I believe this time it's a valid and logical explanation of all the delays, 
since it happens to myself and makes perfect sense to me. Anyway, I think 
that when there already is the demo, it really shouldn't take long to 
release the full version.
BY the way, to those who haven'T noticed, James awared his Monty list about 
a new and quite highly reworked and improved demo version which solves all 
other serious bugs except this one cause it's already at least a week old. 
AS noone else let this list know, or at least I haven'T noticed, I thought 
it'D be best to do it myself, finally. :-D
So the only bug that I keep experiencing is the frozing or extreme slowdown 
at level loads, just as described.
Best wishes,
Lukas
----- Original Message ----- 
From: "Karl" <[EMAIL PROTECTED]>
To: "[email protected]" <[email protected]>
Sent: Wednesday, February 15, 2006 8:54 PM
Subject: audyssey: Fw: Montezuma's Revenge Update


> Possibly an explanation for all the release delays? Or just another 
> excuse?
> ----- Original Message ----- 
> From: Alchemy Sales
> To: [EMAIL PROTECTED]
> Sent: Wednesday, February 15, 2006 12:06 PM
> Subject: Montezuma's Revenge Update
>
>
> Dear Customers,
>
>
>
> Montezuma's Revenge final release is once again delayed due to some 
> programming issues related to a Microsoft bug in the Direct X 8.x 3D sound 
> system.  3D audio resources are not being properly released between level 
> initialization which is causing extreme slow downs in game performance 
> and/or level loading on some systems.
>
>
>
> We've attempted several workarounds to this issue with no resolve. 
> Unfortunately, this presents us with a dilemma, but one that we feel is of 
> minor consequence.
>
>
>
> We're in the process of dumping the 3D audio system and using regular 
> stereo sound instead.  The advantage in doing this is that the game will 
> require far more resources during play, run faster and more efficiently, 
> and won't affect audio quality.  The only disadvantage is that the 
> multi-perspective feature will have to be scrapped and won't be available 
> unless a sequel is done further down the road using our new development 
> tools.
>
>
>
> Note that no other games will be affected as this is just a side-effect of 
> using VB6/DX8.
>
>
>
> While the estimated re-work time is unknown at this point, it is not a 
> major undertaking and shouldn't take long to fix.  We appreciate your 
> continued patience during the conversion.
>
>
>
> On another note, the Obsidian Development System that we're developing for 
> use with Max Shrapnel and other titles has been licensed to another 
> accessible game developer to develop their title line.  This is good news 
> for the community as offers developers a complete development solution 
> suite to create top notch accessible games in the future.
>
>
>
> Best wishes,
>
>
>
> Alchemy Game Studios
>
>
>
>
> [Non-text portions of this message have been removed]
>
>
>
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