Hello, when I was setting up my Rise of the Witch King to have both the Age of the Ring and Edain mods to play online with friends, there were a lot of small issues I was able to solve by searching all over the internet. I see some people have had similar issues to mine from the many forum posts here, so I figured I would share my personal guide for when I set the games up on friends' computers. Hopefully you will find solutions to any of your issues here:
ROTWK
This guide starts off assuming you already have LOTR BFME ROTWK installed and working.
Firstly we have the ROTWK mod-patch 2.02 v7 installed which makes it so ROTWK does NOT require a CD to be mounted in order to play the game.
On top of that, we have The Age of the Ring mod installed, which uses mod-patch 2.02 and as a result also
does not need a CD mounted. To have AotR working, you need to have ROTWK be on patch 2.02 v7 (using the patch switcher),
and in the T3A launcher you need to "hook" ROTWK (at the top of the T3A launcher near "file",
click hook and click ROTWK to check it off). This makes it so that running
lotrbfme2ep1.exe (the game executable file found in the game's installation folder) opens up the T3A launcher instead of the game itself, so then from
the launcher you can run ROTWK and get into the game from there in order to play
multiplayer with the mod installed. In summary: be on patch 2.02 v7, have T3A "hook"
ROTWK, and then open the AotR mod from its desktop icon which will open the T3a launcher
so you can click to open ROTWK from there.
NOTE: Above two games require the programs to be run AS ADMINISTRATOR.
So lotrbfme2ep1.exe needs to be run as administrator, but that can only be called by
the T3A launcher if T3A is also run as administrator. So to have it work without extra
clicks, go to the ROTWK install location, find
lotrbfme2ep1.exe, set its compatability properties to "run as administrator". Do the
same to T3A (for me, "C:\Program Files (x86)\Revora\T3AOnline\").
They also require Edain to be disabled (done so in Edain launcher).
To use Edain, simply bring up the 2.02 patch switcher, and switch to 2.01.
2.01 requires a CD to be mounted in order to play the game, so mount theSmokingMan .mds thing using the program "winCDemu".
(Shouldn't need to also mount the .mdf, but sometimes I just do that anyways because idk?). Then change the lotrbfme2ep1.exe (in the game's installation folder) to NOT run as
administrator (reverse of above). You also need to "unhook" it from the T3A launcher. (Open T3A launcher, in the "hook" drop down, uncheck ROTWK).
When on patch 2.01, not hooked to T3A, with theSmokingMan mounted, and not running
as admin, Edain should work!! -Note: The Edain launcher is seemingly hard-coded to run as admin
so I have to open the Edain launcher, make sure the mod is endabled, close the
launcher (optional), then manually run lotrbfme2ep1.exe (by going to the ROTWK install folder and double clicking that file, instead of clicking play from the Edain
launcher).
NOTE: Edain requires me to change the 2.02 file "!new202music.big" to
"new202music.big" in order to not overwrite edain music to play the game. Not sure
if I have to change this back as well when I want to not-play Edain? (Would also
have to do this to "!vanilla202music.big" if using that music from the 2.02
patch switcher).
Been told everyone uses GameRanger to play Edain online, so that's what my friends and I use.
The forums here have suggested that Edain DOES work with T3A by hooking, but I haven't been able to get it to. Maybe someone else who has got it working can comment how they did it?
(I make T3A hook to ROTWK. Since Edain needs to be run not as administrator, I also set T3A's properties to run not as administrator. T3A not
running as admin has its problems when you try to join online, which is what I want to use it for).
I have read that also apparently I can just replace the game.dat file in the install folder while on patch 2.01 with the one
from 2.02 in order to not need to mount a CD. Issue is there's like 3 different
game.dat things and I don't fully understand how they change when using the patch
switcher so I might just be approaching it all wrong because I can't get it to work. Oh well.
If you have comments or questions please share them. Hopefully I can help anyone with trouble. I've got this working on like 5 different computers by now, and we all successfully play online together.
Hi everyone,
Is anyone doing ring-style power switch cell insertion? Most of the designs I've run into use column-style power switch cell. Any thoughts on the advantages/disadvantages of either method?
Thanks.
Sometimes your choice of style is limited by the availability of the power switch type in your library.
However if you have options between the two, below are some considerations.
One analogy I would use is the comparison of wire bond vs. flip chip design.
1. For an already hardened block, ring configuration is much easier to implement.
You can just build a ring around the block instead of opening the block again for column.
2. Floorplans are much easier with ring configuration. Especially when you have large
blocks, memories or macros.
3. Cell placement is easier with ring configuration. This may lead to easier timing closure.
4. Less routing overhead on ring configuration. The vias attaching the power switch to
the always on grid does reduce routing tracks.
5. Column structure has advantage on IR Drop. Typically you can build a more robust
always on power structure on the upper layer with the column structure. Then drop the power
switch where it is needed. With ring you can suffer significant IR drop after the power switch
having a solid power after the voltage drop does not help much.
6. Also having power source in the middle will reduce IR drop by half compared to the edge.
Imagine if you only have one power source for a block, putting one in the middle guarantees that any
points in the block are no more than half the width away from the power source.
7. EM requirement for the power rail after the power switch could be less for the column style,
since the current can spread from the center to both sides Vs one side for the ring configuration.
8. Arguably the column configuration will use less area.
9. Column structure can do more options for power sequencing to reduce glitch on neighboring cells.
Hope that helps,
Tobing
Nothing signals the start of spooky season like the release of a new spooky game. Simon Boxer and Twice Different are joining the festivities with the release of Ring of Pain, a new roguelike, card-based, dungeon crawler.
Actually playing the game begins with the player avatar waking up in an unknown place and must piece together where they are along with the meaning of this place. During exploration there are two narrative characters, the previously mentioned Owl and a mysterious shadow creature. Each character preaches the virtues of either the light or the dark with the game culminating in a choice. The mystery of which character to believe is a decent motivation to continue with the game outside of the fun of playing.
The ways to interact with each card can be altered by the items and spells you pick up. Sneak chance, crit chance, health, defense and all your other stats can be increased, but the real goal is acquiring effects. Attacks can be upgraded with freeze or knockback. A poisoned enemy will take damage with each rotation of the ring meaning they can be dispatched without actually fighting them. Knocking back an enemy who is about to explode protects you from the blast. Some of these mechanics could use a little more explanation though. It took me a while to figure out curse resistance, for example. The strength of effects causes a successful run to be predicated on RNG more than some people might like. The progression system in place alleviates that requirement somewhat, but is slow to help.
I am revamping a simple network, which is based on cascaded, standard, unmanaged PoE switches. I am also adding a redundant loop closing wire, from the last switch to the first one, which at the moment, due to unavailability managed and [R]STP switches, is left open.
I am planning to use [R]STP or similar technologies but I have a crucial question about:Can I put a single STP switch only on the loop closing point and avoid changing the remaining switches in the middle (which would cost me a lot of money)?
For example, taking a switch like the Ubiquiti Toughswitch series (which would be handy thanks to its ability to power also their Airmax products), would it be possible to close the loop on two of its ports and enabling the spanning tree protocol to avoid creating a loop but keeping the ability to self recover the network in the failure event of one of the cascaded switches?
That is, unless all the unmanaged switches completely ignore IEEE 802.1D and actually forward the RSTP BPDUs - which is very ugly but quite common. (That way, the RSTP switch sees its own BPDUs from one ring port coming in through the other one, and blocks the one with the higher interface number.)
Beware of future changes (switch replacement or expansion) breaking this delicate setup. I'd seriously recommend using decent switches for a redundant setup. Also, with managed switches you might want to change the ring to a tree which provides better performance.
But on my iPhone 4, the "state" value is always "Speaker" (and the length value returned by CFStringGetLength(state) is always 7). Has anyone used this method successfully? If so, on what kind of device and SDK version?
Jan. 1, 2014 Update: It's a bit of a hack, and I encountered a crash while multitasking w/ it on my iPhone 5S, but the SoundSwitch library linked in the new accepted answer is the way to go if you want to detect the silent switch. It even works in iOS 7.
d3342ee215