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  • Win7 Pro x64 task manager hangs when restarting explorer.exe after waking from sleep

    - by Brandon Dybala
    I have a desktop running Windows 7 x64 Pro, set for Hybrid Sleep on a wired network. Wakeup is only enabled from the keyboard (wake on mouse and Wake-On-LAN are both disabled). Sometimes when it wakes up, there is no network connectivity. The notification area icons for both network and volume don't respond to clicks. If I open the Network and Sharing Center, clicking the red X doesn't do anything. Restarting does fix the problem, but I'm looking for a solution that does not require restarting (if at all possible). Drivers are all up to date. I've tried opening Task Manager and restarting the explorer.exe process, but Task Manager freezes for a few minutes, the "New Task" dialog closes, and explorer.exe has not restarted. CPU and memory usage are both normal. One thread suggested making sure the BIOS was set for S3 sleep mode only (not S1 or S1 & S3), but I haven't checked this yet. Going back to sleep and waking back up does not help. So far only a reboot has fixed the issue. System specs: Windows 7 x64 Pro Asus P8Z68-V PRO/GEN3 128 GB Crucial m4 SSD (Firmware version 0309) Intel Core i7 2600 3.4 GHz 16 GB RAM Any ideas? Brandon

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  • Windows 2008 64bit: applications and explorer always hang

    - by Phil Farthing
    I setup a couple of Window 2008 64bit systems about 5 months ago. Initially all seemed well. Now however, for no apparent reason, things are dog slow, apps hang, explorer hangs, just clicking on something can cause a CPU spike of 100%, and often it's explorer that is eating it up. As I have two on identical hardware, and they experience the same problem, it doesn't seem related to addon software. The only thing these have in common is Kaspersky and I've tried disabling/uninstalling to no avail. There are no useful error messages in the event logs. Actually, the system never even reports app hangs. Sometimes, it similar to what I've seen on Windows 7 systems where the screen goes milky and asks if I want to trouble shoot, that's only when get impatient and click happy. The really odd thing, is that it will NOT do this for a few minutes at a time, and then starts up again. Like I will click on the start menu and browse for the Admin Tools, the start menu will hang at some point and I'll have to wait about a minute, then it's OK. The next time I do this, a few seconds later, it's fine. Every click seems to hang the first time around, then be ok the second time if I do the exact same thing. If anyone has any suggestions, please PLEASE let me know! thanks =)

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  • Mapped network drive missing from My Computer and Explorer

    - by matt wilkie
    On a Windows XP Pro SP3 machine one network drive refuses to show up in My Computer or Explorer. The missing drive letter is G:, if that matters. Other mappings work fine. Other profiles one the same machine have no problem mapping G:. I can access the G: just fine typing it into the address bar or in CMD shell. I've used TweakUI to toggle hide/show G: with no difference. TweakUI says G: should be visible. I've logged off,on between toggles to make sure the settings are taking effect. I've looked at reg key [HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Policies\Explorer] and made sure it's zero'd. [insert ref link here] We've limped along with this broken setup for some time, just working around it, but some applications do not allow typing in a path when choosing a place to save files and it's reached the point where it's intolerable. So, anyone have any idea why XP won't show this drive letter? or how to fix it?

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  • Windows Explorer and UAC: run elevated

    - by syneticon-dj
    I am profoundly annoyed by UAC and switch it off for my admin user wherever I can. Yet, there are situations where I can't - especially if those are machines not under my continuous administration. In this case, I am always challenged with the task of traversing directories using my administrative user via the Windows Explorer where regular users do not have "read" permissions. The possible two approaches to this problem so far: change the ACLs to the directory in question to include my user (Windows conveniently offers the Continue button in the "You don't currently have permissions to access this folder" dialog. This obviously sucks since more often than not I do not want to change ACLs but just look into the folder's contents use an elevated cmd.exe prompt along with a bunch of command line utilities - this usually takes a lot of time when browsing through large and / or complex directory structures What I would love to see would be a way to run Windows Explorer in elevated mode. I have yet to find out how to do so. But other suggestions solving this problem in an unobtrusive way without changing the entire system's configuration (and preferably without the need for downloading / installing anything) are very welcome, too. I have seen this post with a suggestion for altering HKCR - interesting, but it changes the behavior for all users, which I am not allowed to do in most situations. Also, some folks have suggested using UNC paths to access the folders - unfortunately this does not work when accessing the same machine (i.e. \\localhost\c$\path) as the "Administrators" group membership is still stripped from the token and a re-authentication (and thus the creation of a new token) would not happen when accessing localhost.

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  • Cannot find winemenubuilder.exe when trying to run StarCraft 2

    - by Gernot
    Recently I've installed StarCraft 2 via playonlinux. The installation was absolutly no problem, everything was fine. But if I want to start the game now, it crashes. If I start it on the Terminal I get following error: optirun /usr/share/playonlinux/playonlinux --run "StarCraft II Wings of Liberty" [POL_Wine_SetVersionEnv] Message: Setting wine version path: 1.3.27, amd64 [POL_Wine_SetVersionEnv] Message: "/home/gernot/.PlayOnLinux//wine/linux-amd64/1.3.27" exists [POL_Wine] Message: Running wine-1.3.27 StarCraft II.exe wine: cannot find L"C:\\windows\\system32\\winemenubuilder.exe" rm: Cannot remove »*“ : Can't find directory or file. Has anybody an idea what to do?

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  • Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows

    - by Asian Angel
    Are you looking for a fun new game to add to your Linux or Windows systems? Then Wind and Water: Puzzle Battles could be just the game you are looking for. This awesome game comes with three distinct game modes (Story, Arcade, and Puzzle) to please the gamer within. You will need to select a language when Wind and Water starts up. Use your arrow keys to make your selection and press Enter. There will be a short intro video and then you can begin playing the game. There is a nice Tutorial Mode to help you become familiar with game play. Once you have entered your name you can choose the game mode that you want to play. Have fun as you work your way through the game! Note: Use the four Arrow Keys, the S Key, and the A Key to play Wind and Water. Wind and Water Homepage (Windows Version Download) Download the Linux Versions *Includes installation instructions for non-Ubuntu systems at bottom of the post. [via Ubuntu Vibes] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome Daisies and Rye Swaying in the Summer Wind Wallpaper Read On Phone Pushes Data from Your Desktop to the Appropriate Android App

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  • Link’s Yard Sale; Artifacts Up For Sale [Video]

    - by Jason Fitzpatrick
    Link, of the Legend of Zelda fame, has adventured far and wide–so far and wide, in fact, that it’s time to dump out the inventory screen and make room for new things. Masks, boots, a rudder off a trusty ship, it’s all up for grabs at Link’s yard sale. We’d put in an offer on the Double Hookshot–what bit of Legend of Zelda gear would you snatch up at the sale? Dorkly Bits: Link’s Yard Sale How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

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  • Scorpion Tears Through World Level 1-1 from the Original Super Mario Bros. [Video]

    - by Asian Angel
    What could be more fun than playing some classic Super Mario Brothers? Playing Super Mario Brothers with Scorpion as your character! This fun video shows Scorpion tearing his way through World Level 1-1 in style from beginning to end. Super Mario Kombat (Super Mario Bros. / Mortal Kombat) [via NicksplosionFX] How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • ¿Como puedo instalar Age of Mythology en Ubuntu? - How I can install Age of Mythology on Ubuntu?

    - by edgarsalguero93
    Spanish: Tengo un problema al tratar de instalar Age of Mythology Gold Edition (v 1.03). Al iniciarle con el Wine (1.3.28) en mi Ubuntu 11.10, y después de ingresar el serial y pulsar Siguiente, me sale un error "No se puede cargar PidGen.dll", y se regresa a la ventana anterior. En Configurar Wine, y en la pestaña Librerías le añadí el archivo DLL que me pide pero todo sigue igual. He intentado todo para que se instale pero no funciona. También he intentado instalarlo en una maquina virtual de VMware Workstation 8.0.1 con Microsoft Windows XP SP3 y me sale un error de compatibilidad con la tarjeta de vídeo: "Tarjeta de vídeo 0: vmx_fb.dll VMware SVGA II Vendor(0x15AD) Device(0x405)" y se cierra el Age of Mythology. Me parece que la solución en este caso seria aumentar la cantidad de vídeo que pone a disposición el VMware a la maquina virtual o un driver para esta tarjeta, pero no se como hacer eso. O tal vez alguien sabe la manera de que mi tarjeta de vídeo que tiene mi computadora se use también para VMware o destinar parte de la memoria del vídeo a la maquina virtual. He buscado en varios sitios, pero ninguno soluciona mi problema. Por favor, si alguien ya encontró la respuesta, que responda a esta pregunta, y de antemano gracias. English: I have a problem trying to install Age of Mythology Gold Edition (v 1.03). At the beginning of the Wine (1.3.28) on my Ubuntu 11.10, and after entering the serial and click Next, I get an error "Unable to load pidgen.dll" and return to the previous window. In Configure Wine and in the Libraries tab I added the DLL that calls me but nothing has changed. I tried everything to be installed but not working. I have also tried to install in a virtual machine with VMware Workstation 8.0.1 Microsoft Windows XP SP3 and I get a compatibility error with video card: "Video Card 0: VMware SVGA II vmx_fb.dll Vendor (0x15AD) Device (0x405) "and closes the Age of Mythology. I think the solution in this case would increase the amount of video available to the VMware virtual machine or a driver for this card, but not how to do that. Or maybe someone knows the way that my video card that has my computer is also used for VMware or earmark part of the video memory to the virtual machine. I searched several sites, but none solved my problem. Please, if someone already found the answer, to answer this question. I also apologize if the translation is not well understood. I used the Google translator. Thanks and greetings from Latin America

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  • Block Fortress is an Awesome Tower Defense Game

    - by Akemi Iwaya
    What do you get when you mix Minecraft, tower defense, and a first-person shooter together? Block Fortress! This awesome game combines the best aspects of three game types into one unique, action-packed romp for survival and victory. Keep in mind that the game has quite a bit going on, so we will only be able to offer a quick glimpse with our post. Also, it may take a few minutes to become familiar with how to maneuver around in the game area using various gestures on your device’s screen. From the Block Fortress homepage: It offers more than 30 different building blocks, 16 different turret blocks, and tons of additional items to build (including mining blocks, lumber blocks, storage crates, power generators, and much more). It also includes many different weapon and item upgrades for your character – all brought to bear against the relentless attacks of the Goblocks! Block Fortress currently comes with three modes of game play: Survival, Quickstart, and Sandbox. As you can see, there should be more modes available at a later date. There are many types of terrain to choose from, or if you wish you can select Random for a nice surprise. For our example we chose Snowy Hills. Time to have a look around and find a nice spot to set up our barracks… This spot looks like it will do rather nicely… Just for fun we set up a castle-style set of walls and entry point for our barracks. Now on to fun and adventure! You can see what the game looks like in action with the official launch trailer… Price: 0.99 (U.S.) Block Fortress [iTunes App Store] Block Fortress Homepage Official Block Fortress Launch Trailer [YouTube]    

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  • Psychonauts crashes right after entering load save door

    - by user67974
    Psychonauts crashes right after entering the 'Load Save' door. Here is the terminal output: Shader assembly time: 0.88 seconds Found OpenAL device: 'Simple Directmedia Layer' Found OpenAL device: 'ALSA Software' Found OpenAL device: 'OSS Software' Found OpenAL device: 'PulseAudio Software' Opened OpenAL Device: '(null)' ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error. PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfx.isb' to 'WorkResource/Sounds/commonfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonvoice.isb' to 'WorkResource/Sounds/commonvoice.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmusic.isb' to 'WorkResource/Sounds/commonmusic.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmentalfx.isb' to 'WorkResource/Sounds/commonmentalfx.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonmenfxmem.isb' to 'WorkResource/Sounds/commonmenfxmem.isb' PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/commonfxmem.isb' to 'WorkResource/Sounds/commonfxmem.isb' GameApp::StartUp InitSoundFiles() completed in 0.15 seconds GameApp::StartUp Load some common textures completed in 0.00 seconds WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb GameApp::StartUp InitEntities() completed in 0.02 seconds PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/SavedGames/savegameprefs.ini' to 'WorkResource/SAVEDGAMES/savegameprefs.ini' GameApp::StartUp m_pSaveLoadInterface->Startup() completed in 0.00 seconds GameApp::StartUp m_UserInterface.Setup() completed in 0.00 seconds STUBBED: multisample at EDisplayOptionsWidget (/home/icculus/projects/psychonauts/Source/game/luatest/Game/UIPCDisplayOptions.cpp:97) STUBBED: VK_* at CheckVirtualKey (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:1443) Game: Engine Running hook startup Game: Engine -> SetupGlobalObjects Game: Engine -> SetupLevelMenu Game: Engine -> InitMath GameApp::StartUp InitLua2() completed in 0.00 seconds GameApp::StartUp SetupLevelMenu() completed in 0.00 seconds STUBBED: do we even use this? at InitSocket (/home/icculus/projects/psychonauts/Source/game/luatest/Game/Gameplaylogger.cpp:210) GameApp::StartUp Post-Install total completed in 0.20 seconds Start Up completed in 1.57 seconds UnixMain: StartUp successful.. Working directory: /opt/psychonauts STUBBED: dispatch SDL events at PCMainHandleAnyWindowsMessages (/home/icculus/projects/psychonauts/Source/game/luatest/UnixMain.cpp:56) STUBBED: write me at GetJoystickInput (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:428) STUBBED: write me at GetJoystickActionValue (/home/icculus/projects/psychonauts/Source/CommonLibs/DirectX/SDLInput.cpp:613) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' Prerender subtitle file: workresource\cutScenes\prerendered\dflogo.dfs not found PSYCHONAUTS UNIX FILENAME: corrected 'workresource/cutScenes/prerendered/dflogo.bik' to 'WorkResource/cutscenes/prerendered/DFLogo.bik' STUBBED: fixed function pipeline? at setColorOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2097) STUBBED: fixed function pipeline? at setColorArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2106) STUBBED: fixed function pipeline? at setColorArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2115) STUBBED: fixed function pipeline? at setAlphaOp (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2124) STUBBED: fixed function pipeline? at setAlphaArg1 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2133) STUBBED: fixed function pipeline? at setAlphaArg2 (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2142) STUBBED: fixed function pipeline? at setProjected (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Texture.cpp:2223) LOC WARN: Could not open Localization file 'Localization/English/_StringTable.lub' STUBBED: memory status at UpdateMemoryTracking (/home/icculus/projects/psychonauts/Source/game/luatest/Game/GameApp.cpp:4884) WARN: Couldn't resize array to 128; out-of-bounds elements are still in use: Vertex Pool, 188 Loading new level 'STMU' STUBBED: Need multithreaded GL at DisplayLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:83) ========================= Memory post unload level ========================= ========================= LOC WARN: Could not open Localization file 'Localization/English/ST_StringTable.lub' DaveD: Info: Texture pack file contains 137 textures Doing a texture readback for locking! Game: Engine Saved[GLOBAL]: InstaHintFord_HostileRecord = [table] Game: Engine Saved[GLOBAL]: InstaHintFord_HostileOrder = [table] WARN: Redundant packfile read: anims\thought_bubble\bubblefirestarting.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleintothemind.jan WARN: Redundant packfile read: anims\thought_bubble\bubbleinvisibility.jan WARN: Redundant packfile read: anims\thought_bubble\bubblepopperfill.jan WARN: Redundant packfile read: anims\thought_bubble\bubbletelekinesis.jan Initializing level script (if there is one) PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/stfx.isb' to 'WorkResource/Sounds/stfx.isb' Game: Engine Reloading goals: Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: bUsedSalts = 0 Game: Engine Saved[GLOBAL]: bSTEntered = 1 Game: Engine Saved[GLOBAL]: memoriesST = 1 Game: Engine Saved[GLOBAL]: PsiBallColor = 'red' Game: Engine Saved[ST]: lastSubLevel = 'STMU' Game: Engine LOADING LEVEL st.STMU Game: Engine Saved[CA]: CALevelState = 1 Game: Engine Cutscene progression: CS Script moving from state nil to state nil, resultant state nil. Time: 0.124746672809124. * Stack Trace 1: (null) (line -1, file '(none)) () 2: SpawnScript (line -1, file 'C) (global) 3: onBeginLevel (line -1, file '(none)) (field) 4: (null) (line -1, file '(none)) () WARN: Cannot call GetDirectoryListing when running from the DVD Game: Engine Raz spawning at DartStart startpoint VM : LevelScript could not find script 'doorrimlight1' * Stack Trace 1: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityAlpha LevelScript: NULL script object passed Game: Engine Saved[GLOBAL]: bLoadedFromMainMenu = 1 Game: Engine Saved[GLOBAL]: NextEncouragement = '/GLZF014TO/ 10' Game: Engine Saved[GLOBAL]: NeedRankIncrement = 0 STUBBED: Need multithreaded GL at HideLoadingScreen (/home/icculus/projects/psychonauts/Source/game/luatest/Game/LoadingScreen.cpp:110) WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Game: Engine Saved[GLOBAL]: SplineFigmentTVSizex = 4.51434326171875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizey = 46.38104248046875 Game: Engine Saved[GLOBAL]: SplineFigmentTVSizez = 47.08810424804688 WARN: (none(-1) SetNewAction LevelScript: no string passed ====================== Asset load progression ====================== Initial: 2.518 MB Vertex, 8.688 MB Texture Level : 3.719 MB Vertex, 22.535 MB Texture Scripts: 3.747 MB Vertex, 22.848 MB Texture ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 0.14 seconds Anim: anims\objects\tk_arrow_idle.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdn.jan: loaded (1 frames latency) Anim: anims\thought_bubble\shieldloop.jan: loaded (1 frames latency) Anim: anims\dartnew\standready.jan: loaded (1 frames latency) Anim: anims\dartnew\walkmove.jan: loaded (1 frames latency) Anim: anims\janitor\hint_end.jan: loaded (1 frames latency) Anim: anims\thought_bubble\ballstatic.jan: loaded (1 frames latency) Anim: anims\dartnew\actionfall.jan: loaded (1 frames latency) Anim: anims\dartnew\standstill.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_lf_rt.jan: loaded (1 frames latency) Anim: anims\dartnew\pack\packbounce_up_dn.jan: loaded (1 frames latency) Anim: anims\dartnew\helmet\darthelmetdefpose.jan: loaded (1 frames latency) 1: 1 (number) 1: 1 (number) STUBBED: This is probably wrong at GetDt (/home/icculus/projects/psychonauts/Source/CommonLibs/DFUtil/Profiler.cpp:181) STUBBED: set specular highlights at setSpecularEnable (/home/icculus/projects/psychonauts/Source/CommonLibs/DFGraphics/Renderer.cpp:2035) Anim: anims\dartnew\trnrtcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\run.jan: loaded (1 frames latency) Anim: anims\dartnew\walk.jan: loaded (1 frames latency) Anim: anims\thought_bubble\bubbledoublejump.jan: loaded (1 frames latency) Anim: anims\dartnew\longjump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door1crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door1closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\180.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crack.jan: loaded (1 frames latency) Anim: anims\menubrain\door3crackedidle.jan: loaded (1 frames latency) Anim: anims\menubrain\door3closedidle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslide45angle.jan: loaded (1 frames latency) Anim: anims\dartnew\railslideflat.jan: loaded (1 frames latency) Anim: anims\dartnew\trnlfcycle.jan: loaded (1 frames latency) WARN: (none(-1) SetNewAction LevelScript: no string passed Anim: anims\dartnew\mainmenu_jump.jan: loaded (1 frames latency) Anim: anims\menubrain\door1open.jan: loaded (1 frames latency) ERROR: Assert in /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Encountered Error: Psychonauts has encountered an error /home/icculus/projects/psychonauts/Source/game/luatest/../../CommonLibs/Include/../DFGraphics/Color.h, line 96 v.x >= 0.0f && v.x <= 1.0f && v.y >= 0.0f && v.y <= 1.0f && v.z >= 0.0f && v.z <= 1.0f && v.w >= 0.0f && v.w <= 1.0f Please contact technical support at http://www.doublefine.com. I am currently using Bumblebee for hybrid graphics, if that helps in any way.

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  • The How-To Geek Valentine’s Day Gift Guide

    - by Jason Fitzpatrick
    Valentine’s Day is less than week away; if you want to prove yourself the geekiest cupid around you’ll definitely want to check out our guide to geeky Valentine’s big and small. The following gift guide includes gifts for the geeks in your life and gifts for geeks to give those that appreciate their geeky nature. Our methodology for picking Valentine’s-related gifts focused on gifts that were either traditional Valentine’s day gifts with a geek-slant or a nod to an aspect of geek culture. Read on to check out the geektacular pickings we mined the internet to unearth. Latest Features How-To Geek ETC The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin View the Cars of Tomorrow Through the Eyes of the Past [Historical Video] Add Romance to Your Desktop with These Two Valentine’s Day Themes for Windows 7 Gmail’s Priority Inbox Now Available for Mobile Web Browsers Touchpad Blocker Locks Down Your Touchpad While Typing Arrival of the Viking Fleet Wallpaper A History of Vintage Transformers [Infographic]

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  • The Evolution of Link’s Swords [Wallpaper]

    - by Jason Fitzpatrick
    If you’re a fan of all things Legend of Zelda, this high-resolution wallpaper showcases all the swords from every Legend of Zelda game. In addition to the wallpaper that gathers all the swords together in one place, you can also check out the description on the wallpaper’s Deviant Art page to grab high-resolution images of each individual sword. Hit up the link below to grab both the wallpaper and the individual renderings. The Evolution of Link’s Swords [Deviant Art] 7 Ways To Free Up Hard Disk Space On Windows HTG Explains: How System Restore Works in Windows HTG Explains: How Antivirus Software Works

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  • Wine , macbook pro 5.5, nvidia 9400 and Diablo 3

    - by Jeff Labonte
    I'm using a Macbook pro 5.5 to play Diablo 3 on Ubuntu 12.04LTS 64bit! On Mac OS X it works like a charm but on Ubuntu I'm having some trouble! I have made my research to see what's going wrong! On wine or a VM my graphic has 128mb and on Linux it has 512mb and on Mac OS X 256mb.... well I guess that the graphic card is sharing his memory with the ram! but I've got lags when I play the game! what can I do to have better performances!

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  • 16 Over The Top Video Game Mods [Video]

    - by Jason Fitzpatrick
    This roundup of video game mods includes such gems as My Little Ponies in Skyrim and Batman in Doom. One of the more entertaining videos in the mix? Randy “Macho Man” Savage as a Skyrim dragon. Hit up the link below for the full roundup at Neatorama. The 16 Funniest and Coolest Video Game Mods Ever HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now

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  • The Legend of Digital Zelda [Video]

    - by Jason Fitzpatrick
    This clever animation project combines a real-world set, a great soundtrack, and a novel approach to showcasing the adventure Link goes through to rescue Zelda. The Legend of Digital Zelda [via TUAW] Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • Mario Warfare Episode 1: Invasion Day [Video]

    - by Jason Fitzpatrick
    Back in September we shared the trailer for Mario Warfare with you–a clever live-action take on the battle in the Mushroom Kingdom. The team behind it just released the first full length episode, check it out here. We loved the trailer and the first episode is just as awesome; clearly combining the landscape and politics of Super Mario Bros. with highly stylized fighting and CGI was the right choice. If you’re interested in following the project check out their YouTube Channel and Kickstarter. Mario Warfare Episode 1 Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Awesome Mod Adds Cooperative Multiplayer to Super Mario 64

    - by Jason Fitzpatrick
    The lack of multiplayer action in Super Mario 64 bothered one game modder so much he hacked the game to include cooperative multiplayer as well as online play. Check out the video to see it in action. To play the new version of the game you’ll either need a jailbroken Wii (so you can load a homebrew WAD file) or an N64 PC emulator. You can grab the WAD file for the Wii here or the necessary files for the PC emulator here. For more information about other great mod projects from the author of this mod, hit up the link below. Super Mario 64 Multiplayer 1.0 [via Press The Buttons] What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • Glowing Chess Set Combines LEDs, Chess, and DIY Electronics Fun

    - by ETC
    Anyone who says that the centuries old game of Chess cannot be improved upon has obviously never played with a glowing chess board. Today we take a look at a cheap glass chess set modded to glow from within. Instructables user Tetranitrate had a glass chess set he scored on-the-cheap and had always wanted to illuminate it in some way. He ruled out illuminating the board itself (no good way to keep track of the piece colors) and putting a battery in each piece (too big of a pain, over complicates the design). His final solution, the one seen in the photo here, was to build a wood and copper board, run a low voltage across the surface of the chess board, and affix a conductive copper ring to the bottom of each chess piece to power the LED embedded inside. In this manner the pieces would glow on the board and then go dark as soon as they were removed from play. Hit up the link below for additional details on the build and instructions on building your own. LED Chess Set [Instructables] Latest Features How-To Geek ETC How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? Save Files Directly from Your Browser to the Cloud in Chrome and Iron The Steve Jobs Chronicles – Charlie and the Apple Factory [Video] Google Chrome Updates; Faster, Cleaner Menus, Encrypted Password Syncing, and More Glowing Chess Set Combines LEDs, Chess, and DIY Electronics Fun Peaceful Alpine River on a Sunny Day [Wallpaper] Fast Society Creates Mini and Mobile Temporary Social Networks

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  • Did You Know Gaming Delves into the Mario Universe [Video]

    - by Jason Fitzpatrick
    If you thought you knew everything there was to know about the Mario franchise, prepare to be surprised by the odd and expansive trivia dug up by Did You Know Gaming. Who knew you could learn so much about a game by picking through the game code for odds and ends? If you enjoyed the above video, make sure to check out Part II here. [via Geeks Are Sexy] 7 Ways To Free Up Hard Disk Space On Windows HTG Explains: How System Restore Works in Windows HTG Explains: How Antivirus Software Works

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  • Raspberry Pi Powered Coffee Table Serves Up Arcade Classics

    - by Jason Fitzpatrick
    If your living room is boring for want of a plethora of arcade hits, this DIY project parks a Raspberry Pi powered arcade machine in a coffee table for at-your-finger-tips retro gaming. Courtesy of tinker Graham Gelding, this build combines a 24-inch monitor, arcade buttons, a Raspberry Pi board, and a wooden coffee table to great effect. The end result is a table-top style arcade that also doubles, courtesy of a wireless keyboard and mouse, as a web browsing and email station. Hit up the link below for more information. Coffee Table Pi [via Hack A Day] HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8 How To Play DVDs on Windows 8

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  • Speed, delta time and movement

    - by munchor
    player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the above, but that makes the player go fast when the computer is fast, and the player go slow when the computer is slow. The same thing happens with jumping. The player can jump really high when the computer is faster. This is sort of unfair, I think, because. Should I be doing this someway else? Thanks.

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  • DIY Coffee Table Arcade Hides Retro Gaming Inside

    - by Jason Fitzpatrick
    Last week we showed you a nifty man-cave arcade-in-coffee-table build that was a bit, shall we say, exposed. If you’re looking for a sleek build that conceals its arcade-heart until it’s game time, this clean and concealed build is for you. Courtesy of IKEAHacker reader Sam Wang, the beauty of this build is that other than the rectangle of black glass in the center of the table–which could just as well be a design accent–there is no indication that the coffee table is a gaming machine when not in use. Slide out the drawers and boot it up, however, and you’re in business–full MAME arcade emulation at your finger tips. Hit up the link below to check out his full photo build guide. My DIY Arcade Machine Coffee Table [via IKEAHacker] How To Switch Webmail Providers Without Losing All Your Email How To Force Windows Applications to Use a Specific CPU HTG Explains: Is UPnP a Security Risk?

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  • Unity Is The Swiss Army Knife of Game Console Mods

    - by Jason Fitzpatrick
    This expansive console modification blends over a dozen game systems into one unified console with a shared power source and controller. There are console mods and then there are builds like this. This impressive work in progress combines the hardware boards of multiple game systems into a single unified system that shares a single power source, video output, and controller. The attention to detail and outright gaming obsession and geekiness is definitely creeping to the top of the charts with this one. Hit up the link below to check out a detailed post about the build and see additional videos and photos. Bacteria’s Project Unity [via Hack A Day] HTG Explains: Why You Only Have to Wipe a Disk Once to Erase It HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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