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  • How can I inject clips [ads] in a playlist every x minutes (even if previous clip is not over)

    - by azera
    Sorry for the title, I find it quite hard to describe what I want to do in a single sentence We have a few TV here linked to our computer, which we use to display clips about what we do in our sport center, what you should do to stay in good form ect ... It's running non stop, actually though vlc + playlist. Those main clips are 1-2 hours long and we have about 20 of them looping randomly all day. We would like to inject ads for some of our sponsiored products every now and then during the playlist, like say one ad every 15 minute. Does any one know how we can do that, while keeping the main clip random order ? I thought about encoding the whole thing as a single movie with ads inserted, but then it's not random. So we can put the ads in the playlist itself right ? Except clips are several hours long and we want that more often than that. Cutting the main clips in several pieces seems to work but that kind of sucks as new clips are made every month. If any one has an idea, thanks a lot

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  • How do I install Flash Player 11 debug version in 11.10?

    - by shanethehat
    I want to replace my existing browser plugin Flash Player with the debug version, and update to FP11 while I'm at it. I also want to install the debug version of the projector player and make it the default player for SWF files outside of the browser. First the browser plugin version. I've downloaded the installer from the official site, but I'm not sure what to do with the contents. There is a usr folder, and I presume that I am to write the contents of this to /usr. There is also a file called libflashplayer.so, and I have no idea what to do with that. For download for the projector player has confused me further because it only contains one file: flashplayerdebugger. I don't know what to do with this. If there is a way to install these softwares through apt-get or the Software Center I would love to hear about it, I have only found solutions for the standard player, but otherwise could someone please tell me what to do with these files? Update Ok, so I've figured out that if I dump the flashplayerdebugger file into /usr/lib/ I can point Eclipse at it and compile and test SWFs as expected from inside Eclipse. But how can I set that application as the default player when I select an SWF in Nautilus?

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  • How can player actions be "judged morally" in a measurable way?

    - by Sebastien Diot
    While measuring the player "skills" and "effort" is usually easy, adding some "less objective" statistics can give the player supplementary goals, especially in a MUD/RPG context. What I mean is that apart from counting how many orcs were killed, and gems collected, it would be interesting to have something along the line of the traditional Good/Evil, Lawful/Chaotic ranking of paper-based RPG, to add "dimension" to the game. But computers cannot differentiate good/evil effectively (nor can humans in many cases), and if you have a set of "laws" which are precise enough that you can tell exactly when the player breaks them, then it generally makes more sense to actually prevent them from doing that action in the first place. One example could be the creation/destruction axis (if players are at all allowed to create/build things), possibly in the form of the general effect of the player actions on "ecology". So what else is there left that can be effectively measured and would provide a sense of "moral" for the player? The more axis I have to measure, the more goals the player can have, and therefore the longer the game can last. This also gives the players more ways of "differentiating" themselves among hordes of other players of the same "class" and similar "kit".

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • What is the best way to check if there is overlap between player and static, non-collidable items in bullet physic engine

    - by tigrou
    I'd like to add non collidable objects (eg: power ups, items, ...) in a game world using Bullet Physics Engine and to know if there is collision between player and them. Some info : there is a lot of items ( 1000), all are box shapes and they don't overlap. Here is things i have tried : btDbvt* bvtItems = new btDbvt(); //btDbvt is a hierachical AABB tree, used by Bullet foreach(var item ...) { btDbvtVolume volume = ... //compute item AABB; bvtItems->insert(volume, (void*)someExtraData); } Then, to find collisions between items and player : playerRigidBody->getAabb(min, max); btDbvtVolume playervolume = ... //compute player AABB bvtItems->collideTV(bvtItems->m_root, playervolume, *someCollisionHandler); This works fairly well (and its very fast), however, there is a problem : it only check items AABB against player AABB. That loss of precision is acceptable for items but not for player which is not a box. It would actually need another check to make sure player really collide with item but i don't know how to do this in Bullet. It would have been nice to have a function like this : playerRigidBody->checkCollisionWithAABB(); After doing trying that, I discovered that a btGhostObject exist and seems to have been made for that. I changed my code like this : foreach(var item...) { btCollisionObject* ghostObject = new btGhostObject(); ghostObject->setCollisionShape(boxShape); ghostObject->setCollisionFlags(ghostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); startTransform.setOrigin(...); //item position ghostObject->setWorldTransform(startTransform); dynamicsWorld->addCollisionObject(ghostObject, btBroadphaseProxy::SensorTrigger, btBroadphaseProxy:: CharacterFilter); } It also works ok, but there is a huge fps drop (almost ten times slower) which is not acceptable. Maybe there is something missing (forget set a flag) and Bullet is doing extra job for nothing or maybe all that ghostObjects are polluting broad phase and ghostObject is not the right thing for that. Any help would be appreciated.

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  • Python (v2.7) requires to install plugins to create media files of the following type: Vorbis encoder

    - by LibraryGeekAdam
    This is the message I get when I try to rip a cd from any player. I usually use the stock Rhythmbox but have tried others to no avail. I have just updated to 12.10 from 12.04 and I had no problems in 12.04. I have read the other posts and have switched to the Main Server in the Software Sources menu. I have installed Ubuntu Restricted Extras. Nothing seems to help. I would appreciate any help. "Python (v2.7) requires to install plugins to create media files of the following type: Vorbis encoder" Thanks!

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  • DV-AVI in DivX Plus Player and VirtualDub - playback issue

    - by user714965
    I have an AVI-video which I had (digitally) transferred from a DV camera to my PC. The video contains errors at the beginning most likely because the DV tape was pretty old. When playing this video in the DivX Plus Player I get some picture artefacts and some high noise peaks of the sound. These stops after two seconds. When I'm playing this video in VirtualDub (where I want to cut it) I get the same picture artefacts. But the sound errors (those loud high peaks) lasts ten seconds. These sound errors are also contained in the cutted video. Why does the video have more errors when played in VirtualDub? I think because of different codecs which are used for decoding the video? How can I change the codec which VirtualDub uses for decoding? I have installed ffdshow for this but it seems that it is not used because I don't get the ffdshow icon in the taskbar when playing the video in VirtualDub. When playing in DivX Player Plus I get this icon.

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  • Linux application that bundles multiple incoming audio and video streams into one container file?

    - by StackedCrooked
    I've been assigned to implement a video on-demand service for a local university. Different aspects of the lectures (video, audio, screen cast, white board) will be recorded. During a lecture all these data streams arrive at one Linux server. This server should transcode and bundle all these streams into one container (Matroska) file. My options seem to be: Write a GStreamer application do something with FFMPEG do something with VLC ...? Has anyone done something similar in the past? Can you recommend something? Edit For those interested, here are a few of my findings: Matroska is not a good format for streaming (it's possible, but it's not its primary intent) For Flash streaming you can use MPEG4 If you want to combine different videos into one video where each subvideo occupies a rectangular portion of the total screen, then this GStreamer script is useful (I found it on this blog post). Desktop capture works fine with VLC

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  • How to download video from a website that uses flash player but

    - by TPR
    Possible Duplicate: Download Flash video file from any video site? Livestream.com seems to be using flash player to show both live streams and archived/recorded streams (meaning previously shown streams). I want to download the archived streams. I am assuming that it should be much easier to download archived video from the website compared to the live stream. Here is a sample video: http://www.livestream.com/copanamericana/video?clipId=pla_6f9f4d97-e48f-4b04-bcaa-18e281341b0f&utm_source=lslibrary&utm_medium=ui-thumb ^^ I am not interested in this particular video, just an example. Firefox plugins like DownloadHelper and all do not work. Any suggestions? If I look at the browsing cache, no matter what the website plays, all files have the same size! If I open them, of course no video gets played. So something clever/funny is going on with the flash player on livestream.com (yes, even the archives videos), so it is definitely not the same as downloading videos from youtube. However, ads played on livestream.com videos are properly stored in browser cache.

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  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

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  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

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  • Keeping Velocity Constant and Player in Position - Sidescrolling

    - by user2904951
    I'm working on a Little Mobile Game with Cocos2D-X and Box2D. The Point where I got stuck is the movement of a box2d-body (the main actor) and the according Sprite. Now I want to : move this Body with a constant velocity along the x-axis, no matter if it's rolling (it's a circleshape) upwards or downwards keep the body nearly sticking to the ground on which it's rolling keep the Body and the according Sprite in the Center of the Screen. What I tried : in the update()- method I used body->SetLinearVelocity(b2Vec2(x,y)) to higher/lower values, if the Body was passing a constant value for his velocity I used to set very high y-Values in body->SetLinearVelocity(b2Vec2(x,y)) First tried to use CCFollow with my playerSprite, which was also Scrolling along the y-axis, as i only need to scroll along the x-axis, so I decided to move the whole layer which is containing the ambience (platforms etc.) to the left of my Screen and my Player Body & Player sprite to the right of the Screen, adjusting the speed values to Keep the Player in the Center of the Screen. Well... ...didn't work as i wanted it to, because each time i set the velocity manually (I also tried to use body->applyLinearImpulse(...) when the Body is moving upwards just as playing around with the value of velocityIterations in world->Step(...)) there's a small delay, which pushes the player Body more or less further of the Center of the Screen. ... didn't also work as I expected it to, because I needed to adjust the x-Values, when the Body was moving upwards to Keep it not getting slowed down, this made my Body even less sticky to the ground.... ... CCFollow did a good Job, except that I didn't want to scroll along the y-axis also and it Forces the overgiven sprite to start in the Center of the Screen. Moving the whole Layer even brought no good results, I have tried a Long time to adjust values of the movement Speed of the layer and the Body to Keep it negating each other, that the player stays nearly in the Center of the Screen.... So my question is : Does anyone of you have any Kind of new Approach for me to solve this cohesive bunch of Problems ? Cheers, Seb

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  • Frame rate upsampling codec/player/software?

    - by djechelon
    Hello, I recently noticed that when I play both HD and SD videos on my HDMI TV at 1080p 60Hz from my computer, the motion is not fluid as I would expect. As far as I know, it could be because the 24fps video needs to be upsampled by the codec to match the 60Hz output of the monitor. But, as far as I know, the upsampling is done by simply repeating each photogram for a certain amount of frames. I usually play MKV videos with VLC. Do you know if there is a player or codec that performs the upsampling by interpolation like some 100Hz TVs do? I recently saw an LG led TV play a 24fps 720p video at 100Hz with an incredible motion fluidity, and I simply wonder why can't my computer do! I have an NVidia card. Does PureVideo help? I'm a noob with these things. Thank you.

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  • Problem with Chrome - embed windows media player

    - by nicolas
    Hi. I am having a problem. I embed WMP in my page, and I need to hide buttons from player. I make it to hide them in IE and FF, but I can't make it happen in Google Chrome. Here is the code <object id="MediaPlayer1" width="690" height="500" classid="CLSID:22D6F312-B0F6-11D0-94AB-0080C74C7E95" codebase="http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701" standby="Loading Microsoft® Windows® Media Player components..." type="application/x-oleobject" > <param name="FileName" value='<%= GetSource() %>' /> <param name="AutoStart" value="True" /> <param name="DefaultFrame" value="mainFrame" /> <param name="ShowStatusBar" value="0" /> <param name="ShowPositionControls" value="0" /> <param name="showcontrols" value="0" /> <param name="ShowAudioControls" value="0" /> <param name="ShowTracker" value="0" /> <param name="EnablePositionControls" value="0" /> <!-- BEGIN PLUG-IN HTML FOR FIREFOX--> <embed type="application/x-mplayer2" pluginspage="http://www.microsoft.com/Windows/MediaPlayer/" src='<%= GetSource() %>' align="middle" width="600" height="500" defaultframe="rightFrame" id="MediaPlayer2" /> </object> and in the JS in a method i do var player = document.getElementById("MediaPlayer2"); player.uiMode="none"; to hide buttons in FF, but seems that not work for Chrome.

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  • How to build a dynamic resize-able Flash player

    - by Leon
    Morning stackers! So my question today isn't dealing with any code, but how to go about this the correct way from the start. I have a video player built to a static size (max: 800x600) which I'll have to re-code every time I need it to be a different size. What I need it to do in the near future is dynamically resize itself and all the elements inside of it based on 1 width variable that it will received either from HTML or XML. Now to me there are 2 ways to go about this: Start with the smallest size possible and resize upwards, but I'm unsure of how the Flash movie will actually expand upwards as of right now. Or 2, start with the largest size possible (in this case 800x600) and size everything down. Step 1, I think seems to be the better way to go about this (ala YouTube style), but Step 2 also seems like it could be the easier way? A friend of mine mentioned that I should go with the larger size and have elements resize in each class, then fix to the upper left hand corner. However for the player to fit inside of certain div columns on sites, blogs whatever he said that there will have to be an HTML/CSS side of this... meaning that the div containing the resized flash player will have to cover up the areas of the Flash movie that are not to be shown? Is that possible to put a 800x600 flash movie into a div that smaller then 800 pixels wide? And cover it up with another div? Anyways, my mission is to be able to have a dynamically sized player like this: Thoughts? Recommendations? Best practices for this before I start?

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  • Error while installing vmware tools v8.8.2 in Ubuntu 12.04 beta

    - by Dipen Patel
    I just upgraded to Ubuntu 12.04 from 11.10 using update manager. I use it as virtual machine on VMWare Player 4.xx. As usual I installed vmware tools to enable full screen mode and shared folder functionality. But while installing I got an error while building modules for shared folder and fast networking utilities for vmware tools. Error is ============================================== /tmp/vmware-root/modules/vmhgfs-only/fsutil.c: In function ‘HgfsChangeFileAttributes’: /tmp/vmware-root/modules/vmhgfs-only/fsutil.c:610:4: error: assignment of read-only member ‘i_nlink’ make[2]: *** [/tmp/vmware-root/modules/vmhgfs-only/fsutil.o] Error 1 make[2]: *** Waiting for unfinished jobs.... /tmp/vmware-root/modules/vmhgfs-only/file.c:128:4: warning: initialization from incompatible pointer type [enabled by default] /tmp/vmware-root/modules/vmhgfs-only/file.c:128:4: warning: (near initialization for ‘HgfsFileFileOperations.fsync’) [enabled by default] /tmp/vmware-root/modules/vmhgfs-only/tcp.c:53:30: error: expected ‘)’ before numeric constant /tmp/vmware-root/modules/vmhgfs-only/tcp.c:56:25: error: expected ‘)’ before ‘int’ /tmp/vmware-root/modules/vmhgfs-only/tcp.c:59:33: error: expected ‘)’ before ‘int’ make[2]: *** [/tmp/vmware-root/modules/vmhgfs-only/tcp.o] Error 1 make[1]: *** [_module_/tmp/vmware-root/modules/vmhgfs-only] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-3.2.0-22-generic' make: *** [vmhgfs.ko] Error 2 make: Leaving directory `/tmp/vmware-root/modules/vmhgfs-only' The filesystem driver (vmhgfs module) is used only for the shared folder feature. The rest of the software provided by VMware Tools is designed to work independently of this feature. Let me know if anyone has encountered and solved this problem. Regards, Dipen Patel

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  • What music players (or related applications) are there that would allow displaying/editing embedded lyrics of music tracks?

    - by cipricus
    I use OSD Lyrics and CoverGloobus. They are good, they search and eventually download lyrics, when they can find them. The sources used by OSD Lyrics, for example, are rather limited (although I love the way it displays them. The latter accesses a reacher database, but the display is not adjustable as far as I know). Couldn't find a way to make these programs see lyrics from a file selected by me. What I want is to be able to add the lyrics myself, and even to embed them into the music file - and, of course, to display them from there. The last feature alone would be very valuable to me, as I have a large music database with lyrics already embedded, but I cannot see them with these programs: they are just looking for new lyrics on the Internet, although the lyrics are on my computer. In Windows I used Foobar2000 to find, display and embed lyrics (with the add-on lyricsgrabber) and when I needed to add the lyrics manually I used to embed them in MediaMonkey (this player allows finding them, but also editing and embedding - just by copy/paste). I am not able to run MediaMonkey in Wine. Foobar works, but with a lot of problems. And anyway, Wine is of last resort. I am looking for a Linux program that would be able to do something similar to what I have described above.

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  • Vmware Player Network adaptors have no network or internet access in windows 7 enterprise

    - by daffers
    As per the title. My VMWare player installation has setup the two network adaptor VMnet1 and VMnet8 and they are picked up as unidentified networks with no network access (i need this to activate my windows server installation on it). The option to change the network location is not available (this might be because of network policy on the domain despite having set this as configurable in the local security policy section). Is there anyway i can change how these networks are detected or alter the configuration of vmware to get around this?

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  • Linux flash player settings dialog unclickable

    - by bullettime
    I'm using Slackware 13. When a flash app pops up the allow/deny dialog, I'm stuck because the buttons are unclickable. My adobe flash player version is 10,0,42,34. How can I fix this problem? Edit: I'm using fluxbox. I'm using an acer notebook with a synaptics touchpad... both the touchpad and the mouse can't interact with the dialog.

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  • Vmware Player network adapters have no network or internet access in Windows 7 enterprise [closed]

    - by daffers
    As per the title. My VMWare player installation has setup the two network adaptor VMnet1 and VMnet8 and they are picked up as unidentified networks with no network access (i need this to activate my windows server installation on it). The option to change the network location is not available (this might be because of network policy on the domain despite having set this as configurable in the local security policy section). Is there anyway i can change how these networks are detected or alter the configuration of vmware to get around this?

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  • Installing ubuntu via VMWare Player

    - by c0mrade
    Hi everyone, I've just installed the latest 32bit ubuntu on a WMware Player and I was prompted for username/password I wrote mine , now I've been asked ubuntu login I keep missing I get error message Login incorrect with I login and password I use from the setup, is there a default password out there, what do I do now ?

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