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Solution to error updating to Windows 8.1 Update KB2919355

The other day I was trying to update my Windows 8.1 Pro to Windows 8.1 Update 1 but I had no luck.

Searching the web I found no solution until I arrived to this article http://netscantools.blogspot.com.ar/2014/04/windows-81-update-kb2919355-woes-and-my.html

Basically my problem was the order which Windows Update applies the updates. As the blogpost says  "the order of the KB's being installed on April 8 was SUPER IMPORTANT and the automatic Windows Update didn't know that so it installed the others first, then tried to install KB2919355 out of order."

What I did, was (a system backup is highly recomendable):


  • Then, went to Control Panel/Recovery/Open System Restore and chose a Restore Point that was BEFORE the April 8 mess.
  • Did the System Restore.
  • Manually installed msu in the order above. I had each in Downloads and I simply double clicked to run them. These KB's must be installed in the following order: KB2919442, KB2919355, KB2932046, KB2937592, KB2938439, and KB2934018
Each one required a reboot. Fortunately SSD reboot time is super fast.

Enjoy it!

PS: The main update is KB2919355, so if you install it without problem but you have other problems installing the other MSU, just run Windows Update as normally

Actualizacion Sony Xperia ZL de Personal Argentina a Android 4.3

Como ya es de público conocimiento Sony ya libero la actualizacion oficial a Android 4.3 (y proximamente a Android 4.4) pero Personal todavia no la libero por eso no lo podemos actualizar.
Lo que hay que hacer es instalarle la ROM generica de Sony de Android 4.2.2 para Latinoamerica (que sería la misma versión que tenemos instalada pero sin toda el extra de Personal) y luego te aparece solita la actualizacion oficial de Android 4.3 tal y como dice en este foro http://www.grupoandroid.com/topic/92644-sony-actualiza-oficialmente-a-android-43-jelly-bean-los-xperia-z-zl-zr-y-la-xperia-tablet-z/?p=1334684 y se puede ver en la captura que recién obtuve de mi teléfono


  1. Para eso hay que bajar el flashtool de http://www.flashtool.net/download.php
  2. Luego  bajar la ROM 10.3.1.A.2.67 Branding Generic LAM Versión: 10.3.1.A.2.67 Android Version 4.2.2 (aca hay otras ROMs http://www.grupoandroid.com/topic/86874-xperia-zl-firmwares-thread/). 
  3. Despues los pasos son simples:
    • Ya teniendo el archivo FTF de la ROM e instalado Flashtool pasaremos aconfigurar el teléfono para poder flashear el teléfono. Tenemos que activar el modo de desarrollo que se hace en ajustes/acerca del teléfono y en número de compilación pulsar varias veces hasta que activemos el modo.
    • Cuando esté activado nos vamos a Ajustes/Opciones del desarrollador/Depuración USB y activamos el Modo Depuración.


    • Vamos ahora a Ajustes/Seguridad/Orígenes Desconocidos y activamos “Permitir orígenes desconocidos“.
    • Y para terminar de configurar el teléfono para el flasheo, vamos a Ajustes/Conectividad Xperia/Conectividad USB y pulsamos sobre Modo de conexión USB y elegimos el modo MSC.
    • Ahora ya tenemos configurado el teléfono y debemos pasar a configurar una cosilla de Flashtool, tenéis que ir a la carpeta c/Flashtool/Drivers, y allí ejecutar el archivo “Flashtool_drivers”. Os aparecerá una ventana donde tendréis que seleccionar la casilla de “Flashmode Drivers” y luego el modelo del teléfono para el Xperia Z o el ZL. Seguís los pasos de instalación de los drivers dándole a instalar en todas las ventanas que os aparezcan.
    • Ahora el siguiente paso es llevar el archivo FTF de la ROM a C/Flashtool/firmwares y ejecutar Flashtool
    • En la ventana de Flashtool darle al rayo y luego elegir el modo Flashmode.
    • En el panel izquierdo seleccionar la ROM, y aquí se puede desactivar las tres casillas a la derecha de Data, Cache y Appslog si queremos tan sóloactualizar el terminal sin la pérdida de ningún dato o si queréis instalar Android de una manera totalmente limpia dejar las tres casillas seleccionadas. Darle a “Flash” y empezará a prepararse para la instalación.

    • Ahora aparecerá una ventana que indica que debéis conectar el teléfono con el cable USB al ordenador, pero hay que hacerlo en modo Flashmode. Con el teléfono apagado, mantener pulsado la tecla de volumen abajo y conectáis el teléfono al ordenador a la vez.


    • Empezará el proceso de flasheo del terminal y veréis como va instalando los drivers si es la primera vez que hacéis esta instalación vía Flashtool. Cuando se haya instalado el driver, tendréis que repetir el proceso anterior de seleccionar ROM, activar/desactivar las tres casillas para instalar de una manera limpia Android o actualizarlo sin pérdida de datos, y darle de nuevo al botón flash para volver a desconectar el teléfono y pulsando la tecla de volumen abajo volver a conectarlo para que inicie el proceso de flasheo.
    • Tardará un rato en instalar la ROM y cuando termine, desconectáis el teléfono y lo encendéis. Actualizará las aplicaciones y ya tendréis Android 4.2 en vuestro terminal.

Consuming OData Service with Xamarin Android

I'll show you a simple way of consuming OData Service with Xamarin Android

For those who don't know, OData is a standardized protocol for creating and consuming data APIs. OData builds on core protocols like HTTP and commonly accepted methodologies like REST. The result is a uniform way to expose full-featured data APIs.

We will use Simple.OData.Client. Simple.OData.Client is a multiplatform OData client library supporting .NET 4.x, Silverlight 5, Windows Phone 8, Android and iOS. The adapter provides a great alternative to WCF Data Services client. It does not require generation of context or entity classes and fits RESTful nature of OData services. The adapter has a NuGet package that can be installed from NuGet site.

Open Visual Studio and go to FILE --> NEW --> PROJECT and choose "Android Application"


This will open a new Android Application template.

As the "Getting started with Simple.OData.Client" article says, the easiest way to start using Simple.OData.Client is to install it’s Nuget package.

Now open the default activity file (Activity1.cs) and copy this code (NOTE that we have changed the inheritance activity from Activity to ListActivity).

What we are doing here is:
  1. On the OnCreate mehod, we just have initialized the ODataClient (client = new ODataClient("http://packages.nuget.org/v1/FeedService.svc/");)
  2. Then we have started an async task, so we dont block the UI, with method StartRestRequestAsync
  3. Last, we query the service client.FindEntries("Packages?$filter=Title eq 'Simple.OData.Client'"); iterate their result and add it to the ListAdapter
You can download a sample from https://bitbucket.org/hzaldivar/odataandroid

Global Game Jam: Resources for Jammers and game developers



Next weekend will be the Global Game Jam (GGJ) 2014. The Global Game Jam (GGJ) is the world's largest game jam event taking place around the world at physical locations. Think of it as a hackathon focused on game development. It is the growth of an idea that in today’s heavily connected world, we could come together, be creative, share experiences and express ourselves in a multitude of ways using video games – it is very universal. The weekend stirs a global creative buzz in games, while at the same time exploring the process of development, be it programming, iterative design, narrative exploration or artistic expression. It is all condensed into a 48 hour development cycle. The GGJ encourages people with all kinds of backgrounds to participate and contribute to this global spread of game development and creativity. (extracted from GGJ's website)

Here you have a list of resources for Jammers and also game developers / designers. This list was created by our friend of Rosario Game Dev. It's not a complete list but a good starting point. Feel free to added more resources in the comments. Enjoy it!


Table of contents

  1. Tools
  2. Vector/Scalar Image & 2D Graphics
  3. Source Control
  4. IDEs
  5. Engines
  6. Sound
  7. HTML5 / Javascript
  8. Frameworks
  9. Assets
  10. SDKs
  11. Miscellaneous
  12. Board games

Tools

Vector/Scalar Image & 2D Graphics

Source Control

IDEs

Engines

Sound

HTML5 / Javascript

Frameworks

Assets

SDKs

Miscellaneous

Board games

Task Management Tools

Starting ErnestoRPG clon made with Unity

The other day, Daniel Benmergui,  an independent videogame maker and creator of Storyteller, a puzzle game about building stories, Today I Die and I wish I were the moon, published on a game developer group on facebook a new game with new mechanics called "Ernesto - A quick RPG". The game was published on Kongregate and can be played here http://www.kongregate.com/games/danielben/ernesto-a-quick-rpg

I really like the game and I played it for several hours untill I finished it (it's a very short game)


Also, I really like the mechanics and as I'm learning Unity 2D, I started to port it. The port is being developed in Unity 4.3 using the new 2D tools.

Here you have the playable result http://bit.ly/1cyZgb5 (note that is work in progress) and a screenshot



What does it do?
  1. Draws sprites / game objects in a grid randomly
  2. Validates if starting point is selected. You must start from a cave door 
  3. Validates movements, you can move up, down, left, right
  4. If you click one of them, It will give you the click object mane / type and position in grid.
  5. Draws  the hero's quest. :)
There is a lot of more work to do, so stay tuned



Unity3d Radar script

I was looking for a way to make a radar or minimap in Unity3d but not adding other camara, just a square and some dots inside representing my game objects. 

I found someone who needed the same as I (http://answers.unity3d.com/questions/62018/how-to-make-a-radarmap.html). I took the Justin's Zaun radar script from the Unity wiki because it's easy to use and is customizable. You can show up to 4 kinds of objects on the radar but it would be easy to add more blip types.

Here is the result, just what I need


Script and Usage Instructions

Attach this wherever you like, I recommend you attach it where the rest of your GUI is. Once attached take a look at the inspector for the object. You are going to see a bunch of options to setup. I've tried to give a set of defaults that will work with little messing around.

The first item that should be set is the "Radar Center Tag" for anything of interesting to happen. This tag should be the object at the center of the radar, typically this is the local player's object. Place a check in the "Radar Center Active" box to diplay the play on the radar.

The second item that should be set is the "Radar Blip1 Tag." This is the tag given to the objects you want to show on the radar. Typically this would be the remote player's tag or the bad guy's tag.

To turn on the display of the blip place a check in the "Radar Blip1 Active" box.

If you run your game at this point you will see a radar in the bottom center of your screen that is showing you all the remote players/bad guys that are around you.

Now that you have seen a quick example of the radar I'll explain all the options. There looks like a lot but they are split into two sections. At the top are general radar settings that determin how you would like the radar to look. On the bottom there are settings for the blips

I'll explain the blips first. This radar supports up to 4 types of blips. Each blip has an "Radar Blip# Active" option for turning on or off the blip. This allows you to have everything setup and then in game based on events to turn on the display of different types on blips.

The second options is the "Radar Blip# Color" setting. This is the color of the blip. Not hard to explain, it changed the color of the object's blips for a given Tag. The last option for a blip is "Radar Blip# Tag." This is the tag for the object you would like to have on the radar.

Some examples would be using Blip1 for bad guys, Blip2 for items the play is trying to find, Blip3 for forts and Blip4 could be the level's exits. Having the items on the radar in differnt colors will let the player identify the type of object the blip represents.

The top options are the overall settings. First is the location of the radar. There are several options to choose from. If you choose "Custom" you have to fill in the "Radar Location Custom" to define the location. When you are defining the location please note this is the center of the radar.

The third option "Radar Type" is how you would like your radar to look. You have a choice of Textured, Round and Transparent. The default is Round and is the colored bullseye you saw at the start if you played with the first example. If you choose Textured you MUST set "Radar Texture" to some image for the background. If you choose Round you can change the colors used in the bullseye with "Radar BackroundA" and "Radar BackgroundB"

The last two options are about the size and zoom of the radar. The "Radar Size" is a percent of the screen the radar will take up, for example .2 is 20% of the screen. The "Radar Zoom" determines how much of the map should be displayed on the radar. Making this number smaller will zoom out and show you more stuff.

Get the script from https://gist.github.com/vackup/7715805 

Unity Ragdoll and Collisions with Rigidbodies with Kinematics

In my last post http://vackup.blogspot.com.ar/2013/11/unity3d-kill-character-and-make-him-die.html I wrote how kill a character (that uses a rigidbody) and make him die like a ragdoll. The solution was simple, just add him a ragdoll with Unity Ragdoll wizard and set all rigidbodies as Kinematic.

This was working great but all characters don't collide and they pass through other objects. Ouch!!

Searching the internet, I found that "If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore.http://docs.unity3d.com/Documentation/ScriptReference/Rigidbody-isKinematic.html

Also I found that someone had the same problem I have "I can't seem to find a specific answer for this. Mainly, I have an enemy rigidbody in my game who, when hit by an attack of some large value, goes ragdoll (isKinematic = false). However, when he is chasing the Player with isKinematic = true, he phases through terrain and such. Is there an elegant way of having an enemy be allowed to go into ragdoll and still collide with the environment?http://answers.unity3d.com/questions/167712/collisions-with-rigidbodies-with-kinematics.html

And the reply was something I don't want to hear "Actually the only two components that can detect collisions are: the CharacterController and a non-kinematic RigidBody without any exceptions (afaik). However the CharacterController uses it's own detection method and is not really part of the physics system.

The only difference between a simple GameObject with a collider and one with a kinematic Rigidbody attached is that the kinematic Rigidbody can wake up other non-kinematic Rigidbodies. Non-kinematic Rigidbodies fall asleep after a few seconds. They can only detect collisions when they are awake. If you move a GameObject with a sleeping Rigidbody it will wake up automatically, no matter what method of movement you're using (transform.position, AddForce, MovePosition).

The only use of a kinematic Rigidbody is that when you move it into a sleeping Rigidbody it will wake up and would perform the collision check. Keep in mind that the collision messages are sent to both objects but only a non-kinematic Rigidbody can produce them.

I'm not sure how your ragdoll-setup looks like, usually you have multiple body parts that are connected with joints. To move the enemy while he's alive you should use either a CharacterController, or a non kinematic Rigidbody. You should remove it when you turn it into a ragdoll.

If you use a Rigidbody you can set freezeRotation to true so the Rigidbody is not rotated by the physics system but you're still able to rotate the object via script. You can also use Rigidbody.constraints to prevent the rotation and / or position change caused by the physics system."

So I started to think what can I do ... I thought that if isKinematic wasn't my solution, it would be great if I could create the ragdoll at runtime using a script.

So I searched the internet and found someone asking how to "Export ragdoll setup to script" (http://answers.unity3d.com/questions/188917/export-ragdoll-setup-to-script.html). The reply was "I created a code generator for C# and released it as open source under MIT license. Further on I wrote an article in my blog where you can find the code as well". He was talking about C# Code Generator As Add-on for Unity3D Ragdoll Wizard

There you can find the code to download and how to use it. I use it in my project and the result is what I was trying to achieve. The results are here: http://bit.ly/1beCGTg