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  • I've been hired on as a entry-level game developer at a company and have little/no experience in API programming, what should I expect?

    - by Mr. Geneth
    So, I've been hired on as an entry level game developer with little/no experience working with any API other than Win32. This will be an overall learning experience for me as a person and I have gone over this multiple times with the boss and he has no problem with my inexperience. He says that if I'm not worth it now, I will be later. This gives me confidence, but I still feel that I should know a lot more before tackling this position. I would be stupid to pass it up. This is one of my favorite places to come for advice and help and have tried to just accept this, but it just keeps bothering that I can't go in knowing how to at least do the basics. I want to give the company its money's worth. Ya know? My questions are: What should I expect from the other programmers in this project (In terms of patience with me and working together, and being taught)? Is this normal? Any other advice on this sort of thing would be wonderful. I just want to feel comfortable with it.

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  • Getting around url block for game

    - by Josh T
    So I play a game called Battlefield Play4Free (www.battlefield.play4free.com). Its essentially a giant browser plugin. The admin on my computer used to have the url battlefield.play4free.com/en/playnow.html blocked which only blocked the page that launches the game (i found a way to launch the game without going to that page and the game worked fine). Now it blocks battlefield.play4free.com which thus blocks all subpages. However, I have found that if I change it to an https and go to https://battlefield.play4free.com/en/login.html to login and then https://battlefield.play4free.com/en/playnow.html I can launch the game. However, when the game launches the borders and everything show but the window content is just a giant blockpage (the same one that shows up when I go to battlefield.play4free.com in the browser) and the blocked page is battlefield.play4free.com (main page). Is there any way I can get around this? I need a way to make the game access the server without going through the browser i.e. make the game use a proxy to get the data or somehow get past the besafe block. I was thinking perhaps you could get around it if you could get the game to make a direct request to the server and not through the url/browser, I know this works because I have a torrenting app that even tho torrent sites are blocked in the browser, the app makes a direct request and thus is not blocked. By the way, the program that blocks everything is besafe or besecure something like that. I do have access to an admin account (on the computer not the besafe program) as well as router access and pretty much anything else. Thanks so much!

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  • Facebook Card Game? Which architecture?

    - by Ben
    I am developing a Facebook Card Game for my thesis and i am wondering which architecture fits best? I am going to develop the game using Silverlight + ASP.NET. On the one side the game should contain player vs. player card games. On the other there will be also a lot of contant similar to Mafia Wars(or any other game like that) where you just interact with the server (incl. database) I read a lot about ASP.NET MVC, Silverlight MVVM and that stuff. But what fits best for a game like that? Also i am not sure if i should go with Silverlight 4 already? I don't want to start the wrong way. I really appreciate your help.

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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  • How do I create a good evaluation function for a new board game?

    - by A. Rex
    I write programs to play board game variants sometimes. The basic strategy is standard alpha-beta pruning or similar searches, sometimes augmented by the usual approaches to endgames or openings. I've mostly played around with chess variants, so when it comes time to pick my evaluation function, I use a basic chess evaluation function. However, now I am writing a program to play a completely new board game. How do I choose a good or even decent evaluation function? The main challenges are that the same pieces are always on the board, so a usual material function won't change based on position, and the game has been played less than a thousand times or so, so humans don't necessarily play it enough well yet to give insight. (PS. I considered a MoGo approach, but random games aren't likely to terminate.) Any ideas? Game details: The game is played on a 10-by-10 board with a fixed six pieces per side. The pieces have certain movement rules, and interact in certain ways, but no piece is ever captured. The goal of the game is to have enough of your pieces in certain special squares on the board. The goal of the computer program is to provide a player which is competitive with or better than current human players.

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  • What is the best free cross-platform OpenGL GUI library for a video game?

    - by Jim Buck
    It must come with source. I've looked at these which look semi-promising: glgooey, guichan, and cegui. I've come across others that look more Windows-y than game-y, but that's not the direction I am looking to go in. I would like some simple functionality of typical controls (lists, dropdown box, etc.) but with support for graphical widgets that you would normally find in game frontends. Mouse clicking, dragging, dropping, etc. and sound effect hooks would be nice. (These libs often leave hooks for the external system to tell it when/where mouse events are occurring.) It would get rendered on top of what my own 3D engine is rendering for the game, so it must be able to play nicely with rendering code outside of the lib. The best criteria is whether or not a reasonable 2D game could be implemented just with the GUI library and minimal glue code. (By glue code, I mean init code, hooking up the mouse, and game logic.) I am creating a 3D game, but this criteria gives a pretty solid idea of what level of interactivity I would like in the GUI.

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  • Advice for programming a lobby for a network multiplayer game?

    - by Milo
    I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not need any information from the lobby, they see the card table and the data about the other players and so forth. I've programmed the server portion for the game itself. The clients connect to my server object and the server then receives and sends messages; quite simple. The tricky concepts for me are: What's a good way to run many tables at the same time? What's a good way to keep the lobby consistently updated for each person in the lobby (eg: MSG_TABLE_FILLED, 22) Ideally I'd like to have 1 server exe for all of this and to have to deal with multithreading as little as possible. I'm going to use the enet library. I was thinking that each time a game session starts, I push a new Game and I map the client IPs to that table, then I just route messages from those clients to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks

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  • Is it possible to generate Events and Hooks in Lua for any game without built-in support?

    - by pr0tocol
    Does a game have to have built-in functions to accept and run lua scripts, or can I design Events and Hooks using Lua on any game I please, akin to the days where C code could be used to hook into the WinAPI using dlls? The reason I ask is, I am trying to create a background application that will perform events and hooks on a particular game that does not currently support lua in-game. Brief examples: Events: - An action executed by the PLAYER is detected. For instance, hitting the Q key will normally make my character use an ability, but with my Lua script running in the background, will cause a sound to play on my computer (or something). Hooks: - An action within the GAME is detected. For instance, the game spawns an enemy every minute. When an enemy spawns, the script will detect this and perform an action, for instance playing a sound locally on the computer. I would like to do both, but I know for games like Garry's Mod, the game already has built-in support for running lua scripts. Is there a way to do either events OR hooks using lua similarly to how C/C++ can connect to a game using WinAPI dlls?

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  • Client/Server game even in solo: any big problem?

    - by Klaim
    I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and actions taken shouldn't be as massive and immediate as in a FPS, so you can also think the networking like for an RTS. It's a PC game, targetting Windows, MacOSX and Linux (Ubuntu & Fedora). It's programmed in C++, using a variety of open source libraries, so I have great (potential) control over the performances. So far I always considered that just making the game work with two applications, client & server, even in solo mode was ok. However, as I'm in the process of starting the network code I'm having doubts about if it's a good idea. I'm not a specialist so I might be missing something in my analysis. I see these pros and cons: Pros: The game works only one way so if I fix a bug it should apply on all game modes, whatever the distance with the server is; Basic networking issues would be detected early, including behaviour with the protection softwares (firewall) installed (i am not specialist so this might be wrong); Cons: I suppose that even if it should be really fast enough, networking client and server on the same computer would still be slower than no networking and message passing in (one) process memory. Maybe debugging would be more difficult? I don't have experience in this case but so far I assume that debugging with Visual Studio allows me to debug multiple process so it shouldn't be really different. Also, remote debugging. My question is: is there a big disadvantage that I missed? Or maybe there are advantages that I missed and that should encourage me to just continue with only client-server game sessions?

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  • Can I legally make a free clone of a game and use the same name? [closed]

    - by BlueMonkMN
    I gather from Is it legally possible to make a clone of the game? and How closely can a game resemble another game without legal problems that I should not try to profit from a clone if it is using the same assets, and, I presume, the same name. My question is whether it's legal to make a game like "Set" or "Catch Phrase", using the same name, and release it for free. What would I be risking if I did so -- just a take down notice, or could there be financial risk too? Edit: I guess my real question is whether the legal freedom is greater for a free game than one that is trying to make a profit. I just want a version of the game I can play remotely. Edit 2: I don't understand why this is being considered off-topic. I read the FAQ and it says it'S OK to ask questions about project management, which includes Publishing. And naming a game is a key aspect to publishing. That's what my question is about - choosing a legal name for my game with the consideration that I might post/publish it.

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  • How to eliminate screen jitter in Flash game?

    - by Huang F. Lei
    We made a flash game with a big screen size(1000x600), and the terrain graphic will jitter while the screen scrolling(that's, camera moving with player) continuously. What's the root cause? Or if you know how to eliminate this problem, please tell me. Any help is appreciated. UPDATE: The map's size is more bigger than screen, e.g 6000x1200. And the map has more than one layer, generally it has 3 layers. Terrain is composed by tiles. And FPS is 24. If the FPS is set to 60, things will be better. But any way, it should work well at 24 FPS. I'm not sure if it is a natural problem of flash player, because some times a terrain object(e.g a house) look like a little bit distorted.

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  • 3D Dice using Maya - for integration with iOS game app

    - by Anil
    My designer is building a 3D design of a dice using Maya. I want to integrate this in my iOS app so that the user can spin the dice and get a number. Then they play the game using that number. So, I have two questions: 1) How can I make the dice spin and stop at a random position so that a number is presented to the user? and 2) Once it stops spinning how can I detect the number that is displayed to the user (programmatically)? Many thanks. -Anil

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  • Good, free isometric game engine?

    - by posfan12
    Any recommendations for a good isometric game engine that is also free? Should be possible to develop entirely using freely available tools (meaning: no Flash, and no I don't want to learn haXe...) Works-in-a-browser is a plus, but not required. Support for 32-bit images is required! Good performance. Excellent documentation. I have looked at FIFE but it is still too unfinished, and the documentation sucks! Thanks!

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  • New games for 2011

    - by Oli
    I know there have been other questions like "What native games are available?" and they often have issues because they turn into a never-ending list of every game ever released for Linux. But I'd like to know what's coming out this year. Good answers can include: A game that's coming out in 2011 A Linux port being released for games that might be older (eg Trine) As much information and as many screenshots and links as possible Few old games unless they're doing a major update that changes the game very significantly. One game per answer, add as much information as possible and work with each other to build a catalogue of awesome things to look forward to this year.

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  • Need help starting with a game in Flash/AS3

    - by Hossein
    Hi, I am kinda new to flash/AS3. I have written some stuff and now I now the basics of AS. I want to develop a game in which my character moves. exactly like the way Super Mario moves(the background changes and new obstacles come in the way like and animation with which you can interact by climbing and shooting etc.) There is one big thing that I don't understand is that how to make my background moving and introduce new obstacles when my character moves forward. Currently my scene is static which means the background is the same and obstacles are also stationary. Can some point me to a tutorial or give me an answer that solves my confusion? thanks

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  • Fighting Game and input buffering

    - by Pilispring
    In fighting game, there is an important thing called input buffering. When your character is doing an action, you can input the next action that will activate as soon as possible (the buffer is 5-10 frames). Is anyone had already done it or knows the most efficient way to do this? I thought of things like that: Enum list moves (a list of all my moves) if (moves = fireball) { if (Mycharacterisidle) { Do the fireball } else if (MycharacterisMoving) { if (lastspriteisnotfinished) { InputBuffer++; } else if(spriteisfinished && InputBuffer < 5) { Do the fireball } } } Any better ideas? Thx.

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  • Game-oriented programming language features/objectives/paradigm?

    - by Klaim
    What are the features and language objectives (general problems to solves) or paradigms that a fictive programming language targetted at games (any kind of game) would require? For example, obviously we would have at least Performance (in speed and memory) (because a lot of games simply require that), but it have a price in the languages we currently use. Expressivity might be a common feature that is required for all languages. I guess some concepts from not-usually-used-for-games paradigms, like actor-based languages, or language-based message passing, might be useful too. So I ask you what would be ideal for games. (maybe one day someone will take those answers and build a language over it? :D ) Please set 1 feature/objective/paradigm per answer. Note: maybe that question don't make sense to you. In this case please explain why in an answer. It's a good thing to have answers to this question that might pop in your head sometimes.

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  • Which iPhone/iPod Hardware to Support for iPhone Game

    - by ashes999
    I'm coming from a background of Android. I would like to figure out what kind of iBlah device hardware I need to support for iPhone game development. From my research, it seems that I need to support both iPod and iPhone. But which versions of hardware? is 3G still used? What about 3GS? For example, the -S phones seem to have dual core instead of single-core CPUs. I also worry about performance. In Android, I had a severely low-end phone, which meant pretty much anything that ran okay there ran okay on other phones. For iPhone, how do I figure out what to support in terms of performance?

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  • Drawing graphics in Java game

    - by wolf
    I am quite new to game development, so here is a question (maybe a stupid one): In my sidescroller i have a bunch of different graphics objects that i need to draw (player, background tiles, creatures, projectiles etc). Most tutorials i've read so far show that each object has its own draw method, which is then called from some other method. What if I had one method that does all the drawing? Lets say i keep all my objects in an array or queue (or multiple arrays) and then go through each of them, get an image and draw it. So basically would it be better (and why) to have each object have its own draw method or one method that does all the drawing? Or does it matter at all? I feel like the second option is more comfortable, because then all the stuff to do with drawing would be in one place...

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  • Optimizing graphics for an iOS flash game

    - by 1GR3
    A friend of mine and myself are working on a flash developed iOS (and later Android) puzzle board game. He's a developer and I'm a designer/developer so (no surprise) we have different points of view. His method: make small tiles (100x100px) in Photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way). My method: precompose the whole board (960x640px+bleed) in Photoshop and than mask active and inactive areas in flash. What do you think?

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  • Mobile game production workflow using Html5 and visual studio

    - by Mihalis Bagos
    I want to know of any framework, that lets you build/test applications inside Visual Studio using Html5/JS. We need to be able to have an emulator (like the one on android sdk) for as many devices as possible, and we need to be able to run the application with as few steps as possible (using the "RUN" command in visual studio is no1 choice). Also, this extends to build and deployment to app stores. Is there a way to circumvent the cloud services and build locally? I am at a loss of the plethora of tools and technologies available for game design using Html5. However, I really don't like the way implementations try to get you to rely on their cloud services, so services like appmobi are at the bottom of the favored list.

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  • Game Physics: Implementing Normal Reaction from ground correctly

    - by viraj
    I am implementing a simple side scrolling platform game. I am using the following strategy while coding the physics: Gravity constantly acts on the character. When the character is touching the floor, a normal reaction is exerted by the floor. I face the following problem: If the character is initially at a height, he acquires velocity in the -Y direction. Thus, when he hits the floor, he falls through even though normal force is being exerted. I could fix this by setting the Y velocity to 0, and placing him above the floor if he has collided with it. But this often leads to the character getting stuck in the floor or bouncing around it. Is there a better approach ?

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  • What options do I have for game hosting.

    - by Jonathan Kaufman
    DISCLAIMER: I know this question starts to leave development island but it is very game development related and still think this is the best place. I see many free MMOs/online desktop client games out there. I am baffled at the ability to fund such. I don't mind hosting myself but would at least like to have someone host a matchmaking service. If these indie devs really are pouring money down the server drain then I'm screwed but if some one can "learn me" :) some alternatives I would greatly appreciate it.

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  • Can't start Psychonauts game -- segfault

    - by tremby
    This looks similar to Psychonauts Humble Indie Bundle V error but I don't have the ERROR message (missing GL capability) and its solution does not work for me. When trying to run Psychonauts from the Humble Indie Bundle on my x86_64 laptop running Ubuntu 12.04 I get the following output: <bjn@segnus:/usr/local/games/psychonauts>$ ./Psychonauts STUBBED: fix up the rest of the SSE code first at DetectSSESupport (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/MathGeneral.cpp:32) STUBBED: write me? at SetPCLanguage (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:120) STUBBED: fix up the rest of the SSE code first at DetectCPUCaps (/home/icculus/projects/psychonauts/Source/game/luatest/Game/PCGameApp.cpp:223) STUBBED: check LANG envr var at _GetDefaultGameLanguage (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:171) Console created Save path: /home/bjn/.local/share/Psychonauts Write path: WorkResource STUBBED: inline asm at SSEMul_4x4_4x4_2arg (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/Matrix.cpp:710) STUBBED: inline asm at SSEMul_4x4_4x4_3arg (/home/icculus/projects/psychonauts/Source/CommonLibs/DFMath/Matrix.cpp:698) ******** unit test failed ******** STUBBED: VK_* at InitInputNames (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1220) No joysticks detected Transport started DaveD: NCListenSocket: Listening on port 40001 SDL_SetVideoMode() failed: Failed loading libGL.so.1 Start Up completed in 0.06 seconds [1] 9718 segmentation fault (core dumped) ./Psychonauts <bjn@segnus:/usr/local/games/psychonauts>$ Output of lspci: 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:02.1 Display controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) 00:19.0 Ethernet controller: Intel Corporation 82567LM Gigabit Network Connection (rev 03) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 (rev 03) 00:1c.3 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 4 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M-E LPC Interface Controller (rev 03) 00:1f.2 RAID bus controller: Intel Corporation 82801 Mobile SATA Controller [RAID mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 02:01.0 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller (rev 05) 02:01.1 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 22) 0c:00.0 Network controller: Intel Corporation WiFi Link 5100 Any ideas?

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