Hi philip,

So, the prices are set? $60 for a standart license, $800 for a pro?

Thanks,

Kevin


----- Original Message -----
From: Philip Bennefall <phi...@u7142039.fsdata.se>
To: "Gamers Discussion list" <gamers@audyssey.org>
Date: Wed, 7 Jul 2010 02:14:15 +0200
Subject: Re: [Audyssey] Upcoming BGT version

> Hi Hayden,
> 
> Yes, this is why this release is taking rather long to get out the door. 
I 
> really wanted to put a lot of new things in.
> 
> Kind regards,
> 
> Philip Bennefall
> ----- Original Message ----- 
> From: "Hayden Presley" <hdpres...@hotmail.com>
> To: <phi...@blastbay.com>; "'Gamers Discussion list'" 
<gamers@audyssey.org>
> Sent: Wednesday, July 07, 2010 2:02 AM
> Subject: RE: [Audyssey] Upcoming BGT version
> 
> 
> Hi Phillip,
> Wow...that's quite a hefty list of changes.
> 
> Best Regards,
> Hayden
> 
> 
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Philip Bennefall
> Sent: Tuesday, July 06, 2010 6:58 PM
> To: Gamers Discussion list
> Subject: [Audyssey] Upcoming BGT version
> 
> Hi all,
> 
> I just wanted to give a quick update regarding the progress of the BGT
> engine, as things have been rather quiet over the last month. This new
> release includes a lot of bugfixes, plus a few new features that many of 
you
> have been asking for. This includes support for networking optimized for
> high speed action games, a complete sound source management system, the
> ability to compile scripts into standalone executables, etc. Here is the
> change log, as always:
> 
> Beta Version 0.5:
> * Updated the script interpreter to the latest version which fixes some 
more
> bugs found by users.
> * Added a powerful sound management include class that handles positioning
> of an arbitrary number of sound sources in a 1d or 2d environment.
> * Updated the functions in sound_positioning.bgt to be more flexible, and
> added two new ones with extra parameters. This will require some minor
> modifications
> to scripts that currently make use of position_sound_2d.
> * Added support for high performance networking, optimized especially for
> fast paced action games.
> * Added a method called run_extended to the dynamic menu include class 
which
> allows you to specify a starting position for the menu cursor, and to have
> the initially selected item automatically announced after the intro
> finishes.
> * Added a reset method to the dynamic menu include class that allows you 
to
> remove all previously added items, as well as optionally reset all the
> behavior
> properties to their defaults.
> * Added a boolean property called paused to the sound object which is set 
to
> true if a sound has been paused with an explicit call to the pause method.
> * Added a function to convert numbers to their corresponding hexadecimal
> string counterparts.
> * Added two functions (find_files and find_directories) that return a list
> of all the files and all the directories in a given path, respectively.
> * Made the engine registerable, with automatic detection of the purchased
> version (lite or pro) based on the key given.
> * Added the ability to compile scripts into standalone executables if a 
lite
> or pro license has been purchased.
> * Added a credits section to the documentation.
> * Added a function called get_call_stack_size to retrieve the number of
> functions currently on the stack.
> * Allowed the use of multiline strings (e.g. string literals that contain 
a
> line feed) (thanks Nick).
> * Restructured the script execution flow, which will allow the engine to
> invoke user defined callback functions in the future.
> * changed the range of the rate property in the tts_voice object from -100
> (slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 
(fastest)
> which prevents situations where no change is perceived even though the
> property is actually modified (thanks Jason).
> * Fixed a slight inconvenience in the dynamic menu include class where the
> text to speech and the audio options were not cooperating with one 
another.
> * Fixed a bug in the random number generator that would cause it to 
generate
> the same sequence of numbers every time (thanks Sorin).
> * Changed the internal buffer size for streaming sounds in order to boost
> performance slightly.
> * Fixed a bug that would sometimes cause static sounds to have an initial
> starting position greater than 0.
> * Improved the error output when including script files that do not exist,
> so that the engine now displays all the locations in which it tried to 
find
> the file rather than just the last one.
> * Fixed a bug in the #include searching algorithm so that it now derives 
the
> current base directory for a relative include path based on the location 
of
> the script that is trying to include it (thanks Damien).
> * Fixed a few bugs that would cause crashes when calling certain functions
> during global variable initialization (thanks Damien).
> * Made the exit function usable even during global variable 
initialization.
> * Fixed a bug where the volume property in the tts_voice object would get
> incorrect values (thanks Jason).
> * Fixed a bug where the key_down function could erroniously report that a
> key was down if the user left the window while the key was still down but
> released
> later.
> * Fixed a few typos in the language tutorial.
> 
> I hope that some of you will find these new features useful. I'd be very
> happy to hear your thoughts and suggestions about things that you would 
like
> to see in this next release, as I still expect it to be a few days before
> it's released.
> 
> Kind regards,
> 
> Philip Bennefall
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