Showing posts with label playstation-3. Show all posts
Showing posts with label playstation-3. Show all posts

Thursday, December 8, 2011

Where can I find my Playstation Plus expiration date?

Question

I have a Playstation Plus account in the US market since july 2010. I purchased a whole year and I believed that it will expire around october 2011 but even today in december the wallet was not charged with it. Where can I look for my expiration date? Is somewhere in the market, in some webpage? Thanks in advance.

Answer

You can see it under :

Account Management -> Transaction history -> List of services -> Playstation Plus

Monday, December 5, 2011

How to create 'endless' tower in Little Big Planet 2?

Question

In Little Big Planet 2's story, there's a level where you crawl up a tree in a caterpillar.

Here's a video of the level and how it's built: LittleBigPlanet 2 Sequencer Demo Gamescom 2010

I'm trying to get my head around this for some hours now. How do I use emitters to emit level-'chunks' at the right position and time to give the illusion of an endless level?

I tried using contact sensors, destroyers and emitters to create a copy of a block at a given position and destroy the latest at the same time, but this seems to create a non-valid recursion and is stopped after about 4 or 5 chunks.

Any hints on this would be awesome.

PS: There are also some other levels by the community which create such an endless 'tunnel'. One such level is "CyberSatra" by "L1ghtmare".

Answer

I created a tutorial level that does something similar. It's very 'terse', since I have to use the SixAxis to enter text, but you should get the idea.

If you do a Text Search for flevine100, you should see a 'random endless scroller tutorial' level. Go ahead and copy that and read the notes in the level. It has a very rudimentary endless train of randomly generated blocks. With a little imagination you can see how this would work in a 'real' level.

Mine uses the random number generator, but a sequencer should work well too.

Here's a brief description of how I did it:

The key is having 2 speeds.. one to let the piece 'catch up' to the train, and one that will move at the speed of the train. You need a contact sensor to detect when you're touching the train, and when you're not. This allows your emitters to be less precise when it comes to timing, since the newly generated emitter will travel faster to catch up to the train, but as soon as it touches the train it will change speeds to match the rest of the pieces. Each block also has a destroyer attached to a tag sensor. Place a colored tag off the edge of the screen where you want the pieces to disappear.

I created a single circuit board that contained all of this logic, so it was easy to copy the logic to each of the blocks. The circuit board is given as a prize in the level if you go into play mode.

Hope this helps.

Tuesday, November 1, 2011

Should I get a Wii, Xbox Kinect, or the Playstation Move?

Question

What are the pro's and con's of getting each system?

Answer

The real question you want to ask yourself is "what kind of games do I want to play." That question affects the "best" choice pretty heavily.

Hopefully, the below list will give a better overview to help your choice.

The Nintendo Wii

  • Largest current library
  • cheapest standalone console
  • You can acquire controllers (wii-motes) or even wii motion-plus versions packaged as parts of certain games.

Playstation Move

  • Most expensive controllers
  • Most expensive console
  • requires peripheral (Playstation Eye)
  • Small game library, (some current playstation games getting retroactive support)

Microsoft Kinect

  • most expensive peripheral (the Kinect itself)
  • excellent non-kinect 3rd party support (you may buy a kinect, but at the end of the day, you can fall back on Halo, if that's your kit)
  • no extra costs in controllers
  • small game library, few (none?) "hardcore" games with kinect support.
  • Milo was just plain creepy.

Tuesday, August 9, 2011

How to fix "network incompatibility error 717" on GT5

Question

We have regular weekly GT5 racing and some new racers can't enter the hosts "My Lounge" due to "network incompatibility error 717".

This seems to be caused by issues with router configuration, blocked ports according to one friend, and their "cache" according to another.

It would be great to have a definitive answer on what causes this and how to fix it so I can point new racers to it.

Thanks in advance

Answer

Ask everyone to open the ports in their router, GT5 Prologue reports:

Gran Turismo 5 Prologue online uses the following ports for communication with game servers.

If you experience problems connecting to online races, you may want to check the status of these ports in your router or firewall to see if they are being blocked or filtered. Your router instruction manual or manufacturer will be able to assist you with opening these ports up.

  • TCP Ports: 80, 443, 5223, and 10070 - 10080

  • UDP Ports: 3478, 3479, 3658, 10070, and 50100

Note: Make sure to enable these TCP/UDP ports in BOTH directions and are entered into the TCP and UDP port fields in your router / modem.

http://eu.gran-turismo.com/gb/support/d4219c13.html

Googling reports that the ports for GT5 itself are:

TCP: 80, 443, 5223
UDP: 3478, 3479, 3658, 5658

So, I would suggest to just open the ports for Prologue and add TCP 5223 and UDP 5658 to be sure.

See How are Gran Turismo online games physically hosted? for more details on how it works; in short, the best connection is chosen as the host.

Friday, July 29, 2011

How are Gran Turismo online games physically hosted?

Question

A group of my friends have been having regular GT5 evenings using Community > User > My Lounge.

We were wondering how games are physically hosted. Are they managed by one of the PlayStations (denoted by the crown next to the username?) or are they managed by the PSN (GT5? Polyphony?) servers?

Last night the network was dropping out for some of the users and we couldn't work out what was going on. A couple got a "network incompatibility error 717" error. Two racers couldn't see each other for a few of the races.

All of us are in New Zealand and we're using a combination of ethernet cable and wireless. As the word has spread more friends are signing up so we had 6-8 racing last night.

If the game is physically hosted by the first user's PlayStation we need to make sure they are using an ethernet cable and on a fast/low-lag internet connection.

Answer

Quoting from the Gran Turismo FAQ:

What is the role of the host in an online race event?
Last Updated: Dec 24, 2007

In the online gameplay (Star type) of Gran Turismo 5 Prologue there is a host player.

The host has the following two roles:

(1) Manages the start and end of races.

(2) Performs the communication between all participant players for internal data communications during gameplay.

Because of this, if the host exits out of a race during the race, the race itself will be terminated. Also, please note that if the connection environment of the host deteriorates, the cars on screen may not drive properly.

For this reason, the software automatically evaluates the network connection environments of the participant players, to select the players with the most suitable network connection as the host.

The actual upstream bandwidth of the host is especially important since they will be communicating with other players. Therefore the software evaluates both the NAT type of the players, and the measured connection speed during actual play as well.

Regarding evaluation of your network connection environment, please refer to the following page.

I know this information covers the Prologue rather than GT5 itself, but I can't find any references to whether or not they changed the networking model between then and GT5. There is no other relevant FAQ entry for GT5, so I'm making the assumption that this information is still valid.

Based on this, it appears that the games are, indeed, hosted by one of the players and not on the PSN servers. If I'm reading this right, the game determines which player has the best connection as the time, so you shouldn't have to worry about it yourself. That said, having more people on a wired instead of wireless connection would help, since their bandwidth still matters for timely communication with other racers through the host.

Monday, July 11, 2011

Is it possible to back up a PS3 via a network share?

Question

Is it possible to use the Sony built in PS3 backup utility to do it's backups over a network share, or is it only possible through a direct attached USB storage medium?

Answer

No it's not possible. It's only possible through USB.