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  • How can I get DVDs playing after a Vista to XP change?

    - by Liath
    I replaced my vista install on a Dell Inspiron 1525 with XP and have managed to get most things up and running again however I'm having trouble with playing DVDs. When I try and play a DVD I get the following message: Windows Media Player cannot play this DVD because there is a problem with digital copy protection between your DVD drive, decoder, and video card. Try installing an updated driver for your video card. I have ensured that my drive is configured to play Region 2 discs (I'm in the UK), I've installed the most up to date XP codec pack which makes me think it's a driver issue. In device manager I have got my DVD drivers up to date however under "Other Devices" I'm missing several which sound key: Audio Device on High Definition Audio Bus Modem Device on High Definition Audio Bus Video Controller Video Controller (VGA Compatible) However I've installed all the relevant drivers I can find on the Dell website. The drive itself is working - I've run software from the drive. I'm afraid I am far from a sys-admin so I'm struggling on this one. How can I get my DVDs playing again?

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  • How can I get DVDs playing after a Vista to XP change? [closed]

    - by Liath
    I replaced my vista install on a Dell Inspiron 1525 with XP and have managed to get most things up and running again however I'm having trouble with playing DVDs. When I try and play a DVD I get the following message: Windows Media Player cannot play this DVD because there is a problem with digital copy protection between your DVD drive, decoder, and video card. Try installing an updated driver for your video card. I have ensured that my drive is configured to play Region 2 discs (I'm in the UK), I've installed the most up to date XP codec pack which makes me think it's a driver issue. In device manager I have got my DVD drivers up to date however under "Other Devices" I'm missing several which sound key: Audio Device on High Definition Audio Bus Modem Device on High Definition Audio Bus Video Controller Video Controller (VGA Compatible) However I've installed all the relevant drivers I can find on the Dell website. The drive itself is working - I've run software from the drive. I'm afraid I am far from a sys-admin so I'm struggling on this one. How can I get my DVDs playing again?

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  • Why am I getting kicked from an IRC channel in one OS (xp) but not in the other OS (7)? [closed]

    - by moshe
    I got kicked from an IRC channel. I have Windows XP and now if I'm trying to get into this specific channel, I get inside but I get immediately kicked out. I can come in again, and again get kicked out. It seems this is done automatically. Now I have also installed, on another hard drive in the same computer Windows 7. On Windows7 I can get into this same channel and never kicked out! It's the same computer, but different operating system(separate Hard Drives). How can it be? Is the KICK command bias towards the operating system I got KICKed in? Please explain to me how this thing is happening. PS: I forgot to mention that it doesn't matter if i change my IP or my nickname, I continue to kicked out from this channel. Again, in windows 7 I can get in without a problem. another thing that is good to mention is that i got kicked out when i was using windows XP, and not windows 7. i think that it could happened also with windows 2000 and vista, so i dont bother the OS itself, but why it's acting differently with a different OS?

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  • Sync Your Pidgin Profile Across Multiple PCs with Dropbox

    - by Matthew Guay
    Pidgin is definitely our favorite universal chat client, but adding all of your chat accounts to multiple computers can be frustrating.  Here’s how you can easily transfer your Pidgin settings to other computers and keep them in sync using Dropbox. Getting Started Make sure you have both Pidgin and Dropbox installed on any computers you want to sync.  To sync Pidgin, you need to: Move your Pidgin profile folder on your first computer to Dropbox Create a symbolic link from the new folder in Dropbox to your old profile location Delete the default pidgin profile on your other computer, and create a symbolic link from your Dropbox Pidgin profile to the default Pidgin profile location This sounds difficult, but it’s actually easy if you follow these steps.  Here we already had all of our accounts setup in Pidgin in Windows 7, and then synced this profile with an Ubuntu and a XP computer with fresh Pidgin installs.  Our instructions for each OS are based on this, but just swap the sync order if your main Pidgin install is in XP or Ubuntu. Please Note:  Please make sure Pidgin isn’t running on your computer while you are making the changes! Sync Your Pidgin Profile from Windows 7 Here is Pidgin with our accounts already setup.  Our Pidgin profile has a Gtalk, MSN Messenger, and Facebook Chat account, and lots of log files. Let’s move this profile to Dropbox to keep it synced.  Exit Pidgin, and then enter %appdata% in the address bar in Explorer or press Win+R and enter %appdata%.  Select the .purple folder, which is your Pidgin profiles and settings folder, and press Ctrl+X to cut it. Browse to your Dropbox folder, and press Ctrl+V to paste the .purple folder there. Now we need to create the symbolic link.  Enter  “command” in your Start menu search, right-click on the Command Prompt shortcut, and select “Run as administrator”. We can now use the mklink command to create a symbolic link to the .purple folder.  In Command Prompt, enter the following and substitute username for your own username. mklink /D “C:\Users\username\Documents\My Dropbox\.purple” “C:\Users\username\AppData\Roaming\.purple” And that’s it!  You can open Pidgin now to make sure it still works as before, with your files being synced with Dropbox. Please Note:  These instructions work the same for Windows Vista.  Also, if you are syncing settings from another computer to Windows 7, then delete the .purple folder instead of cutting and pasting it, and reverse the order of the file paths when creating the symbolic link. Add your Pidgin Profile to Ubuntu Our Ubuntu computer had a clean install of Pidgin, so we didn’t need any of the information in its settings.  If you’ve run Pidgin, even without creating an account, you will need to first remove its settings folder.  Open your home folder, and click View, and then “Show Hidden Files” to see your settings folders. Select the .purple folder, and delete it. Now, to create the symbolic link, open Terminal and enter the following, substituting username for your username: ln –s /home/username/Dropbox/.purple /home/username/ Open Pidgin, and you will see all of your accounts that were on your other computer.  No usernames or passwords needed; everything is setup and ready to go.  Even your status is synced; we had our status set to Away in Windows 7, and it automatically came up the same in Ubuntu. Please Note: If your primary Pidgin account is in Ubuntu, then cut your .purple folder and paste it into your Dropbox folder instead.  Then, when creating the symbolic link, reverse the order of the folder paths. Add your Pidgin Profile to Windows XP In XP we also had a clean install of Pidgin.  If you’ve run Pidgin, even without creating an account, you will need to first remove its settings folder.  Click Start, the Run, and enter %appdata%. Delete your .purple folder. XP does not include a way to create a symbolic link, so we will use the free Junction tool from Sysinternals.  Download Junction (link below) and unzip the folder. Open Command Prompt (click Start, select All Programs, then Accessories, and select Command Prompt), and enter cd followed by the path of the folder where you saved Junction.   Now, to create the symbolic link, enter the following in Command Prompt, substituting username with your username. junction –d “C:\Documents and Settings\username\Application Data\.purple” “C:\Documents and Settings\username\My Documents\My Dropbox\.purple” Open Pidgin, and you will see all of your settings just as they were on your other computer.  Everything’s ready to go.   Please Note: If your primary Pidgin account is in Windows XP, then cut your .purple folder and paste it into your Dropbox folder instead.  Then, when creating the symbolic link, reverse the order of the folder paths. Conclusion This is a great way to keep all of your chat and IM accounts available from all of your computers.  You can easily access logs from chats you had on your desktop from your laptop, or if you add a chat account on your work computer you can use it seamlessly from your home computer that evening.  Now Pidgin is the universal chat client that is always ready whenever and wherever you need it! Links Downlaod Pidgin Download and signup for Dropbox Download Junction for XP Similar Articles Productive Geek Tips Add "My Dropbox" to Your Windows 7 Start MenuUse Multiple Firefox Profiles at the Same TimeEasily Add Facebook Chat to PidginPut Your Pidgin Buddy List into the Windows Vista SidebarBackup and Restore Firefox Profiles Easily TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site Spyware Blaster v4.3

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  • Experience formula with javascript

    - by StealingMana
    I'm having trouble working out a formula using this experience curve to get the total exp after each level. I bet its easy and im just over thinking it. maxlvl = 10; increment = 28; baseexp = 100; function calc(){ for (i = 0;i<(maxlvl*increment);i+=increment){ expperlvl = baseexp + i; document.writeln(expperlvl); } } I figured it out. maxlvl=6; base=200; increment=56; function total(){ totalxp= (base*(maxlvl-1))+(increment*(maxlvl-2)*(maxlvl-1)/2); document.write(totalxp); }

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  • How can I author objects with perspective that fit into a tile-based map but span multiple tiles?

    - by Growler
    I'm creating a tilemap city and trying to figure out the most efficient way to create unique building scenes. The trick is, I need to maintain a sort of 2D, almost-top-down perspective, which is hard to do with buildings or large objects that span multiple tiles. I've tried doing three buildings at a time, and mixing and matching the base layer and colors, like this: This creates a weird overlapping effect, and also doesn't seem that efficient from a production standpoint. But it was the best way to have shadows appear correctly on the neighboring buildings. I'm wondering if modular buildings would be the way to go? That way I can mix and match any set of buildings together as tiles: I guess I would have to risk some perspective and shadowing to get the buildings to align correctly. What sort of authoring process could I use to allow me to create a variety of buildings (or other objects) that maintain this perspective while spanning multiple tiles worth of screen space? Would you recommend creating blank buildings, and then affixing art overlays as necessary to make the buildings unique? Or should they be directly part of the building tile (for example, create a separate tileset of buildings signs and colorings)?

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  • AI for a mixed Turn Based + Real Time battle system - Something "Gambit like" the right approach?

    - by Jason L.
    This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in the vein of Final Fantasy but also has a set of things that happen in real time (reactions). I've experimented with FSM, HFSMs, and Behavior Trees. None of them felt "right" to me and all felt either too limiting or too generic / big. The idea I'm toying with now is something like a "Rules engine" that could be likened to the Gambit system from Final Fantasy 12. I would have a set of predefined personalities. Each of these personalities would have a set of conditions it would check on each event (Turn start, time to react, etc). These conditions would be priority ordered, and the first one that returns true would be the action I take. These conditions can also point to a "choice" action, which is just an action that will make a choice based on some Utility function. Sort of a mix of FSM/HFSM and a Utility Function approach. So, a "gambit" with the personality of "Healer" may look something like this: (ON) Ally HP = 0% - Choose "Relife" spell (ON) Ally HP < 50% - Choose Heal spell (ON) Self HP < 65% - Choose Heal spell (ON) Ally Debuff - Choose Debuff Removal spell (ON) Ally Lost Buff - Choose Buff spell Likewise, a "gambit" with the personality of "Agressor" may look like this: (ON) Foe HP < 10% - Choose Attack skill (ON) Foe any - Choose target - Choose Attack skill (ON) Self Lost Buff - Choose Buff spell (ON) Foe HP = 0% - Taunt the player What I like about this approach is it makes sense in my head. It also would be extremely easy to build an "AI Editor" with an approach like this. What I'm worried about is.. would it be too limiting? Would it maybe get too complicated? Does anyone have any experience with AIs in Turn Based games that could maybe provide me some insight into this approach.. or suggest a different approach? Many thanks in advance!!!

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  • Handling player logoff and logon in a persistent world without breaking immersion

    - by Boreal
    One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply make a player's offline state as their character being asleep, but that doesn't make sense in the event of a disconnect and not an intentional logoff. How would you fix this, if you would even bother fixing it at all?

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    Hi. I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D -TheCommieDuck

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  • What's wrong with my grub configuration?

    - by Daniel Medrano
    I have one hard drive with 2 partitions. I had Windows XP and Windows Seven installed. I've deleted Seven partition and installed Ubuntu 11.10 on it. But when I turn on the computer and the grub menu appears on the screen, I can only see my ubuntu installations and a windows 7 loader. I've already got installed windows XP on another partition, but it doesn't boot. If I want to use Ubuntu alongside Windows XP, ¿how can I fix the problem?

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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  • How to have operations with character/items in binary with concrete operations?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D

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  • Make Interactive Story more Variable [on hold]

    - by Guest0343
    I'm creating an interactive story that allows users to make choices based on a story. However, it doesn't give users room to do much creatively on their own. They are bound by the script at the moment. I'm wondering if anyone can suggest any element I can add that might give users some personalization. I was thinking about maybe character editing, but that doesn't add too much. I also thought about a stats system where they can have certain attributes and stats they might earn, but I'm not sure how they might use those stats. Anything is helpful!

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  • Can Dungeons & Dragons Make You More Successful? [Video]

    - by Jason Fitzpatrick
    Dungeons & Dragons gets a bit of a bad rap in popular culture, but in this video treatise from Idea Channel, they propose that Dungeons & Dragons wires players for success. There are some deeply ingrained stereotypes about Dungeons & Dragons, and those stereotypes usually begin and end with people shouting “NERD!!!” But the reality of the D&D universe is a whole lot more complex. Rather than being an escape from reality, D&D is actually a way to enhance some important real life skillz! It’s a chance to learn problem solving, visualization, interaction, organization, people management… the list could go on and on. Plus, there are some very famous non-nerds who have declared an affinity for D&D, so best stop criticizing and join in if you want to be a successful at the game of life. While we’re trying not to let our love of all things gaming cloud our judgement, we’re finding it difficult to disagree with the premise that open-ended play fosters creative and adaptive thinking. Can Dungeons & Dragons Make You A Confident & Successful Person? [via Boing Boing] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • How to have operations with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • How to had operation with character/items on binary with concrete operations on C++?

    - by Piperoman
    I have the next problem. A item can had a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can had some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have try to set binary flags to states, and use AND to set operation to combine different states, checking before if is possible or not to do it, or change to another status. Exist a concrete patron to solve this problem efficiently without had a interminable switch that check every states with everynew states? It is relative easy to check 2 different states, but if exist a third state it is not trivial to do.

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  • Creating Gun objects with upgrades?

    - by zardon
    I have a series of guns in my game. I use the Gun class/object like this: (Just an example) @interface Gun : NSObject { NSString *name; // Six-shooter NSNumber *cost; NSNumber *clipPrice; // ie: 700 NSNumber *clipCapacity; // 6 NSNumber *ammoCapacity; // 6 NSNumber *damage; // 0-10 NSNumber *accuracy; // 0-10 NSNumber *fireRate; // 0-10 NSNumber *range; // 0-10 // Not sure if I have all the stats, but this is fine for now } Lets say I want to have 3 upgrades per gun. My problem is I am not sure how to do this. Examples: increase fire-rate increase range increase accuracy silencer double ammo capacity (ie: Drum) double clip capacity (ie: Taped magazine) Thus my question is, I'd like to implement an upgrade system to guns but I am not sure how to do it. Would there be an Upgrade object which is a child to the Gun class, or would it be seperate class altogether. Thanks for your time.

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • In a multiplayer game, should I store the list of character names on the Player class?

    - by Gökhan Nas
    I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on Player class that keeps created player names but it confused me. It will tell me name is valid or unvalid depends on the other players has this name. Questions; Does implementation does make sense ? If i have 1000 players, is it means it consumes 1000 times of memory of this list? Or it just consume as like there is one? What is your suggestion for place that I can keep player name list? A new class?

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  • I have reinstalled 12.04 and there is no dual boot option

    - by JuP
    Tonight, I have reinstalled Ubuntu 12.4on Win XP pro machine for a 3rd time. (Uninstalled in between.) Oddly enough, this machine had a dual boot between xp pro & ubuntu for several months before we decided to reinstall everything (because of windows). Have you had any problems with the reboot on XP Pro SP3 with all updates & microsoft essentials? I am not getting a choice of which operating system to boot into, it just boots into windows & does not acknowledge ubuntu!

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  • How are dependant quests generated in Guild Wars 2?

    - by Aufziehvogel
    I recently read that Guild Wars 2 uses a system where the creation of quests depends on which actions user took when they were presented another quest. An example was: There might be a quest to protect a person. If users do not take this action, the person might be kidnapped and later there is a quest to rescue this person. Is there any information on whether the creation of these quests is somehow automatic? From the article it sounded like automatically, but from the specific example you could also guess that people just created a task-set where they added conditions (Task 1 taken: OK; Task 1 not taken: Show Task 2). From what I heard about AI they might also have implemented some sort of a huge neural network to make decisions?

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • How to connect a USB dongle to Windows XP Mode?

    - by Ivo Flipse
    I'm trying to connect a Matrix dongle to Windows XP Mode, but when looking under USB options it's not listed. Example: The dongle get's recognized by the Windows 7 device manager as a HID-compliant device, so it's properly connected. Does anyone have an idea how to make Virtual PC recognize the dongle? I'm running Windows 7 Professional x64

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