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  • Broadcom HT1100 SATA controller not working properly with 1TB drives

    - by Jeff C
    I've been using RHEL distro's for several years and always managed to find the answers until now. I know this is more of a hardware issue, but I've been working on this for over a week and trust Linux and the IT community to help more then HP. I have CentOS 6.3 installed on an HP ProLiant DL145 G3 server with the BroadCom HT1100 IO controller and ServerWorks SATA Controller MMIO BIOS v3.0.0015.6 Firmware. This controller does not support large drives fully. Here's what I've tried and the results; Stock setup - Freezes on the ServerWorks POST screen. Can't even enter CMOS without disconnecting the drives. If I simply disconnect the SATA cables before it gets to the ServerWorks screen and reconnect afterwards I can boot from a CD, USB, PXE fine. However fiddling with cables at ever boot isn't practical. If I enter the BIOS config I can set it to not try booting the drives but leave the controller enabled. This lets me boot normally but the drives are not visible in the OS (live CDs or USB installed). I used method #2 to install and update CentOS. I have the /boot partition on a USB drive (everything else is on the SATA drives in software RAID1) hoping that would work around the issue but I get this Kernel panic - not syncing:Attempted to kill init! Pid: 1, comm: init Not tainted 2.6.32-279.9.1.el6.x86_6 #1 Call Trace: [<ffffffff814fd6ba>] ? panic+0xa0/0x168 [<ffffffff81070c22>] ? do_exit+0x862/0x870 [<ffffffff8117cdb5>] ? fput+0x25/0x30 [<ffffffff81070c88>] ? do_group_exit+0x58/0xd0 [<ffffffff81070d17>] ? sys_exit_group+0x17/0x20 [<ffffffff8100b0f2>] ? system_call_fastpath+0x16/0x1b panic occured, switching back to text console I'm sure it should be possible to talk to the drives without the BIOS boot check since the BIOS doesn't see them in method #2 either, their disconnected when it checks, but Linux sees them fine. If anyone could help figure out how I would greatly appreciate it! The other possible option I've come across is a complex firmware update. Tyan has a few boards on their website with the HT1100 and a ServerWorks v3.0.0015.7 update which says "adds support for TB drives" in the release notes. If someone could help me get the Tyan SATA firmware into the HP ROM file so I could just reflash that would also be very much appreciated. Thanks for any help you guys can offer!

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  • Windows sometimes minimizes game and shows the desktop?

    - by Gary
    For some reason, every once in a while when I'm playing a full-screen game in Windows 7, the game will minimize and focus will be given to the Desktop. I don't know what does this because no other problem appears to activate (nothing new in the taskbar or system tray appears). This occurs in a variety of games, from a variety of publishers, so it's definitely not the game that's having the problem. When this occurs, I can simply click on the game to go back to it, but it's obviously still quite annoying. Anyone know what's going on here? Is this a common occurrence with a simple fix? Thanks in advance!

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  • Dual Monitors Switching While Running Full-Screen Game?

    - by Phil Sandler
    I have a dual-monitor setup, and currently I can run a full screen game (Warcraft 3 and Starcraft 2 currently) and see still see anything I have open on my second monitor. I can't move my mouse from one monitor to the other, which is a good thing. However, I would like to know if it's possible to press some key combination and "release" my mouse control from the full screen game to my second monitor without the game minimizing (which is what happens when I ALT - Tab).

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  • Mario and Luigi’s Pick-up Game of Baseball – Choosing Teams [Video]

    - by Asian Angel
    Mario and Luigi are choosing players for a pick-up game of baseball and Chargin’ Chuck is ready to go. Will Mario or Luigi pick him for their teams early on or will poor Chuck be the last one chosen? Note: Contains slightly inappropriate language. Dorkly Bits: Chargin’ Chuck Gets Picked Last [via Geeks are Sexy] HTG Explains: What’s the Difference Between the Windows 7 HomeGroups and XP-style Networking?Internet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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  • Week 15: The Telephone Game

    - by sandra.haan
    Have you ever played a game of telephone? Remember the one where you whispered something like "Once bitten, twice shy" to the person next to you, only to find that after this message has been shared around the circle the last person to repeat it says "Pastrami on Rye"? Messages can get distorted and we want to make sure that your past successes are clearly articulated which is why we have put in place a reference program for our partners. Listen in as Judson tells you how to engage with OPN in the Partner Reference program. Take advantage of the opportunity to promote your success to prospects through Oracle. Find out more and submit your nomination for a reference today. Until next time, The OPN Communications Team

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  • Play ‘Dune II – The Building of a Dynasty’ Online for Free [Classic Game]

    - by Asian Angel
    Are you a fan of retro sci-fi classic Dune and old-school gaming? Then get the best of both in one package with this free online version of ‘Dune II – The Building of a Dynasty’! When you arrive at the site you will need to choose your house. Once you have made your selection the next part of the game will take a moment or two to load up. From there you will see a short introduction to your chosen house (screenshot above)… Once you have gotten through the introduction to your house, then you can move on to some awesome retro gaming fun! Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Is Flash/Actionscript any safer than Javascript for persistent online game?

    - by Sean Madigan
    I'm finding lately how unsecure Javascript is when programming a game (I'm trying to do a turn based RPG and currently the battle calculations are done through Javascript which any player can cheat with of course giving themselves as much XP as they want), so I'm wondering if I were to move my battle screen to flash if this would be any more secure, or is there just as easy of a way to cheat this?

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  • Xbox Live Traffic Light Tells You When It’s Game Time

    - by Jason Fitzpatrick
    Why log on to see if your friends are available for a game of Halo 3 when you can glance at this traffic-light-indicator to see if it’s go time? Courtesy of tinker and gamer AndrewF, this fun little hack combines a small traffic light, an Arduino board, and the Xbox live API to provide a real-time indicator of how many of your friends are online and gaming. When the light is red, nobody is available to play. Yellow and green indicate one and several of your friends are available. Hit up the link below to check out the parts list and project code. Xbox Live Traffic Lights [via Hack A Day] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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  • Sony officialise son contrôleur à détection de mouvements, le PlayStation Move, lors de la Game Deve

    Sony officialise son contrôleur à détection de mouvements, le PlayStation Move, lors de la GDC 2010 C'est au cours de la Game Developers Conference 2010 (GDC 2010) que Sony a révélé et officialisé son nouveau contrôleur à détection de mouvements pour sa console de jeux PlayStation3. Les rumeurs le nommaient Gem ou Arc mais ce nouveau produit portera la dénomination de PlayStation Move. Sony a également dévoilé que le PlayStation Move serait accompagné d'un périphérique sans fils annexe nommé simplement Sub Controller qui n'est pas sans rappeler le Nunchuk de la console Nintendo Wii. Accompagné du PlayStation Eye (la webcam de la PlayStation 3), ce nouveau contrôleur sera vendu en pack avec un je...

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  • C# or C++ game: many 16 color images loaded into RAM. Efficient solution?

    - by user560639
    I am in the planning stages of creating a fighting game and am unsure how to handle one issue relating to memory. Background info: - Still debating whether to use C# (XNA) or C++. We do not want to commit to either until we have explored how to solve this problem in both languages. - Using a max of 256MB RAM would be great if possible. - Two characters will be present at a time, and these characters can only change between battles. There is time to load/free memory between battles, but the game needs to run at a constant 60 drawn frames per second during combat. Each frame is 16.67ms - The total number of images per character is in the low hundreds. Each image is roughly 200x400 pixels. Only one image from each character will be displayed at any given moment. Uncompressed, each image takes roughly 300kb from my calculations; upwards of 100MB for a whole character. This is pushing too close to the 256MB limit given that memory will be needed for some other resources as well. Since each image can be made with a total of 16 colors. Theoretically I should be able to use 1/8th the space if I can take advantage of this. I've looked around but haven't found any word of native support for paletted images. (Storing each pixel using fewer bits that each map to a 32-bit RGBa color) I was considering making my own file format with 4 bits per pixel (and some extra palette info), loading all the images of this new format into RAM before battle, and then when drawing any specific image, decompress only that image into a raw image so it can be rendered properly. I don't know if it's realistic to perform so many assignment operations (appx 200x400 for each character = 160k) each frame. It sounds very hacky to me. Does anyone have advice on whether my solution sounds reasonable, and if there is perhaps a better one available? Thanks so much! (I also attempted to use an image with only 1 channel, then use a shader to perform a series of if statements to translate various values into other colors. Unfortunately, there were too many lines of code for the shader. It is also rather hacky and does not scale well.)

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  • Zelda Adventure is an Epic Legend of Zelda Minecraft Game

    - by Jason Fitzpatrick
    What do you get when you combine a passion for The Legend of Zelda and Minecraft? A playable Zelda epic built entirely within Minecraft. Minecraft enthusiast Gary520 has invested some serious time into an amazing rendition of the Legend of Zelda universe done entirely in Minecraft. Zelda Adventure combines elements from across the Legend of Zelda games including characters, weapons, quests, and more. Watch the trailer above to see it in action. Currently the game is not in public release but you can grab a beta release with the first five dungeons on the Minecraft forums here (the Minecraft site seems to be down for maintenance, if anyone has a mirror to the file throw a link in the comments section). Zelda Adventure Trailer [YouTube via Wired] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • TableView frame not resizing properly when pushing a new view controller and the keyboard is hiding

    - by Pete
    Hi, I must be missing something fundamental here. I have a UITableView inside of a NavigationViewController. When a table row is selected in the UITableView (using tableView:didSelectRowAtIndexPath:) I call pushViewController to display a different view controller. The new view controller appears correctly, but when I pop that view controller and return the UITableView is resized as if the keyboard was being displayed. I need to find a way to have the keyboard hide before I push the view controller so that the frame is restored correctly. If I comment out the code to push the view controller then the keyboard hides correctly and the frame resizes correctly. The code I use to show the keyboard is as follows: - (void) keyboardDidShowNotification:(NSNotification *)inNotification { NSLog(@"Keyboard Show"); if (keyboardVisible) return; // We now resize the view accordingly to accomodate the keyboard being visible keyboardVisible = YES; CGRect bounds = [[[inNotification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue]; bounds = [self.view convertRect:bounds fromView:nil]; CGRect tableFrame = tableViewNewEntry.frame; tableFrame.size.height -= bounds.size.height; // subtract the keyboard height if (self.tabBarController != nil) { tableFrame.size.height += 48; // add the tab bar height } [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(shrinkDidEnd:finished:contextInfo:)]; tableViewNewEntry.frame = tableFrame; [UIView commitAnimations]; } The keyboard is hidden using: - (void) keyboardWillHideNotification:(NSNotification *)inNotification { if (!keyboardVisible) return; NSLog(@"Keyboard Hide"); keyboardVisible = FALSE; CGRect bounds = [[[inNotification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue]; bounds = [self.view convertRect:bounds fromView:nil]; CGRect tableFrame = tableViewNewEntry.frame; tableFrame.size.height += bounds.size.height; // add the keyboard height if (self.tabBarController != nil) { tableFrame.size.height -= 48; // subtract the tab bar height } tableViewNewEntry.frame = tableFrame; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(_shrinkDidEnd:finished:contextInfo:)]; tableViewNewEntry.frame = tableFrame; [UIView commitAnimations]; [tableViewNewEntry scrollToNearestSelectedRowAtScrollPosition:UITableViewScrollPositionMiddle animated:YES]; NSLog(@"Keyboard Hide Finished"); } I trigger the keyboard being hidden by resigning first responser for any control that is the first responder in ViewWillDisappear. I have added NSLog statements and see things happening in the log file as follows: Show Keyboard ViewWillDisappear: Hiding Keyboard Hide Keyboard Keyboard Hide Finished PushViewController (an NSLog entry at the point I push the new view controller) From this trace, I can see things happening in the right order, but It seems like when the view controller is pushed that the keyboard hide code does not execute properly. Any ideas would be really appreciated. I have been banging my head against the keyboard for a while trying to find out what I am doing wrong.

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  • object array mobile development

    - by mixm
    Im currently creating a tile-based game for android. Using java via dalvik JVM. im fretting over a decision to represent objects in a particular map. should i use an id based map (2 dimensional integer array) and place game logic in a separate function in the game engine, or create an object array (2 dimensional array of game objects) and store game logic within the class methods. i am thinking about the cost of object creation and garbage collection vs extensibility.

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  • When Your Favorite Video Game Characters go Trick-or-Treating [Video]

    - by Asian Angel
    Halloween has arrived and all of your favorite video game characters are out and about collecting lots of candy goodness. The question is whether or not all will be successful in collecting treats or if the tricks will be on them! Note: Video contains some language that may be considered inappropriate. Videogame Trick-or-Treating [Dorkly] 6 Start Menu Replacements for Windows 8 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

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  • Friday Fun: Swap It ET (Gears Game)

    - by Asian Angel
    This week’s game presents you with multiple puzzles to solve, each more challenging than the last. Throw in moving gears to muddle up the visual process and you have your hands full as you work to solve each one. Can you do it or will you be forced to give up in defeat? 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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  • How would one go about integrated python into a c++ written game for the use of user-made scripts

    - by Spencer Killen
    I'm quite new to game development (not the site) and I'm currently just trying to educate myself about some certain things before I really begin working and a game. anyway, I'd like to know what basic algorithm/outline of how a game would be coded effeciently with the implementation of user coded scripts for gameplay and levels that are written in python, Is this even possible? would all the features of python be avalible? like say "multi-threading"?

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  • Conways Game of Life C#

    - by Darren Young
    Hi, Not sure if this is the correct place for this question or SO - mods please move if necessary. I am going to have a go at creating GoL over the weekend as a little test project : http://en.wikipedia.org/wiki/Conway's_Game_of_Life I understand the algorithm, however I just wanted to check regarding the implementation, from maybe somebody that has tried it. Essentially, my first (basic) implementation, will be a static grid at a set speed. If I understand correctly, these are the steps I will need: Initial seed Create 2d array with initial set up Foreach iteration, create temporary array, calculating each cells new state based on the Game of Life algorithm Assign temp array to proper array. Redraw grid from proper array. My concerns are over speed. When I am populating the grid from the array, would it simply be a case of looping through the array, assigning on or off to each grid cell and then redraw the grid? Am I on the correct path?

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  • Print Your Favorite Video Game Character in 3D

    - by Jason Fitzpatrick
    Beloved video game characters of yesterday are perfect candidates for 3D printing with their simple and block-based sprite shapes. Read on to learn more about the process and mathematics of turning 2D sprites into 3D models. Courtesy of Mikola Lysenko, a computer scientist and mechanical engineer, we’re treated to not just a tutorial on how to create a 3D shape from a 2D seed image, but the mathematics behind figuring out exactly what that 2D sprite should look like if stretched out into three dimensions. Hit up the link below for his tour of techniques including multiview stereo reconstruction and space carving (and why he went with one technique over the other)–the explanation of his process is just as interesting as the cool results it yields. Turning 8-Bit Sprites into Printable 3D Models [via Hack A Day] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • What tools should I consider if my aim is to make a game available to as many platforms as possible?

    - by Kenji Kina
    We're planning on developing a 2D, grid-based puzzle game, and although it's still very early in the planning stages, we'd like to make our decisions well from the beginning. Our strategy will be to make the game available to as many platforms as possible, for example PCs (Windows, Mac and/or Linux), mobile phones (iPhone and/or Android based phones), game consoles (XBLA and/or PSN) PC will have an emphasis, but I believe that's the most flexible platform so that shouldn't be a problem. So, what programming language, game engine, frameworks and all around tools would be best suited for our goal? P.S.: I'm betting a set of tools won't cover ALL of them, and that there will still be some kind of "translating" effort for some platforms, but we'd like to know what the most far reaching are.

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  • What would be the level of effort required to implement a screencapture command on a PS3 game?

    - by Sean Scott
    Looking to see what the level of effort is for implementing a screen capture command into PS3 game by a mid-level PS3 game developer. Bonus for a description of what is involved in the process... EDIT Not sure how to get back my question since it was the first but let me clarify some things. @Nate Bross, nope I am not the actor although i've fielded calls for him on occasion @coderanger my intent was to try and speak to other PS3 developers, however coming from a web development no one in my social circle close or extended develops on the PS3. Additionally i'm interested in hearing the effort required in terms of hours so that this information can be passed on to a client. A client who has a game on the PS3 using the unreal engine. Convo with devs sometimes go something like "can you implement feature a" which gets a response "this will take us 8 weeks and an army". Trying to be educated before the ask. I hope that helps If anyone here is a PS3 game dev and would like to respond off site so as not to break NDA that would be awesome. @Roger it would be from within the game, something that users can use. Something akin to the iphone screencap utility. No need to get fancier than that.

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  • How to Quickly Check If Your Computer Can Run a PC Game

    - by Chris Hoffman
    PC gaming isn’t quite as simple as console gaming. If you have a laptop with weak graphics hardware or an older PC, it’s important to check whether your computer can support a game before you spend your hard-earned cash. Gamers don’t have to upgrade their hardware as often as they used to. Even a gaming PC built years ago should be able to handle the newest games just fine. Laptops not build for gaming and older PCs are a different matter.    

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  • How do I run my XBOX XNA game without a network connection?

    - by Hugh
    I need to demo my XBOX XNA game in college. The college doesn't allow this type of device to connect to the network. I deployed my game to the Xbox and it is sitting in the games list along with my other games. It runs fine with a network connection but when its offline it comes up with an error message saying its needs a connection to run the game. This makes no sense, the game is deployed on the Xbox memory, it must be some security policy or something! Is there any way around this? The demo is on monday!

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  • How can I test different TV display types for my XBLIG game?

    - by Steve Dunn
    The XBLIG submission check-list says to ensure that all important stuff critical to game-play be visible in the 'TitleSafeArea'. I've received a bug report during play-test of my game (Crazy Balloon Lite) that says parts of my scrolling 2D map are only half visible (i.e. chopped at the left of the screen). I've tested my game myself on a 47" TV and also a 19" VGA monitor, both of which look fine. The bug report says the issue occurs on a standard 20" TV. My question is: without buying different sizes of TVs, is there a way to test what my game will look like on different sized displays?

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  • How would I be able to get a game over screen using the pause function?

    - by Joachim Velzel
    I am having problems with my snake game, when the snake collides with itself it draws a "game over" image in the background, but only while it's colliding with itself. I want it to behave like the pause function, so that as soon as the snake collides with itself it draws an image on the screen and stops the game play. And then how would you be able to restart or to quit the game? I just have this for the detection at the moment: if (snakeHeadRectangle.Intersects(snakeBodyRectangleArray[bodyNumber])) { spriteBatch.Draw(textureGameOver, gameOverPosition, Color.White); } Thanks

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