Search Results

Search found 14974 results on 599 pages for 'old games'.

Page 33/599 | < Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >

  • WoW Severe graphical Corruption on Ubuntu 11.10

    - by Desiderantes
    I get those graphical glitches when running WoW 4.2.0 with wine (Ubuntu 11.10 AMD64), in a Dell XPS 15(L501X), even with ironhide. Anyone can help me? CPU: Intel Core i5-460M 4gb RAM because it's a Dell XPS 15(Optimus Technology), i have 2 graphic cards: An Intel HD 460M integrated graphics card, which driver is i915 A nVidia GeForce GT 420M, ALREADY with propietary drivers Running Ubuntu 11.10 AMD64 with custom XFCE Desktop Wine 1.4 rc6(Emulating winxp) corefonts and vc2005 installed on Wine http://i.imgur.com/FDU6x.jpg

    Read the article

  • Wine issue - Can not start Fifa World (free 2 play)

    - by Levan
    I tried to install and start fifa world on ubuntu 14.04, wine version 1.7.19 I created 32 bit wine prefix on my ubuntu 14.04 wine 1.7.19 Downloaded origin full setup(3db5cf0281c282d33dce939d0934c5ba) 95,6 MB File and installed it. I was able to install origin but I could not download FIFA world. http://slexy.org/view/s21XHeN75S Then I had to patch origin: Qt5Network http://bugs.winehq.org/show_bug.cgi?id=31438#attach_47911 Download started after some time (around half hour) After the download was completed the installer got stuck and was not doing anything. http://slexy.org/view/s217GlrogJ I quieted origin and started the game allover again but it did not start. http://slexy.org/view/s20muYGSt5 Does anyone knows how I can fix this ???

    Read the article

  • Best way to calculate unit deaths in browser game combat?

    - by MikeCruz13
    My browser game's combat system is written and mechanically functioning well. It's written in PHP and uses a SQL database. I'm happy with the unit balance in relation to one another. I am, however, a little worried about how I'm calculating unit deaths when one player attacks another because the deaths seem to pile up a little fast for my taste. For this system, a battle doesn't just trigger, calculate winner, and end. Instead, it is allowed to go for several rounds (say one round every 15 mins.) until one side passes a threshold of being too strong for the other player and allows players to send reinforcements between rounds. Each round, units pair up and attack each other. Essentially what I do is calculate the damage: AP = Attack Points HP = Hit Points Units AP * Quantity * Random Factors * other factors (such as attrition) I take that and divide by the defending unit's HP to find the number of casualties of defending units. So, for example (simplified to take out some factors), if I have: 500 attackers with 50 AP vs 1000 defenders with 100 HP = 250 deaths. I wonder if that last step could be handled better to reduce the deaths piling up. Some ideas: I just change all the units with more HP? I make sure to set the Attacking unit's AP to be a max of the defender's HP to make sure they only kill 1 unit. (is that fair if I have less huge units vs many small units?) I spread the damage around more by including the defending unit's quantity more? i.e. in that scenario some are dead and some are 50% damage. (How would I track this every round?) Other better mathematical approaches?

    Read the article

  • Backlight turns off when launching Braid

    - by tone0511
    I have Ubuntu 12.10 on Acer Aspire 4736z and I installed Braid. When I have just turned on the computer, login and then launch Braid right away, it works just fine. But when I have already been using the computer for some other tasks like browsing or typing on Open Office after booting up and then decide to play Braid, the backlight turns off and I cannot turn it back on using the screen brightness control buttons. I have uninstalled and reinstalled Braid but it's the same. Please help me. Thanks.

    Read the article

  • How do I install the latest version of Mupen64?

    - by Uikri
    Alright, I can't figure out how to install Mupen64 on Ubuntu 12.04. I'm gonna be moving in ~2 days with no internet connection for an indefinite amount of time, so that's why I'm asking for answers here instead of figuring it out myself (I don't have time right now to sit and fiddle with figuring out emulators). I'd like to know how to properly install the latest version of Mupen64 (Stable. No beta or anything like that) and how to be able to use a controller with it. I've heard rumor that the latest version of M64 no longer has a GUI, but that there are ways to add a GUI to it after installation, so I'd also like to know how to add the Mupen64Py UI to it. I am not totally Ubuntu savvy. I do not know how to compile stuff from source, I don't necessarily know a lot of terminology, I'm not very handy with the terminal, etc. So it would be helpful if you explain each step in an easy to understand manner. Thanks in advance to anybody who helps out. EDIT: I've already seen How do I install mupen64plus?, just so you guys know. I just need instructions that are more detailed. Also, thanks for the edit, Jorge Castro! I guess I really should have properly formatted my question ^^;

    Read the article

  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

    Read the article

  • Why all of my ports are not open or reachable? how can i open them

    - by Rev3rse
    I was testing the ports because WoW(3724 TCP 6112 TCP 6881-6999 TCP) couldn't connect to the internet so i downloaded PFPortChecker application and run it using Wine(1.3) and after i tried to check every port it seems like it's not reachable/closed why is that? my firewall is off so why is this happening? how can i open these ports? and how can i see if these ports are opened or not and the important thing is how can i know which application is using them

    Read the article

  • How to reduce the time it takes to load my web game? [closed]

    - by Danial
    I created a puzzle game with Unity and uploaded it to one server. This works fine, but I bought a new server and uploaded my game to it as well. There, the loading time is much longer. These are the servers: http://pinheadsinteractive.com/Mozzie/ (fast) http://operation-mozzie-free.com/ (slow) The Unity files are exactly the same from one server to the next. My client is dissatisfied with the new, slow loading time. So, how can I reduce the time my Unity game takes to load? Even in some cases they faced the problem that they could not load the game at all. For the the moment, I'm using an iframe on the new sever as a workaround, but the issue still remains unsolved.

    Read the article

  • Physics don't apply on a unique body AndEngine

    - by Kanga
    I am developing a game in AndEngine so far I managed to create everything I wanted for my sprite that was connected to a BoxBody. I was rotating it moving it everything was great. I wanted my collision detection to be more precise so I changed from boxBody to unique irregular shaped body. I found all the vertices and I just replaced the newly created irregular shaped body with the boxbody everywhere in my code. Not only that the image of the sprite is not in place but all the physics and maths I was doing for movement and physics wont work. Please help me :(. Thanks in advance.

    Read the article

  • How can I make zaz save its profile data?

    - by RolandiXor - The Ice Man
    I've been playing Zaz recently as a time waster and stress beater, but it seems not to be actively maintained, and is not saving profile data under Ubuntu 12.10. It's getting to be more stressful than fun, because it keeps crashing, and under Unity, Gnome Shell, KDE (in other words, any opengl enabled WM) it makes the GPU lockup. How can I make it save the profile data or create a profile that I can manually place my level info in? I'm tired of playing the same levels over and over and not being able to start from the ones I've already passed. I am still yet to find any info on fixing this. Any clues?

    Read the article

  • Which game engine for HTML5 + Node.js

    - by Chrene
    I want to create a realtime multiplayer game using and HTML5. I want to use node.js as the server, and I only need to be able to render images in a canvas, play some sounds, and do some basic animations. The gameloop should be done in the server, and the client should do callback via sockets to render the canvas. I am not going to spend any money on the engine, and I don't want to use cocos2d-javascript.

    Read the article

  • How do I ensure all of the ports on my machine are open or reachable?

    - by Rev3rse
    I was testing port connectivity on my machine because WoW (which uses TCP ports 3724, 6112, and 6881-6999) couldn't connect to the Internet. So I downloaded PFPortChecker application and ran it using Wine (v1.3). After I tried to check every port, it seems like they're not reachable/closed. Why is that? My firewall is disabled so why is this happening? How can I open these ports and how can I see if these ports are opened or not? Also, how can I determine which application is using them?

    Read the article

  • My feenix nascita mouse isn't moving my cursor. Ubuntu version appears to not matter. How do I debug this, and get the mouse working?

    - by NullVoxPopuli
    I had 13.04, upgraded to 13.10, and did a fresh install of 13.10, no luck. Any ideas? Just tail -f'd my syslog and plugged in the mouse. here is what I got: Oct 26 16:15:50 Orithyia kernel: [83369.618365] usb 1-1.5.2: new full-speed USB device number 6 using ehci-pci Oct 26 16:15:50 Orithyia kernel: [83369.718913] usb 1-1.5.2: New USB device found, idVendor=04d9, idProduct=a081 Oct 26 16:15:50 Orithyia kernel: [83369.718919] usb 1-1.5.2: New USB device strings: Mfr=1, Product=2, SerialNumber=0 Oct 26 16:15:50 Orithyia kernel: [83369.718921] usb 1-1.5.2: Product: USB Gaming Mouse Oct 26 16:15:50 Orithyia kernel: [83369.718924] usb 1-1.5.2: Manufacturer: Holtek Oct 26 16:15:50 Orithyia kernel: [83369.722486] input: Holtek USB Gaming Mouse as /devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.5/1-1.5.2/1-1.5.2:1.0/input/input13 Oct 26 16:15:50 Orithyia kernel: [83369.722786] hid-generic 0003:04D9:A081.0004: input,hidraw3: USB HID v1.10 Keyboard [Holtek USB Gaming Mouse] on usb-0000:00:1a.0-1.5.2/input0 Oct 26 16:15:50 Orithyia kernel: [83369.729362] hid-generic 0003:04D9:A081.0005: usage index exceeded Oct 26 16:15:50 Orithyia kernel: [83369.729366] hid-generic 0003:04D9:A081.0005: item 0 2 2 2 parsing failed Oct 26 16:15:50 Orithyia kernel: [83369.729379] hid-generic: probe of 0003:04D9:A081.0005 failed with error -22 Oct 26 16:15:50 Orithyia kernel: [83369.731759] hid-generic 0003:04D9:A081.0006: hiddev0,hidraw4: USB HID v1.10 Device [Holtek USB Gaming Mouse] on usb-0000:00:1a.0-1.5.2/input2 Oct 26 16:15:50 Orithyia mtp-probe: checking bus 1, device 6: "/sys/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.5/1-1.5.2" Oct 26 16:15:50 Orithyia mtp-probe: bus: 1, device: 6 was not an MTP device So, I see it did see it is a mouse... but the cursor doesn't move when I move the mouse. Not sure where to debug from here.

    Read the article

  • Steam overlay doesn't work

    - by TheDarktonik
    Steam overlay doesn't work for me in wine. Yeah, I guess, it's known bug, but some persons say I need to compile wine with right gcc. Some of them just download the latest deb-packaged wine and the overlay works flawlessly for them. I tried to compile wine myself, but it didn't work. Now I have the latest wine installed (ver 1.5.6 from PPA) but this overlay still doesn't work. (My English is not really good:))

    Read the article

  • Running crysis 2 on ubuntu gives me an error message

    - by ShajD
    so i recently installed ubuntu alongside windows 7 and i installed crysis 2 with wine. crysis 2 works fine when i run windows, however when i run it using wine in ubuntu cryengine gives me a message saying, "Unsupported video card detected! Continuing to run migth lead to unexpected results or crashes....." i've got two video cards ones an intel and the other's a nvidia. i typed lspci into the terminal and my nvidia card was listed under video controller as well

    Read the article

  • DRIconf in Ubuntu 64x plus ATI GPU or something more?

    - by Balask
    I've been trying to get Call of Duty 2 to work in Wine in Ubuntu. It gives me a black screen. So I tried the fix suggested by the wine apphq and downloaded DRIconf. Funny thing is that it can't find my direct rendering device. "Could not detect any configurable direct-rendering capable devices. DRIconf will be started in expert mode" When I enter into it in Expert Mode is just errors out anyway. fglrxinfo gives me: display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: ATI Mobility Radeon HD 4200 Series OpenGL version string: 3.3.11627 Compatibility Profile Context That shows me my driver is installed correctl,y right? World of Goo which is Linux native and requires direct rendering works like a charm. So I'm wondering, is there some other workaround? Is there a bigger issue? Does me running 64-bit affect it at all?

    Read the article

  • Starcraft 2 not displaying map in game

    - by AntiFX
    I installed Starcraft II wings of liberty via playonlinux, it installed fine, it starts up fine, but when I go into a game the map does not show, it is just black, but all my buildings/units/mineral line shows up, but everything else is black, also all the abilities do not have any graphics, and I can not see my player portrait in the menus. I am on a 32 bit version of ubuntu 12.04 with wine 1.5.10 I think it is probably a missing package I need to install...but I have no clue which one it would be, or if it is even that. Can anyone help? Thank you in advance!

    Read the article

  • Torchlight is missing some textures

    - by AKAGoodGravy
    I am using a Radon HD6850 and just bought the indi bundle. Torchlight is missing all face textures (and face textures only). I have had problems with shaders before (graphic would be displayed as black), but what I am seeing now is a simple removal of the texture, I can see through the head. The fps is fine on full graphics so it doesn't seem to be too much of a driver issue (I am using the drivers that came with ubuntu). I downloaded the game through the USC. Has anyone had this issue and managed to fix it? Running Ubuntu 12.04 LTS

    Read the article

  • so disappointed at ubuntu 12.04 [closed]

    - by Min
    it's been almost a month I've installed ubuntu I can't afford windows cd anymore it is my fault that I didn't dual boot it but, it doesn't make sense in that I can't use my own graphic card in my own computer because certain company doesn't support the driver card for the OS it is seemingly ridiculous that I can't even run a simple 2d game or not even a flash game with this OS a video of 480 and up doesn't run for closely a month I've tried my best to run everything my computer spec provides, but nothing works. not even sound quality

    Read the article

  • convert old repository to mercurial

    - by nedlud
    I've been playing around with different versioning systems to find one I'm comfortable with. I started with SVN (lets call this version of the project "f1"), then changed over to GIT. But I didn't know how to convert the old SVN repo to GIT, so I just copied the folder, deleted the .svn stuff, and turned it into a GIT repo (lets call this copied version "f2"). Now I'm playing around with Mercurial and was very pleased to find that it has a Tortoise client for Windows. I was also please to find how easy it was to convert the GIT repo into Mercurial, so I preserved the history (I still cloned it first, just in case. So I'm calling this hg version "f3"). But now what I'm wondering is: what do I do with the old SVN repo that still holds my history from before I played with GIT? I guess I can convert the old SVN repo to Mercurial, but can I then merge those two histories into the one repository so I have a complete set of histories in one place? In other words, can I prepend f1 to f3?

    Read the article

  • Rebuilding old (2010) django project in 2012

    - by birgit
    I am trying to make an old Django project run again. After seemingly having solved issues with old sorl.thumbnail versions and deprecated expressions I now get this error when running python manage.py runserver I also tried to copy & paste my old files into a new Django project and get the exactly same error. Maybe someone here has a clue where the problem lies? Unhandled exception in thread started by <bound method Command.inner_run of <django.contrib.staticfiles.management.commands.runserver.Command object at 0x2a80510>> Traceback (most recent call last): File "/usr/lib/python2.7/dist-packages/django/core/management/commands/runserver.py", line 88, in inner_run self.validate(display_num_errors=True) File "/usr/lib/python2.7/dist-packages/django/core/management/base.py", line 249, in validate num_errors = get_validation_errors(s, app) File "/usr/lib/python2.7/dist-packages/django/core/management/validation.py", line 35, in get_validation_errors for (app_name, error) in get_app_errors().items(): File "/usr/lib/python2.7/dist-packages/django/db/models/loading.py", line 146, in get_app_errors self._populate() File "/usr/lib/python2.7/dist-packages/django/db/models/loading.py", line 61, in _populate self.load_app(app_name, True) File "/usr/lib/python2.7/dist-packages/django/db/models/loading.py", line 78, in load_app models = import_module('.models', app_name) File "/usr/lib/python2.7/dist-packages/django/utils/importlib.py", line 35, in import_module __import__(name) File "/home/me/Documents/wdws/wdws/../wdws/cityofwindows/models.py", line 73, in <module> class Image(models.Model): File "/home/me/Documents/wdws/wdws/../wdws/cityofwindows/models.py", line 83, in Image 'large': {'size': (640, 640)}, File "/usr/lib/python2.7/dist-packages/django/db/models/fields/files.py", line 233, in __init__ super(FileField, self).__init__(verbose_name, name, **kwargs) TypeError: __init__() got an unexpected keyword argument 'extra_thumbnails' I need to re-build the project just for visual documentation locally... so also any hints on how to quickly re-run outdated django-projects are very welcome!! Thanks a lot (using Ubuntu 12.04)

    Read the article

  • *.exe is not a valid win32 application

    - by Sohail
    Hi everybody. recently I've bought a VGA card, "ATI Radeon HD4650", and after that I installed it on my PC, i cant run any .exe files just from my CD-Rom ! even when i attempt to install the driver of VGA Card, I couldn't do that, So I downloaded it and installed it with no problems. after that when I try to install some games from DVD (more than 5 different games I have tried) it prompt me with: "setup.exe is not a valid win32 application" therefore I cant install the game, in addition I need to say that there's nothing wrong with DVD's and my DVD-Rom. I would really appreciate if you just can help me through this one !

    Read the article

  • Migrated from Exchange 2003 to Exchange 2007 - remove old 03 computer account?

    - by TheCleaner
    Migrated from Exchange 2003 to 2007 back in February of this year. I've still got the old exchange computer account in AD. Can I simply delete the computer account or will bad things start happening? I've looked in the Exchange 07 console and don't see the old server listed at all. HOWEVER: we do still have an old CNAME for this old Exchange server pointing to the new one for a few old clients that still have their mail server set to the old name...if that matters at all. I ran "get-exchangeserver" on the new server and the old one isn't listed at all.

    Read the article

  • What to use for simple cross-platform games instead of Flash?

    - by jmh_gr
    In short, for simple games: Is Flash still a good option for browser-based PC clients? It still has 90%+ penetration. What is a good alternative for mobile devices? It HTML5 + JavaScript the choice for mobile? Or does one have to learn a new native language for each target platform? (Android, Apple, Windows Phone)... If you desire further background: There are more blogs about the official demise of mobile Flash than I can count, along with endless useless and vitriolic comments. I'm actually trying to do something practical: build simple games that can be served accross multiple platforms. Several months ago I plopped down $1100 for CS5.5 Web and am wading into Flash. Bummer. My question to people who actually develop simple games and apps: What platform should I use instead? Is Flash still a sensible platform for web-served PC users? For example, let's say I build a simple arcade game that I would like to serve as an app to mobile users and as a browser-based game to PC users. Should I still invest the time and effort to learn and develop in Flash for the PC users, while building a parallel code set in some other language for mobile users? My games are simple enough that it would be annoying but not inconceivable to maintain parallel code sets.

    Read the article

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

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

    Read the article

< Previous Page | 29 30 31 32 33 34 35 36 37 38 39 40  | Next Page >