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  • book "Programming Role Playing Games with DirectX 2nd edition" and newer DirectX api

    - by numerical25
    I got the book "Programming Role Playing Games with DirectX 2nd edition" and I notice there are things in the book that are now considered deprecated. There is a whole Section on DirectPlay. And as much as I would like to avoid this section, I am afraid it might screw up the entire engine he is trying to build. So I was just curious to know even though DirectPlay is considered deprecated by XNA, and directX10. Is it possible to use it still in DirectX 9 ??

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  • flex4: swfloader doesn't properly load games.

    - by ufk
    Hiya. I have several flash games that when i load them in my firefox browser they load fine, but when i load them with swfloader using flex 4 (flash builder) they load until 100% and don't show the start menu. any ideas how to resolve the issue ?

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  • creating 2d sprites for games ?

    - by dfafa
    i am pretty new to developing games...i thought i would begin by making a simple 2d game.... curious what tools are commonly used to transform images to pixel sprites ? or is this done by hand, if so what tools are used ? even better, is there a marketplace where i can purchase game sprites and other game assets ?

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  • Is C# fast enough for games

    - by Matt
    Will a game written in C# have any speed issues after long periods of play, like for 24 hours at a time? I'm specifically talking about a 2D RPG similar to old Final Fantasy or Dragon Quest games. I know that languages like Python will slow down too much, curious how C# would stand.

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  • Open GL ES 1.1 and iPhone games

    - by MrDatabase
    Will iPhone games that draw 2D textures like this: glPushMatrix(); glTranslatef(xLoc, yLoc, 0); [myTexturePointer drawAtPoint:CGPointZero]; glPopMatrix(); work with newer iPhones (that support OpenGL ES 2.0)? I'm asking because I just learned OpenGL ES 2.0 doesn't support glPushMatrix etc. Cheers!

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  • Why does Mass Effect 1 run so slow on my machine if I have an XFX NVidia 9400GT video card? [closed]

    - by Papuccino1
    I so sick and tired of having my components pass the minimum requirements of a game and then I get 15 FPS on the game on everything low. Should't PC developers say 'use at least this video card for a smooth 30 FPS'? Here are my specs: Windows 7 2GB DDR2 RAM XFX Nvidia 9400gt Intel Pentium D Dual Core 2.8ghz I should be at LEAST getting 30 FPS on everything low right? Please tell me what I can do to make games run as they should, or is my video card not good for these games? Here are the recommended requirements from the official site: Recommended System Requirements for Mass Effect on the PC Operating System: Windows XP or Vista Processor: 2.6+GHZ Intel or 2.4+GHZ AMD Memory: 2 Gigabyte Ram Video Card: NVIDIA GeForce 7900 GTX or higher. ATI X1800 XL series or higher Hard Drive Space: 12 Gigabytes Sound Card: DirectX 9.0c compatible sound card and drivers – 5.1 sound card recommended My videocard is 9400GT, how is that worse than a 7900GTX? :S Edit 2: I should note, that I get poor frames when running the game in absolute BOTTOM specs. lowest resolution, no particles, etc. etc. Absolute ZERO and getting poor framerates.

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  • How to remove old indexed URLs from Google?

    - by Gok Demir
    I used Cs-cart for a site. Default installation SEO is not suitable for Turkish accented characters such as "ö" which maps to automatically "ae". Then I modified the php code and now it substitutes "ö" with "o" and "s"-"s" etc. Also I changed a category name to a better one. My problem is, google indexed both previous versions and new versions. Previous wrong urls gives 404 error. I used sitemap addon and send it to google and sitemap does not include wrong urls. However these old urls are still indexed on google. What can I do to remove them. For example http://www.google.com.tr/search?q=%C3%A7ak%C4%B1l+ta%C5%9Flar%C4%B1ndan+babil+site:eeski.com&hl=tr&client=firefox-a&hs=Z31&rls=com.ubuntu:en-US:official&filter=0 gives two top results old wrong url leads to 404: http://www.eeski.com/kitap-dergi/bilim-ve-teknik/cakl-talarndan-babil-kulesine-rakamlarn-evrensel-tarihi-ii.html right current url: http://www.eeski.com/kitap/bilim-ve-teknik/cakil-taslarindan-babil-kulesine-rakamlarin-evrensel-tarihi-ii.html What could I make google only index current urls stated on sitemap?

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  • ASP.NET application using old connection string.

    - by Doug S.
    I am trying to publish a website using ASP.NET MVC3 EF and CODEFIRST with a SQL Server 2008 backend. On my local machine I was using a sql express db for development, but now that I am pushing live, I want to use my hosted production database. The problem is that when I try to run the application, it is still using my local db connection string. I have completely removed the old connection string from my web.config file and am using the <clear /> tag before creating the new connection string. I have also cleaned the solution and rebuilt, but somehow it is still connecting to the old db. What am I missing? This is the new connection string: <connectionStrings> <clear /> <add name="CellularAutomataDBContext" connectionString=" Server=XXX; Database=CellularAutomata; User ID=XXX; Password=XXX; Trusted_Connection=False" providerName="System.Data.SqlClient" /> </connectionStrings>

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  • Merging sql queries to get different results by date

    - by pedalpete
    I am trying to build a 'recent events' feed and can't seem to get either my query correct, or figure out how to possible merge the results from two queries to sort them by date. One table holds games/, and another table holds the actions of these games/. I am trying to get the recent events to show users 1) the actions taken on games that are publicly visible (published) 2) when a new game is created and published. So, my actions table has actionId, gameid, userid, actiontype, lastupdate My games table has gameid, startDate, createdby, published, lastupdate I currently have a query like this (simplified for easy understanding I hope). SELECT actionId, actions.gameid, userid, actiontype, actions.lastupdate FROM actions JOIN ( SELECT games.gameid, startDate, createdby, published, games.lastupdate FROM games WHERE published=1 AND lastupdate>today-2 ) publishedGames on actions.gameid=games.gameid WHERE actions.type IN (0,4,5,6,7) AND actions.lastupdate>games.lastupdate and published=1 OR games.lastupdate>today-2 AND published=1 This query is looking for actions from published games where the action took place after the game was published. That pretty much takes care of the first thing that needs to be shown. However, I also need to get the results of the SELECT games.gameid, startDate, createdby, published, games.lastupdate FROM games WHERE published=1 AND startDate>today-2 so I can include in the actions list, when a new game has been published. When I run the query as I've got it written, I get all the actionids, and their gameids, but I don't get a row which shows the gameid when it was published. I understand that it may be possible that I need to run two seperate queries, and then somehow merge the results afterword with php, but I'm completely lost on where to start with that as well.

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  • coredata using old file version on device

    - by Martin KS
    This is a follow on from my previous problems here. Resetting the simulator solved all my troubles before, and I've gone on to complete my App. I now have the exact same problem when installing the app onto my iPhone device. It picks up an old version of my database, which doesn't have the second entity in it, and crashes when I try to access the second entity: 2010-04-22 23:52:18.860 albumCloud[135:207] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '+entityForName: could not locate an NSManagedObjectModel for entity name 'Image'' 2010-04-22 23:52:18.874 albumCloud[135:207] Stack: ( 843263261, 825818644, 820669213, 20277, 844154820, 16985, 14633, 844473760, 844851728, 862896011, 843011267, 843009055, 860901832, 843738160, 843731504, 11547, 11500 ) terminate called after throwing an instance of 'NSException' I have two questions: 1) How on earth do I delete my app thoroughly enough from my phone that it removes the old data? (I've so far tried regular app deletion, deleting and then holding home and power for a reboot, cursing at and threatening the app while running it... everything) 2) How do I prevent this happening when my application is in the App store, and I for some reason decide that I want to add another entity to the store, or another attribute to the existing entities? is there an "if x doesn't exist then create it" method?

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  • 'Bank Switching' Sprites on old NES applications

    - by Jeffrey Kern
    I'm currently writing in C# what could basically be called my own interpretation of the NES hardware for an old-school looking game that I'm developing. I've fired up FCE and have been observing how the NES displayed and rendered graphics. In a nutshell, the NES could hold two bitmaps worth of graphical information, each with the dimensions of 128x128. These are called the PPU tables. One was for BG tiles and the other was for sprites. The data had to be in this memory for it to be drawn on-screen. Now, if a game had more graphical data then these two banks, it could write portions of this new information to these banks -overwriting what was there - at the end of each frame, and use it from the next frame onward. So, in old games how did the programmers 'bank switch'? I mean, within the level design, how did they know which graphic set to load? I've noticed that Mega Man 2 bankswitches when the screen programatically scrolls from one portion of the stage to the next. But how did they store this information in the level - what sprites to copy over into the PPU tables, and where to write them at? Another example would be hitting pause in MM2. BG tiles get over-written during pause, and then get restored when the player unpauses. How did they remember which tiles they replaced and how to restore them? If I was lazy, I could just make one huge static bitmap and just grab values that way. But I'm forcing myself to limit these values to create a more authentic experience. I've read the amazing guide on how M.C. Kids was made, and I'm trying to be barebones about how I program this game. It still just boggles my mind how these programmers accomplisehd what they did with what they had. EDIT: The only solution I can think of would be to hold separate tables that state what tiles should be in the PPU at what time, but I think that would be a huge memory resource that the NES wouldn't be able to handle.

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  • Have to run auto-negotiate between clients and switch - "old" switch works fine - "new" switch results in "port flapping"?

    - by ConfusedAboutSwitching
    I need some help understanding a problem we're having at work: We run Altiris/Deployment Solution and have to use auto-negotiate between client systems and our switches (Altiris apparently requires this for imaging, PXE boot and other functions). We have several areas with old wiring (Cat 3 & Cat 5) that have old 10/100 Cisco switches in them - and we can set these systems up to "auto/auto" (auto-negotiate on both the NIC and the switch port), and everything has been working fine. But - our networking crew changed out a couple of old switches for 10/100/1000 Cisco switches, and now - they are claiming that "auto/auto" won't work because the switches can't auto-negotiate the way the old 10/100 switches did - and that if we try to set the new gig switches to auto-negotiate, the switch port starts "port flapping", and shuts the port down. But - if we put the old switch back in - they work using "auto/auto" just fine - no port flapping. The networking crew is telling me that the problem is that we're putting "new switches" on "old wire", and that the old cabling can't/won't support the auto-negotiation with these new switches....??? There's something about this that doesn't make sense to me - can someone explain this to me? Or is our networking crew just doing something wrong in the configuration of these new switches? While will the old switches work "auto/auto", but the new switches won't?? HELP!!....and Thanks!! M

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  • Where do SATA drives get their power when using a PCI SATA controller on oler PCs?

    - by Sukima
    I've been looking into PCI SATA controller cards online for an older PC and noticed that the ports only have the SATA cable connector and the Power supply does not have the SATA power connectors. I also had a few external eSATA drives which don't power up unless I also plugin the USB cable. Therefore I realize that SATA and eSATA do not carry power and need power else where. When converting older PCs to use a PCI SATA controller how do you provide power to the SATA drives? Anticipating the answer to be some kind of converter cable (which I was unable to search for) then can older power supplies handle added drives? (Assuming a 4 port SATA controller means 4 more drives the power supply has to endure). Or do you have to get a second poer supply and kinda jerry-rig it into an old case?

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  • Recommendation for hardware upgrade: thin clients? Or...?

    - by Alex C.
    I work for an animal shelter in Upstate New York. We have about 50 machines running XP Pro. They're connected to a Windows network with a domain. About half of these computers are used for nothing more than using two web-based apps -- one to keep track of our animals, the other to process credit cards. Having a full-blown desktop PC seems like overkill for this purpose. The PCs are three-to-five years old, and I'd like to come up with a plan to upgrade the hardware. Our donations are down (not surprising, given the economy), so cost is a big factor. Can people recommend some options? Some sort of thin client, maybe?

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  • Emulating old-school sprite flickering (theory and concept)

    - by Jeffrey Kern
    I'm trying to develop an oldschool NES-style video game, with sprite flickering and graphical slowdown. I've been thinking of what type of logic I should use to enable such effects. I have to consider the following restrictions if I want to go old-school NES style: No more than 64 sprites on the screen at a time No more than 8 sprites per scanline, or for each line on the Y axis If there is too much action going on the screen, the system freezes the image for a frame to let the processor catch up with the action From what I've read up, if there were more than 64 sprites on the screen, the developer would only draw high-priority sprites while ignoring low-priority ones. They could also alternate, drawing each even numbered sprite on opposite frames from odd numbered ones. The scanline issue is interesting. From my testing, it is impossible to get good speed on the XBOX 360 XNA framework by drawing sprites pixel-by-pixel, like the NES did. This is why in old-school games, if there were too many sprites on a single line, some would appear if they were cut in half. For all purposes for this project, I'm making scanlines be 8 pixels tall, and grouping the sprites together per scanline by their Y positioning. So, dumbed down I need to come up with a solution that.... 64 sprites on screen at once 8 sprites per 'scanline' Can draw sprites based on priority Can alternate between sprites per frame Emulate slowdown Here is my current theory First and foremost, a fundamental idea I came up with is addressing sprite priority. Assuming values between 0-255 (0 being low), I can assign sprites priority levels, for instance: 0 to 63 being low 63 to 127 being medium 128 to 191 being high 192 to 255 being maximum Within my data files, I can assign each sprite to be a certain priority. When the parent object is created, the sprite would randomly get assigned a number between its designated range. I would then draw sprites in order from high to low, with the end goal of drawing every sprite. Now, when a sprite gets drawn in a frame, I would then randomly generate it a new priority value within its initial priority level. However, if a sprite doesn't get drawn in a frame, I could add 32 to its current priority. For example, if the system can only draw sprites down to a priority level of 135, a sprite with an initial priority of 45 could then be drawn after 3 frames of not being drawn (45+32+32+32=141) This would, in theory, allow sprites to alternate frames, allow priority levels, and limit sprites to 64 per screen. Now, the interesting question is how do I limit sprites to only 8 per scanline? I'm thinking that if I'm sorting the sprites high-priority to low-priority, iterate through the loop until I've hit 64 sprites drawn. However, I shouldn't just take the first 64 sprites in the list. Before drawing each sprite, I could check to see how many sprites were drawn in it's respective scanline via counter variables . For example: Y-values between 0 to 7 belong to Scanline 0, scanlineCount[0] = 0 Y-values between 8 to 15 belong to Scanline 1, scanlineCount[1] = 0 etc. I could reset the values per scanline for every frame drawn. While going down the sprite list, add 1 to the scanline's respective counter if a sprite gets drawn in that scanline. If it equals 8, don't draw that sprite and go to the sprite with the next lowest priority. SLOWDOWN The last thing I need to do is emulate slowdown. My initial idea was that if I'm drawing 64 sprites per frame and there's still more sprites that need to be drawn, I could pause the rendering by 16ms or so. However, in the NES games I've played, sometimes there's slowdown if there's not any sprite flickering going on whereas the game moves beautifully even if there is some sprite flickering. Perhaps give a value to each object that uses sprites on the screen (like the priority values above), and if the combined values of all objects w/ sprites surpass a threshold, introduce the sprite flickering? IN CONCLUSION... Does everything I wrote actually sound legitimate and could work, or is it a pipe dream? What improvements can you all possibly think with this game programming theory of mine?

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  • Accessing Facebook Likes and Interests with the old rest api

    - by Pierre Olivier Martel
    In their recent changes, Facebook now links your likes and interests with community and fan pages. How can I retrieve this information using the old rest API and Facebooker. I tried things like this to get the music preferences : facebook_session.user.music but I get a blank string instead of the relevant connections. Is it mandatory to use the new Graph API in order to make this work?

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  • How do read/interact with an old ActiveX SSUltraGrid using UIAutomation

    - by Nigel Thorne
    I am investigating automated testing of an old Win32 application that used ActiveX controls. I am spiking use White (from Thougthworks) that uses Microsoft UIAutomation. I can find the AutomationElement related to the control, but how do I interact with it? Spy++ sees the grid control as a single window, so I can't talk to rows, columns, or cells directly. How do I talk to the SSUltraGrid control from my test code? Cheers Nigel

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  • Visual Studio 2010 including old version of jquery

    - by icemanind
    When I create a new ASP.NET project in Visual Studio 2010, it creates the scripts directory, like it should, however the version of JQuery it sticks under the scripts directory is an old version of JQuery. Version 1.36 I believe. How can I update this so that Visual Studio 2010 will include the newest version of jquery? I know I can remove it and manually add it, but I don't want to have to do this everytime I create a new project.

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  • Mysql password hashing method old vs new

    - by The Disintegrator
    I'm trying to connect to a mysql server at dreamhost from a php scrip located in a server at slicehost (two different hosting companies). I need to do this so I can transfer new data at slicehost to dreamhost. Using a dump is not an option because the table structures are different and i only need to transfer a small subset of data (100-200 daily records) The problem is that I'm using the new MySQL Password Hashing method at slicehost, and dreamhost uses the old one, So i get $link = mysql_connect($mysqlHost, $mysqlUser, $mysqlPass, FALSE); Warning: mysql_connect() [function.mysql-connect]: OK packet 6 bytes shorter than expected Warning: mysql_connect() [function.mysql-connect]: mysqlnd cannot connect to MySQL 4.1+ using old authentication Warning: mysql_query() [function.mysql-query]: Access denied for user 'nodari'@'localhost' (using password: NO) facts: I need to continue using the new method at slicehost and i can't use an older php version/library The database is too big to transfer it every day with a dump Even if i did this, the tables have different structures I need to copy only a small subset of it, in a daily basis (only the changes of the day, 100-200 records) Since the tables are so different, i need to use php as a bridge to normalize the data Already googled it Already talked to both support stafs The more obvious option to me would be to start using the new MySQL Password Hashing method at dreamhost, but they will not change it and i'm not root so i can't do this myself. Any wild idea? By VolkerK sugestion: mysql> SET SESSION old_passwords=0; Query OK, 0 rows affected (0.01 sec) mysql> SELECT @@global.old_passwords,@@session.old_passwords, Length(PASSWORD('abc')); +------------------------+-------------------------+-------------------------+ | @@global.old_passwords | @@session.old_passwords | Length(PASSWORD('abc')) | +------------------------+-------------------------+-------------------------+ | 1 | 0 | 41 | +------------------------+-------------------------+-------------------------+ 1 row in set (0.00 sec) The obvious thing now would be run a mysql SET GLOBAL old_passwords=0; But i need SUPER privilege to do that and they wont give it to me if I run the query SET PASSWORD FOR 'nodari'@'HOSTNAME' = PASSWORD('new password'); I get the error ERROR 1044 (42000): Access denied for user 'nodari'@'67.205.0.0/255.255.192.0' to database 'mysql' I'm not root... The guy at dreamhost support insist saying thet the problem is at my end. But he said he will run any query I tell him since it's a private server. So, I need to tell this guy EXACTLY what to run. So, telling him to run SET SESSION old_passwords=0; SET GLOBAL old_passwords=0; SET PASSWORD FOR 'nodari'@'HOSTNAME' = PASSWORD('new password'); grant all privileges on *.* to nodari@HOSTNAME identified by 'new password'; would be a good start?

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