hi, I think it's important to thank tom for all he does despite the constant requests. keep up the good work!
Cory On Sun, 08 Mar 2009 11:40:47 -0500, Thomas Ward wrote: >Hi, >ok, there are alot of questions and ansers here and i'll try and answer >them all as best I can. Here goes. > >Aaron Asked: >When I get too close to the giant to hit, he can still hit me. Is this >supposed to >be the case? > >Tom Says: >There is no minimum range feature for the enemy AI so for the moment it >works like it is suppose too. That could change in a future release, but >for the moment it is only doing what it is programmed to do. > >Aaron Asked: >The guns don't do any damage to the giant it seems. Why is this? I can't >imagine >why arrows would hurt him but guns don't even begin to. > >Tom Says: >That's because those are enchanted arrows not normal arrows. Magic >weapons have a much higher melee rating than standard ones. Once the >User's Guide gets completed all of this will become more clear, and >hopefully make much more sense. > >Aaron Asked: >I'm wondering if we can re-implimint ducking the way it used to be, so >you can stay >ducked as long as you want, it just doesn't do you any good to stay >ducked down for >more than one hit because the enemy will compensate. > >Tom Says: >I suppose so. However, that feature is going to take a lot of time and >energy to get working properly, and just be patient with me please. That >is only one of several issues I am trying to work on as I find the time >to do so. > >Aaron Said: >I also believe the pistol and the combat knife should still be useable >in such close >contact. The pistol could be jammed against the enemy and fired that >way, and the >knife could be jabbed at the enemy from the side etc. > >Tom Says: >I've already explained the reason why I used a minimum range for each >weapon. Basically, if you are too close to an enemy creature the firing >code starts screwing up. To fix that problem means I basically have to >completely rewrite the firing code from scratch. Since this is not a >simple or easy job I'd truly appreciate if all of you would lay off the >subject for a while. I'm really beginning to feel a bit irritated about >the constant requests for me to fix this. I will, but don't keep on my case. >Besides that the minimum range constants are usually what you would >expect any way. For example the knife has a minimum range of 0.5 units >which is equal to 6 inches. That should be close enough anyway for most >purposes. So I don't really understand why most of you are complaining >about the minumum range values. Most of the time you probably don't even >notice them except in a case where you need to backup to give yourself a >little more room. > >Aaron Asked: >In the menues, should the first item in the menu be selected >automatically and spoken >after the menu title is heard? > >Tom Says: >No, and I have a very good reason not to do so. The main reason is I am >having a technical issue with DirectInput where a key repetes even when >it shouldn't. For example if you were to press enter on new game and you >landed on the first item in the mode menu it would automatically select >arcade mode, open the experience menu, automatically select beginner, >and continue until you either released the key or it could no longer >open any menus. To solve that problem for the moment I pass a 0 to the >new menu function so that enter can't do anything until you scroll to an >actual valid menu option. Does this make sense? > >Aaron Asked: >In the view scores menu, should the score be spoken without having to >press enter? > >Tom Says: >No. Since you can not interrupt the SpeakNumber function when it is >speaking using it in the high scores menu would be a lot worse than >having to press enter. Basically, if you pressed down arrow and it >started speaking the score you couldn't down arrow again until the score >finished speaking. So I felt it was more practical to press enter on a >menu option instead. > >Aaron Asked: >In some cases when speech is happening it is impossible to interrupt >speech. These >include when the score is being spoken, when some things are being >performed status >keys like s for score, a for ammo. When the game is started and the >copywrite information >is being spoken, etc. Should it be made possible to press any key and >interrupt >these things? > >Tom Says: >I'm not really sure how Draconis, GMA, etc handles using speech with wav >files, but I know the way I wrote the SpeakMessage function it can not >be interrupted when speaking a long string of stuff like numbers. The >way it works is like this. > >Load message wav file. >Play the wav file. >Wait for wav file to finish. >Load another wav file. >Play the wav file. >Wait for wav file to finish. > >The way this works everything else is haulted why the while loop is >waiting on the wav file to finish. If someone has a better suggestion or >better way of handling this I am all ears. Otherwise things are going to >work the same until I find a better way to process wav files and speak >status messages etc. What you and and others are asking for is beyond my >technical and programming skill right now. Sorry, but I really can't >help on this issue at the moment. >As for interrupting the intro message I can do that. In fact it is on my >todo list for Beta 3, and will be available in the next release. Just >press escape in Beta 3 to skip the intro. > >Aaron Asked: >Did you receive my improved 5 sound? > >Tom Says: >Yes, I did. Thanks for the file. > >Aaron Said: >I have noticed that my character can get hit even after the enemy is >dead by the >dead enemy, or after the view or inventory menues are brought up. > >Tom Says: >I know about this bug and have already fixed it in Beta 3. This is >basically a non-issue at this point for me. Thanks though for reporting it. > >Aaron Asked: >With the sub machine gun, could you change it >so you can hold down the space bar and fire shots until you release it >or run out? > >Tom Says: >That depends. Do you have a high quality submachine loop I can use? If >not the answer is no. > >Aaron Said: >Someone has already mentioned this one, if you get killed in the room >with the two >pits, the game thinks you're walking on a ledge every step until you >jump over one >of the pits. > >Tom Says: >Yes, I know about this issue. I'm currently involved in trying to figure >out why the surface effects aren't getting updated. It sounds like an >easy fix, and hopefully I will have it resolved soon. > >Aaron Asked: >There is no way to go from the water room back to the beginning again. >Is this supposed >to be the case? > >Tom Says: >That's right. There is no way back to the previous rooms. > >Aaron Asked: >When you jump into a statue, the statue isn't opened automatically and >you can't >walk another step towards it to open it, you must press enter. Is it >possible to >open the door or statue automatically even if you just jumped to get there? > >Tom Says:' >Umm...no. Exactly how many doors have you unlocked or opened by jumping >at them? Grin. >Seriously, opening a door or statue while jumping is just too >unrealistic for mine. So I have no plans to do this. > >Aaron Asked: >People have mentioned the creatures seem to be a little too quiet. I >agree with this. >But I have my hearing impairment to contend with anyway. I find with one >of the creatures >not sure which, I can't tell when it has been killed. All I hear is the >character >saying All Right! or something like that. And sometimes I miss that too >if my weapon >is makeing a racket. Just figured I would mention it. That particular >creature doesn't >make a clunk noiseas though it were hitting the ground. Should it? > >Tom Says: >Yeah, I know about this. I am planning on adjusting volume controls in >Beta 3 to bring the volume of all of the monsters up a little bit. It is >a fairly common request and is on the todo list. >Thanks. > > > >--- >Gamers mailing list __ Gamers@audyssey.org >If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. >You can make changes or update your subscription via the web, at >http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >All messages are archived and can be searched and read at >http://www.mail-archive.com/gam...@audyssey.org. >If you have any questions or concerns regarding the management of the list, >please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. 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