simple games often don't vary, and bitmap fonts should be easier for cross-platform concerns (font-formats and font rendering quality). But I am unsure if I am missing some important points here, especially since I want to polish the looks of the final game.

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  • Resume Button error

    - by user3178359
    i have two class. if i press button pause it can show button resume, retry,menu and the game time is paused. but when i press the resume the game time still paused. help me plase how to continue the game time ?? code for button pause : using UnityEngine; using System.Collections; public class pause : MonoBehaviour { public GUITexture showMenu; public GUITexture btnResume; public bool gamePaused = false; void OnMouseDown() { gamePaused = true; Time.timeScale = 0; showMenu.pixelInset = new Rect(220, 200, showMenu.pixelInset.width, showMenu.pixelInset.height); btnResume.pixelInset = new Rect(300, 300, btnResume.pixelInset.width, btnResume.pixelInset.height); code for button resume : using UnityEngine; using System.Collections; public class btResume : pause { //public GUITexture shoe; void onMouseDown() { base.gamePaused = false; Time.timeScale = 1; btnResume.pixelInset = new Rect(300, -300, btnResume.pixelInset.width, btnResume.pixelInset.height); showMenu.pixelInset = new Rect(220, -200, showMenu.pixelInset.width, showMenu.pixelInset.height); } }

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  • Can anyone point me to some open source directX rendering engines or frameworks? [on hold]

    - by Jim
    I'm completely new to graphics API programmming, but not at all new to the theory and principle operation of game engines and rendering engines. That being said, I want to do some experiments of rendering very dense geometry scenes in a basic rendering engine or game engine. I don't need a lot of bells and whistles. What I need is enough control that I can implement my own scene graph algorithms and control the rendering pipeline very specifically. My ideal candidate engine would be either a rendering engine or game engine with a modular design that might be ready to go out of the box but would be simple enough in case I need to rip out some of the guts in the rendering management and implement my own. It's a tough call because I'm right at the level where it's almost better to go from scratch, but there's no sense in having to build every single basic thing such as heirarchical transforms, etc. I just want to work with rendering optimization to push dense geometry for maximum FPS. Does anyone have a suggestion for an engine or basic framework to use? I requested DirectX in my title because I figured it would likely be better supported and less likely for me to run into some obscure less-documented problem. But OpenGL might be acceptable if the recommended framework was definitely better than my other options. EDIT: I should add that I really want GPU tessellation support (part of adding to the density of geometry detail).

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  • XNA 2D vehicle wall collisions

    - by mike
    I am attempting to implement collisions for my truck game, where the truck can drive around the world and hit walls surrounding the level and various randomly placed walls within the level. I am able to get direct collisions working correctly. However, it is getting very complicated and tricky very quickly. I am trying to accommodate various other collisions such as when a truck is against the wall then turns an adjacent direction or when they reverse into a wall. Both of these result in a slight collision as the image of the truck flips around to the direction the player wants to move. All of this has resulted in a whole lot of if statements to check how I should be fixing the collision. This in turn makes the player jump to random locations and "teleport" around corners, etc. The rest of my game is fine, I am not completely new to game development or C# for that matter. It's just the logic of collisions. Any ideas on how I can approach this? Image of the collisions I am trying to resolve: http://tinypic.com/r/2qtflvq/6

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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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  • C++ Database vs Reading Files

    - by Ohmages
    Ive been programing a C++ game/server for the past year. I have been using MYSQL for character logins, items, monsters, etc, etc. (im on windows). My question is, what are some of the databases that some big time developers use. IE. Battle.net, Diablo II, Diablo III, mythos, hellgate , etc, etc, etc. Do they have their own database they built? Or do they use an existing framework for logins, and character transfers. I do know that in diablo II, they use character files to to transfer characters into the game world. But what about the login into battle.net. Would it be wiser for me to stick with MYSQL, or is there something out there faster and more stable, or should I create a login type of system that looks through a file to see if you provided the correct password. Can't wait to get some replies. Thanks! PS. Currently the framework is much like battle.net, where you login into a lobby, create, and join games. The game server/lobby server are different servers too. So im just wondering about the lobby server for logins because I'm expecting several hundred thousand connections/logins.

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  • knowing all available entity types

    - by plofplof
    I'm making a game where at some point the game will create enemies of random types. Each type of enemy available is defined on its own class derived from an enemy superclass. To do this, obviously the different types of enemies should be known. This is what I have thought of: Just make a list manually. Very simple to do, but I don't like it because I'll be adding more enemy types over time, so any time I add a new class I have to remember to update this (same if I remove an enemy). I would like some kind of auto-updating list. A completely component based system. There are no different classes for each enemy, but definitions of enemies in some file where all enemy types can be found. I really don't need that level of complexity for my game. I'm still using a component based model to some degree, but each Enemy type gets defined on its own class. Java Annotation processing. Give each enemy subclass an annotation like @EnemyType("whatever"), then code an annotation processor that writes in a file all available enemy types. Any time a new class is added the file gets updated after compilation.This gives me a feeling of failure even if its a good solution, it's very dependant on Java, so it means I cant think of a general design good for any kind of language. Also I think that this would be too much work for something so simple. I would like to see comments on these ideas and other possible solutions Thanks

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  • Internet doesn't work by default

    - by Adam Martinez
    After upgrading to Precise, I am required to run 'sudo dhclient eth0' in a terminal in order to get the internet to work. Everything worked perfectly fine on Oneiric, so It's really puzzling me. I'm thinking it could possibly be something with the kernel, but who knows. Output of dmesg: [ 0.247891] system 00:01: [io 0x0290-0x030f] has been reserved [ 0.247896] system 00:01: [io 0x0290-0x0297] has been reserved [ 0.247901] system 00:01: [io 0x0880-0x088f] has been reserved [ 0.247908] system 00:01: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.247931] pnp 00:02: [dma 4] [ 0.247935] pnp 00:02: [io 0x0000-0x000f] [ 0.247939] pnp 00:02: [io 0x0080-0x0090] [ 0.247943] pnp 00:02: [io 0x0094-0x009f] [ 0.247947] pnp 00:02: [io 0x00c0-0x00df] [ 0.248033] pnp 00:02: Plug and Play ACPI device, IDs PNP0200 (active) [ 0.248125] pnp 00:03: [io 0x0070-0x0073] [ 0.248187] pnp 00:03: Plug and Play ACPI device, IDs PNP0b00 (active) [ 0.248205] pnp 00:04: [io 0x0061] [ 0.248260] pnp 00:04: Plug and Play ACPI device, IDs PNP0800 (active) [ 0.248277] pnp 00:05: [io 0x00f0-0x00ff] [ 0.248292] pnp 00:05: [irq 13] [ 0.248348] pnp 00:05: Plug and Play ACPI device, IDs PNP0c04 (active) [ 0.248583] pnp 00:06: [io 0x03f0-0x03f5] [ 0.248588] pnp 00:06: [io 0x03f7] [ 0.248597] pnp 00:06: [irq 6] [ 0.248601] pnp 00:06: [dma 2] [ 0.248690] pnp 00:06: Plug and Play ACPI device, IDs PNP0700 (active) [ 0.248998] pnp 00:07: [io 0x03f8-0x03ff] [ 0.249008] pnp 00:07: [irq 4] [ 0.249122] pnp 00:07: Plug and Play ACPI device, IDs PNP0501 (active) [ 0.249479] pnp 00:08: [io 0x0400-0x04bf] [ 0.249584] system 00:08: [io 0x0400-0x04bf] has been reserved [ 0.249591] system 00:08: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.249628] pnp 00:09: [mem 0xffb80000-0xffbfffff] [ 0.249690] pnp 00:09: Plug and Play ACPI device, IDs INT0800 (active) [ 0.250049] pnp 00:0a: [mem 0xe0000000-0xefffffff] [ 0.250167] system 00:0a: [mem 0xe0000000-0xefffffff] has been reserved [ 0.250173] system 00:0a: Plug and Play ACPI device, IDs PNP0c02 (active) [ 0.250302] pnp 00:0b: [mem 0x000f0000-0x000fffff] [ 0.250307] pnp 00:0b: [mem 0x7ff00000-0x7fffffff] [ 0.250311] pnp 00:0b: [mem 0xfed00000-0xfed000ff] [ 0.250316] pnp 00:0b: [mem 0x0000046e-0x0000056d] [ 0.250320] pnp 00:0b: [mem 0x7fee0000-0x7fefffff] [ 0.250324] pnp 00:0b: [mem 0x00000000-0x0009ffff] [ 0.250328] pnp 00:0b: [mem 0x00100000-0x7fedffff] [ 0.250332] pnp 00:0b: [mem 0xfec00000-0xfec00fff] [ 0.250336] pnp 00:0b: [mem 0xfed14000-0xfed1dfff] [ 0.250341] pnp 00:0b: [mem 0xfed20000-0xfed9ffff] [ 0.250345] pnp 00:0b: [mem 0xfee00000-0xfee00fff] [ 0.250349] pnp 00:0b: [mem 0xffb00000-0xffb7ffff] [ 0.250353] pnp 00:0b: [mem 0xfff00000-0xffffffff] [ 0.250357] pnp 00:0b: [mem 0x000e0000-0x000effff] [ 0.250409] pnp 00:0b: disabling [mem 0x0000046e-0x0000056d] because it overlaps 0000:01:00.0 BAR 6 [mem 0x00000000-0x0007ffff pref] [ 0.250419] pnp 00:0b: disabling [mem 0x0000046e-0x0000056d disabled] because it overlaps 0000:03:00.0 BAR 6 [mem 0x00000000-0x0000ffff pref] [ 0.250430] pnp 00:0b: disabling [mem 0x0000046e-0x0000056d disabled] because it overlaps 0000:04:00.0 BAR 6 [mem 0x00000000-0x0001ffff pref] [ 0.250524] system 00:0b: [mem 0x000f0000-0x000fffff] could not be reserved [ 0.250530] system 00:0b: [mem 0x7ff00000-0x7fffffff] has been reserved [ 0.250536] system 00:0b: [mem 0xfed00000-0xfed000ff] has been reserved [ 0.250541] system 00:0b: [mem 0x7fee0000-0x7fefffff] could not be reserved [ 0.250547] system 00:0b: [mem 0x00000000-0x0009ffff] could not be reserved [ 0.250552] system 00:0b: [mem 0x00100000-0x7fedffff] could not be reserved [ 0.250558] system 00:0b: [mem 0xfec00000-0xfec00fff] could not be reserved [ 0.250563] system 00:0b: [mem 0xfed14000-0xfed1dfff] has been reserved [ 0.250568] system 00:0b: [mem 0xfed20000-0xfed9ffff] has been reserved [ 0.250574] system 00:0b: [mem 0xfee00000-0xfee00fff] has been reserved [ 0.250579] system 00:0b: [mem 0xffb00000-0xffb7ffff] has been reserved [ 0.250585] system 00:0b: [mem 0xfff00000-0xffffffff] has been reserved [ 0.250590] system 00:0b: [mem 0x000e0000-0x000effff] has been reserved [ 0.250596] system 00:0b: Plug and Play ACPI device, IDs PNP0c01 (active) [ 0.250614] pnp: PnP ACPI: found 12 devices [ 0.250617] ACPI: ACPI bus type pnp unregistered [ 0.250624] PnPBIOS: Disabled by ACPI PNP [ 0.288725] PCI: max bus depth: 1 pci_try_num: 2 [ 0.288786] pci 0000:01:00.0: BAR 6: assigned [mem 0xfb000000-0xfb07ffff pref] [ 0.288792] pci 0000:00:01.0: PCI bridge to [bus 01-01] [ 0.288797] pci 0000:00:01.0: bridge window [io 0xa000-0xafff] [ 0.288804] pci 0000:00:01.0: bridge window [mem 0xf8000000-0xfbffffff] [ 0.288811] pci 0000:00:01.0: bridge window [mem 0xd0000000-0xdfffffff 64bit pref] [ 0.288820] pci 0000:00:1c.0: PCI bridge to [bus 02-02] [ 0.288825] pci 0000:00:1c.0: bridge window [io 0x9000-0x9fff] [ 0.288833] pci 0000:00:1c.0: bridge window [mem 0xfdb00000-0xfdbfffff] [ 0.288840] pci 0000:00:1c.0: bridge window [mem 0xfd800000-0xfd8fffff 64bit pref] [ 0.288851] pci 0000:03:00.0: BAR 6: assigned [mem 0xfde00000-0xfde0ffff pref] [ 0.288856] pci 0000:00:1c.4: PCI bridge to [bus 03-03] [ 0.288861] pci 0000:00:1c.4: bridge window [io 0xd000-0xdfff] [ 0.288869] pci 0000:00:1c.4: bridge window [mem 0xfd700000-0xfd7fffff] [ 0.288876] pci 0000:00:1c.4: bridge window [mem 0xfde00000-0xfdefffff 64bit pref] [ 0.288887] pci 0000:04:00.0: BAR 6: assigned [mem 0xfdc00000-0xfdc1ffff pref] [ 0.288891] pci 0000:00:1c.5: PCI bridge to [bus 04-04] [ 0.288897] pci 0000:00:1c.5: bridge window [io 0xb000-0xbfff] [ 0.288904] pci 0000:00:1c.5: bridge window [mem 0xfdd00000-0xfddfffff] [ 0.288911] pci 0000:00:1c.5: bridge window [mem 0xfdc00000-0xfdcfffff 64bit pref] [ 0.288920] pci 0000:00:1e.0: PCI bridge to [bus 05-05] [ 0.288926] pci 0000:00:1e.0: bridge window [io 0xc000-0xcfff] [ 0.288933] pci 0000:00:1e.0: bridge window [mem 0xfda00000-0xfdafffff] [ 0.288940] pci 0000:00:1e.0: bridge window [mem 0xfd900000-0xfd9fffff 64bit pref] [ 0.288971] pci 0000:00:01.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 0.288979] pci 0000:00:01.0: setting latency timer to 64 [ 0.288991] pci 0000:00:1c.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 0.288998] pci 0000:00:1c.0: setting latency timer to 64 [ 0.289008] pci 0000:00:1c.4: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 0.289014] pci 0000:00:1c.4: setting latency timer to 64 [ 0.289030] pci 0000:00:1c.5: PCI INT B -> GSI 17 (level, low) -> IRQ 17 [ 0.289037] pci 0000:00:1c.5: setting latency timer to 64 [ 0.289047] pci 0000:00:1e.0: setting latency timer to 64 [ 0.289054] pci_bus 0000:00: resource 4 [io 0x0000-0x0cf7] [ 0.289058] pci_bus 0000:00: resource 5 [io 0x0d00-0xffff] [ 0.289063] pci_bus 0000:00: resource 6 [mem 0x000a0000-0x000bffff] [ 0.289067] pci_bus 0000:00: resource 7 [mem 0x000c0000-0x000dffff] [ 0.289072] pci_bus 0000:00: resource 8 [mem 0x7ff00000-0xfebfffff] [ 0.289077] pci_bus 0000:01: resource 0 [io 0xa000-0xafff] [ 0.289081] pci_bus 0000:01: resource 1 [mem 0xf8000000-0xfbffffff] [ 0.289086] pci_bus 0000:01: resource 2 [mem 0xd0000000-0xdfffffff 64bit pref] [ 0.289092] pci_bus 0000:02: resource 0 [io 0x9000-0x9fff] [ 0.289096] pci_bus 0000:02: resource 1 [mem 0xfdb00000-0xfdbfffff] [ 0.289101] pci_bus 0000:02: resource 2 [mem 0xfd800000-0xfd8fffff 64bit pref] [ 0.289106] pci_bus 0000:03: resource 0 [io 0xd000-0xdfff] [ 0.289110] pci_bus 0000:03: resource 1 [mem 0xfd700000-0xfd7fffff] [ 0.289115] pci_bus 0000:03: resource 2 [mem 0xfde00000-0xfdefffff 64bit pref] [ 0.289120] pci_bus 0000:04: resource 0 [io 0xb000-0xbfff] [ 0.289124] pci_bus 0000:04: resource 1 [mem 0xfdd00000-0xfddfffff] [ 0.289129] pci_bus 0000:04: resource 2 [mem 0xfdc00000-0xfdcfffff 64bit pref] [ 0.289134] pci_bus 0000:05: resource 0 [io 0xc000-0xcfff] [ 0.289138] pci_bus 0000:05: resource 1 [mem 0xfda00000-0xfdafffff] [ 0.289143] pci_bus 0000:05: resource 2 [mem 0xfd900000-0xfd9fffff 64bit pref] [ 0.289148] pci_bus 0000:05: resource 4 [io 0x0000-0x0cf7] [ 0.289152] pci_bus 0000:05: resource 5 [io 0x0d00-0xffff] [ 0.289157] pci_bus 0000:05: resource 6 [mem 0x000a0000-0x000bffff] [ 0.289161] pci_bus 0000:05: resource 7 [mem 0x000c0000-0x000dffff] [ 0.289166] pci_bus 0000:05: resource 8 [mem 0x7ff00000-0xfebfffff] [ 0.289233] NET: Registered protocol family 2 [ 0.289360] IP route cache hash table entries: 32768 (order: 5, 131072 bytes) [ 0.289754] TCP established hash table entries: 131072 (order: 8, 1048576 bytes) [ 0.290351] TCP bind hash table entries: 65536 (order: 7, 524288 bytes) [ 0.290670] TCP: Hash tables configured (established 131072 bind 65536) [ 0.290674] TCP reno registered [ 0.290680] UDP hash table entries: 512 (order: 2, 16384 bytes) [ 0.290703] UDP-Lite hash table entries: 512 (order: 2, 16384 bytes) [ 0.290868] NET: Registered protocol family 1 [ 0.290911] pci 0000:00:1a.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 0.290932] pci 0000:00:1a.0: PCI INT A disabled [ 0.290956] pci 0000:00:1a.1: PCI INT B -> GSI 21 (level, low) -> IRQ 21 [ 0.290975] pci 0000:00:1a.1: PCI INT B disabled [ 0.290992] pci 0000:00:1a.2: PCI INT D -> GSI 19 (level, low) -> IRQ 19 [ 0.291012] pci 0000:00:1a.2: PCI INT D disabled [ 0.291031] pci 0000:00:1a.7: PCI INT C -> GSI 18 (level, low) -> IRQ 18 [ 0.291068] pci 0000:00:1a.7: PCI INT C disabled [ 0.291104] pci 0000:00:1d.0: PCI INT A -> GSI 23 (level, low) -> IRQ 23 [ 0.291123] pci 0000:00:1d.0: PCI INT A disabled [ 0.291135] pci 0000:00:1d.1: PCI INT B -> GSI 19 (level, low) -> IRQ 19 [ 0.291155] pci 0000:00:1d.1: PCI INT B disabled [ 0.291166] pci 0000:00:1d.2: PCI INT C -> GSI 18 (level, low) -> IRQ 18 [ 0.291185] pci 0000:00:1d.2: PCI INT C disabled [ 0.291198] pci 0000:00:1d.7: PCI INT A -> GSI 23 (level, low) -> IRQ 23 [ 0.291219] pci 0000:00:1d.7: PCI INT A disabled [ 0.291258] pci 0000:01:00.0: Boot video device [ 0.291273] PCI: CLS 4 bytes, default 64 [ 0.291857] audit: initializing netlink socket (disabled) [ 0.291876] type=2000 audit(1336753420.284:1): initialized [ 0.337724] highmem bounce pool size: 64 pages [ 0.337734] HugeTLB registered 2 MB page size, pre-allocated 0 pages [ 0.349241] VFS: Disk quotas dquot_6.5.2 [ 0.349365] Dquot-cache hash table entries: 1024 (order 0, 4096 bytes) [ 0.350418] fuse init (API version 7.17) [ 0.350611] msgmni has been set to 1685 [ 0.351179] Block layer SCSI generic (bsg) driver version 0.4 loaded (major 253) [ 0.351229] io scheduler noop registered [ 0.351233] io scheduler deadline registered [ 0.351247] io scheduler cfq registered (default) [ 0.351450] pcieport 0000:00:01.0: setting latency timer to 64 [ 0.351502] pcieport 0000:00:01.0: irq 40 for MSI/MSI-X [ 0.351585] pcieport 0000:00:1c.0: setting latency timer to 64 [ 0.351639] pcieport 0000:00:1c.0: irq 41 for MSI/MSI-X [ 0.351728] pcieport 0000:00:1c.4: setting latency timer to 64 [ 0.351779] pcieport 0000:00:1c.4: irq 42 for MSI/MSI-X [ 0.351875] pcieport 0000:00:1c.5: setting latency timer to 64 [ 0.351927] pcieport 0000:00:1c.5: irq 43 for MSI/MSI-X [ 0.352094] pci_hotplug: PCI Hot Plug PCI Core version: 0.5 [ 0.352143] pciehp: PCI Express Hot Plug Controller Driver version: 0.4 [ 0.352311] intel_idle: MWAIT substates: 0x22220 [ 0.352315] intel_idle: does not run on family 6 model 23 [ 0.352446] input: Power Button as /devices/LNXSYSTM:00/device:00/PNP0C0C:00/input/input0 [ 0.352455] ACPI: Power Button [PWRB] [ 0.352556] input: Power Button as /devices/LNXSYSTM:00/LNXPWRBN:00/input/input1 [ 0.352562] ACPI: Power Button [PWRF] [ 0.352650] ACPI: Fan [FAN] (on) [ 0.355667] thermal LNXTHERM:00: registered as thermal_zone0 [ 0.355673] ACPI: Thermal Zone [THRM] (26 C) [ 0.355750] ERST: Table is not found! [ 0.355753] GHES: HEST is not enabled! [ 0.355898] Serial: 8250/16550 driver, 32 ports, IRQ sharing enabled [ 0.376332] serial8250: ttyS0 at I/O 0x3f8 (irq = 4) is a 16550A [ 0.376582] isapnp: Scanning for PnP cards... [ 0.709133] Freeing initrd memory: 13792k freed [ 0.729743] isapnp: No Plug & Play device found [ 0.816786] 00:07: ttyS0 at I/O 0x3f8 (irq = 4) is a 16550A [ 0.832385] Linux agpgart interface v0.103 [ 0.835605] brd: module loaded [ 0.837138] loop: module loaded [ 0.837452] ata_piix 0000:00:1f.2: version 2.13 [ 0.837473] ata_piix 0000:00:1f.2: PCI INT A -> GSI 19 (level, low) -> IRQ 19 [ 0.837480] ata_piix 0000:00:1f.2: MAP [ P0 P2 P1 P3 ] [ 0.837546] ata_piix 0000:00:1f.2: setting latency timer to 64 [ 0.838099] scsi0 : ata_piix [ 0.838253] scsi1 : ata_piix [ 0.839183] ata1: SATA max UDMA/133 cmd 0xf900 ctl 0xf800 bmdma 0xf500 irq 19 [ 0.839192] ata2: SATA max UDMA/133 cmd 0xf700 ctl 0xf600 bmdma 0xf508 irq 19 [ 0.839239] ata_piix 0000:00:1f.5: PCI INT A -> GSI 19 (level, low) -> IRQ 19 [ 0.839246] ata_piix 0000:00:1f.5: MAP [ P0 -- P1 -- ] [ 0.839300] ata_piix 0000:00:1f.5: setting latency timer to 64 [ 0.839708] scsi2 : ata_piix [ 0.839841] scsi3 : ata_piix [ 0.840301] ata3: SATA max UDMA/133 cmd 0xf200 ctl 0xf100 bmdma 0xee00 irq 19 [ 0.840308] ata4: SATA max UDMA/133 cmd 0xf000 ctl 0xef00 bmdma 0xee08 irq 19 [ 0.840429] pata_acpi 0000:03:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 0.840467] pata_acpi 0000:03:00.0: setting latency timer to 64 [ 0.840488] pata_acpi 0000:03:00.0: PCI INT A disabled [ 0.841159] Fixed MDIO Bus: probed [ 0.841205] tun: Universal TUN/TAP device driver, 1.6 [ 0.841210] tun: (C) 1999-2004 Max Krasnyansky <[email protected]> [ 0.841322] PPP generic driver version 2.4.2 [ 0.841515] ehci_hcd: USB 2.0 'Enhanced' Host Controller (EHCI) Driver [ 0.841542] ehci_hcd 0000:00:1a.7: PCI INT C -> GSI 18 (level, low) -> IRQ 18 [ 0.841567] ehci_hcd 0000:00:1a.7: setting latency timer to 64 [ 0.841573] ehci_hcd 0000:00:1a.7: EHCI Host Controller [ 0.841658] ehci_hcd 0000:00:1a.7: new USB bus registered, assigned bus number 1 [ 0.845582] ehci_hcd 0000:00:1a.7: cache line size of 4 is not supported [ 0.845610] ehci_hcd 0000:00:1a.7: irq 18, io mem 0xfdfff000 [ 0.860022] ehci_hcd 0000:00:1a.7: USB 2.0 started, EHCI 1.00 [ 0.860264] hub 1-0:1.0: USB hub found [ 0.860272] hub 1-0:1.0: 6 ports detected [ 0.860404] ehci_hcd 0000:00:1d.7: PCI INT A -> GSI 23 (level, low) -> IRQ 23 [ 0.860424] ehci_hcd 0000:00:1d.7: setting latency timer to 64 [ 0.860430] ehci_hcd 0000:00:1d.7: EHCI Host Controller [ 0.860512] ehci_hcd 0000:00:1d.7: new USB bus registered, assigned bus number 2 [ 0.864413] ehci_hcd 0000:00:1d.7: cache line size of 4 is not supported [ 0.864438] ehci_hcd 0000:00:1d.7: irq 23, io mem 0xfdffe000 [ 0.880021] ehci_hcd 0000:00:1d.7: USB 2.0 started, EHCI 1.00 [ 0.880227] hub 2-0:1.0: USB hub found [ 0.880234] hub 2-0:1.0: 6 ports detected [ 0.880369] ohci_hcd: USB 1.1 'Open' Host Controller (OHCI) Driver [ 0.880396] uhci_hcd: USB Universal Host Controller Interface driver [ 0.880431] uhci_hcd 0000:00:1a.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 0.880443] uhci_hcd 0000:00:1a.0: setting latency timer to 64 [ 0.880449] uhci_hcd 0000:00:1a.0: UHCI Host Controller [ 0.880529] uhci_hcd 0000:00:1a.0: new USB bus registered, assigned bus number 3 [ 0.880574] uhci_hcd 0000:00:1a.0: irq 16, io base 0x0000ff00 [ 0.880803] hub 3-0:1.0: USB hub found [ 0.880811] hub 3-0:1.0: 2 ports detected [ 0.880929] uhci_hcd 0000:00:1a.1: PCI INT B -> GSI 21 (level, low) -> IRQ 21 [ 0.880940] uhci_hcd 0000:00:1a.1: setting latency timer to 64 [ 0.880946] uhci_hcd 0000:00:1a.1: UHCI Host Controller [ 0.881039] uhci_hcd 0000:00:1a.1: new USB bus registered, assigned bus number 4 [ 0.881081] uhci_hcd 0000:00:1a.1: irq 21, io base 0x0000fe00 [ 0.881302] hub 4-0:1.0: USB hub found [ 0.881310] hub 4-0:1.0: 2 ports detected [ 0.881427] uhci_hcd 0000:00:1a.2: PCI INT D -> GSI 19 (level, low) -> IRQ 19 [ 0.881438] uhci_hcd 0000:00:1a.2: setting latency timer to 64 [ 0.881443] uhci_hcd 0000:00:1a.2: UHCI Host Controller [ 0.881523] uhci_hcd 0000:00:1a.2: new USB bus registered, assigned bus number 5 [ 0.881551] uhci_hcd 0000:00:1a.2: irq 19, io base 0x0000fd00 [ 0.881774] hub 5-0:1.0: USB hub found [ 0.881781] hub 5-0:1.0: 2 ports detected [ 0.881899] uhci_hcd 0000:00:1d.0: PCI INT A -> GSI 23 (level, low) -> IRQ 23 [ 0.881910] uhci_hcd 0000:00:1d.0: setting latency timer to 64 [ 0.881915] uhci_hcd 0000:00:1d.0: UHCI Host Controller [ 0.881993] uhci_hcd 0000:00:1d.0: new USB bus registered, assigned bus number 6 [ 0.882021] uhci_hcd 0000:00:1d.0: irq 23, io base 0x0000fc00 [ 0.882244] hub 6-0:1.0: USB hub found [ 0.882252] hub 6-0:1.0: 2 ports detected [ 0.882370] uhci_hcd 0000:00:1d.1: PCI INT B -> GSI 19 (level, low) -> IRQ 19 [ 0.882381] uhci_hcd 0000:00:1d.1: setting latency timer to 64 [ 0.882386] uhci_hcd 0000:00:1d.1: UHCI Host Controller [ 0.882467] uhci_hcd 0000:00:1d.1: new USB bus registered, assigned bus number 7 [ 0.882495] uhci_hcd 0000:00:1d.1: irq 19, io base 0x0000fb00 [ 0.882735] hub 7-0:1.0: USB hub found [ 0.882742] hub 7-0:1.0: 2 ports detected [ 0.882858] uhci_hcd 0000:00:1d.2: PCI INT C -> GSI 18 (level, low) -> IRQ 18 [ 0.882869] uhci_hcd 0000:00:1d.2: setting latency timer to 64 [ 0.882875] uhci_hcd 0000:00:1d.2: UHCI Host Controller [ 0.882954] uhci_hcd 0000:00:1d.2: new USB bus registered, assigned bus number 8 [ 0.882982] uhci_hcd 0000:00:1d.2: irq 18, io base 0x0000fa00 [ 0.883205] hub 8-0:1.0: USB hub found [ 0.883213] hub 8-0:1.0: 2 ports detected [ 0.883435] usbcore: registered new interface driver libusual [ 0.883535] i8042: PNP: No PS/2 controller found. Probing ports directly. [ 0.883926] serio: i8042 KBD port at 0x60,0x64 irq 1 [ 0.883936] serio: i8042 AUX port at 0x60,0x64 irq 12 [ 0.884187] mousedev: PS/2 mouse device common for all mice [ 0.884433] rtc_cmos 00:03: RTC can wake from S4 [ 0.884582] rtc_cmos 00:03: rtc core: registered rtc_cmos as rtc0 [ 0.884612] rtc0: alarms up to one month, 242 bytes nvram, hpet irqs [ 0.884719] device-mapper: uevent: version 1.0.3 [ 0.884854] device-mapper: ioctl: 4.22.0-ioctl (2011-10-19) initialised: [email protected] [ 0.884917] EISA: Probing bus 0 at eisa.0 [ 0.884921] EISA: Cannot allocate resource for mainboard [ 0.884925] Cannot allocate resource for EISA slot 1 [ 0.884929] Cannot allocate resource for EISA slot 2 [ 0.884932] Cannot allocate resource for EISA slot 3 [ 0.884936] Cannot allocate resource for EISA slot 4 [ 0.884940] Cannot allocate resource for EISA slot 5 [ 0.884943] Cannot allocate resource for EISA slot 6 [ 0.884947] Cannot allocate resource for EISA slot 7 [ 0.884950] Cannot allocate resource for EISA slot 8 [ 0.884954] EISA: Detected 0 cards. [ 0.884969] cpufreq-nforce2: No nForce2 chipset. [ 0.884973] cpuidle: using governor ladder [ 0.884976] cpuidle: using governor menu [ 0.884980] EFI Variables Facility v0.08 2004-May-17 [ 0.885476] TCP cubic registered [ 0.885708] NET: Registered protocol family 10 [ 0.886771] NET: Registered protocol family 17 [ 0.886799] Registering the dns_resolver key type [ 0.886837] Using IPI No-Shortcut mode [ 0.887028] PM: Hibernation image not present or could not be loaded. [ 0.887047] registered taskstats version 1 [ 0.902579] Magic number: 12:339:388 [ 0.902592] usb usb6: hash matches [ 0.902687] rtc_cmos 00:03: setting system clock to 2012-05-11 16:23:41 UTC (1336753421) [ 0.903185] BIOS EDD facility v0.16 2004-Jun-25, 0 devices found [ 0.903189] EDD information not available. [ 1.170710] ata3: SATA link down (SStatus 0 SControl 300) [ 1.181439] ata4: SATA link down (SStatus 0 SControl 300) [ 1.288020] Refined TSC clocksource calibration: 2499.999 MHz. [ 1.288028] Switching to clocksource tsc [ 1.292016] usb 1-5: new high-speed USB device number 3 using ehci_hcd [ 1.486745] ata2.00: SATA link down (SStatus 0 SControl 300) [ 1.486762] ata2.01: SATA link down (SStatus 0 SControl 300) [ 1.640115] ata1.00: SATA link up 1.5 Gbps (SStatus 113 SControl 300) [ 1.640130] ata1.01: SATA link down (SStatus 0 SControl 300) [ 1.648342] ata1.00: ATA-7: Maxtor 7Y250M0, YAR511W0, max UDMA/133 [ 1.648348] ata1.00: 490234752 sectors, multi 0: LBA48 [ 1.664325] ata1.00: configured for UDMA/133 [ 1.664531] scsi 0:0:0:0: Direct-Access ATA Maxtor 7Y250M0 YAR5 PQ: 0 ANSI: 5 [ 1.664745] sd 0:0:0:0: [sda] 490234752 512-byte logical blocks: (251 GB/233 GiB) [ 1.664809] sd 0:0:0:0: Attached scsi generic sg0 type 0 [ 1.664838] sd 0:0:0:0: [sda] Write Protect is off [ 1.664843] sd 0:0:0:0: [sda] Mode Sense: 00 3a 00 00 [ 1.664884] sd 0:0:0:0: [sda] Write cache: enabled, read cache: enabled, doesn't support DPO or FUA [ 1.691699] sda: sda1 sda2 sda3 sda4 [ 1.692348] sd 0:0:0:0: [sda] Attached SCSI disk [ 1.692461] Freeing unused kernel memory: 740k freed [ 1.692820] Write protecting the kernel text: 5828k [ 1.692851] Write protecting the kernel read-only data: 2376k [ 1.692854] NX-protecting the kernel data: 4412k [ 1.723980] udevd[92]: starting version 175 [ 1.865339] Floppy drive(s): fd0 is 1.44M [ 1.865429] pata_jmicron 0000:03:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 1.865478] pata_jmicron 0000:03:00.0: setting latency timer to 64 [ 1.867875] sky2: driver version 1.30 [ 1.867926] sky2 0000:04:00.0: PCI INT A -> GSI 17 (level, low) -> IRQ 17 [ 1.867942] sky2 0000:04:00.0: setting latency timer to 64 [ 1.867979] sky2 0000:04:00.0: Yukon-2 EC chip revision 2 [ 1.868111] sky2 0000:04:00.0: irq 44 for MSI/MSI-X [ 1.868174] scsi4 : pata_jmicron [ 1.869802] sky2 0000:04:00.0: eth0: addr 00:01:29:a4:16:0a [ 1.869828] scsi5 : pata_jmicron [ 1.869943] ata5: PATA max UDMA/100 cmd 0xdf00 ctl 0xde00 bmdma 0xdb00 irq 16 [ 1.869949] ata6: PATA max UDMA/100 cmd 0xdd00 ctl 0xdc00 bmdma 0xdb08 irq 16 [ 1.880053] usb 4-1: new full-speed USB device number 2 using uhci_hcd [ 1.884052] FDC 0 is a post-1991 82077 [ 2.032611] ata5.00: ATAPI: _NEC DVD+/-RW ND-3450A, 103C, max UDMA/33 [ 2.048585] ata5.00: configured for UDMA/33 [ 2.049777] scsi 4:0:0:0: CD-ROM _NEC DVD+-RW ND-3450A 103C PQ: 0 ANSI: 5 [ 2.051048] sr0: scsi3-mmc drive: 48x/48x writer cd/rw xa/form2 cdda tray [ 2.051054] cdrom: Uniform CD-ROM driver Revision: 3.20 [ 2.051283] sr 4:0:0:0: Attached scsi CD-ROM sr0 [ 2.051483] sr 4:0:0:0: Attached scsi generic sg1 type 5 [ 2.079838] usbcore: registered new interface driver usbhid [ 2.079844] usbhid: USB HID core driver [ 2.236660] EXT4-fs (sda1): mounted filesystem with ordered data mode. Opts: (null) [ 12.150230] ADDRCONF(NETDEV_UP): eth0: link is not ready [ 12.177342] udevd[333]: starting version 175 [ 12.195524] Adding 417684k swap on /dev/sda2. Priority:-1 extents:1 across:417684k [ 12.278032] lp: driver loaded but no devices found [ 12.516456] logitech-djreceiver 0003:046D:C52B.0003: hiddev0,hidraw0: USB HID v1.11 Device [Logitech USB Receiver] on usb-0000:00:1a.1-1/input2 [ 12.520297] input: Logitech Unifying Device. Wireless PID:1024 as /devices/pci0000:00/0000:00:1a.1/usb4/4-1/4-1:1.2/0003:046D:C52B.0003/input/input2 [ 12.520753] logitech-djdevice 0003:046D:C52B.0004: input,hidraw1: USB HID v1.11 Mouse [Logitech Unifying Device. Wireless PID:1024] on usb-0000:00:1a.1-1:1 [ 12.523286] input: Logitech Unifying Device. Wireless PID:2011 as /devices/pci0000:00/0000:00:1a.1/usb4/4-1/4-1:1.2/0003:046D:C52B.0003/input/input3 [ 12.524439] logitech-djdevice 0003:046D:C52B.0005: input,hidraw2: USB HID v1.11 Keyboard [Logitech Unifying Device. Wireless PID:2011] on usb-0000:00:1a.1-1:2 [ 12.545746] type=1400 audit(1336771433.137:2): apparmor="STATUS" operation="profile_load" name="/sbin/dhclient" pid=502 comm="apparmor_parser" [ 12.546574] type=1400 audit(1336771433.137:3): apparmor="STATUS" operation="profile_load" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=502 comm="apparmor_parser" [ 12.547034] type=1400 audit(1336771433.137:4): apparmor="STATUS" operation="profile_load" name="/usr/lib/connman/scripts/dhclient-script" pid=502 comm="apparmor_parser" [ 12.626869] Linux video capture interface: v2.00 [ 12.649104] uvcvideo: Found UVC 1.00 device <unnamed> (046d:081a) [ 12.668665] input: UVC Camera (046d:081a) as /devices/pci0000:00/0000:00:1a.7/usb1/1-5/1-5:1.0/input/input4 [ 12.668909] usbcore: registered new interface driver uvcvideo [ 12.668914] USB Video Class driver (1.1.1) [ 12.697645] snd_hda_intel 0000:00:1b.0: PCI INT A -> GSI 22 (level, low) -> IRQ 22 [ 12.697721] snd_hda_intel 0000:00:1b.0: irq 45 for MSI/MSI-X [ 12.697760] snd_hda_intel 0000:00:1b.0: setting latency timer to 64 [ 12.706772] nvidia: module license 'NVIDIA' taints kernel. [ 12.706778] Disabling lock debugging due to kernel taint [ 12.735428] EXT4-fs (sda1): re-mounted. Opts: errors=remount-ro [ 13.350252] nvidia 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [ 13.350267] nvidia 0000:01:00.0: setting latency timer to 64 [ 13.350275] vgaarb: device changed decodes: PCI:0000:01:00.0,olddecodes=io+mem,decodes=none:owns=io+mem [ 13.351464] NVRM: loading NVIDIA UNIX x86 Kernel Module 295.40 Thu Apr 5 21:28:09 PDT 2012 [ 13.356785] hda_codec: ALC889A: BIOS auto-probing. [ 13.357267] init: failsafe main process (658) killed by TERM signal [ 13.372756] input: HDA Intel Line as /devices/pci0000:00/0000:00:1b.0/sound/card0/input5 [ 13.373173] input: HDA Intel Front Mic as /devices/pci0000:00/0000:00:1b.0/sound/card0/input6 [ 13.373568] input: HDA Intel Rear Mic as /devices/pci0000:00/0000:00:1b.0/sound/card0/input7 [ 13.373954] input: HDA Intel Front Headphone as /devices/pci0000:00/0000:00:1b.0/sound/card0/input8 [ 13.374339] input: HDA Intel Line-Out Side as /devices/pci0000:00/0000:00:1b.0/sound/card0/input9 [ 13.374715] input: HDA Intel Line-Out CLFE as /devices/pci0000:00/0000:00:1b.0/sound/card0/input10 [ 13.375109] input: HDA Intel Line-Out Surround as /devices/pci0000:00/0000:00:1b.0/sound/card0/input11 [ 13.375724] input: HDA Intel Line-Out Front as /devices/pci0000:00/0000:00:1b.0/sound/card0/input12 [ 13.475252] type=1400 audit(1336771434.065:5): apparmor="STATUS" operation="profile_replace" name="/sbin/dhclient" pid=735 comm="apparmor_parser" [ 13.477026] type=1400 audit(1336771434.069:6): apparmor="STATUS" operation="profile_replace" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=735 comm="apparmor_parser" [ 13.477695] type=1400 audit(1336771434.069:7): apparmor="STATUS" operation="profile_replace" name="/usr/lib/connman/scripts/dhclient-script" pid=735 comm="apparmor_parser" [ 13.479048] type=1400 audit(1336771434.069:8): apparmor="STATUS" operation="profile_load" name="/usr/lib/lightdm/lightdm/lightdm-guest-session-wrapper" pid=734 comm="apparmor_parser" [ 13.488994] type=1400 audit(1336771434.081:9): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/mission-control-5" pid=738 comm="apparmor_parser" [ 13.489972] type=1400 audit(1336771434.081:10): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/telepathy-*" pid=738 comm="apparmor_parser" [ 13.

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  • 3DS Max MassFX -- Animation to XNA without bones/skins?

    - by AnKoe
    I made a model in which a number of cobble stones fall into a hole using the rigid bodies in 3DS Max 2012 MassFX. They are just editable polys, no skin, no bone. I want this to play (Take 001, 0-100 frames) when the game loads the mesh. I haven't found a way to get to the animation though. Does anyone have suggestions? All the tutorials for animated skinned models don't seem to work with a model set up like this? Do I really need to give each of 145 rocks a bone? If so, does anyone have a suggestion how to streamline that, or if there is an alternate solution to achieving this effect? The animation only needs to play once when the game starts, and that's it. Thanks.

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  • ffdshow codec can not work with media play 12 in windows 7 ?

    - by James shen
    The reason of this issue is caused by media player 12 (in windows 7 professional) using mircsoft default codec which don't support mp4 decode. The ffdshow codec can not replace microsoft default codec in windows 7 (windows7 does not allow that in default). I find some third party tools can switch media player default codec to ffdshow but this is really inconvenience for our customer. Is there any way I can make a program to switch microsoft default codec to ffdshow codec? Like change some entries in windows registry?

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