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  • Deleting old system folders from a drive that is no longer the windows installation drive

    - by grenade
    I dropped my laptop and was no longer able to boot. There were error messages about a corrupt boot record. Replacing the hard drive and reinstalling Win 7 was how I dealt with it. The old drive still appears to be good and I can read and write to it when I connect it as a second drive and mount as D:. However, if I try to recover the space being used by the windows, programdata, program files & program files(x86) folders, by deleting them I get error messages about needing permission from trustedinstaller. If I set myself as the owner of the folders and retry the delete I get error messages about needing permission from myself! Since I'm pretty sure that I have permission from myself to delete the folders, I can only assume that the OS or file system has gotten its panties twisted. I have tried shift, right click, delete from explorer and also if I run "del /f /s /q D:\Windows" from an admin command prompt, I get a succession of Access is denied messages as well. How do I delete D:\Windows, D:\ProgramData, D:\Program Files & D:\Program Files(x86) from a drive that is not the Windows installation drive?

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  • Constant crashes in windows 7 64bit when playing games

    - by yx.
    I've tried everything I can possibly think of in trying to fix this problem and I'm totally out of ideas, so any help would be appreciated: The problem: whenever I fire up a game, it works for a short while with no problems and then it would crash. Either its a hard crash, forcing me to reboot, or windows would report that the display driver has stopped working and recovered. Here is a list of things I've already tried: Drivers - tried the latest drivers (catalyst 9.12) as well as the stock drivers that came with the video card. Also have the latest BIOS/chipset Memtest - Ran Memtest86+ overnight, had no problems, the windows diagnostic tool also does not find any problems. Overheating - Video card/cpu temperatures are well below peak (42 and 31 Celsius receptively) PSU Voltage - CPUID shows that the voltage levels are all above what they should be. The PSU itself is only roughly 16 months old and is a good model. HDD - No errors when checked GPU - Brand new (replaced previous card since I thought it was the problem, apparently not) Overclocking - Everything is at stock levels, memory voltage is set to manufacturer's standard Specs: Motherboard: ASUS P5Q Pro CPU: Core 2 Duo E8400 3.0 ghz OS: Windows 7 home premium 64 bit Memory: Mushkin Enhanced 4GB DDR2 GPU: Sapphire HD 5850 1GB PSU: SeaSonic M12 600W ATX12V DirectX: DX11 Event Viewer after a crash always has these logged: A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 1 The details view of this entry contains further information. A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 0 The details view of this entry contains further information. A previous card that I had (4850x2) also had these errors, so I changed video cards, but the same thing is happening.

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  • 5 year old server upgrade

    - by rizzo0917
    I am looking to upgrade a server for a web app. Currently the application is running very sluggish. We've made some adjustments to mysql (that's another issue in itself) and made some adjustments so that heaviest quires get run on a copy of the database on another server was have as a backup, however this will not last that much longer and we are looking to upgrade. Currently the servers CPUs are (4) Intel(R) XEON(TM) CPU 2.00GHz, with 1 gig of ram. The database is 442.5 MiB, with about 1,743,808 records. There are two parts of the program, the one, side a, inserts and updates most of the data. Side b, reads the data and does some minor updates. Currently our biggest day for side a are 800 users (of 40,000 users all year) imputing the system. And our Side b is currently unknown, however we have a total of 1000 clients. The system is most likely going to cap out at 5000 side b clients, with about a year 300,000 side a users. The current database is 5 years old, so we can most likely expect the database to grow pretty rapidly, possibly double each year (which we can most likely archive older records if it comes to that). So with that being said, should we get a server for each side of the app, side a being the master, side b being the slave, any updates made on side b are router to side a. So the question is should i get 2 of these or 1. 2 x Intel Nehalem Xeon E5520 2.26Ghz (8 Cores) 12GB DDRIII Memory 500GB SATAII HDD 100Mbps Port Speed And Naturally I would need to have a redundant backup so it could potentially be 4 of them.

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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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  • Office suite for eMAC

    - by Adam Pierce
    I have been given 10 old eMAC computers to donate to a local primary school. I am a PC person but I have volunteered to set these up with some kind of office suite. The specs are: 700MHz G4 640MB RAM (should be enough for anyone!) OS-X 10.3 40GB hard disc with 30GB free space I'd like a recommendataion for an office suite that will work on these old boxes. I have tried Open Office, both the latest version and 2.4.3 for PPC with no luck. Yes, I do have X11 installed.

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  • Polling versus socket servers for online Flash games

    - by justin
    Hi, I want to make an online flash game, it will have social features but the gameplay will be primarily single-player. For example, no two players will appear on the screen at once, the social interaction will be through asynchronous messages, there won't be real-time chat or anything. Much of the logic would happen in the client, the server would validate the client logic, but it wouldn't need to be totally synchronous, which is why I'm thinking polling might be satisfactory. I have read in many places that socket servers can be more efficient than using polling for online games, but is that mainly a consideration for games that are more multi-player with more mult-player interactions than the game I have descriebed? If many users are playing online at the same time, but each playing a relatively isolated game, and not interacting to in real-time with each players, could polling be okay, or would using sockets be advisable no matter what if you have an online game that you envision many people playing at the same time? Thanks!

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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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  • Is the cooling fan on a 2004 graphics card really necessary?

    - by Andrew
    I have an old GeForce 6600 card in my computer, circa 2004. Recently the fan has started playing up and making loud irritating noises. I've tried oiling it with no luck. This is the second fan I've put on the card, the stock one broke ages ago. Is a card this old really likely to need a cooling fan or can I remove it altogether? It has a decent heatsink on the chip but there's not a lot of airflow in that part of the box. Edit: I should add that I seem to remember most mid range graphics cards at the time I bought that didn't have fans (pretty sure they had heatsinks only), which is why I'm wondering.

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  • How to cleanup old Failed Builds in TeamCity?

    - by dr. evil
    We do have hundreds of failed builds in TeamCity (number is especially high because of old retry on fail settings) and now it's a pain to browse history. I want to clean up only old failed builds, is there anyway to do that in TeamCity? Normal clean-up policy only allows X days before the last successful build sort of clean ups.

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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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  • Troubleshooting Network Speeds -- The Age Old Inquiry

    - by John K
    I'm looking for help with what I'm sure is an age old question. I've found myself in a situation of yearning to understand network throughput more clearly, but I can't seem to find information that makes it "click" We have a few servers distributed geographically, running various versions of Windows. Assuming we always use one host (a desktop) as the source, when copying data from that host to other servers across the country, we see a high variance in speed. In some cases, we can copy data at 12MB/s consistently, in others, we're seeing 0.8 MB/s. It should be noted, after testing 8 destinations, we always seem to be at either 0.6-0.8MB/s or 11-12 MB/s. In the building we're primarily concerned with, we have an OC-3 connection to our ISP. I know there are a lot of variables at play, but I guess I was hoping the experts here could help answer a few basic questions to help bolster my understanding. 1.) For older machines, running Windows XP, server 2003, etc, with a 100Mbps Ethernet card and 72 ms typical latency, does 0.8 MB/s sound at all reasonable? Or do you think that slow enough to indicate a problem? 2.) The classic "mathematical fastest speed" of "throughput = TCP window / latency," is, in our case, calculated to 0.8 MB/s (64Kb / 72 ms). My understanding is that is an upper bounds; that you would never expect to reach (due to overhead) let alone surpass that speed. In some cases though, we're seeing speeds of 12.3 MB/s. There are Steelhead accelerators scattered around the network, could those account for such a higher transfer rate? 3.) It's been suggested that the use SMB vs. SMB2 could explain the differences in speed. Indeed, as expected, packet captures show both being used depending on the OS versions in play, as we would expect. I understand what determines SMB2 being used or not, but I'm curious to know what kind of performance gain you can expect with SMB2. My problem simply seems to be a lack of experience, and more importantly, perspective, in terms of what are and are not reasonable network speeds. Could anyone help impart come context/perspective?

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  • How to populate a repository with a copy of an old svn repository

    - by user267980
    Hi there. I configured long time ago a backup script for one of my svn repository. Such a noob i was, i didn't used 'svnadmin dump' but just made an archive of my repository folder. I don't have access to the old server anymore thus the only thing i have a archives of the old repository folder. is there a way to import those archive into my new server? Thanks.

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  • Importing old mysql data folder

    - by samgoody
    After a reinstall, all of the old data still shows inside the MySQL/data folder, but is not actually loaded into the database. Is there any way to have MySQL scan it's data folder and / or reimport the old folders it has from its previous install? [Some data was changed after the last backup / export - partially my fault - so I would rather it recognize the folders rather than reimporting the SQL files.]

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  • NetBackup with VSS and Instant Recovery - Failing to delete old snapshots

    - by Jonathan Bourke
    We are attempting to implement Microsoft VSS for snap-shotting in our NetBackup 6.5.3.1 environment. The clients are both 32 & 64 bit Windows 2003 Server. Snapshot parameters are: Instant recovery is enabled Maximum snapshots = 1 Provider type = 1 (System) Snapshot attribute = 1 (Differential) All backups successfully complete, and VSS shadows are successfully created both for the snapshot backup and for the open files (shadow copy components). The Issue: NetBackup is not clearing or overwriting old snapshots with each successive backup. When we list shadows, and shadow storage, it is increasing and increasing. IT is not honouring the Maximum Snapshot setting. The Logs: The bpfis log doesn’t really appear to show any errors other than for methods which we are not employing (VxVM, Flashsnap, etc.). A section is as follows: 11:54:10.744 [348.4724] <2> logparams: D:\Program Files\Veritas\NetBackup\bin\bpfis.exe delete -nbu -id htpststr001.san.mgmt.det_1248918143 -bpstart_to 300 -bpend_to 300 -clnt htpststr001.san.mgmt.det 11:54:10.744 [348.4724] <4> bpfis: INF - BACKUP START 348 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS error 10; see following messages: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: Non-fatal method error was reported 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vfm_configure_fi_one: method: FlashSnap, type: FIM, function: FlashSnap_init 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS method error 3; see following message: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: FlashSnap_init: Veritas Volume Manager not installed. 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS error 10; see following messages: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: Non-fatal method error was reported 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vfm_configure_fi_one: method: vxvm, type: FIM, function: vxvm_init 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS method error 3; see following message: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vxvm_init: Veritas Volume Manager not installed. 11:54:11.713 [348.4724] <4> onlfi_thaw: Thawing C:\ using snapshot method VSS. 11:54:11.713 [348.4724] <2> onlfi_vfms_logf: vfm_thaw: delete snapshot ... 11:54:11.744 [348.4724] <2> onlfi_vfms_logf: snapshot services: emcclariionfi:Thu Jul 30 2009 11:54:11.744000 <Thread id - 4724> Unable to import any login credentials for any appliances. 11:54:11.760 [348.4724] <2> onlfi_vfms_logf: snapshot services: hpevafi:Thu Jul 30 2009 11:54:11.760000 <Thread id - 4724> CHpEvaPlugin::init: CLI tool is not installed. 11:54:11.760 [348.4724] <2> onlfi_vfms_logf: snapshot services: hpmsafi:Thu Jul 30 2009 11:54:11.760000 <Thread id - 4724> No array mangement credentials are available in configuration file. 11:54:13.806 [348.4724] <4> onlfi_thaw: do_thaw return value: 0 11:54:13.806 [348.4724] <4> onlfi_thaw: Thawing D:\ using snapshot method VSS. 11:54:15.806 [348.4724] <4> onlfi_thaw: do_thaw return value: 0 11:54:19.806 [348.4724] <2> fis_delete_id: removing D:\Program Files\Veritas\NetBackup\online_util\fi_cntl\bpfis.fim.htpststr001.san.mgmt.det_1248918143.0 11:54:19.806 [348.4724] <2> fis_delete_id: removing D:\Program Files\Veritas\NetBackup\online_util\fi_cntl\bpfis.fim.htpststr001.san.mgmt.det_1248918143.0.fiid 11:54:19.853 [348.4724] <4> bpfis: INF - EXIT STATUS 0: the requested operation was successfully completed The Question: Has anyone any experience of NetBackup / VSS not clearing snapshots after backups? We will ultimately be using a HP EVA for the snapshots, but we want to ensure correct functioning at a VSS level before we go further. Regards, Jonathan (PS: Question previously posted by my colleague on entsupport.symantec.com)

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  • NetBackup with VSS and Instant Recovery - Failing to delete old snapshots

    - by Jonathan Bourke
    We are attempting to implement Microsoft VSS for snap-shotting in our NetBackup 6.5.3.1 environment. The clients are both 32 & 64 bit Windows 2003 Server. Snapshot parameters are: Instant recovery is enabled Maximum snapshots = 1 Provider type = 1 (System) Snapshot attribute = 1 (Differential) All backups successfully complete, and VSS shadows are successfully created both for the snapshot backup and for the open files (shadow copy components). The Issue: NetBackup is not clearing or overwriting old snapshots with each successive backup. When we list shadows, and shadow storage, it is increasing and increasing. IT is not honouring the Maximum Snapshot setting. The Logs: The bpfis log doesn’t really appear to show any errors other than for methods which we are not employing (VxVM, Flashsnap, etc.). A section is as follows: 11:54:10.744 [348.4724] <2> logparams: D:\Program Files\Veritas\NetBackup\bin\bpfis.exe delete -nbu -id htpststr001.san.mgmt.det_1248918143 -bpstart_to 300 -bpend_to 300 -clnt htpststr001.san.mgmt.det 11:54:10.744 [348.4724] <4> bpfis: INF - BACKUP START 348 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS error 10; see following messages: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: Non-fatal method error was reported 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vfm_configure_fi_one: method: FlashSnap, type: FIM, function: FlashSnap_init 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS method error 3; see following message: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: FlashSnap_init: Veritas Volume Manager not installed. 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS error 10; see following messages: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: Non-fatal method error was reported 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vfm_configure_fi_one: method: vxvm, type: FIM, function: vxvm_init 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS method error 3; see following message: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vxvm_init: Veritas Volume Manager not installed. 11:54:11.713 [348.4724] <4> onlfi_thaw: Thawing C:\ using snapshot method VSS. 11:54:11.713 [348.4724] <2> onlfi_vfms_logf: vfm_thaw: delete snapshot ... 11:54:11.744 [348.4724] <2> onlfi_vfms_logf: snapshot services: emcclariionfi:Thu Jul 30 2009 11:54:11.744000 <Thread id - 4724> Unable to import any login credentials for any appliances. 11:54:11.760 [348.4724] <2> onlfi_vfms_logf: snapshot services: hpevafi:Thu Jul 30 2009 11:54:11.760000 <Thread id - 4724> CHpEvaPlugin::init: CLI tool is not installed. 11:54:11.760 [348.4724] <2> onlfi_vfms_logf: snapshot services: hpmsafi:Thu Jul 30 2009 11:54:11.760000 <Thread id - 4724> No array mangement credentials are available in configuration file. 11:54:13.806 [348.4724] <4> onlfi_thaw: do_thaw return value: 0 11:54:13.806 [348.4724] <4> onlfi_thaw: Thawing D:\ using snapshot method VSS. 11:54:15.806 [348.4724] <4> onlfi_thaw: do_thaw return value: 0 11:54:19.806 [348.4724] <2> fis_delete_id: removing D:\Program Files\Veritas\NetBackup\online_util\fi_cntl\bpfis.fim.htpststr001.san.mgmt.det_1248918143.0 11:54:19.806 [348.4724] <2> fis_delete_id: removing D:\Program Files\Veritas\NetBackup\online_util\fi_cntl\bpfis.fim.htpststr001.san.mgmt.det_1248918143.0.fiid 11:54:19.853 [348.4724] <4> bpfis: INF - EXIT STATUS 0: the requested operation was successfully completed The Question: Has anyone any experience of NetBackup / VSS not clearing snapshots after backups? We will ultimately be using a HP EVA for the snapshots, but we want to ensure correct functioning at a VSS level before we go further. Regards, Jonathan (PS: Question previously posted by my colleague on entsupport.symantec.com)

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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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