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  • getline won't let me type, c++

    - by Stijn
    I try to get the name of a game the users chooses and store it in a vector. I use getline so the user can use a space. When I try to type a new game to add it won't let me. It automaticly displays me games library. Please tell me what I do wrong. Problem is at if(action == "add") Here's my code: #include <iostream> #include <string> #include <vector> #include <algorithm> #include <ctime> #include <cstdlib> using namespace std; int main() { vector<string>::const_iterator myIterator; vector<string>::const_iterator iter; vector<string> games; games.push_back("Crysis 2"); games.push_back("GodOfWar 3"); games.push_back("FIFA 12"); cout <<"Welcome to your Games Library.\n"; cout <<"\nThese are your games:\n"; for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } //the loop! string action; string newGame; cout <<"\n-Type 'exit' if you want to quit.\n-Type 'add' if you want to add a game.\n-Type 'delete' if you want to delete a game.\n-Type 'find' if you want to search a game.\n-Type 'game' if you don't know what game to play.\n-Type 'show' if you want to view your library."; while (action != "exit") { cout <<"\n\nWhat do you want to do: "; cin >> action; //problem is here if (action == "add") { cout <<"\nType the name of the game you want to add: "; getline (cin, newGame); games.push_back(newGame); for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } continue; } else if (action == "show") { cout <<"\nThese are your games:\n"; for (iter = games.begin(); iter != games.end(); ++iter) { cout <<*iter <<endl; } } else if (action == "delete") { cout <<"Type the name of the game you want to delete: "; cin >> newGame; getline (cin, newGame); iter = find(games.begin(), games.end(), newGame); if(iter != games.end()) { games.erase(iter); cout <<"\nGame deleted!"; } else { cout<<"\nGame not found."; } continue; } else if (action == "find") { cout <<"Which game you want to look for in your library: "; cin >> newGame; getline (cin, newGame); iter = find(games.begin(), games.end(), newGame); if (iter != games.end()) { cout << "Game found.\n"; } else { cout << "Game not found.\n"; } continue; } else if (action == "game") { srand(static_cast<unsigned int>(time(0))); random_shuffle(games.begin(), games.end()); cout << "\nWhy don't you play " << games[0]; continue; } else if (action == "quit") { cout <<"\nRemember to have fun while gaming!!\n"; break; } else { cout <<"\nCommand not found"; } } return 0; }

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  • Is there a software available that can make one game on server playable by multiple clients?

    - by Jayseer
    my sister has a cybercafe business which is typically have a server PC and clients PC. I want the multiple clients to access the game directly into the server, so I no longer install the games/online games in every clients' computer. Anyway, I tried to test an online game playing it in two client at a time but it doesn't work. So Is there a software capable of making one game playable by multiple clients?

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  • Is there such a thing as a game made using a spreadsheet?

    - by andygrunt
    Many computer games (especially the 'Tycoon' type games, Civilization etc) are essentially spreadsheets under the hood, displaying the results of their calculations with a veneer of pretty graphics. But, I've often wondered if anyone's actually created a game using a spreadsheet (using the standard formulas and functions available in a spready) but never actually come across one. So, can anyone point me to a spreadsheet game? - the more complex, the better.

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  • Reuse Client java Socket in a Java Server

    - by user1394983
    I'm devoloping an Java server two control an android online game. It's possible save the client socket of myserversocket.accept() in a variable in Client class? This are very util because this way, server can communicate with client when server wants and no when client contact server. My actual code are: import java.io.IOException; import java.io.ObjectInputStream; import java.io.ObjectOutputStream; import java.net.ServerSocket; import java.net.Socket; import java.util.ArrayList; import java.util.UUID; import sal.app.shared.Packet; public class Server { private ArrayList<GameSession> games = new ArrayList<GameSession>(); private ArrayList<Client> pendent_clients = new ArrayList<Client>(); private Packet read_packet= new Packet(); private Packet sent_packet = new Packet(); private Socket clientSocket = null; public static void main(String[] args) throws ClassNotFoundException{ ServerSocket serverSocket = null; //DataInputStream dataInputStream = null; //DataOutputStream dataOutputStream = null; ObjectOutputStream oos=null; ObjectInputStream ois=null; Server myServer = new Server(); try { serverSocket = new ServerSocket(7777); System.out.println("Listening :7777"); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } while(true){ try { myServer.clientSocket = new Socket(); myServer.clientSocket = serverSocket.accept(); myServer.read_packet = new Packet(); myServer.sent_packet = new Packet(); oos = new ObjectOutputStream(myServer.clientSocket.getOutputStream()); ois = new ObjectInputStream(myServer.clientSocket.getInputStream()); //dataInputStream = new DataInputStream(clientSocket.getInputStream()); //dataOutputStream = new DataOutputStream(clientSocket.getOutputStream()); //System.out.println("ip: " + clientSocket.getInetAddress()); //System.out.println("message: " + ois.read()); //dataOutputStream.writeUTF("Hello!"); /*while ((myServer.read_packet = (Packet) ois.readObject()) != null) { myServer.handlePacket(myServer.read_packet); break; }*/ myServer.read_packet=(Packet) ois.readObject(); myServer.handlePacket(myServer.read_packet); //oos.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally{ if( myServer.clientSocket!= null){ /*try { //myServer.clientSocket.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); }*/ } /*if( ois!= null){ try { ois.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } if( oos!= null){ try { oos.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } }*/ } } } public void handlePacket(Packet hp) throws IOException { if(hp.getOpCode() == 1) { registPlayer(hp); } } public void registPlayer(Packet p) throws IOException { Client registClient = new Client(this.clientSocket); this.pendent_clients.add(registClient); if(pendent_clients.size() == 2) { initAGame(); } else { ObjectOutputStream out=null; Packet to_send = new Packet(); to_send.setOpCode(4); out = new ObjectOutputStream(registClient.getClientSocket().getOutputStream()); out.writeObject(to_send); } } public void initAGame() throws IOException { Client c1 = pendent_clients.get(0); Client c2 = pendent_clients.get(1); Packet to_send = new Packet(); ObjectOutputStream out=null; GameSession incomingGame = new GameSession(c1,c2); games.add(incomingGame); to_send.setGameId(incomingGame.getGameId()); to_send.setOpCode(5); out = new ObjectOutputStream(c1.getClientSocket().getOutputStream()); out.writeObject(to_send); out = new ObjectOutputStream(c2.getClientSocket().getOutputStream()); out.writeObject(to_send); pendent_clients.clear(); } public Client getClientById(UUID given_id) { for(GameSession gs: games) { if(gs.getClient1().getClientId().equals(given_id)) { return gs.getClient1(); } else if(gs.getClient2().getClientId().equals(given_id)) { return gs.getClient2(); } } return null; } } With this code i got this erros: java.net.SocketException: Broken pipe at java.net.SocketOutputStream.socketWrite0(Native Method) at java.net.SocketOutputStream.socketWrite(SocketOutputStream.java:92) at java.net.SocketOutputStream.write(SocketOutputStream.java:136) at java.io.ObjectOutputStream$BlockDataOutputStream.drain(ObjectOutputStream.java:1847) at java.io.ObjectOutputStream$BlockDataOutputStream.setBlockDataMode(ObjectOutputStream.java:1756) at java.io.ObjectOutputStream.writeNonProxyDesc(ObjectOutputStream.java:1257) at java.io.ObjectOutputStream.writeClassDesc(ObjectOutputStream.java:1211) at java.io.ObjectOutputStream.writeOrdinaryObject(ObjectOutputStream.java:1395) at java.io.ObjectOutputStream.writeObject0(ObjectOutputStream.java:1158) at java.io.ObjectOutputStream.writeFatalException(ObjectOutputStream.java:1547) at java.io.ObjectOutputStream.writeObject(ObjectOutputStream.java:333) at Server.initAGame(Server.java:146) at Server.registPlayer(Server.java:120) at Server.handlePacket(Server.java:106) at Server.main(Server.java:63) This error ocurre when second client connect and server try to send an Packet to previous client 1 in function initGame() in this code: out = new ObjectOutputStream(c1.getClientSocket().getOutputStream()); out.writeObject(to_send); my android code is this: package sal.app; import java.io.DataInputStream; import java.io.DataOutputStream; import java.io.IOException; import java.io.ObjectInputStream; import java.io.ObjectOutputStream; import java.net.Socket; import java.net.UnknownHostException; import sal.app.logic.DataBaseManager; import sal.app.shared.Packet; import android.app.Activity; import android.os.Bundle; import android.view.Window; import android.view.WindowManager; public class MultiPlayerWaitActivity extends Activity{ private DataBaseManager db; public void onCreate(Bundle savedInstanceState) { super.requestWindowFeature(Window.FEATURE_NO_TITLE); super.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN); super.onCreate(savedInstanceState); setContentView(R.layout.multiwaitlayout); db=DataBaseManager.getSalDatabase(this); db.teste(); try { db.createDataBase(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } Socket socket = null; ObjectOutputStream outputStream = null; ObjectInputStream inputStream = null; //System.out.println("dadadad"); try { socket = new Socket("192.168.1.4", 7777); //Game = new MultiPlayerGame(new ServerManager("192.168.1.66"),new Session(), new Player("")); outputStream = new ObjectOutputStream(socket.getOutputStream()); inputStream = new ObjectInputStream(socket.getInputStream()); //dataOutputStream.writeUTF(textOut.getText().toString()); //textIn.setText(dataInputStream.readUTF()); Packet p = new Packet(); Packet r = new Packet(); p.setOpCode(1); outputStream.writeObject(p); /*try { r=(Packet)inputStream.readObject(); } catch (ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); }*/ //while(true){ //dataInputStream = new DataInputStream(clientSocket.getInputStream()); //dataOutputStream = new DataOutputStream(clientSocket.getOutputStream()); //System.out.println("ip: " + clientSocket.getInetAddress()); //System.out.println("message: " + ois.read()); //dataOutputStream.writeUTF("Hello!"); /*while ((r= (Packet) inputStream.readObject()) != null) { handPacket(r); break; }*/ r=(Packet) inputStream.readObject(); handPacket(r); //oos.close(); //} /*System.out.println(r.getOpCode()); if(r.getOpCode() == 5) { this.finish(); }*/ } catch (UnknownHostException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } /*finally{ if (socket != null){ try { socket.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } if (outputStream != null){ try { outputStream.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } if (inputStream != null){ try { inputStream.close(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } }*/ //catch (ClassNotFoundException e) { // TODO Auto-generated catch block //e.printStackTrace(); //} catch (ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } } public void handPacket(Packet hp) { if(hp.getOpCode() == 5) { this.finish(); } this.finish(); } } Regards

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  • Tutorials and libraries for OpenGL-ES games on Android

    - by user197141
    What tutorials and libraries are available which can help beginners to develop 2D and 3D games on Android using OpenGL-ES? I'm looking for tutorials which can help me learn OpenGL-ES, and I'm looking for OpenGL-ES libraries which can make life easier for beginners in OpenGL-ES. Since Android is still small, I guess it may be help-full to read iPhone OpenGL-ES tutorials as well, as I suppose the OpenGL-ES functionality is much the same. I have found the following useful information which I would have liked to share: Android tutorials: Basic tutorial covering polygons, no textures anddev forum with some tutorials Other Android OpenGL-ES information: Google IO lecture regarding games, not much OpenGLES The The Khronos Reference Manual is also relevant to have, but its not exactly the best place to start. iPhone OpenGL-ES tutorials (where the OpenGl-ES information is probably useful): http://web.me.com/smaurice/AppleCoder/iPhone_OpenGL/Archive.html http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-table-of.html As for libraries which a beginner might use to get a simpler hands-on experience with OpenGL-ES, I have only found Rokon, which is recently started, thus has many holes and bugs. And it's gnuGPL licensed (at the moment) which means it cannot be used, if we wish to sell our games. What else is out there?

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  • Applications randomly alt-tab? (especially full screen games)

    - by Henry Scotts
    I'm not sure when this began, how it happens, or why it happens, but it is quite bothersome and apparently random. Just randomly throughout the day my computer will just go to the desktop. I could be in a full screen game and it will just immediately alt tab and present the desktop. Or I could be watching a movie and this happens. Sometimes it happens once every three hours and other times (just today actually) it did it twice in the span of 30 seconds. I am positive I am not pressing a hotkey because I launched a game, sat idle, and noticed it alt tab while cleaning up around my room after about 20 minutes. Sometimes it goes days without this happening. Specs: Windows 7 Ultimate 64 Bit, 10 gigs of RAM, GeForce GTX 260, Intel Xeon CPU. I also have basically nothing running when it happens other than the game and FireFox. My FireFox add-ons: Adblock Plus, Download Statusbar, Firebug, FirePHP, lazarus form recovery, tree-style-tabs, yslow. I doubt FireFox is causing the issue but I figured I'd include it anyway because it is the only application I have running when it happens. As for user processes I have running: VCDDaemon (context menu for virtual clone drive), razerhid (mouse), OSD, taskhost, dmw (desktop window manager), anyfullscreengame, audiorepeater, netsession_win, explorer, razerofa, tsvncache, firefox, plugin-container, and EKIJ5000MUI (printer). Whew. Okay. That was a lot of information. If someone could diagnose this I would be most grateful for this has been around with me for years.. Thanks for reading! PS: I doubt it's a virus because I never download illegal software and pretty much only browse Reddit and Stackexchange and play games. If it was a virus it would be a pretty lame one.. Hah..

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  • Games consoles won't connect through the TP-Link TL-WA500G Access Point

    - by Manfred Wolff
    I hope that someone can help me. I have several Laptops and other devices, all using my Wireless Router (Sky Digital Netgear) To extend the range to the back of the house, I purchased a TP-Link TL-WA500G Range extender. configured just as a pure repeater, it picks up the signal from the Netgear Router. The Netgear Router does the DHCP, handing out the IP addresses. This all works a treat with several different laptops and my iPone4S, but when my son tries to use his XBox360, Sony Playstation3 or the Nintendo Wii those devices fail to acquire an IP address. They just sit their waiting for the IP config. This also happens with my wife's HTC desire ONE Android phone. My son says that, when his HTC Desire C won't get an IP address, he just unplugs the AP briefly - the phone will connect and he puts the AP back on. Once he is connected to the Router, the AP won't disturb function. The Games Consoles don't seem to work like that. They stop working, when the AP is reconnected. I had my son try to configure permanent IP addresses, and he said that did not work either, though I have to confirm that, as I did not see that for myself. Has anybody seen this before? I have searched the Net and have not found any similar problems anywhere. I wonder if there is setting somewhere that would fix this. Many thanks for anyone reading this and trying to help. M

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  • The new direction of the gaming industry

    - by raccoon_tim
    Just recently I read a great blog post by David Darling, the founder of Codemasters: http://www.develop-online.net/blog/347/Jurassic-consoles-could-become-extinct. In the blog post he talks about how traditional retail games are experiencing a downfall thanks to the increasing popularity of digital distribution. I personally think of retail games as being relics of the past. It does not really make much sense to still keep distributing boxed games when the same game can be elegantly downloaded and updated over the air through a digital distribution channel. The world is not all rainbows, however. One big issue with mixing digital distribution with boxed retail games is that resellers will not condone you selling your game for 10€ digitally while their selling the same game for 70€. The only way to get around this issue is to move to full digital distribution. This has the added benefit of minimizing piracy as the game can be tightly bound to the service you downloaded the game from. Many players are, however, complaining about not being able to play the games offline. Having games tightly bound to the internet is a problem when games are bought from a retailer as we tend to expect that once we have the product we can use it anywhere because we physically own it. The truth is that we don’t actually own the product. Instead, the typical EULA actually states that we only have a license to use the product. We’re not, for instance, allowed to disassemble the product, which the owner is indeed permitted to do. Digital distribution allows us to provide games as services, instead of selling them as standalone products. This means that for a service to work you have to be connected to the internet but you still have the same rights to use the product. It’s really straightforward; if you downloaded a client from the internet you are expected to have an internet connection so you’re able to connect to the server. A game distributed digitally that is built using a client-server architecture has the added benefit of allowing you to play anywhere as long as you have the client installed and you are able to log in with your user information. Your save games can be backed up and your game can continue anywhere. Another development we’re seeing in the gaming industry is the increasing popularity of free-to-play games. These are games that let you play for free but allow you to boost your gaming experience with real world money. The nature of these games is that players are constantly rewarded with new content and the game can evolve according to their way of playing and their wishes can be incorporated into the product. Free-to-play games can quickly gain a large player basis and monetization is done by providing players valuable things to buy making their gaming experience more fun. I am personally very excited about free-to-play games as it’s possible to start building the game together with your players and there is no need to work on the game for 5 years from start to finish and only then see if it’s actually something the players like. This is a typical problem with big movie-like retail games and recent news about Radical Entertainment practically closing its doors paints a clear picture of what can happen when the risk does not pay off: http://news.teamxbox.com/xbox/25874/Prototype-Developer-Radical-Entertainment-Closes/.

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  • Deterministic floating point and .NET

    - by code2code
    How can I guarantee that floating point calculations in a .NET application (say in C#) always produce the same bit-exact result? Especially when using different versions of .NET and running on different platforms (x86 vs x86_64). Inaccuracies of floating point operations do not matter. In Java I'd use strictfp. In C/C++ and other low level languages this problem is essentially solved by accessing the FPU / SSE control registers but that's probably not possible in .NET. Even with control of the FPU control register the JIT of .NET will generate different code on different platforms. Something like HotSpot would be even worse in this case... Why do I need it? I'm thinking about writing a real-time strategy (RTS) game which heavily depends on fast floating point math together with a lock stepped simulation. Essentially I will only transmit user input across the network. This also applies to other games which implement replays by storing the user input. Not an option are: decimals (too slow) fixed point values (too slow and cumbersome when using sqrt, sin, cos, tan, atan...) update state across the network like an FPS: Sending position information for hundreds or a few thousand units is not an option Any ideas?

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  • Blackberry Development, communicating two Blackberry device in a multiplayer game programatically

    - by Nikesh Yadav
    Hi Forum, We are developing a game application for Blackberry, which will have multi player option to let two or more player compete against each other. We have implemented the logic for that and already two or more player are able to play the game simultaneously on single device. Now we want to upgrade our application so that two or more user can compete each other playing from different device and different locations. Can anyone please help me by providing me the way (or code) to achieve this (communicating two blackberry devices over the air to access single session programmaticaly)? I found the code to connect two device using Bluetooth but as the player may situated in different geographic regions we need to achieve this using over the air connection. Thanks in advance. Thanks, Nikesh

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  • 2D Platform Games in Java

    - by breno.inojosa
    I'm not new in Java, but I know nothing about tools and APIs related to games. So now I have decided to create a few games but I don't know where to start. I could buy a book but I don't think that's the best choice. So.. What do you guys suggest? What should I learn first, are there any Complete tutorials? What further reading do you recommend? Better: Where should I start? Need help. Thanks =D

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  • Real-time Multiplayer Movement - Flash ActionScript 3 (AS3) - Flash Media Server

    - by Wild Phoenix
    Dear All, I am creating a simple game, where I would like more than one player to be able to connect and play. With regards to a single player game, I am more than comfortable with the coding. I cannot seem to figure out how to connect up more than one player and update their screens when the each player moves. So far I have the players connecting, but I still need to be able update the SharedObject when a player moves, then push it out to the other players. I have searched high and low for a good tutorial / source code to review. Code So Far A tutorial i found so far listened for a click as it was a mouse based movement, then this told the SHaredObject to tell the client (and the others) to update that clients movement. However all of my movement is listend and acted on in the playership class.

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  • Multiplayer game

    - by j-t-s
    Using either XNA OR just the usual c# win forms application, which would be the best way to create the feature that enables text messages to be sent from me to my friend over the internet? I don't know if this matters or not, but I now have 3 Mobile Broadband internet... so it's like... Wireless internet, does that matter?

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  • How would MVVM be for games?

    - by Benny Jobigan
    Particularly for 2d games, and particularly silverlight/wpf games. If you think about it, you can divide a game object into its view (the graphic on the screen) and a view-model/model (the state, ai, and other data for the object). In silverlight, it seems common to make each object a user control, putting the model and view into a single object. I suppose the advantage of this is simplicity. But, perhaps it's less clean or has some disadvantages in terms of the underlying "game engine". What are your thoughts on this matter? What are some advantages and disadvantages of using the MVVM pattern for game development? How about performance? All thoughts are welcome.

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  • Free sounds for iPhone games.

    - by Roger Gilbrat
    I'm looking for a good source for sound effects for my iPhone game. I like SoundSnap, but they charge you for every sound you download, not just the ones you end up using. Sound design in games can be a very iterative process and I don't want to pay for 10 sounds I never use before finding the right one. freesound.org is another really good site, but they are all CC licensed and can't be used in commercial games. It's unclear if a free iPhone App is considered commercial (or if my final game will be free). Googling for this returns a huge number of pay sites with horrible web pages. I don't mind paying for sounds, but I want to pay for what I use. Any good personal recommendations?

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  • Developing and deploying games for Windows, Mac (& Linux)

    - by nornagon
    I want to write games that run on all the major platforms. I also want people to be able to play them by downloading a file and double clicking it. That means a single .exe/.app file. I'm happy to use OpenGL directly for graphics. What I don't know how to do is show a window, handle mouse/keyboard input and play sounds in a cross-platform manner. I don't really mind what the underlying language is, as long as it isn't C++ or Java. C#, Ruby or Python would be preferable, in that order :) Please, SO, save me from having to write Flash games!

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  • Cannot find winemenubuilder.exe when trying to run StarCraft 2

    - by Gernot
    Recently I've installed StarCraft 2 via playonlinux. The installation was absolutly no problem, everything was fine. But if I want to start the game now, it crashes. If I start it on the Terminal I get following error: optirun /usr/share/playonlinux/playonlinux --run "StarCraft II Wings of Liberty" [POL_Wine_SetVersionEnv] Message: Setting wine version path: 1.3.27, amd64 [POL_Wine_SetVersionEnv] Message: "/home/gernot/.PlayOnLinux//wine/linux-amd64/1.3.27" exists [POL_Wine] Message: Running wine-1.3.27 StarCraft II.exe wine: cannot find L"C:\\windows\\system32\\winemenubuilder.exe" rm: Cannot remove »*“ : Can't find directory or file. Has anybody an idea what to do?

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  • Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows

    - by Asian Angel
    Are you looking for a fun new game to add to your Linux or Windows systems? Then Wind and Water: Puzzle Battles could be just the game you are looking for. This awesome game comes with three distinct game modes (Story, Arcade, and Puzzle) to please the gamer within. You will need to select a language when Wind and Water starts up. Use your arrow keys to make your selection and press Enter. There will be a short intro video and then you can begin playing the game. There is a nice Tutorial Mode to help you become familiar with game play. Once you have entered your name you can choose the game mode that you want to play. Have fun as you work your way through the game! Note: Use the four Arrow Keys, the S Key, and the A Key to play Wind and Water. Wind and Water Homepage (Windows Version Download) Download the Linux Versions *Includes installation instructions for non-Ubuntu systems at bottom of the post. [via Ubuntu Vibes] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome Daisies and Rye Swaying in the Summer Wind Wallpaper Read On Phone Pushes Data from Your Desktop to the Appropriate Android App

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  • Link’s Yard Sale; Artifacts Up For Sale [Video]

    - by Jason Fitzpatrick
    Link, of the Legend of Zelda fame, has adventured far and wide–so far and wide, in fact, that it’s time to dump out the inventory screen and make room for new things. Masks, boots, a rudder off a trusty ship, it’s all up for grabs at Link’s yard sale. We’d put in an offer on the Double Hookshot–what bit of Legend of Zelda gear would you snatch up at the sale? Dorkly Bits: Link’s Yard Sale How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

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  • Scorpion Tears Through World Level 1-1 from the Original Super Mario Bros. [Video]

    - by Asian Angel
    What could be more fun than playing some classic Super Mario Brothers? Playing Super Mario Brothers with Scorpion as your character! This fun video shows Scorpion tearing his way through World Level 1-1 in style from beginning to end. Super Mario Kombat (Super Mario Bros. / Mortal Kombat) [via NicksplosionFX] How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • Block Fortress is an Awesome Tower Defense Game

    - by Akemi Iwaya
    What do you get when you mix Minecraft, tower defense, and a first-person shooter together? Block Fortress! This awesome game combines the best aspects of three game types into one unique, action-packed romp for survival and victory. Keep in mind that the game has quite a bit going on, so we will only be able to offer a quick glimpse with our post. Also, it may take a few minutes to become familiar with how to maneuver around in the game area using various gestures on your device’s screen. From the Block Fortress homepage: It offers more than 30 different building blocks, 16 different turret blocks, and tons of additional items to build (including mining blocks, lumber blocks, storage crates, power generators, and much more). It also includes many different weapon and item upgrades for your character – all brought to bear against the relentless attacks of the Goblocks! Block Fortress currently comes with three modes of game play: Survival, Quickstart, and Sandbox. As you can see, there should be more modes available at a later date. There are many types of terrain to choose from, or if you wish you can select Random for a nice surprise. For our example we chose Snowy Hills. Time to have a look around and find a nice spot to set up our barracks… This spot looks like it will do rather nicely… Just for fun we set up a castle-style set of walls and entry point for our barracks. Now on to fun and adventure! You can see what the game looks like in action with the official launch trailer… Price: 0.99 (U.S.) Block Fortress [iTunes App Store] Block Fortress Homepage Official Block Fortress Launch Trailer [YouTube]    

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  • ¿Como puedo instalar Age of Mythology en Ubuntu? - How I can install Age of Mythology on Ubuntu?

    - by edgarsalguero93
    Spanish: Tengo un problema al tratar de instalar Age of Mythology Gold Edition (v 1.03). Al iniciarle con el Wine (1.3.28) en mi Ubuntu 11.10, y después de ingresar el serial y pulsar Siguiente, me sale un error "No se puede cargar PidGen.dll", y se regresa a la ventana anterior. En Configurar Wine, y en la pestaña Librerías le añadí el archivo DLL que me pide pero todo sigue igual. He intentado todo para que se instale pero no funciona. También he intentado instalarlo en una maquina virtual de VMware Workstation 8.0.1 con Microsoft Windows XP SP3 y me sale un error de compatibilidad con la tarjeta de vídeo: "Tarjeta de vídeo 0: vmx_fb.dll VMware SVGA II Vendor(0x15AD) Device(0x405)" y se cierra el Age of Mythology. Me parece que la solución en este caso seria aumentar la cantidad de vídeo que pone a disposición el VMware a la maquina virtual o un driver para esta tarjeta, pero no se como hacer eso. O tal vez alguien sabe la manera de que mi tarjeta de vídeo que tiene mi computadora se use también para VMware o destinar parte de la memoria del vídeo a la maquina virtual. He buscado en varios sitios, pero ninguno soluciona mi problema. Por favor, si alguien ya encontró la respuesta, que responda a esta pregunta, y de antemano gracias. English: I have a problem trying to install Age of Mythology Gold Edition (v 1.03). At the beginning of the Wine (1.3.28) on my Ubuntu 11.10, and after entering the serial and click Next, I get an error "Unable to load pidgen.dll" and return to the previous window. In Configure Wine and in the Libraries tab I added the DLL that calls me but nothing has changed. I tried everything to be installed but not working. I have also tried to install in a virtual machine with VMware Workstation 8.0.1 Microsoft Windows XP SP3 and I get a compatibility error with video card: "Video Card 0: VMware SVGA II vmx_fb.dll Vendor (0x15AD) Device (0x405) "and closes the Age of Mythology. I think the solution in this case would increase the amount of video available to the VMware virtual machine or a driver for this card, but not how to do that. Or maybe someone knows the way that my video card that has my computer is also used for VMware or earmark part of the video memory to the virtual machine. I searched several sites, but none solved my problem. Please, if someone already found the answer, to answer this question. I also apologize if the translation is not well understood. I used the Google translator. Thanks and greetings from Latin America

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  • Psychonauts crashes right after entering load save door

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

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  • The How-To Geek Valentine’s Day Gift Guide

    - by Jason Fitzpatrick
    Valentine’s Day is less than week away; if you want to prove yourself the geekiest cupid around you’ll definitely want to check out our guide to geeky Valentine’s big and small. The following gift guide includes gifts for the geeks in your life and gifts for geeks to give those that appreciate their geeky nature. Our methodology for picking Valentine’s-related gifts focused on gifts that were either traditional Valentine’s day gifts with a geek-slant or a nod to an aspect of geek culture. Read on to check out the geektacular pickings we mined the internet to unearth. Latest Features How-To Geek ETC The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin View the Cars of Tomorrow Through the Eyes of the Past [Historical Video] Add Romance to Your Desktop with These Two Valentine’s Day Themes for Windows 7 Gmail’s Priority Inbox Now Available for Mobile Web Browsers Touchpad Blocker Locks Down Your Touchpad While Typing Arrival of the Viking Fleet Wallpaper A History of Vintage Transformers [Infographic]

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  • The Evolution of Link’s Swords [Wallpaper]

    - by Jason Fitzpatrick
    If you’re a fan of all things Legend of Zelda, this high-resolution wallpaper showcases all the swords from every Legend of Zelda game. In addition to the wallpaper that gathers all the swords together in one place, you can also check out the description on the wallpaper’s Deviant Art page to grab high-resolution images of each individual sword. Hit up the link below to grab both the wallpaper and the individual renderings. The Evolution of Link’s Swords [Deviant Art] 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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