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  • How to adjust Aspect Ratio in Windows Media Center

    - by Svish
    Is there any way of adjusting the aspect ratio of movies I view in Windows Media Center on Windows 7 RTM x64? Any hidden features? Any brilliant light weight plugins? Using Shark007 Codecs, and otherwise just default Media Center and Media Player. I know I could reprocess the videos, but that would probably ruin the already bad quality. I also know I could use VLC media player, but I really would like to find a solution that works in Media Center, since VLC media player isn't especially Remote Control and media collection friendly... Update: By the way, I know I can Ctrl+Drag an edge of the media center in window mode and change the aspect ratio of the player, but that doesn't do anything to the video.

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  • Windows Media Center HDMI Capture Cards

    - by RSolberg
    I'm working on a new software application that utilizes windows media center to play recorded TV shows in the center of the screen. We can get this to work with standard coax or RCA input TV Tuner/Capture cards. My question is this... Are there any TV tuner / capture cards out there that allow you to use Windows Media Center with an HDMI input of some kind?

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • Software Center seems to freeze system when installing, syslog has "blocked for more than 120 seconds" errors

    - by nbm
    12.04 (precise) 64-bit Kernel Linux 3.2.0-39 3.6GB memory Intel Core 2 Duo CPU @ 2.40GHz x2 WUBI-installed Ubuntu running on a MacBook Pro 7.1 with OSX running Vista via Boot Camp (hey, I like lots of OS's m'kay?) When installing from Ubuntu software center my system very frequently freezes. This has happened 4 of the last 5 installs. Most recently I was installing the Google Earth .deb from Google's website: clicking the .deb file automatically opens Software Center (otherwise I would have used Synaptic, as I've grown to expect Software Center to freeze my system and I'm rather tired of it.) By "freeze" I mean nothing works: no dash, no launcher, no mouse movement, no alt-tab, can't open terminal (keyboard does not work). Software center does show the "installing" icon but after that it greys out and I can't click anything. REISUB has no effect but a cold power-down and restart is possible. Occasionally, after 5-10 minutes, I'll be able to move the mouse / use the keyboard and run a launcher command or two, although other open apps (Chrome and Software Center) will still be greyed-out/frozen. (I've never waited longer than that - if still unresponsive after 15 minutes I just power down and restart.) Most recently, which is why I am finally posting a question, I waited about 15 minutes and was finally able to open System Monitor while this was going on. Processes tells me that System Monitor is using about 20% of CPU, and nothing else is using much (zeros mostly). In fact I didn't even see Software Center listed? However at this point the system finally partially unfroze, the installation completed, and while I wasn't about to close Software Center I was able to do a system shutdown and fresh restart and I went and took a look at the syslog. In /var/log/syslog I see a lot of ":blocked for more than 120 seconds" messages. Similar to ubuntu hang out with this message :blocked for more than 120 seconds Which has not been answered, and I'm not running a virtual machine. My full syslog with stack traces looks very, very similar to this: Why do tasks on Amazon Xen instance block for over 120 seconds causing server to hang? Note that that question was solved, but that's because the problem was being caused by Amazon and Amazon fixed the bug. I'm not running anything Amazon-related. My syslog does look very similar, however. My question is also similar to this: Troubleshooting server hang But the referenced "duplicate" in that question is about how to kill processes/restart when the system freezes. I know how to kill processes and restart. I want to figure out what is causing the problem so I can try to fix it. I realize that I could just use Synaptic instead of Ubuntu Software Center, but I'd like to try to solve the problem if possible. I'm thinking I should perhaps submit a bug report, but I wanted to first see if anyone else was having any similar problems, and if so what you all did to fix it. I see a number of questions about Software Center freezing and others, including those I linked, about the "blocked for more than 120 seconds" log error, but I didn't see any question that links the two. I did save a copy of the syslog report if anyone wants to see it, but as mentioned it's quite similar to the one posted in the Amazon-related question...and I didn't want to take up even more space unnecessarily as, my apologies - this question has already become extremely verbose!

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  • Create Math Game with PHP, Ajax, Jquery

    - by Sambucasun
    I am developing a website where user can create their own game which can be joined by other users as well. It's a simple maths game which will shoot equations based on time or count specified. I want that moment user create a game, it will be listed in "current Games" section. Other users can check out the list and select the game to join. After game is created, creater should have a screen which should be having his name with display pic. Now gradually as others start joining the game, list should updated automatically. Once enough users are there i will start the game. The same list should be displayed to other users who join the game. Once game is over all will be displayed a summary list. I have gone through couple of threads but could not get clear idea. Do I need to use comet or other technology to create such game or simple PHP, Ajax or Jquery will suffice ? Also I want my website should be mobile compatible so i am designing it in html5. If i create this game using just Ajax then will there be any performance issue while playing through mobile. I am not much experienced so just need guidance for what should be appropriate or use for my requirement.

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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  • Ops Center Solaris 11 IPS Repository Management: Using ISO Images

    - by S Stelting
    Please join us for a live WebEx presentation of this topic on Tuesday, November 20th at 9am MDT. Details for the call are provided below: https://oracleconferencing.webex.com/oracleconferencing/j.php?ED=209834017&UID=1512096072&PW=NYTVlZTYxMzdm&RT=MiMxMQ%3D%3D Meeting password: oracle123 Call-in toll-free number: 1-866-682-4770 International numbers: http://www.intercall.com/oracle/access_numbers.htm Conference Code: 762 9343 # Security Code: 7777 # With Enterprise Manager Ops Center 12c, you can provision, patch, monitor and manage Oracle Solaris 11 instances. To do this, Ops Center creates and maintains a Solaris 11 Image Packaging System (IPS) repository on the Enterprise Controller. During the Enterprise Controller configuration, you can load repository content directly from Oracle's Support Web site and subsequently synchronize the repository as new content becomes available. Of course, you can also use Solaris 11 ISO images to create and update your Ops Center repository. There are a few excellent reasons for doing this: You're running Ops Center in disconnected mode, and don't have Internet access on your Enterprise Controller You'd rather avoid the bandwidth associated with live synchronization of a Solaris 11 package repository This demo will show you how to use Solaris 11 ISO images to set up and update your Ops Center repository. Prerequisites This tip assumes that you've already installed the Enterprise Controller on a Solaris 11 OS instance and that you're ready for post-install configuration. In addition, there are specific Ops Center and OS version requirements depending on which version of Solaris 11 you plan to install.You can get full details about the requirements in the Release Notes for Ops Center 12c update 2. Additional information is available in the Ops Center update 2 Readme document. Part 1: Using a Solaris 11 ISO Image to Create an Ops Center Repository Step 1 – Download the Solaris 11 Repository Image The Oracle Web site provides a number of download links for official Solaris 11 images. Among those links is a two-part downloadable repository image, which provides repository content for Solaris 11 SPARC and X86 architectures. In this case, I used the Solaris 11 11/11 image. First, navigate to the Oracle Web site and accept the OTN License agreement: http://www.oracle.com/technetwork/server-storage/solaris11/downloads/index.html Next, download both parts of the Solaris 11 repository image. I recommend using the Solaris 11 11/11 image, and have provided the URLs here: http://download.oracle.com/otn/solaris/11/sol-11-1111-repo-full.iso-ahttp://download.oracle.com/otn/solaris/11/sol-11-1111-repo-full.iso-b Finally, use the cat command to generate an ISO image you can use to create your repository: # cat sol-11-1111-repo-full.iso-a sol-11-1111-repo-full.iso-b > sol-11-1111-repo-full.iso The process is very similar if you plan to set up a Solaris 11.1 release in Ops Center. In that case, navigate to the Solaris 11 download page, accept the license agreement and download both parts of the Solaris 11.1 repository image. Use the cat command to create a single ISO image for Solaris 11.1 Step 2 – Mount the Solaris 11 ISO Image in your Local Filesystem Once you have created the Solaris 11 ISO file, use the mount command to attach it to your local filesystem. After the image has been mounted, you can browse the repository from the ./repo subdirectory, and use the pkgrepo command to verify that Solaris 11 recognizes the content: Step 3 – Use the Image to Create your Ops Center Repository When you have confirmed the repository is available, you can use the image to create the Enterprise Controller repository. The operation will be slightly different depending on whether you configure Ops Center for Connected or Disconnected Mode operation.For connected mode operation, specify the mounted ./repo directory in step 4.1 of the configuration wizard, replacing the default Web-based URL. Since you're synchronizing from an OS repository image, you don't need to specify a key or certificate for the operation. For disconnected mode configuration, specify the Solaris 11 directory along with the path to the disconnected mode bundle downloaded by running the Ops Center harvester script: Ops Center will run a job to import package content from the mounted ISO image. A synchronization job can take several hours to run – in my case, the job ran for 3 hours, 22 minutes on a SunFire X4200 M2 server. During the job, Ops Center performs three important tasks: Synchronizes all content from the image and refreshes the repository Updates the IPS publisher information Creates OS Provisioning profiles and policies based on the content When the job is complete, you can unmount the ISO image from your Enterprise Controller. At that time, you can view the repository contents in your Ops Center Solaris 11 library. For the Solaris 11 11/11 release, you should see 8,668 packages and patches in the contents. You should also see default deployment plans for Solaris 11 provisioning. As part of the repository import, Ops Center generates plans and profiles for desktop, small and large servers for the SPARC and X86 architecture. Part 2: Using a Solaris 11 SRU to update an Ops Center Repository It's possible to use the same approach to upgrade your Ops Center repository to a Solaris 11 Support Repository Update, or SRU. Each SRU provides packages and updates to Solaris 11 - for example, SRU 8.5 provided the packaged for Oracle VM Server for SPARC 2.2 SRUs are available for download as ISO images from My Oracle Support, under document ID 1372094.1. The document provides download links for all SRUs which have been released by Oracle for Solaris 11. SRUs are cumulative, so later versions include the packages from earlier SRUs. After downloading an ISO image for an SRU, you can mount it to your local filesystem using a mount command similar to the one shown for Solaris 11 11/11. When the ISO image is mounted to the file system, you can perform the Add Content action from the Solaris 11 Library to synchronize packages and patches from the mounted image. I used the same mount point, so the repository URL was file://mnt/repo once again: After the synchronization of an SRU is complete, you can verify its content in the Solaris 11 library using the search function. The version pattern is 0.175.0.#, where the # is the same value as the SRU. In this example, I upgraded to SRU 1. The update job ran in just under 8 minutes, and a quick search shows that 22 software components were added to the repository: It's also possible to search for "Support Repository Update" to confirm the SRU was successfully added to the repository. Details on any of the update content are available by clicking the "View Details" button under the Packages/Patches entry.

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  • Clever DIY Display Showcases Game Consoles While Concealing Cables

    - by Jason Fitzpatrick
    How do you display all your vintage game consoles while keeping them in a clutter free and ready-to-play state? This wall-mounted display does a great job showing off the retro gear while keeping everything tidy. Courteys of German tinker and gamer Holger, the design of the display is deceptively simple. The wall mount is a basic 2×4 frame wrapped in black roofing batten (similar to the lightweight weed-fabric used in gardens). Screw-in mounts for the LACK shelves are positioned every foot or so going up the frame and a small slit in the fabric allows for hidden routing of the cables. While it looks like the consoles are simply on display, they’re actually all hooked up and ready to play. For more photos of the build, hit up the link below. LACK Video Console Shelf with Hidden Cables [IKEAHacker] 7 Ways To Free Up Hard Disk Space On Windows HTG Explains: How System Restore Works in Windows HTG Explains: How Antivirus Software Works

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • What does a Game Designer do? what skills do they need?

    - by xenoterracide
    I know someone who is thinking about getting into game design, and I wondered, what does the job game designer entail? what tools do you have to learn how to use? what unique skills do you need? what exactly is it you'd do from day to day. I may be wording this a bit wrong because I'm not sure if the college program is become a game designer or learn game design. but I think the same questions apply either way.

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  • Can these game be fully coded in html5/javascript?

    - by RufioLJ
    I mean the mechanics of the game. Would it be possible? -Pokemon GBA series, rendering the world would be easy, but what about battle mechanics? -MapleStory, after seen dragonbound.net which is an identical copy of Gunbound I would think it's rather possible, but I'm still not sure if javascript can handle all the mechanics of the world. It would be heavy on resources I guess? I'm asking this because I'm really interested in html5 game develop(I really think in a future will destroy flash on game dev ground). I want to have an idea of how far games developed with the html5/javascript technology can go. I got especially inspired by dragonbound. I really think it pushes htmlt/javascript to the limits (game dev).

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  • Game planning and software design? I feel that UML is not convenient

    - by user1542
    In my university, they always emphasize and hype about UML design and stuff, in which I feel it is not going to work well with game structure design. Now, I just want a professional advice on how should I begin my game designing? The story is I have some skill in programming and have done many minor game such as getting some 2D platformer working to some extend. The problems that I find about my program is the poor quality design. After coding for a while, things start to break down due to poor planning (When I add new feature, it tends to make me have to recode the whole program). However, to plan everything out without a single design flaw is a bit too ideal. Therefore, any advice to how should I plan my game? How should I put it into visible pictures, so that me and my friends are able to overview the designs? I planned to start coding a game with my friend. This is going to be my first teamwork, so any professional advices would be a pleasure. Is there any other alternatives than UML? Another question is how does "prototyping" normally looks like?

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  • Is there ever a time when creating a level/world editor with your game is a bad idea?

    - by Borgel
    I have created a few smaller games on my own in the past. My approach has always been to create a completed editor where it has all the functionality needed to save a level file and load it into the game. This has always made most sense to me but I keep hearing from people that a game is never fully done in the editor. I have never worked in a game development team and so I don't have first hand experience, but not adding everything needed to make the game to the editor just seams wrong. Am I missing something? Is there ever a reason not to add a tool to the editor?

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  • MVC pattern and (Game) State pattern

    - by topright
    Game States separate I/O processing, game logic and rendering into different classes: while (game_loop) { game->state->io_events(this); game->state->logic(this); game->state->rendering(); } You can easily change a game state in this approach. MVC separation works in more complex way: while (game_loop) { game->cotroller->io_events(this); game->model->logic(this); game->view->rendering(); } So changing Game States becomes error prone task (switch 3 classes, not 1). What are practical ways of combining these 2 concepts?

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  • Why isn't Java more widely used for game development?

    - by Anto
    I'm not a game developer or anything, but I know that Java is not very widely used for game development. Java should be fast enough for most games, so where's the catch? I can think of some reasons: Lack of game developers with expertice in Java Lack of good game development frameworks Programmers don't want to accept Java as a games programming language. Most only accept C++ as that? No support for game consoles (though the PC market still exists) It could of course be something else. Could someone who knows the business better than me explain why Java isn't getting momentum when it comes to game development?

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  • Why isn't Java more widely used for game development?

    - by Anto
    I'm not a game developer or anything, but I know that Java is not very widely used for game development. Java should be fast enough for most games, so where's the catch? I can think of some reasons: Lack of game developers with expertice in Java Lack of good game development frameworks Programmers don't want to accept Java as a games programming language. Most only accept C++ as that? No support for game consoles (though the PC market still exists) It could of course be something else. Could someone who knows the business better than me explain why Java isn't getting momentum when it comes to game development?

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  • Sort rectangles in a grid based on a comparison of the center point of each

    - by Mrwolfy
    If I have a grid of rectangles and I move one of the rectangles, say above and to the left of another rectangle, how would I resort the rectangles? Note the rectangles are in an array, so each rectangle has an index and a matching tag. All I really need to do is set the proper index based on the rectangles new center point position within the rectangle, as compared with the center point position of the other rectangles in the grid. Here is what I am doing now in pseudo code (works somewhat, but not accurate): -(void)sortViews:myView { int newIndex; // myView is the view that was moved. [viewsArray removeObject:myView]; [viewsArray enumerate:obj*view]{ if (myView.center.x > view.center.x) { if (myView.center.y > view.center.y) { newIndex = view.tag -1; *stop = YES; } else { newIndex = view.tag +1; *stop = YES; } } else if (myView.center.x < view.center.x) { if (myView.center.y > view.center.y) { newIndex = view.tag -1; *stop = YES; } else { newIndex = view.tag +1; *stop = YES; } } }]; if (newIndex < 0) { newIndex = 0; } else if (newIndex > 5) { newIndex = 5; } [viewsArray insertObject:myView atIndex:newIndex]; [self arrangeGrid]; }

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  • Flex: Would a computational engine for a Connect-4 type game be too slow?

    - by Robusto
    OK, I was just fooling around in my spare time and have made this cool interface and game-playing code for a Connect-4 type game, written in Flex and playable by 2 human players in Flash. It accurately detects wins, etc. I'm smart enough to know that I've done the easy part. Before I dig into an AI for game play, I wanted to ask if this is the kind of thing that can really be handled computationally by a Flash plugin. It seems to me that for every turn up until the end there are 8 possible moves, 8 responses to each move, etc. So wouldn't a perfect engine have to be able to potentially see 8^8 moves (over 16 million), and a fairly good engine see up to a million? I don't know game coding so this is new to me. What's a reasonable move horizon for such a game to be able to see?

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  • How to remove Media Center from Windows 8

    - by Arabella
    I bought 2 Windows 8 upgrades, 1 for my PC and 1 for my notebook. I added Windows Media Center to my notebook using the free offer in November (side note: the key was emailed to me within 5 minutes, I see many people have been complaining that it takes a few days). Today I decided to add WMC to my PC as well, so I went onto the Microsoft website, same like last time, and I received the email within a few minutes. Once I added WMC, entered the key and the computer rebooted, my activation is now broken: This product key is already being used on another PC. Try a different key or buy a new one. After rereading the product key email, I realised that the WMC key was exactly the same as the one I had received in November for my notebook (I used the same email, i.e. my Microsoft account Outlook email, for both). I didn't think this would be a problem, as on Microsoft's feature pack page it states: ...is limited to five licenses per customer per promotion. So then I decided, I'll just remove WMC from my PC and go back to Windows 8 Pro. So I turned off the WMC feature, PC restarted, activation still broken because my key has been replaced. I then tried to activate it with my original Pro key. The error it gave was that this key cannot be used with this version of Windows, as it is now Windows 8 Pro with Media Center and not Windows 8 Pro anymore. I've searched a bit and it seems the only way to remove it is do a clean install. I tried the Windows 8 Downgrade Helper, which told me I was already running Win 8 Pro when I tried to downgrade, and that I was running Win 8 Pro with Media center when I tried the other option. To sum up: How do I remove Windows Media Center from Windows 8 Pro without having to do a clean install?

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  • Windows Media Center doesn't see my movies

    - by DrJekyll
    I am trying to configure my Windows Media Center (Windows 7 Ultimate). I selected folder with my movies and added it to the library, but when I went to the movies library, it says "There are no items in this library yet - Windows Media Center is searching for media files in the background...". I have all necessary codecs installed, Windows Media Player opens those movies correctly. When I right click on the file - Open with - Windows Media Center it also plays them without any problem. Any ideas why they don't appear in the libraries?

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  • Windows Media Center command line options?

    - by Pridkett
    Is there a command line interface to Windows Media Center in Windows 7. I have an SSH daemon installed on my media center box and would love to be able log in via SSH and get the list of upcoming recordings. As it is, I need to use Remote Desktop and then tell Media Center to run in GDI mode to display the upcoming recordings which is slow and cumbersome. Here are interesting commands that I'm wondering about: List upcoming recordings List most recent recordings Status of scheduler I'd rather not have to install Remote Potato to accomplish this.

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  • Media Center is sending duplicate #'s when changing channels

    - by Robert
    I recently switched from cable to DirecTV (satellite). I went through the "Set up TV signal" in Media Center, and I went through the manual setup of the remote as it didn't recognize the DirecTV remote. All seemed okay, except sometimes (often - about 1/2 the time) when I select a channel in Media Center's guide it sends 5527 instead of 527 or 5446 instead of 546 - so it doesn't change the channel correctly. (I see the numbers show up on the TV screen before the channel changes.) I tried re-learning the remote, but the problem is still there. (Media Center is changing channels through the IR Blaster attached to the front of the DirecTV box.)

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  • Windows Media Center Missing?

    - by Eric
    I'm running Windows Vista SP2 64-bit, but it was SP1 when I bought the laptop. It came with Windows Media Center, but I originally found no use for it, so I deleted the shortcut. Now I DO want to use it, and I can't find it anywhere. However, when I insert a DVD, the option to play it with Windows Media Center will appear, and it will launch Windows Media Center, so I must still have it on my system somewhere. My question is, where? Is there an easy way to just run the program using the Run window?

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