Search the Community
Showing results for tags 'dice'.
-
So, I am creating a project for my programming class. The game is called Pig. The object of the game is to roll dice, and take the total of both dice and add them to your score. The first person to reach 100 wins. If you roll a 1, you lose your score for that turn and you lose your turn. If you roll snake eyes, you lose your score for the entire game up to that point and you lose your turn. We were given a class which contained the necessary code to have animated dice that flashed random gifs of dice until it finally "lands" on the correct number. My program works entirely, but the problem is that the project isn't building properly. Once I get past the two prompts at the beginning for playernames, the program stops cold. Doesn't even open my main JFrame. I am using NetBeans IDE. Here are my classes: Jframe that contains UI: /* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package rollem; import java.awt.Color; import javax.swing.JOptionPane; /** * * @author wayne */ public class GameJFrame extends javax.swing.JFrame { private int diceTotal = 12; private final int NUMBER_OF_DICE = 2; private int turn = 1; private int p1Wins = 0; private int p2Wins = 0; private DieLabel[] myDiceSet = new DieLabel[ NUMBER_OF_DICE + 1 ]; Player P1 = new Player(); Player P2 = new Player(); String player1Name = JOptionPane.showInputDialog(this, "Player 1's Name:"); String player2Name = JOptionPane.showInputDialog(this, "Player 2's Name:"); /** * Creates new form GameJFrame */ public GameJFrame() { initComponents(); P1NameLabel.setText(player1Name); P2NameLabel.setText(player2Name); myDiceSet[1] = dieLabel1; myDiceSet[2] = dieLabel2; //initial player text color set to blue P1NameLabel.setForeground(Color.blue); } /** * This method is called from within the constructor to initialize the form. * WARNING: Do NOT modify this code. The content of this method is always * regenerated by the Form Editor. */ @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { P2WinLabel = new javax.swing.JLabel(); P1WinLabel = new javax.swing.JLabel(); jLabel7 = new javax.swing.JLabel(); jLabel6 = new javax.swing.JLabel(); P1NameLabel = new javax.swing.JLabel(); P2NameLabel = new javax.swing.JLabel(); CurrentRollLabel = new javax.swing.JLabel(); jLabel1 = new javax.swing.JLabel(); jLabel2 = new javax.swing.JLabel(); jLabel3 = new javax.swing.JLabel(); jLabel4 = new javax.swing.JLabel(); jLabel5 = new javax.swing.JLabel(); P1GameScoreLabel = new javax.swing.JLabel(); P2TurnScoreLabel = new javax.swing.JLabel(); P2GameScoreLabel = new javax.swing.JLabel(); P1TurnScoreLabel = new javax.swing.JLabel(); RollButton = new javax.swing.JButton(); StopButton = new javax.swing.JButton(); jPanel1 = new javax.swing.JPanel(); dieLabel1 = new rollem.DieLabel(); dieLabel2 = new rollem.DieLabel(); setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); setMaximumSize(new java.awt.Dimension(1108, 800)); setPreferredSize(new java.awt.Dimension(1108, 800)); P2WinLabel.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N P2WinLabel.setText("0"); P1WinLabel.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N P1WinLabel.setText("0"); jLabel7.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N jLabel7.setText("Wins:"); jLabel6.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N jLabel6.setText("Wins:"); P1NameLabel.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N P1NameLabel.setHorizontalAlignment(javax.swing.SwingConstants.CENTER); P1NameLabel.setText("Player 1 Name"); P2NameLabel.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N P2NameLabel.setHorizontalAlignment(javax.swing.SwingConstants.CENTER); P2NameLabel.setText("Player 2 Name"); CurrentRollLabel.setText("Current Roll: 12"); jLabel1.setFont(new java.awt.Font("Dialog", 1, 36)); // NOI18N jLabel1.setHorizontalAlignment(javax.swing.SwingConstants.CENTER); jLabel1.setText("Roll 'Em Pigs!"); jLabel1.setHorizontalTextPosition(javax.swing.SwingConstants.CENTER); jLabel2.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N jLabel2.setText("Turn Score:"); jLabel3.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N jLabel3.setText("Game Score:"); jLabel4.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N jLabel4.setText("Game Score:"); jLabel5.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N jLabel5.setText("Turn Score:"); P1GameScoreLabel.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N P1GameScoreLabel.setText("0"); P2TurnScoreLabel.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N P2TurnScoreLabel.setText("0"); P2GameScoreLabel.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N P2GameScoreLabel.setText("0"); P1TurnScoreLabel.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N P1TurnScoreLabel.setText("0"); RollButton.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N RollButton.setText("Roll"); RollButton.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent evt) { RollButtonActionPerformed(evt); } }); StopButton.setFont(new java.awt.Font("Dialog", 1, 24)); // NOI18N StopButton.setText("Stop"); StopButton.addActionListener(new java.awt.event.ActionListener() { public void actionPerformed(java.awt.event.ActionEvent evt) { StopButtonActionPerformed(evt); } }); jPanel1.setLayout(new java.awt.GridLayout(1, 2)); jPanel1.add(dieLabel1); jPanel1.add(dieLabel2); javax.swing.GroupLayout layout = new javax.swing.GroupLayout(getContentPane()); getContentPane().setLayout(layout); layout.setHorizontalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(63, 63, 63) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.TRAILING) .addComponent(P1NameLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 269, javax.swing.GroupLayout.PREFERRED_SIZE) .addGroup(layout.createSequentialGroup() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(jLabel6, javax.swing.GroupLayout.PREFERRED_SIZE, 146, javax.swing.GroupLayout.PREFERRED_SIZE) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(jLabel3, javax.swing.GroupLayout.Alignment.TRAILING) .addComponent(jLabel2))) .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(P1GameScoreLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 91, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P1TurnScoreLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 91, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P1WinLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 27, javax.swing.GroupLayout.PREFERRED_SIZE)) .addGap(14, 14, 14))) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING, false) .addGroup(layout.createSequentialGroup() .addComponent(RollButton, javax.swing.GroupLayout.PREFERRED_SIZE, 150, javax.swing.GroupLayout.PREFERRED_SIZE) .addGap(61, 61, 61) .addComponent(StopButton, javax.swing.GroupLayout.PREFERRED_SIZE, 150, javax.swing.GroupLayout.PREFERRED_SIZE)) .addComponent(jPanel1, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)) .addGap(65, 65, 65) .addComponent(P2NameLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 269, javax.swing.GroupLayout.PREFERRED_SIZE)) .addGroup(layout.createSequentialGroup() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING, false) .addGroup(layout.createSequentialGroup() .addGap(444, 444, 444) .addComponent(jLabel5) .addGap(24, 24, 24)) .addGroup(javax.swing.GroupLayout.Alignment.TRAILING, layout.createSequentialGroup() .addGap(149, 149, 149) .addComponent(CurrentRollLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 99, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED, javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(jLabel4) .addComponent(jLabel7, javax.swing.GroupLayout.PREFERRED_SIZE, 146, javax.swing.GroupLayout.PREFERRED_SIZE)) .addGap(18, 18, 18))) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(P2TurnScoreLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 91, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P2GameScoreLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 91, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P2WinLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 91, javax.swing.GroupLayout.PREFERRED_SIZE))))) .addGroup(layout.createSequentialGroup() .addGap(270, 270, 270) .addComponent(jLabel1, javax.swing.GroupLayout.PREFERRED_SIZE, 518, javax.swing.GroupLayout.PREFERRED_SIZE))) .addContainerGap(63, Short.MAX_VALUE)) ); layout.setVerticalGroup( layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(12, 12, 12) .addComponent(jLabel1, javax.swing.GroupLayout.PREFERRED_SIZE, 75, javax.swing.GroupLayout.PREFERRED_SIZE) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGap(50, 50, 50) .addComponent(jPanel1, javax.swing.GroupLayout.PREFERRED_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.PREFERRED_SIZE) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED, javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE) .addComponent(CurrentRollLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 42, javax.swing.GroupLayout.PREFERRED_SIZE) .addGap(18, 18, 18) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(RollButton, javax.swing.GroupLayout.PREFERRED_SIZE, 55, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(StopButton, javax.swing.GroupLayout.PREFERRED_SIZE, 55, javax.swing.GroupLayout.PREFERRED_SIZE)) .addGap(30, 30, 30)) .addGroup(layout.createSequentialGroup() .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.UNRELATED) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addComponent(P2NameLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 75, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P1NameLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 75, javax.swing.GroupLayout.PREFERRED_SIZE)) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(layout.createSequentialGroup() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(jLabel5, javax.swing.GroupLayout.PREFERRED_SIZE, 45, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P2TurnScoreLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 45, javax.swing.GroupLayout.PREFERRED_SIZE)) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(jLabel4, javax.swing.GroupLayout.PREFERRED_SIZE, 45, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P2GameScoreLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 45, javax.swing.GroupLayout.PREFERRED_SIZE)) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(jLabel7) .addComponent(P2WinLabel))) .addGroup(layout.createSequentialGroup() .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(jLabel2, javax.swing.GroupLayout.PREFERRED_SIZE, 45, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P1TurnScoreLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 45, javax.swing.GroupLayout.PREFERRED_SIZE)) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(jLabel3, javax.swing.GroupLayout.PREFERRED_SIZE, 45, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P1GameScoreLabel, javax.swing.GroupLayout.PREFERRED_SIZE, 45, javax.swing.GroupLayout.PREFERRED_SIZE)) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addGroup(layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(jLabel6, javax.swing.GroupLayout.PREFERRED_SIZE, 35, javax.swing.GroupLayout.PREFERRED_SIZE) .addComponent(P1WinLabel, javax.swing.GroupLayout.DEFAULT_SIZE, javax.swing.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)))) .addContainerGap(89, Short.MAX_VALUE)))) ); pack(); }// </editor-fold> private void RollButtonActionPerformed(java.awt.event.ActionEvent evt) { if (turn == 1) { CurrentRollLabel.setText("Current Roll: " + P1.rollDie(myDiceSet[1], myDiceSet[2])); P1TurnScoreLabel.setText(P1.getTurnScore() + ""); if (P1.isTurnScoreLost()) { turn = 2; P1NameLabel.setForeground(Color.black); P2NameLabel.setForeground(Color.blue); return; } } if (turn == 2) { CurrentRollLabel.setText("Current Roll: " + P2.rollDie(myDiceSet[1], myDiceSet[2]) + ""); P2TurnScoreLabel.setText(P2.getTurnScore() + ""); if (P2.isTurnScoreLost()) { turn = 1; P1NameLabel.setForeground(Color.blue); P2NameLabel.setForeground(Color.black); } } } private void StopButtonActionPerformed(java.awt.event.ActionEvent evt) { if (turn == 1) { if (P1.addTurnScoreToGameScore()) { if (P1.hasWon()) { int temp = JOptionPane.showConfirmDialog(this, player1Name + " wins! Play again?"); if (temp == JOptionPane.NO_OPTION) { System.exit(1); } else { P1.reset(); P2.reset(); P1TurnScoreLabel.setText(P1.getTurnScore() + ""); P2TurnScoreLabel.setText(P2.getTurnScore() + ""); P1GameScoreLabel.setText(P1.getGameScore() + ""); P2GameScoreLabel.setText(P2.getGameScore() + ""); turn = 2; p1Wins++; P1WinLabel.setText(p1Wins + ""); } return; } turn = 2; P1NameLabel.setForeground(Color.black); P2NameLabel.setForeground(Color.blue); CurrentRollLabel.setText("Current Roll: "); P1TurnScoreLabel.setText(""); P1GameScoreLabel.setText(P1.getGameScore() + ""); return; } } if (turn == 2) { if (P2.addTurnScoreToGameScore()) { if (P2.hasWon()) { int temp = JOptionPane.showConfirmDialog(this, player2Name + " wins! Play again?"); if (temp == JOptionPane.NO_OPTION) { System.exit(1); } else { P1.reset(); P2.reset(); P1TurnScoreLabel.setText(P1.getTurnScore() + ""); P2TurnScoreLabel.setText(P2.getTurnScore() + ""); P1GameScoreLabel.setText(P1.getGameScore() + ""); P2GameScoreLabel.setText(P2.getGameScore() + ""); turn = 1; p2Wins++; P2WinLabel.setText(p2Wins + ""); } return; } turn = 1; P1NameLabel.setForeground(Color.blue); P2NameLabel.setForeground(Color.black); CurrentRollLabel.setText("Current Roll: "); P2TurnScoreLabel.setText(""); P2GameScoreLabel.setText(P2.getGameScore() + ""); } } } /** * @param args the command line arguments */ public static void main(String args[]) { /* Set the Nimbus look and feel */ //<editor-fold defaultstate="collapsed" desc=" Look and feel setting code (optional) "> /* If Nimbus (introduced in Java SE 6) is not available, stay with the default look and feel. * For details see http://download.oracle.com/javase/tutorial/uiswing/lookandfeel/plaf.html */ try { for (javax.swing.UIManager.LookAndFeelInfo info : javax.swing.UIManager.getInstalledLookAndFeels()) { if ("Nimbus".equals(info.getName())) { javax.swing.UIManager.setLookAndFeel(info.getClassName()); break; } } } catch (ClassNotFoundException ex) { java.util.logging.Logger.getLogger(GameJFrame.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (InstantiationException ex) { java.util.logging.Logger.getLogger(GameJFrame.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (IllegalAccessException ex) { java.util.logging.Logger.getLogger(GameJFrame.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (javax.swing.UnsupportedLookAndFeelException ex) { java.util.logging.Logger.getLogger(GameJFrame.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } //</editor-fold> /* Create and display the form */ java.awt.EventQueue.invokeLater(new Runnable() { public void run() { new GameJFrame().setVisible(true); } }); } // Variables declaration - do not modify private javax.swing.JLabel CurrentRollLabel; private javax.swing.JLabel P1GameScoreLabel; private javax.swing.JLabel P1NameLabel; private javax.swing.JLabel P1TurnScoreLabel; private javax.swing.JLabel P1WinLabel; private javax.swing.JLabel P2GameScoreLabel; private javax.swing.JLabel P2NameLabel; private javax.swing.JLabel P2TurnScoreLabel; private javax.swing.JLabel P2WinLabel; private javax.swing.JButton RollButton; private javax.swing.JButton StopButton; private rollem.DieLabel dieLabel1; private rollem.DieLabel dieLabel2; private javax.swing.JLabel jLabel1; private javax.swing.JLabel jLabel2; private javax.swing.JLabel jLabel3; private javax.swing.JLabel jLabel4; private javax.swing.JLabel jLabel5; private javax.swing.JLabel jLabel6; private javax.swing.JLabel jLabel7; private javax.swing.JPanel jPanel1; // End of variables declaration } Class that contains Player Info (I have two instantiations in the JFrame) /* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package rollem; /** * * @author wayne */ public class Player { private int turnScore = 0; private int gameScore = 0; private int d1; private int d2; void Player() { } int rollDie(DieLabel die1, DieLabel die2) { d1 = die1.rollDie(); d2 = die2.rollDie(); if (isTurnScoreLost()) { if (isGameScoreLost()) return 0; return 0; } turnScore += d1 + d2; return d1 + d2; } boolean isTurnScoreLost() { if (d1 == 1 || d2 == 1) { turnScore = 0; return true; } else return false; } boolean isGameScoreLost() { if (d1 == 1 && d2 == 1) { reset(); return true; } else return false; } boolean hasWon() { if (gameScore > 100 || turnScore > 100) return true; else return false; } boolean addTurnScoreToGameScore() { if (isTurnScoreLost()) return false; if (isGameScoreLost()) return false; gameScore += turnScore; turnScore = 0; return true; } int getTurnScore() { return turnScore; } int getGameScore() { return gameScore; } void reset() { turnScore = 0; gameScore = 0; } } The last class (for the dice) is on pastebin here: http://pastebin.com/x3eKqdYk
-
I keep trying to join bf4 servers and it shows up breifly in the task bar but then disappears and i open task manager and its in the background. can someone please help? I tried restarting.
- 7 replies
-
- bf4
- battlefield4
-
(and 4 more)
Tagged with:
-
Hi everybody, I'm new to the python game and therefore I'm studying the book "A coder's apprentice" by Pieter Spronck (free to download @ spronck.net). So far I really enjoy this book but I'm struggling with loops. We have to calculate the possibility to roll 5 dice and get a 6 with each one of them. Math 101 tells me that the probability to get a 6 with one roll is 1/6 - getting 5 sixes is therefore (1/6)^5 which equals to: 0.00013 percent. In the book he wants to show that you can calculate this by simple loops: The code is as follows: from random import randint TESTS = 1000 #number of times to get more valid data success = 0 for i in range(TESTS): for j in range(5): if randint(1,6) != 6: break else: success += 1 print("Chances at five sixes is", success/TESTS) The part I'm struggling with is the inner loop: Let's say we just start the program: i = 0, j = 0 randint delivers 6 > success +1 j = 1 randint delivers 6 > success +1 j = 2 randint delivers 6 > success +1 j = 3 randint delivers 5 > break i = 1, j = 0 .... Let's stop here and say we only have got one chance. My results should now show 3 (success/TESTS). How can the inner loop mimick 5 dice at the same time when all it does is just counting the times I rolled a 6? Or am I completely on the wrong track here? Thanks for your help!
-
Thread for your sub zero pictures. (hopefully, I'm not alone?) Post your Phase change, LN2, Dice, TEC, water chillers or any other sub ambient, sub zero chilling pictures here! Old pics welcome. New pics encouraged! This one is chilled water below. 2x Opteron 246 processors dual core config. Socket 940 (not AM2) ASUS K8N-DRE Running 2500mhz.
-
Hello Guys! I'm getting terrible performance in Battlefield 1. Gtx 1060 3GB Brand New i5-4460 16GB DDR3 CPU is running at 70-100%, even in main menu. GPU is around 30-50% all the time, even on very intense areas. FPS is around 45-50 all the time, lot's of 1% lows, with 8-10FPS. Game is unplayable on Amiens, and Saint Quentins Scar. URGENT, SEND HELP PLEASE!
-
So as a school project I will be comparing how well temps and over clocks compare in a few ways For air I have a 212 evo with 2 LTT fans on it For water H105 (thick dual 120) with 2 LTT DICE will be a home made one. Copper Pipe+ extra copper to add thermal mass. VRMs will get extra cooling from 2 noctua redux Insulation for sub zero is kneaded art eraser CPU is a core 2 quad Motherboard EVGA nforce 780i SLI Ram 8gb PSU my RM750X GPU TBD Will be done before the end of May because of school dead lines. More updates as I get stuff moved along.
-
I'm searching for the best looking games to show off what my new GPU is capable of. I have already got SW Battlefront, Crysis 3, Far Cry 4, The Witcher 3, Shadow of Mordor and Battlefield 4 as well as BF Hardline. I'm going to buy BF 1 and Rise of the Tomb Raider soon. Have you got any other recommendations for me.
-
Just a little update for those that havent watched the Battlefield stream. (https://www.twitch.tv/battlefield) (600.000 viewers, 100k on youtube, and 500.000 on twitch.) Update: Release the 21th October So, it is now official that the new battlefield will be Battlefield 1. (during World War 1) Trailer in spoiler: Looking forward to the game, trailer looks great. They announced that there will be planes, tanks, Zeppelins, boats and horses. Add more information in the comment. And yes, you can blow everything up. "we love destruction" - DICE. Updates: - There will be more weapon customization. - There will be horses.
- 8 replies
-
- battlefield 1
- ea
-
(and 3 more)
Tagged with:
-
PC Requirements listed - Pretty generic minus the recommended memory... http://www.gamespot.com/articles/star-wars-battlefronts-pc-system-requirements-reve/1100-6431176/ That's a lot of memory... the data sets pushed from disk to memory and the game engine must be huge. Anyone with a 6 Core Processor will see much better performance considering its on the Frostbite Engine too. Minimum PC System Requirements OS: 64-bit Windows 7 or later Processor (Intel): Intel i3 6300T or equivalent Memory: 8GB RAM Hard Drive: At least 40 GB of free space Graphics card (NVIDIA): nVidia GeForce GTX 660 2GB Graphics card (ATI): ATI Radeon HD 7850 2GB DirectX: 11.0 Compatible video card or equivalent Online Connection Requirements: 512 KBPS or faster Internet connection Recommended PC System Requirements OS: 64-bit Windows 10 or later Processor (Intel): Intel i5 6600 or equivalent Memory: 16GB RAM Hard Drive: At least 40 GB of free space Graphics card (NVIDIA): nVidia GeForce GTX 970 4GB Graphics card (AMD): AMD Radeon R9 290 4GB DirectX: 11.1 Compatible video card or equivalent Online Connection Requirements: 512 KBPS or faster Internet connection
- 92 replies
-
- star wars
- requirements
-
(and 6 more)
Tagged with:
-
I've been playing the Battlefield series for a few years now and recently switched to PC to enjoy the 'superior experience' It instantly comes to my attention that there appears to be an unfixed issue where there is stutter/micro-stutter after shooting the weapon. This stuttering also occurs when the gun recoils. I can't believe both Battlefield 3 and 4 both have had this issue on PC for so long AND IT STILL HASN'T BEEN FIXED. After exploring forum after forum nobody seems to have a definitive answer to why this is happening. The only conclusion I've come to is that the issue is more prevalent amongst Nvidia users. I've tried contacting EA/Dice support but the level of their 'usefulness' is on par with that of a squashed banana. It seems this issue has been going back as far as the start of BF3 and they still haven't fixed it! This is not OK! After trundling around some forums I've compiled a list of links to many other people who have had the exact same issue with both BF3 and BF4. Why can't they be bothered to fix it?! Here goes! Overall I think these two threads describe the issue best. https://forums.geforce.com/default/topic/628490/battlefield-4-recoil-stutter-on-nvidia-hardware/ And http://battlelog.battlefield.com/bfh/forum/threadview/2955065670119617388/ Here are just a few more... http://battlelog.battlefield.com/bf4/forum/threadview/2955064789941121446/ http://battlelog.battlefield.com/bf3...4490198831054/ http://battlelog.battlefield.com/bf3/forum/threadview/2979150493786814821/2/ http://battlelog.battlefield.com/bf3/forum/threadview/2832654490198831054/ http://www.overclock.net/t/1213740/bf3-frame-drop-stutter-lag-after-shooting-any-gun/60 http://www.tomshardware.co.uk/answers/id-2334219/bf3-bf4-recoil-stutter.html
- 7 replies
-
- bf4 stutter
- pc
-
(and 3 more)
Tagged with:
-
As most of you already know Star Wars Battlefront (3) is coming out late 2015. Now that the game is being developed by Dice in Stockholm, Dice is going to add a nice Dicey spin on it. I was wondering if you would like it if there was still a large number of bots like in the old games and have the players be "commanders" so to say. The players could tell AI to follow them like in the old games but in larger numbers. Also the real players could have extreme customization. For example paint jobs,extra gear attachments (visors,antennas, ect.) This way the real players would stick out more in battle and be more of a "leader". Here are some customization images that I was thinking about. http://img1.wikia.nocookie.net/__cb20100826155541/starwars/images/0/0c/Gree-ROTS.jpg http://img3.wikia.nocookie.net/__cb20070501190841/starwars/images/e/e3/CC-1.JPG http://photos1.blogger.com/blogger/43/2147/1600/IMG_2376.0.jpg vs the mundane vanilla clones/storm troopers. http://www.starwarshelmets.com/decJan/episode3sithclanclonetrooper17.jpg p.s ame for storm troopers and rebels
-
As everyone on pc, I use the battlelog site when finding a multiplayer match. But everytime I am joining a server and it is supposed to go into the game I get a error telling me that battlefield has stopped working!? Please help, I have tried updating punkbuster, updating direcx and "reparing the game within origin services.
- 7 replies
-
- battlefield
- bf3
- (and 5 more)
-
On March 31st, DICE/EA have released so called shortcut bundles which allow everyone to unlock all weapons or vehicles in a category by paying a few bucks/euros/whatever currency. Do you think this is positive or negative? I personally think this is stupid, as you allow players to just unlock stuff that others have put effort into in playing the game. But still I understand EA is doing this because they want to make as much money as they want.
- 32 replies
-
- battlefield 4
- bf4
-
(and 4 more)
Tagged with:
-
Is Battlefield 4 good compared to BF3? Is it worth it if you have BF3?
- 45 replies
-
Source:http://www.gamespot.com/news/ea-extends-fifa-licensing-agreement-to-2022-6408076 The link also has a video of their FIFA 14 Real Ball Physics trailer. What do you guys think about this? I think that since EA is becoming worse, EA didn't want themselves to go bankrupt so they created this agreement to hope that the FIFA games will help them maintain their company. Related News: http://www.geek.com/games/ea-registers-domains-for-battlefield-13-through-20-secures-fifa-license-until-2022-1554463/ EA now owns the domain of Battlefield2.com to Battlefield9.com and Battlefield13.com to Battlefield20.com. Battlefield10.com to Battlefield12.com are owned by a third party. Will you think that they will buy these domains also? I don't think BF will last that long imo.
- 11 replies
-
- EA
- battlefield
- (and 7 more)
-
So Jackfrags has just posed a video showing the new weapons and gadgets that we will see in the Dragon's Teeth DLC of Battlefield 4. The video bellow shows the gadgets and the weapons in action: He has also made a video explaining some of the findings that the community has found within the files of Battlefield 4. You can watch this video to find out more: I personally can't wait to try out the SRSS Bulldog 762 and the McMillan CS5. The MAARS seems like a cool gadget to use as long as it will be a pick up and the Ballistic Shield gives me mixed feelings since according to Jackfrags it may be a gadget so I can imagine a lot of people use it and if it is very protective it may turn out to be a bit OP. Oh well we'll see and I'm definitely looking forward to more Easter eggs since those are fun to search for
- 7 replies
-
- bf4
- dragons teeth
- (and 5 more)
-
I am...dissapointed. I'm not sure to Dice or to AMD. I'm testing out battlefield 4 with mantle with 14.6. CPU: FX-8350 (Stock: 4ghz) GPU: Crossfire 290X (Stock: 1050mhz, 1350mhz) RAM: 12gb 1333 mhz For reference to fps numbers and test scenarios, I made this thread a while back to benchmark battlefield 4 settings and I followed the same procedure to get the new numbers shown here: http://linustechtips.com/main/topic/82663-battlefield-4-settings-for-gpu-usage-optimisation-guide/ Now remember back then I was using a single 7970 oced, now I'm using dual 290x with mantle + months after Dice released the game. These are the dual 290X results I got. Test 1: API: Mantle Settings: All highest FPS: 49 GPU1 core clock: 750 +/- GPU2 core clock: 900 +/- (Why is core clocks here? Well, I think it explains the strange numbers, read on) Test 2: API: Mantle Settings: All lowest FPS: 50 GPU1 core clock: 750 +/- GPU2 core clock: 750 +/- Test 3: API: Direct3D Settings: All highest FPS: 37 GPU1 core clock: 900 +/- GPU2 core clock: 900 +/- Test 4: API: Direct3D Settings: All lowest FPS: 61 GPU1 core clock: 800 +/- GPU2 core clock: 900 +/- So what do we see here? with mantle, the highest setting received improvements while the lowest settings somehow is slower than D3D11 at lowest... Now here's the even more baffling part. This is my result with 7970 oced with D3D11 (Mantle was not available back then), 13.11 beta v8 Comparison test 1: Settings: All highest FPS: 48 Comparison test 2: Settings: All lowest FPS: 72 I don't believe it, a 7970 oced with 13.11 running a few month older BF4 using D3D11 is somehow only 1 fps slower than DUAL 290X with 14.6 running the current BF4 using Mantle. On lowest it's even worse. 7970 achieved 72 fps while dual 290x achieved 61 fps!?!?! Could it be Dice deoptimizing the game or AMD screwing something up with the gpu core clock? I honestly have no idea. If any of you know why this is happening please let me know. Until then I'm degrading back to 13.12.
-
Hello, Now I don't know if anyone else is having this problem but I haven't been able to play Battlefield 4 for about 1 week and a half. Every server I join I come across this error message 'ERROR Game disconnected: Client closed down connection. Check your network connection and make sure that port 3659 (UDP) is open.' I've opened the port number and still no changes, I still get the same error message. So pretty much I can't play the game I paid for which really annoys me, I looked around online and other people are running into this issue but still no work around the problem. My question here is has anyone been successful in fixing 'ERROR Game disconnected: Client closed down connection. Check your network connection and make sure that port 3659 (UDP) is open.'? Oh and I almost forgot, EA make the best servers for sure *wink *wink Thank you to anyone who is able to respond.
-
Hi guys, I thought the programming/software part of the forum would find this very interesting. Particularly those of you who intend to program/design game engines at some point or another. While this powerpoint is from 2010, remember that it speaks of games coming out today/around this year, as games take time to develop and this is a roadmap for the Frostbite engine directly from dice.se. In this powerpoint, they mention a "heterogeneous processor" that is essentially a CPU/GPU combined. I am willing to bet that this is referencing what we know today as an APU. They mention a lot of other things that eerily sound like the new consoles (PS4/XB1) such as unified memory, since the new consoles have APUs and for APUs the System RAM and Video RAM are one in the same thing. They discuss in the powerpoint the challenges they face while showing how they intend to program the engine to handle various processes and such (not overtly in detail, but enough to generally understand what is going on). At least that is my opinion of it. I hope it can prove to be educational for those who would learn from it. :D Thanks, Vitalius Edit: If you lack Powerpoint, Here: Openoffice.org Freeware is the best ware.
-
Let's hope DICE can hold back EA and release it when it's ready. Can't wait for it, don't want an early unfinished product though. Anyway DICE is the bad guy this time, bring on the hate train! /sarcasm Source: http://www.joystiq.com/2013/08/24/mirrors-edge-reboot-held-back-by-dice-not-ea/
-
Hey guys, This thread as you might be able to guess is about your most triumphant and epic battlefield moments. I'll start Battlefield 3, PC, that Canals map, Team Deathmatch - My team was losing when I joined - Half of them were pinned in a small building near a crane - They were being blown to bits - I was able to escape - ATTAAAAAAACK! - I get five kills in only a small amount of time - I approach the bridge - Get four more kills on the way - getting_that_rush.jpg - Near the trains - Few more kills - Get warning from console about having a high K/D ratio - Don't care - Enemy team see me rolling, they hating - Eventually I end up with 30 odd kills and 5 deaths - Kicked for having too high Kill Death Ratio - Booyah Anyone else got any stories?
- 6 replies
-
- battlefield
- pc gaming
- (and 8 more)
-
They will tell you Yeah... its definitely the PSU...
-
Look at this magic wood... One step later.... PS: of course Mesh is on Ultra... Good Job Dice... To be continued
- 22 replies
-
- dissappearing
- objects
-
(and 6 more)
Tagged with:
-
Hi I don't like this If you don't like this too hit the thumbs.... wait... im not on the youtube... ah....
-
Battlefield 4 Multiplayer STILL WORKS! (Even on a Triple-Monitor Setup!) I've seen a lot of talk across the internet saying that BF4 is broken, so, I decided to take it for a little spin. Works just fine:
- 5 replies
-
- bf4
- battlefield 4
- (and 8 more)