Re: [Audiogames-reflector] Youtube perminantely muted

2013-10-05 Thread AudioGames.net Forum — Off-topic room: crashmaster


Re: Youtube perminantely muted

Hi.glad someone else was having issues with this was about to flame something major to adobe.I have flash player 11.68 and a new version came out as 11.70 from my place I get the latest distribution coppies for my network.The issue is that it simply will not install as the older one still does.the error is something 17001 or 27001 or 200071 or something like this.The error means that something is wrong with the windows installer package, windows is screwed or a combination of the above.I decided to apply this to my network starting with the closest machines they being the home gaming and work laptops.To say angry I was extremely.The update came out just after I came back from vacation, today.And I decided as the admin of a home and remote network to update my system with the latest update.The program refused to install or update.uninstalling worked but things refused to install.ran windows uninstaller fixer an
 d fixed something but no dice.did a restore from the backup and was told by erunt on both systems that it couldn't back up origional files which is really stupid because it should have had them ready.Anyway to cut a long story short I managed to fix flash but now I don't want to update pluss youtube doesn't work, how do you get to the right place.on the main youtube site I get button, button, button.is there an accessable site and what is it.The only thing I use youtube for is the nasa site really and mucking round.I guess I can use other systems that are not updated or download manually the video with the youtube converter I have here.I am seriously thinking about doing just that.Its a pain in the ass but I have just spent the last 6 hours trying to fix flash and how its working on all bar youtube I am rather tempted to throw those 2 laptops out the window after threatening to  sue adobe.It sertainly makes me
  feel a heck of a lot better knowing some have had the issue, have never had any issue with youtube till now.Though I should probably not use youtube as it uses bandwidth massively but that does not mean I am happy other users that upgrade flash, are likely to have the same issue now .Obviously adobe's installer packages are dammaged somehow.So I will wait and see if adobe fixes their stuff.But if not I am seriously thinking about not updating flash to anything higher than 11.68 because that works or did work till now.How do I navigate youtube player with nvda.I usually update flash whenever a new one comes out.But now I am a bit scared.I was almost about to reformat 2 boxes, which I do not want to do.For now they work but who knows what else I dammaged when trying to update adobe's stuff.URL: http://forum.audiogames.net/viewtopic.php?pid=1506
 79#p150679

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-05 Thread AudioGames.net Forum — New releases room: prince animeshh


Re: New software utility package coming soon, GLApps

hi what about a tts program using n v d a voicesURL: http://forum.audiogames.net/viewtopic.php?pid=150678#p150678

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Re: [Audiogames-reflector] bokurano daiboukenn 3

2013-10-05 Thread AudioGames.net Forum — New releases room: sswwaaiikkee


Re: bokurano daiboukenn 3

hi I cant download errorURL: http://forum.audiogames.net/viewtopic.php?pid=150677#p150677

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Re: [Audiogames-reflector] bokurano daiboukenn 3

2013-10-05 Thread AudioGames.net Forum — New releases room: dd


Re: bokurano daiboukenn 3

interesting! just downloaded it, lets play!URL: http://forum.audiogames.net/viewtopic.php?pid=150676#p150676

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Re: [Audiogames-reflector] bokurano daiboukenn 3

2013-10-05 Thread AudioGames.net Forum — New releases room: glamorama28


Re: bokurano daiboukenn 3

Hi guys!I can't download the game. I have error 503.Can upload this game anywhere.Thanks a lot in advance!URL: http://forum.audiogames.net/viewtopic.php?pid=150675#p150675

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Re: [Audiogames-reflector] bokurano daiboukenn 3

2013-10-05 Thread AudioGames.net Forum — New releases room: cj89


Re: bokurano daiboukenn 3

where abouts on the sight is it? I just see a bunch of news. I seriously gotta check this out.URL: http://forum.audiogames.net/viewtopic.php?pid=150674#p150674

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Re: [Audiogames-reflector] Death Match

2013-10-05 Thread AudioGames.net Forum — New releases room: danny


Re: Death Match

Just thought I would post an update on the game and how progress is going. The answer is, its going grate! Multiplayer and single player modes are coming along nicely. I have been looking into adding more weapons though I'm wanting to make afew changes first before implementing them. In reguards to multiplayer, its very stable at the moment accept for afew ishues such as the first 2 objectives not being in sink, and if the player is positioned next to a door during an enemy escape sequence they will be able to skip that sequence entirely. However, aside from that the multiplayer seems to work and me and ethin have had a grate lot of fun playing around on it.URL: http://forum.audiogames.net/viewtopic.php?pid=150673#p150673

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Re: [Audiogames-reflector] partitioning my hard drive

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Ethin


Re: partitioning my hard drive

Hey Burak,Below, I'll help you on doing a short guide on using diskpart.1. Open cmd.exe (c:\windows\system32\cmd.exe)2. Enter the following command:diskpart3. You will see the following outputNote that I am on Windows 8.1 developer preview. Your output below may not be the same as mine.Microsoft DiskPart version 6.3.9431Copyright (C) 1999-2013 Microsoft Corporation.On computer: BOOTWIN-PCDISKPART>4. Enter help. You should see the following outputdiskpart> helpMicrosoft DiskPart version 6.3.9431ACTIVE      - Mark the selected partition as active.ADD         - Add a mirror to a simple volume.ASSIGN      - Assign a drive letter or mount point to the selected volume.ATTRIBUTES  - Manipulate volume or disk attributes.ATTACH      - Attaches a virtual disk file.AUTOMOUNT   - En
 able and disable automatic mounting of basic volumes.BREAK       - Break a mirror set.CLEAN       - Clear the configuration information, or all information, off the              disk.COMPACT     - Attempts to reduce the physical size of the file.CONVERT     - Convert between different disk formats.CREATE      - Create a volume, partition or virtual disk.DELETE      - Delete an object.DETAIL      - Provide details about an object.DETACH      - Detaches a virtual disk file.EXIT        - Exit DiskPart.EXTEND      - Extend a volume.EXPAND      - Expands the maximum size available on a virtual disk.FILESYSTEMS - Display current and supported file systems on the volume.FORMAT      - For
 mat the volume or partition.GPT         - Assign attributes to the selected GPT partition.HELP        - Display a list of commands.IMPORT      - Import a disk group.INACTIVE    - Mark the selected partition as inactive.LIST        - Display a list of objects.MERGE       - Merges a child disk with its parents.ONLINE      - Online an object that is currently marked as offline.OFFLINE     - Offline an object that is currently marked as online.RECOVER     - Refreshes the state of all disks in the selected pack.              Attempts recovery on disks in the invalid pack, and              resynchronizes mirrored volumes and RAID5 volumes              that have stale plex or parit
 y data.REM         - Does nothing. This is used to comment scripts.REMOVE      - Remove a drive letter or mount point assignment.REPAIR      - Repair a RAID-5 volume with a failed member.RESCAN      - Rescan the computer looking for disks and volumes.RETAIN      - Place a retained partition under a simple volume.SAN         - Display or set the SAN policy for the currently booted OS.SELECT      - Shift the focus to an object.SETID       - Change the partition type.SHRINK      - Reduce the size of the selected volume.UNIQUEID    - Displays or sets the GUID partition table (GPT) identifier or              master boot record (MBR) signature of a disk.DISKPART>Now, let's explore around here. Since we both 
 don't want to screw up our computers, let's first type filesystems. That's f, i, l, e, s, y, s, t, e, m, s. Here's my output:diskpart> filesystemsThere is no volume selected.Please select a volume and try again.As you can see, we get an error. Let's select a volume by typing select. We get the following outputdiskpart> selectDISK        - Shift the focus to a disk. For example, SELECT DISK.PARTITION   - Shift the focus to a partition. For example, SELECT PARTITION.VOLUME      - Shift the focus to a volume. For example, SELECT VOLUME.VDISK       - Shift the focus to a virtual disk. For example, SELECT VDISK.We don't want to shift the focus to a volume or vdisk, we can select between disk or partition.Usually, your main hard drive or solid state drive is disk 0. Let's do this nowdiskpart> select disk 0Disk 0 is now the selected disk.Excellent! Now, type filesystems.diskpart> filesystemsThere is no volume selected.Please select a volume and try again.Let's list our volumes by typing list volumediskpart> list volumeVolume ###  Ltr  Label        Fs     Type        Size     Status     Info  --  ---  ---  -  --  ---  -    Volume 0     D   Audio CD     CDFS   DVD-ROM      431 MB  Healthy  Volume 1     C   TI105736W0B  NTFS   Partition    287 GB  Healthy    Boot  Volume 2         System       NTFS   Partition   1500 MB
   Healthy    HiddenWe want to select volume 1. Type select volumediskpart> select volume 1Volume 1 is the selected volume.Now try filesystemsdiskpart> filesystemsCurrent File System  Type                 : NTFS  Allocation Unit Size : 4096  Flags : File Systems Supported for Formatting  Type                 : NTFS (Default)  Allocation Unit Sizes: 512, 1024, 2048, 4096 (Default), 8192, 16K, 32K, 64KExcellent! Now, we need to create a volume. For now, let's create a virtual disk. EntercreateYou get the following output:PARTITION   - Create a partition.VOLUME      - Create a volume.VDISK       - Creates a virtual disk file.Of course, we can't create a volume or partition. 
 Let's create a virtual 

Re: [Audiogames-reflector] Need help with a probability project, any math guys out there?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Aprone


Re: Need help with a probability project, any math guys out there?

leibylucwgamer wrote:I need to figure out the probability of 2 basses, 2 tenors, two altos, and two sopranos making it in to the octet from just a numerical standpoint of statistics.Are you saying that the final group will contain 2 basses, 2 tenors, 2 altos, and 2 sopranos?  If not, and you could have your final group be sopranos, then it is an entirely different problem.URL: http://forum.audiogames.net/viewtopic.php?pid=150671#p150671

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Re: [Audiogames-reflector] Whipeing a mac clean and putting windows in it's place.

2013-10-05 Thread AudioGames.net Forum — Off-topic room: camlorn


Re: Whipeing a mac clean and putting windows in it's place.

Shrink the mac partition as small as you can, run the bootcamp assistant, follow directions.  You will need some sighted assistance for the windows instal, though Bryan's new images might work.  I don't have links, and the directions are much too long for a forum post.  Also, I haven't done it in 6 months.URL: http://forum.audiogames.net/viewtopic.php?pid=150670#p150670

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Re: [Audiogames-reflector] Whipeing a mac clean and putting windows in it's place.

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Ethin


Re: Whipeing a mac clean and putting windows in it's place.

Hi,This isn't exactly possible. Mac OS, from about 9.0 I think, or, since they switched to a nanokernel, have made it nearly impossible to entirely clean a mac and put windows on it. Since the BIOS in a Mac uses either the UEFI or EFI interfaces, windows will work with it, but it can ahve some problems. For instance, you have to press a certain key combination to boot Mac OS again. You have to use bootcamp to boot windows. If you want to wipe your mac clean, then your heading the wrong way, because mac is the automatic boot operating system (ABOS) and will attempt to boot and then pass you on to windows. Do not try wiping a mac entirely clean.URL: http://forum.audiogames.net/viewtopic.php?pid=150669#p150669

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[Audiogames-reflector] An Accessible Version of GTA V (Grand Theft Auto 5)?

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: ultradude306


An Accessible Version of GTA V (Grand Theft Auto 5)?

I was recently talking to some sighted friends, and the topic of the latest GTA (Grand Theft Auto) game came up.  It got me thinking... Has anyone attempted, or is anyone cureentlybtryingvto make an accessible GTA v style  game that's accessible? I understand it would be an extremely challenging task, and thevgamecwouldnt be anywhere near the same scale as the real version, but  as a partially sighted person who's played mainstream sighted games, and their accessible counterparts (Day Z and Swamp, Call of Dutyvand RTR etc.), I can say that if it's done right, it'll revolutionize audio games the way the real GTA V revolutionized mainstream sighted video games.URL: http://forum.audiogames.net/viewtopic.php?pid=150668#p150668

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[Audiogames-reflector] bokurano daiboukenn 3

2013-10-05 Thread AudioGames.net Forum — New releases room: bladestorm360


bokurano daiboukenn 3

Bokurano Daiboukenn 3 has finally been released.I do not think there is any english translation at this time.With stealth missions, a synthesis system, flight missions and a host of other new features, this is shaping up to be the best game in the BK series yet.Get it from:http://www.nyanchangames.comURL: http://forum.audiogames.net/viewtopic.php?pid=150667#p150667

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Re: [Audiogames-reflector] The Road To Rage I: Fires Of War -- First Person Shooter

2013-10-05 Thread AudioGames.net Forum — New releases room: ultradude306


Re: The Road To Rage I: Fires Of War -- First Person Shooter

^Agreed.. Would love to sees campaign mode.  I can never play the game now, as I've been having Internet troubles lately, and can't play the game as there's only multiplayer.URL: http://forum.audiogames.net/viewtopic.php?pid=150666#p150666

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Re: [Audiogames-reflector] Need help with a probability project, any math guys out there?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: camlorn


Re: Need help with a probability project, any math guys out there?

Are you saying that the group is guaranteed to have two of each, or that you want to have two of each in the group but it could, for example, be 8 tenners?  I'm assuming the latter and my answer is that the question is pointless in a way.  You can't exactly treat people like that; they're not a bag of rocks.  Perhaps the people doing the choosing like tenners or bases over the other groups, etc.  I can provide a start to this problem, but only a start.I'm going to try to analyze this, but know very little about statistics.  I'm in discrete math at the moment, which talks about these types of problems, but do not know for sure if this is correct.  Still, with my knowledge at the moment, this is how I would do it.First, note that each group has some number of people and that there are 34 total.  If you choose only one person, you have size of group divided by 34 times 100 percent chance of having it be the pers
 on from one of the groups.  The thing that complicates this is that, after the first person is chosen, there are only 33 people left and one of the groups is also one person smaller.  You, of course, don't get to pick which group to make smaller.  From a pure mathematical standpoint, men or women don't matter for this problem.  Obviously, this approach isn't how to go about it, or if it is I don't know how to continue it.The next sentence is bad.  It feels like this is somehow going to use n choose k.  The previous sentence is bad because, as the monty hall problem shows us, human brains are not wired for probability.  Regardless, 34 choose 8 is as follows:fact(34)/(fact(8)*fact(34-8)=fact(34)/(fact(8)*fact(26))Note that fact 26 and fact 34 cancel to give 34*33*32*31*30*29*28*27/fact(8) = 18156204Therefore, there are 18156204 ways to choose the final octet.The justification for this next step is as 
 follows.  There are 18156204 subsets of the total group of size 8, such that no two are unique and such that order doesn't matter.  The probability of picking one specific unique set of 8 is therefore 1/18156204.  If you pick the 8 winners you want, the chances of it actually being the 8 winners you picked are that absurdly small number.So, here's the question.  How many unique sets of 8 are there meeting your criteria?  Let's find out.You have a group of 7 and 3 groups of 9.  You wish to have 2 from each group.  From the formula for n choose k, used above, we know that there are 21 ways to choose 2 from 7.  We know that there are 36 ways to choose 2 from 9.  So, how many ways can we choose 2 from each group?  I'd say multiply the numbers to get 979776.  Divide this by the number of possible subsets of 8 and multiply by 100.  This gives about 6%.I'm curious if anyone thinks that&
 #039;s right, if it's actually right, if anyone thinks it's wrong, or if it's actually wrong.  Assuming that the group can be any combination, the percent is indeed low enough to be in the ballpark, at least if you ask me.  This analysis does, however, discount any musical theory, human element, etc.  People are rocks in a bag in the above, and we can replace the types of singers with colors for all the difference it'd make.  Thoughts?URL: http://forum.audiogames.net/viewtopic.php?pid=150665#p150665

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Re: [Audiogames-reflector] coming soon, super blind driver. here is the trayler

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: hanif


Re: coming soon, super blind driver. here is the trayler

hay! this trailer sound cool!can you mae a game playthrough, so I will know what's it about?URL: http://forum.audiogames.net/viewtopic.php?pid=150664#p150664

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[Audiogames-reflector] Need help with a probability project, any math guys out there?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: leibylucwgamer


Need help with a probability project, any math guys out there?

So here's the deal, I'm doing this project of statistical analysis on the probability of the formation of 8 singers out of 34 total singers in the ensemble of my high school chorus (SATB)Every year, we audition 8 singers for our octet, an acapella group that sings in our community, and this year, I'd like to mathematically analyze the probability for people to get in.Here's the information I can give you:There are 34 singers total.There are 16 men, 18 women.There are 9 basses.There are 7 tenors.There are 9 sopranos.There are 9 altos.I need to figure out the probability of 2 basses, 2 tenors, two altos, and two sopranos making it in to the octet from just a numerical standpoint of statistics.How should I go about doing this?Best Regards,LukeURL: http://forum.audiogames.net/viewtopic.php?pid=150663#p150663

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Re: [Audiogames-reflector] Scrolling Battles

2013-10-05 Thread AudioGames.net Forum — New releases room: masonarm1999


Re: Scrolling Battles

Here is sb version 6.3, which has a lot of cool bugs. I forgot to post sb 6.2 on here. Check post 1 for a dl link. Patch still worksURL: http://forum.audiogames.net/viewtopic.php?pid=150662#p150662

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Re: [Audiogames-reflector] Otherworld: The Land of Tirn Aill

2013-10-05 Thread AudioGames.net Forum — New releases room: sebustre


Re: Otherworld: The Land of Tirn Aill

ah! ^^thanks, i'm going to try it.must i have a good english for it?it is not my first language but i also play aardwolf with almost no problem of understanding it.URL: http://forum.audiogames.net/viewtopic.php?pid=150661#p150661

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Re: [Audiogames-reflector] symbolic representation of disabilities, what do you think?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Chandu


Re: symbolic representation of disabilities, what do you think?

this atitude, I suppose, is mostly due to lack of avaireness/knowledge.when I joined my currend school, (anormal school), the students displayed emotions ranging from pity, to disgust, to downright fear, as if I were a monster from the neighbouring galaxy. I don't know why, may be because they were just adolosents, and thus more openminded, it took me only about two months to become quite good friends with all of them, and tell you what, if anyone of them sees another blind guy, they would, in all probability, not treat them preferencially.URL: http://forum.audiogames.net/viewtopic.php?pid=150660#p150660

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Re: [Audiogames-reflector] The best video game soundtracks?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Re: The best video game soundtracks?

Hay, thanks for that. As I said snesmusic don't have that one and the theme is rather nice, (I particularly remember the title and hobitan themes, but even the wasteland had it's charms).It's a shame he doesn't also have the Snes version of Wario's woods, since that I believe is one of the few snes games I own that I don't have the music to.I'll also look through his nes stuff for startropics, cristalis and other suggestions people have made here, since other than Megaman 1-6, Super Mario Brothers, Metroid, bits of Zelda and castlevania I'm less familiar with a lot of Nes music, simply because I've never played that many nes titles.URL: http://forum.audiogames.net/viewtopic.php?pid=150659#p150659

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Re: [Audiogames-reflector] Youtube perminantely muted

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Re: Youtube perminantely muted

Well I don't know. I didn't try the volume thing at first, indeed I was a little confused about what you said regarding youtube volume being low at first since I couldn't find any volume controls on the youtube player. However when I updated to the latest player and still nothing, I checked your link. It'll be interesting to see if when I update the flash on my laptop it has the same low volume thing.URL: http://forum.audiogames.net/viewtopic.php?pid=150658#p150658

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[Audiogames-reflector] Whipeing a mac clean and putting windows in it's place.

2013-10-05 Thread AudioGames.net Forum — Off-topic room: brad


Whipeing a mac clean and putting windows in it's place.

Hi.I brought a mac book pro and am using windows on it now.I made a mistake in buying the mac since I don't really like it all that much.I was wondering if I could turn the mac laptop into a windows laptop?So it just runs windows and no mac OS at all, is this possible?URL: http://forum.audiogames.net/viewtopic.php?pid=150657#p150657

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[Audiogames-reflector] Whipeing a mac clean and putting windows in it's place.

2013-10-05 Thread AudioGames.net Forum — Off-topic room: brad


Whipeing a mac clean and putting windows in it's place.

Hi.i brought a macbook pro and am using windows on it now, basicly I made a mistake in bying the mac since I don't really like it all that much.I was wondering if I could turn the mac laptop into a windows laptop?So it just runs windows and no mac OS at all, is this possible?URL: http://forum.audiogames.net/viewtopic.php?pid=150657#p150657

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Re: [Audiogames-reflector] Making Music with MIDI

2013-10-05 Thread AudioGames.net Forum — Off-topic room: CAE_Jones


Re: Making Music with MIDI

I don't know for sure (QWS was not overly intuitive to me and I abandoned trying to figure it out), but I know that NWC has two ways to set the instrument: through the staff properties, and through instrument patches.I don't actually think these are that different when it comes to midi events, but there does seem to be a subtle difference between putting a patch at the start of a staff and setting the instrument via staff properties.It sounds like the situation in QWS is similar, but I'm not sure what use can come of that. URL: http://forum.audiogames.net/viewtopic.php?pid=150656#p150656

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-05 Thread AudioGames.net Forum — New releases room: jaybird


Re: New software utility package coming soon, GLApps

We probably can't have a BGT-compatible file packer unless the author of said packer can find a way to verify whether or not the end user has a BGT Pro license installed. Otherwise, anybody could create pack files.URL: http://forum.audiogames.net/viewtopic.php?pid=150655#p150655

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Re: [Audiogames-reflector] XXX Horny Girls, another adult mod for Pontes Kick-ups

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: faelnar.christopher


Re: XXX Horny Girls, another adult mod for Pontes Kick-ups

Hi. After I type the password, an error occurs---Error---Errors encountered while performing the operationLook at the information window for more details---OK   ---How should I fix that? Can you help me please?Best regards, christopherURL: http://forum.audiogames.net/viewtopic.php?pid=150654#p150654

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Haramir


Re: braillemone a pokemon port for visually impaired players

Got an error. The game closed after the following log:Wild level 25 Porygon  appeared!InteruptGo! Dig lett InteruptWhat will Dig lett  do?InteruptFight InteruptSelect an attack InteruptDig Ground   type move 9 out of 10 power points.InteruptInterupt Dig lett  used DigDig lett  dug underground! InteruptInteruptInterupt  enemy Porygon  used Sharpen  The attack missed!InteruptInteruptInteruptInteruptInteruptDig lett  has 44 out of 44 hit pointsInteruptEnemy Porygon  is at 100 percent health.InteruptWhat will Dig lett  do?InteruptInterupt Dig lett  used  dig     Enemy Porygon  has taken 21 damage InteruptInteruptInterupt enemy Porygon  used Sharpen  Somewhat increased Attack 
 power InteruptInteruptInteruptInteruptInteruptDig lett  has 44 out of 44 hit pointsInteruptEnemy Porygon  is at 69 percent health.InteruptWhat will Dig lett  do?InteruptFight InteruptSelect an attack InteruptDig Ground   type move 8 out of 10 power points.InteruptInterupt Dig lett  used DigDig lett  dug underground! InteruptInteruptInterupt enemy Porygon  used Conversion enemy Porygon  converted itself to the  Normal  type!InteruptInteruptInteruptInteruptInteruptDig lett  has 44 out of 44 hit pointsInteruptEnemy Porygon  is at 69 percent health.InteruptWhat will Dig lett  do?InteruptInterupt Dig lett  used  dig     Enemy Porygon  has taken 19 damage Interupt
 InteruptInteruptI used dig many times before, so I imagine that the problem is with the conversion technic of Porygon.Best regards, Haramir.URL: http://forum.audiogames.net/viewtopic.php?pid=150653#p150653

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Re: [Audiogames-reflector] Haiku?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Joseph Westhouse


Re: Haiku?

For clarification, are you looking for books of haiku, or books about haiku? I'd be happy to pass on some recommendations.URL: http://forum.audiogames.net/viewtopic.php?pid=150652#p150652

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Re: [Audiogames-reflector] Making Music with MIDI

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Joseph Westhouse


Re: Making Music with MIDI

Okay, maybe I'm crazy, but I'm still looking for a little confirmation here. If I set an instrument in the initial settings for a track in QWS, that should insert a program change at the very start of the song, right? So why is no program change showing up in the event list? Any ideas what I'm not doing right? :-/URL: http://forum.audiogames.net/viewtopic.php?pid=150651#p150651

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Re: [Audiogames-reflector] zello

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Andy93


Re: zello

augh come onn man, who the heck in this life doesn't know what Zello is. That's a well known piece of software among our community.And this doesn't go here, plus, why do you coppy the whole site with links on it?URL: http://forum.audiogames.net/viewtopic.php?pid=150650#p150650

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Re: [Audiogames-reflector] Solara

2013-10-05 Thread AudioGames.net Forum — New releases room: flame_elchemist


Re: Solara

what are rangers week against triing to beet the levle 24 chalingeURL: http://forum.audiogames.net/viewtopic.php?pid=150649#p150649

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: philip_bennefall


Re: Upcoming technology for game music rendering

Hi Joseph,Parts of the composing process are certainly more time consuming than linear composing, mainly because you have to make several versions of each section in the ensemble or orchestra with the same chord progression. However, many parts that used to take a long time are actually greatly simplified. For instance, Elias audomatically handles the mixing of loop tails which means that not only can you skip the manual creation of good sounding loops, you don't even have to cut the end off. In short, you can just do a batch export of all your material in one go and Elias handles the rest. This means that even if your files are of different lengths due to reverb tails and the like, as long as the theme itself is loopable at the given bar boundary, Elias will do the right thing.Additionally, especially in exploration mode you can use the same composition many times for areas that are similar but still different enough to warrent a change in the music. This means
  that while the composing of that one piece does take longer, you can reuse it enough to break even and possibly even save some time that would normally have had to be spent composing separate themes for different cities in an RPG for example.We attempt to make all of the above as smooth as possible by providing Elias Studio, which is the tool that the composer's use. You can load your audio files into it, and move them around to create a dramatic progression in the music that you can also preview in real-time as you go.Kind regards,Philip BennefallURL: http://forum.audiogames.net/viewtopic.php?pid=150647#p150647

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Re: [Audiogames-reflector] The best video game soundtracks?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: darkabomination


Re: The best video game soundtracks?

As for the Lord of the Rings, of course the sound was configured in such a way that it is impossible to rip. However, a SNES music enthusiast has a site with NES and SNES osts with recordings of the music playing with his consoles. Maybe not quite rip quality, but it's the best your going to get.http://www.nes-snes-sprites.com/NES%20S … racks.htmlGO to the heading JRR Tolkien's The Lord of the Rings and click on the link and you'l get the soundtrack in a zip.URL: http://forum.audiogames.net/viewtopic.php?pid=150648#p150648
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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: philip_bennefall


Re: Upcoming technology for game music rendering

Hi Joseph,Parts of the composing process are certainly more time consuming than linear composing, mainly because you have to make several versions of each section in the ensemble or orchestra with the same chord progression. However, many parts that used to take a long time are actually greatly simplified. For instance, Elias audomatically handles the mixing of loop tails which means that not only can you skip the manual creation of good sounding loops, you don't even have to cut the end off. In short, you can just do a batch export of all your material in one go and Elias handles the rest. This means that even if your files are of different lengths due to reverb tails and the like, as long as the theme itself is loopable at the given bar boundary, Elias will do the right thing.Additionally, especially in exploration mode you can use the same composition many times for areas tht are similar but still different enough to warrent a change in the music. This means 
 that while the composing of that one piece does take longer, you can reuse it enough to break even and possibly even save some time that would normally have had to be spent composing separate themes for different cities in an RPG for example.We attempt to make all of the above as smooth as possible by providing Elias Studio, which is the tool that the composer's use. You can load your audio files into it, and move them around to create a dramatic progression in the music that you can also preview in real-time as you go.Kind regards,Philip BennefallURL: http://forum.audiogames.net/viewtopic.php?pid=150647#p150647

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Re: [Audiogames-reflector] Math Question

2013-10-05 Thread AudioGames.net Forum — Off-topic room: camlorn


Re: Math Question

Okay, well, there's a few approaches to this.  One is easy, will do what you want, will work in BGT, but will generally be less powerful in the 100 or so other cases in which you need similar but not quite the same information.  The second is slower, but is the only option if you want maintainable code that can tell you, for example, if x is behind bob or if you want to plug bob into something like Open Al or DirectX.  I'll go into the first here.  The second is the 2d (or in the more general case 3d) transformation matrix, and it lets you do a ton, and I mean a ton, of useful stuff.  It's also easier than what I'm about to outline in any language that provides a library for them, taking the following algorithm down to two or 3 lines if used correctly.The algorithm is as follows:let ax and ay be the position of the player; let bx and by be the position of the point of interest.Let rx and ry be the coordinates of the p
 oint of interest (bx, by) computed as follows:rx = bx-ax and ry = by - ayLet us now calculate theta as atan2(ry, rx).  This is the angle such that, if bob were facing straight east, he would need to turn.  Note that in trig all positive angles are turning counterclockwise and all negative angles are turning clockwise.  i'm afraid from this point forward, I'm going to have to assume familiarity with angle equivalences-that is that 0 is 2pi, that pi/2 is -3pi/2, etc, as that's a bit lengthy to go into here.Assume that we have some angle t2, the direction in which bob is facing.  We wish to have bob face the angle theta.  Assume that t2 and theta are both positive and on the range 0 (inclusive) to 2pi (exclusive-2pi = 0).Now, the solution is either t2-theta or theta-t2, whichever is less disregarding the negative.I believe I did that correctly.  I'm not testing it at the moment, and I don't have code f
 or this that's all in one file (i3d has some, but it's split through multiple places).You can also divide the dot product of the unit vector representing bob's direction and the vector representing the direction of the point relative to bob by the magnitude of the vector representing the direction of the point relative to bob to obtain the cosine of the angle between them.  this will, unfortunately, disregard which way bob has to turn, but may be faster depending on why you need this information (recall that cosine is periodic on the range 0 to pi).And finally, given any two angles, the following python function finds the angle you'd have to turn to get from the first to the second.def angle_between(source, target):
"""takes two angles on the range [0, 2*pi] and returns an angle between -pi and pi which represents the angle from source to target.  Positive values mean the target is to the left; negative means that the target is to the right."""
#this algorithm was originally taken from: http://stackoverflow.com/questions/1878907/the-smallest-difference-between-2-angles
delta_theta = source-target
if delta_theta > pi:
delta_theta = delta_theta - 2 * pi
elif delta_theta< -pi:
delta_theta = delta_theta + 2 * pi
return delta_thetaquick edit: The last line of the algorithm may not be correct.  The python function definitely is as I've tested it and use it literally every day.URL: http://forum.audiogames.net/viewtopic.php?pid=150646#p150646

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Re: [Audiogames-reflector] Math Question

2013-10-05 Thread AudioGames.net Forum — Off-topic room: camlorn


Re: Math Question

Okay, well, there's a few approaches to this.  One is easy, will do what you want, will work in BGT, but will generally be less powerful in the 100 or so other cases in which you need similar but not quite the same information.  The second is slower, but is the only option if you want maintainable code that can tell you, for example, if x is behind bob or if you want to plug bob into something like Open Al or DirectX.  I'll go into the first here.  The second is the 2d (or in the more general case 3d) transformation matrix, and it lets you do a ton, and I mean a ton, of useful stuff.  It's also easier than what I'm about to outline in any language that provides a library for them, taking the following algorithm down to two or 3 lines if used correctly.The algorithm is as follows:let ax and ay be the position of the player; let bx and by be the position of the point of interest.Let rx and ry be the coordinates of the p
 oint of interest (bx, by) computed as follows:rx = bx-ax and ry = by - ayLet us now calculate theta as atan2(ry, rx).  This is the angle such that, if bob were facing straight east, he would need to turn.  Note that in trig all positive angles are turning counterclockwise and all negative angles are turning clockwise.  i'm afraid from this point forward, I'm going to have to assume familiarity with angle equivalences-that is that 0 is 2pi, that pi/2 is -3pi/2, etc, as that's a bit lengthy to go into here.Assume that we have some angle t2, the direction in which bob is facing.  We wish to have bob face the angle theta.  Assume that t2 and theta are both positive and on the range 0 (inclusive) to 2pi (exclusive-2pi = 0).Now, the solution is either t2-theta or theta-t2, whichever is less disregarding the negative.I believe I did that correctly.  I'm not testing it at the moment, and I don't have code f
 or this that's all in one file (i3d has some, but it's split through multiple places).You can also divide the dot product of the unit vector representing bob's direction and the vector representing the direction of the point relative to bob by the magnitude of the vector representing the direction of the point relative to bob to obtain the cosine of the angle between them.  this will, unfortunately, disregard which way bob has to turn, but may be faster depending on why you need this information (recall that cosine is periodic on the range 0 to pi).And finally, given any two angles, the following python function finds the angle you'd have to turn to get from the first to the second.def angle_between(source, target):
"""takes two angles on the range [0, 2*pi] and returns an angle between -pi and pi which represents the angle from source to target.  Positive values mean the target is to the left; negative means that the target is to the right."""
#this algorithm was originally taken from: http://stackoverflow.com/questions/1878907/the-smallest-difference-between-2-angles
delta_theta = source-target
if delta_theta > pi:
delta_theta = delta_theta - 2 * pi
elif delta_theta< -pi:
delta_theta = delta_theta + 2 * pi
return delta_thetaURL: http://forum.audiogames.net/viewtopic.php?pid=150646#p150646

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Re: [Audiogames-reflector] Injustice Gods Among Us. More accessible than before.

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: seal


Re: Injustice Gods Among Us. More accessible than before.

Well, if you want to get steam, or have it already, you can add me, my nickname is: lirin123URL: http://forum.audiogames.net/viewtopic.php?pid=150645#p150645

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Re: [Audiogames-reflector] Solara

2013-10-05 Thread AudioGames.net Forum — New releases room: dd


Re: Solara

oh, those bugs were fixed in the update last nightdoes anyone other than me think that quest rewards should be scaled up a bit at the higher levels? because right now that amount you get is entirely useless, you can't even train onceURL: http://forum.audiogames.net/viewtopic.php?pid=150644#p150644

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Re: [Audiogames-reflector] a bunch of new japanese audiogames!

2013-10-05 Thread AudioGames.net Forum — New releases room: flame_elchemist


Re: a bunch of new japanese audiogames!

Is there a langoage pack for the game I can't get it to work with the instant translate add-onURL: http://forum.audiogames.net/viewtopic.php?pid=150643#p150643

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Re: [Audiogames-reflector] XXX Horny Girls, another adult mod for Pontes Kick-ups

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Vincent


Re: XXX Horny Girls, another adult mod for Pontes Kick-ups

My first mod for this game, XXX Nasty Girls, can be found in this topic.URL: http://forum.audiogames.net/viewtopic.php?pid=150642#p150642

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[Audiogames-reflector] XXX Horny Girls, another adult mod for Pontes Kick-ups

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Vincent


XXX Horny Girls, another adult mod for Pontes Kick-ups

Hi againI finished my work for a new adult theme for Pontes Kick-ups:Download XXX Horny GirlsThe password is"I am major"I hope this is better than the first one: XXX Nasty Girls.  VincentURL: http://forum.audiogames.net/viewtopic.php?pid=150641#p150641

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: BryanP


Re: Upcoming technology for game music rendering

Burak, Philip has stated repeatedly that he's not giving out details about PH or his new project so he doesn'thave to deal with flack if things don't work out the way he says they should. We know that PH has been put on hold for the moment (keep in mind I said put on hold not cancelled), but that's all we know and that's all we will know until Philip has something new to report. The same goes for his other game. We'll know something when he decides he has something worth reporting. I for one will be interested to see how Elias, once it's more fleshed out, will affect his own game development.URL: http://forum.audiogames.net/viewtopic.php?pid=150640#p150640

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Re: [Audiogames-reflector] Injustice Gods Among Us. More accessible than before.

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: death_rattlehead


Re: Injustice Gods Among Us. More accessible than before.

That would be cool actually. As I'm about to engage in the process of building my own pc for gaming. I also have MK9 on PC.URL: http://forum.audiogames.net/viewtopic.php?pid=150639#p150639

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Re: [Audiogames-reflector] Youtube perminantely muted

2013-10-05 Thread AudioGames.net Forum — Off-topic room: AlexN94


Re: Youtube perminantely muted

Well, Dark, the fun thing is that where the sound seemed to be on in your case, but just turned Down, the button actually said that sound was off here. Clicking it did nothing, but updating did, though the volume was just extremely low after that. Glad you got it solved, and hopefully others with the same problem can get that too.URL: http://forum.audiogames.net/viewtopic.php?pid=150638#p150638

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Re: [Audiogames-reflector] Math Question

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Joseph Westhouse


Re: Math Question

I thought you might be the one to ask, haha. Thanks, man! I'll let you know if it doesn't work, but I tend to trust you in these matters.URL: http://forum.audiogames.net/viewtopic.php?pid=150637#p150637

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Re: [Audiogames-reflector] Math Question

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Aprone


Re: Math Question

I didn't have time to pop this into code to check it, but I'm pretty sure this is right.temp1 = x2- xtemp2 = y - y2If temp1 = 0 And temp2 = 0 Then exit // because theda cannot be determined (you are at the spot)    If temp2 > 0 Then theda = Arctangent(temp1 / temp2)If temp2 < 0 Then theda = Arctangent(temp1 / temp2) + 3.141593 //(doing Pi to this many decimals is entirely unnecessary by the way.  I recommend using only 3.142 unless you have a reason to use more.)theda = (theda * (180 / 3.141593)) //The answer was in radians, so if you want degrees this will convert it.theda = theda - 90 // I seem to remember that this formula flips the coordinate system 90 degrees, and this corrects it.  Again I haven't sat to double check, but I seem to remember it having to do with real life math coordinates being Y-axis flipped from computer coordinates.I hope this helps.URL: http://forum.audiogames.net/viewtopic.php?pid=150636#p150636

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Haramir


Re: braillemone a pokemon port for visually impaired players

Hmm, it makes sense.Best regards, Haramir.URL: http://forum.audiogames.net/viewtopic.php?pid=150635#p150635

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Joseph Westhouse


Re: Upcoming technology for game music rendering

[[wow]], this looks very, very exciting. I'm reserving judgment about how it will affect the process of composing for a game until I try it myself...on the one hand, I could see it making the process a bit more complicated...or it could make it easier. I think it all depends on how everything is implemented. One way or the other, though, it sure seems like the finished product will be worth it. Game music is a big passion of mine, so I'm pretty psyched about this. Can't wait for more updates!URL: http://forum.audiogames.net/viewtopic.php?pid=150634#p150634

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Re: [Audiogames-reflector] Youtube perminantely muted

2013-10-05 Thread AudioGames.net Forum — Off-topic room: aaron


Re: Youtube perminantely muted

hi,how do I update flash?URL: http://forum.audiogames.net/viewtopic.php?pid=150633#p150633

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Re: [Audiogames-reflector] Youtube perminantely muted

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Re: Youtube perminantely muted

Well that did it Alex, thanks for pointing me in the right direction. I believe it was the same issue. I updated adobe just to see if that would do any good, but still no sound, so it was the  volume. Very nice discovery, I've always wondered what that "seak slider" thingy was for, as clicking on it did no good. It's also   great to be able to  rewind youtube clips, (I've wanted to do this for ages, especially when watching game videos, but no luck). I'll add that youtube faq to my  favourites, though I do kick myself for not seeing it before.URL: http://forum.audiogames.net/viewtopic.php?pid=150632#p150632

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Re: [Audiogames-reflector] coming soon, super blind driver. here is the trayler

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: burak


Re: coming soon, super blind driver. here is the trayler

Hey, this is not a racing game as I know. it's a driving game.URL: http://forum.audiogames.net/viewtopic.php?pid=150631#p150631

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[Audiogames-reflector] Math Question

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Joseph Westhouse


Math Question

I'm looking for a formula, and the internet is remarkably unhelpful (probably because they aren't putting math in a screen-reader friendly format...) Any help would be appreciated.I'm looking for a formula to calculate the bearing, in degrees, to a point on a horizontal plane. Maybe bearing isn't the right word, since I think bearing measures degrees from north. Basically, here's what I want:Bob is at coordinates x, y.Bob is facing z degrees.Point A is at coordinates x2, y2Bob must turn how many degrees clockwise or counterclockwise in order to be facing Point A?There was a time I probably could have worked this out, but my math gears are rusted, lol. I'm sure there's an algorithm that does what I'm looking for...if anyone knows what it is, I'd be greatly in your debt.URL: http://forum.audiogames.net/viewtopic.php?pid=150
 630#p150630

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-05 Thread AudioGames.net Forum — New releases room: burak


Re: New software utility package coming soon, GLApps

Hey, how about a file encrypter and a file pack creator to pack our files into an exe or a dat file?URL: http://forum.audiogames.net/viewtopic.php?pid=150629#p150629

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-05 Thread AudioGames.net Forum — New releases room: burak


Re: New software utility package coming soon, GLApps

Hey, how about a file encrypter, a file pack creator to pack our files into an exe or a dat file.URL: http://forum.audiogames.net/viewtopic.php?pid=150629#p150629

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Re: [Audiogames-reflector] The best video game soundtracks?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Re: The best video game soundtracks?

[[wow]], lots of thoughts. @Dark Abomination, any idea where to download the snes Lotr soundtrack? I've been trying to get it for a long time, but since it's unrippable, I've never found it anywhere.kirby was an odd beast, since I noticed in melee, the first game I saw him in that his tunes sounded fairly melodic. I then got hold of (basically on a whim), Kirby superstar for the Snes (weerdly renamed Kirby's funpack in europe). This really surprised me, since tinkly fairground kirby themes gave way to some lovely orchestral remixes that let the highly melodic line show through. This is especially true in the tougher and more ominous games like Great cave offensive and even more especially MEtanight). My personal favourite kirby bos theme however isn't KinDedede, it's the battle against marx (which is a little weerd I know given my political beliefs). I was extra pleased when i got the brawl soundtrack this got a lovely remake, --- it rather helps that the battle is pretty awsome too, and once finished you get the really amazing Kirby's superstar end theme. You can find it, along with pretty much everything else for the snes over at http://www.snesmusic.org/v2/ and I pretty much play it, along with just about every other whacky format out there with Chipamp, the addon for winamp which can be found: http://www.chipamp.org/ for winamp. I've not really seen much of the later kirby games, sadly his two gba outings, the remake of nightmare in dreamland and kirby and the amazing mirror were somewhat disappointing in music terms (my mum described them as fairground music), which is a shame. Lufia and Luna are series I'm not sure of, though I completely agree on ff soundtracks of the 16 bit era, indeed despite how lovely return to zamarcand is, I'm do sometimes wonder if the ff series peaked at 8.Regarding megaman, well all soundtracks and many many remixes can be found on http://wiki.themmnetwork.com/index.php? … ic_Archive If you want 8bit Mega man x Family marrio, try the soundtracks to mega man xtreme and xtreme 2. These were essentially to the x series what the gb mega man games were to the classic series, short, portable versions with recycled bosses, albeit being the x series they have plot. I confess I personally wasn't taken with the remixes on the gbc, and much preferd the originals, though interestingly enough this does make x3 a rather unique beast since there are now official versions of many tracks in 8bit gbc version, 16 bit Snes version from the North American release, and 32 bit ps1 versions from the European release. I do have to admit that while some of the ps1 tracks from x3 are nice, they suffer from some truly horrible arrangements that make them sound like a late 80's budgit anime, and even tracks like Crush Crawfish which have a great rock start can descend fairly quickly. Regarding the later x series, 4 I find the most consistant in quality, plus it actually introduced real light motiefs for characters, especially zero, Iris and colonel which recurred throughout the story and gave the music more prominance in the game. 5 Had some awsome moments. X vs zero, Grizly slash, that lovely remake of Bubble crap used for Duff Mcwhailen, not to mention Sigma's most recognizable and intimidating themes to date plus the first stage virus theme (which for shear evil weerd electronicness and general desolation stands apart). However, for me, 5 just had too much that felt uncertain or generically disco. This was particularly telling given that in plot terms 5 really is the world gone utterly to hell, most reploids insane, and a space station about to crash into the earth, (it was the planned ending for the series with Zero's final saccrifice, return of Doctor wily and actually was pretty epic at that). So, uncertain happy disco themes for stages like Izy glow or the Skyther just didn't run, and goodness knows what capcom were smoking when they composed the final stage theme! X6 I view as probably the closest the series got to full on epic metal, in some ways it was the most experimental soundtrack. Much more melodic in some places, actively discordent in others, (ground scaravich's stage is pretty horrible), sometimes it's an rpg soundtrack as with commander yamark, sometimes it dips into techno horror (sigma's first form), it even has a theme, Metal shark player which utterly changes from a swooping 4 4 to a rather faster 4 8 mid way through. Again like 5 I find x6 patchy, but I really admire it for being the most out there, and when it hits the mark it really! hits,  blizard wolfang or infinitey miaginian are just awsome!  oh, and of course so many hard rock remixes of x2 can't be bad . It was after x6 that for me the soundtracks lost their chalm, then again x6 was the last x game I could play so I might be a little biased. I confess with the X series and Metroid Series there is a good amount of nostalgia for me. The x series were the first ever soundtrack

Re: [Audiogames-reflector] The best video game soundtracks?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Re: The best video game soundtracks?

[[wow]], lots of thoughts. kirby was an odd beast, since I noticed in melee, the first game I saw him in that his tunes sounded fairly melodic. I then got hold of (basically on a whim), Kirby superstar for the Snes (weerdly renamed Kirby's funpack in europe). This really surprised me, since tinkly fairground kirby themes gave way to some lovely orchestral remixes that let the highly melodic line show through. This is especially true in the tougher and more ominous games like Great cave offensive and even more especially MEtanight). My personal favourite kirby bos theme however isn't KinDedede, it's the battle against marx (which is a little weerd I know given my political beliefs). I was extra pleased when i got the brawl soundtrack this got a lovely remake, --- it rather helps that the battle is pretty awsome too, and once finished you get the really amazing Kirby's superstar end theme. You can find it, along with pretty much everything else for the snes over at http://www.snesmusic.org/v2/ and I pretty much play it, along with just about every other whacky format out there with Chipamp, the addon for winamp which can be found: http://www.chipamp.org/ for winamp. I've not really seen much of the later kirby games, sadly his two gba outings, the remake of nightmare in dreamland and kirby and the amazing mirror were somewhat disappointing in music terms (my mum described them as fairground music), which is a shame. Lufia and Luna are series I'm not sure of, though I completely agree on ff soundtracks of the 16 bit era, indeed despite how lovely return to zamarcand is, I'm do sometimes wonder if the ff series peaked at 8.Regarding megaman, well all soundtracks and many many remixes can be found on http://wiki.themmnetwork.com/index.php? … ic_Archive If you want 8bit Mega man x Family marrio, try the soundtracks to mega man xtreme and xtreme 2. These were essentially to the x series what the gb mega man games were to the classic series, short, portable versions with recycled bosses, albeit being the x series they have plot. I confess I personally wasn't taken with the remixes on the gbc, and much preferd the originals, though interestingly enough this does make x3 a rather unique beast since there are now official versions of many tracks in 8bit gbc version, 16 bit Snes version from the North American release, and 32 bit ps1 versions from the European release. I do have to admit that while some of the ps1 tracks from x3 are nice, they suffer from some truly horrible arrangements that make them sound like a late 80's budgit anime, and even tracks like Crush Crawfish which have a great rock start can descend fairly quickly. Regarding the later x series, 4 I find the most consistant in quality, plus it actually introduced real light motiefs for characters, especially zero, Iris and colonel which recurred throughout the story and gave the music more prominance in the game. 5 Had some awsome moments. X vs zero, Grizly slash, that lovely remake of Bubble crap used for Duff Mcwhailen, not to mention Sigma's most recognizable and intimidating themes to date plus the first stage virus theme (which for shear evil weerd electronicness and general desolation stands apart). However, for me, 5 just had too much that felt uncertain or generically disco. This was particularly telling given that in plot terms 5 really is the world gone utterly to hell, most reploids insane, and a space station about to crash into the earth, (it was the planned ending for the series with Zero's final saccrifice, return of Doctor wily and actually was pretty epic at that). So, uncertain happy disco themes for stages like Izy glow or the Skyther just didn't run, and goodness knows what capcom were smoking when they composed the final stage theme! X6 I view as probably the closest the series got to full on epic metal, in some ways it was the most experimental soundtrack. Much more melodic in some places, actively discordent in others, (ground scaravich's stage is pretty horrible), sometimes it's an rpg soundtrack as with commander yamark, sometimes it dips into techno horror (sigma's first form), it even has a theme, Metal shark player which utterly changes from a swooping 4 4 to a rather faster 4 8 mid way through. Again like 5 I find x6 patchy, but I really admire it for being the most out there, and when it hits the mark it really! hits,  blizard wolfang or infinitey miaginian are just awsome!  oh, and of course so many hard rock remixes of x2 can't be bad . It was after x6 that for me the soundtracks lost their chalm, then again x6 was the last x game I could play so I might be a little biased. I confess with the X series and Metroid Series there is a good amount of nostalgia for me. The x series were the first ever soundtracks I downloaded from the net in 2003, heck, that was on what now seems an amazingly slow dial up connection where each track had to be downloaded separately, would take betw

Re: [Audiogames-reflector] Ripping Sound from Games

2013-10-05 Thread AudioGames.net Forum — Off-topic room: burak


Re: Ripping Sound from Games

Yeah man I really really need nfs car loops etc .URL: http://forum.audiogames.net/viewtopic.php?pid=150627#p150627

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: brad


Re: braillemone a pokemon port for visually impaired players

Hi.That's not possible since she didn't make the topic.URL: http://forum.audiogames.net/viewtopic.php?pid=150626#p150626

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: burak


Re: Upcoming technology for game music rendering

Hey, thanks for the preview, it's certainly awesome. I have a question. what about the game you're making? and I wonder what's going on with perilous hearts.URL: http://forum.audiogames.net/viewtopic.php?pid=150625#p150625

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Re: [Audiogames-reflector] sun java on ubuntu 13.04 and coffy mud

2013-10-05 Thread AudioGames.net Forum — Off-topic room: fastfinge


Re: sun java on ubuntu 13.04 and coffy mud

From a shell:apt-get install openjdk-6-jreapt-get install openjdk-6-jdkwhereis javacThen edit InstallUNIX.SH and make the obvious changes in the obvious places.  Note that if you aren't familiar with searching for and installing packages via apt, the shell, and editing shell scripts, your quest to host a mud will not end in success.URL: http://forum.audiogames.net/viewtopic.php?pid=150624#p150624

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Re: [Audiogames-reflector] super mario sounds.

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: FamilyMario


Re: super mario sounds.

Zophar's Domain is working fine here. I don't get any pop-ups anymore.URL: http://forum.audiogames.net/viewtopic.php?pid=150623#p150623

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-05 Thread AudioGames.net Forum — New releases room: prince animeshh


Re: New software utility package coming soon, GLApps

note this is just an idea u have to change it is interfaceURL: http://forum.audiogames.net/viewtopic.php?pid=150622#p150622

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-05 Thread AudioGames.net Forum — New releases room: prince animeshh


Re: New software utility package coming soon, GLApps

note this is just an idea u have to chang it is interfaceURL: http://forum.audiogames.net/viewtopic.php?pid=150622#p150622

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Re: [Audiogames-reflector] Otherworld: The Land of Tirn Aill

2013-10-05 Thread AudioGames.net Forum — New releases room: bladestorm360


Re: Otherworld: The Land of Tirn Aill

[[wow]], I am terrible about not posting links to games, lol. No wonder hardly anyone has signed up. The info is:Address: tirnaill.comPort: 4000URL: http://forum.audiogames.net/viewtopic.php?pid=150620#p150620

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Re: [Audiogames-reflector] New software utility package coming soon, GLApps

2013-10-05 Thread AudioGames.net Forum — New releases room: prince animeshh


Re: New software utility package coming soon, GLApps

hi i love your idea can wee have this game in your app sweethttp://stressreliefpig.com/games/downlo … royer.htmlURL: http://forum.audiogames.net/viewtopic.php?pid=150621#p150621
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Re: [Audiogames-reflector] Freedom Scientific Gets a New CEO

2013-10-05 Thread AudioGames.net Forum — Off-topic room: prince animeshh


Re: Freedom Scientific Gets a New CEO

loss interest for jaws it is no more then a peace  of junk for meURL: http://forum.audiogames.net/viewtopic.php?pid=150619#p150619

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: philip_bennefall


Re: Upcoming technology for game music rendering

Hi Phil,I'm really glad you liked the demo! The tracks are stereo Wave files, but you can use any format and any storage mechanism you wish, including encryption etc. The engine was especially designed not to enforce any kind of restrictions on how you store and encode your audio. You could use any material you wanted, including a voice or a heartbeat, and anything else you could think of.Kind regards,Philip BennefallURL: http://forum.audiogames.net/viewtopic.php?pid=150618#p150618

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Re: [Audiogames-reflector] zello

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: bladestorm360


Re: zello

You just need one of the moderators to move it to off topic for you.URL: http://forum.audiogames.net/viewtopic.php?pid=150617#p150617

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Re: [Audiogames-reflector] zello

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: sswwaaiikkee


Re: zello

oupswhat I have to do?deleted?URL: http://forum.audiogames.net/viewtopic.php?pid=150616#p150616

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Re: [Audiogames-reflector] zello

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: AlexN94


Re: zello

This topic probably doesn't belong to this room... Just saying. URL: http://forum.audiogames.net/viewtopic.php?pid=150615#p150615

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: BryanP


Re: Upcoming technology for game music rendering

As for that last I think Alter Aeon already does that.URL: http://forum.audiogames.net/viewtopic.php?pid=150614#p150614

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Re: [Audiogames-reflector] Youtube perminantely muted

2013-10-05 Thread AudioGames.net Forum — Off-topic room: AlexN94


Re: Youtube perminantely muted

I had the same problem. Updating flash player seems to solve it.About how to control the volume, I found this link:https://support.google.com/youtube/answer/189278?hl=enI had to turn it up after updating flash player since it was extremely low for some reason.HTH.URL: http://forum.audiogames.net/viewtopic.php?pid=150613#p150613

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Re: [Audiogames-reflector] audio tutorial for audacity?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: severestormsteve1


Re: audio tutorial for audacity?

Okay, I will work on it.URL: http://forum.audiogames.net/viewtopic.php?pid=150612#p150612

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Haramir


Re: braillemone a pokemon port for visually impaired players

Hey all! Daigonite, would you mind to post all updates in the first post? It would be alot easier to download when something is new. You can edit the first post and put the updated links without the need to write anything else.Best regards, Haramir.URL: http://forum.audiogames.net/viewtopic.php?pid=150611#p150611

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Re: [Audiogames-reflector] Ripping Sound from Games

2013-10-05 Thread AudioGames.net Forum — Off-topic room: prince animeshh


Re: Ripping Sound from Games

hi there is it possible to rip sounds from g t a and need for speed games?URL: http://forum.audiogames.net/viewtopic.php?pid=150610#p150610

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Re: [Audiogames-reflector] Scrolling Battles

2013-10-05 Thread AudioGames.net Forum — New releases room: prince animeshh


Re: Scrolling Battles

ya u are riteURL: http://forum.audiogames.net/viewtopic.php?pid=150609#p150609

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Re: [Audiogames-reflector] zello

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: sswwaaiikkee


Re: zello

hi my inglish its not goodbecause I m coppy pageyou can readZello HomeSupportContactGet Zello@WorkSign In           Zello walkie-talkie appZello is a free push-to-talk application for smartphones and PCs. It's lightweight, easy to use and extremely fast. Better yet, it's free and will remain free for personal use. 10 million. That's how many times users have downloaded Zello. Try it on your Android, BlackBerry, iPhone, PC or a mix! FeaturesFastZello conversations are almost as fast as face-to-face conversations and faster than online communications. Easy to useJust push the button to talk. You most likely won't have to configure anything to start using Zello.One-to-manyZello supports channels where you can talk to one person on up to 100 people from all over the world … at the same time. Voice historyRe-play your conversations whenever you want.LightweightWe don't like bloated software. Zello setup is lightweight and the program uses very little system resources and memory. LoudYou don't have to use a headset with Zello. Use what works for you: phone's speakerphone, a plugged in or built-in microphone and connected speakers, for example. MobileTurn your phone into a two-way radio with Zello for Android, BlackBerry or iPhone! MultilingualZello is available in 11 languages. More translations to come. Do you want to help translate Zello? Start now with the interactive wiki! CompatibilityZello works great over Wi-Fi and 3G, and even GPRS and EDGE. Zello app galleryAndroid        Blackberry        iPhone        Windows         iPhoneAndroidBlackBerryPC Public ChannelsSupportZello@Work PrivacyTerms of Service BlogContactTeam     © 2007-2013URL: http://forum.audiogames.net/viewtopic.php?pid=150608#p150608
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[Audiogames-reflector] Youtube perminantely muted

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Youtube perminantely muted

Youtube has no sound at all. I'm sure it's not muted since the button that says "unmute" is labeled mute, just as the button labeled  "pause" changes it's lable to "play" when the vidio is paused.I'm not sure if there is a volume, since I don't seem to be able to access it.Anyone had a similar problem? I've tried clearing my brouser cash to see if it'd restore settings, but no. And before anyone asks, no I cannot use that pile of  junk otherwise known as Firefox, I'm using ie8 and flash player, which worked absolutely fine yesterday on my other laptop, so whatever this problem is it's not just the brouser or version of shockwave. i've tried other flash things (like the gamevial games), and the sound is fine, so it's a youtube specific issue. Any suggestions?URL: http://forum.audiogam
 es.net/viewtopic.php?pid=150607#p150607

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[Audiogames-reflector] Youtubue perminantely muted

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Youtubue perminantely muted

This is strange and annoying!  Any youtube clip I open seems perminantly muted. It plays (I can see the video and if I go to the flash pane with supernova I can see the second counter), but there is no sound. There is a button labeled "unmute" which implies that it is perminantly muted, but clicking this doe nothing, even though the other buttons seem to work fine. Anyone had a similar problem? I've tried clearing my brouser cash to see if it'd restore settings, but no. and before anyone asks, no I cannot use that pile of junk otherwise known as Firefox, I'm using ie8 and flash player, which worked absolutely fine yesterday on my other laptop, so whatever this problem is it's not just the brouser or version of shockwave. i've tried other flash things (like the gamevial games), and the sound is fine, so it's a youtube specific issue. Any suggestions?URL: http://forum.audiogames.net/viewtopic.php?pid=150607#p150607

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Re: [Audiogames-reflector] zello

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: pelantas


Re: zello

hiwhere is this program going about. i mean what can we do with it?greetz mikeURL: http://forum.audiogames.net/viewtopic.php?pid=150606#p150606

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Re: [Audiogames-reflector] Enhanced iOS Voice

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Phil


Re: Enhanced iOS Voice

I think it is only the Siri voice that is enhanced, not the voiceover voice.URL: http://forum.audiogames.net/viewtopic.php?pid=150605#p150605

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Phil


Re: Upcoming technology for game music rendering

Hi Philip,That demo was fantastic!Are the original files .wav or . mp3 or other?Mono or stereo?Would it also work with a voice singing?Or how about a heart beating?I can imagine a terrific demo for the system, in an arina with crowds cheering around the edge and it's you and an opponent fighting. As the oponent gets closer the music is enhanced. Even better it has a more threatening tone if the oponent is behind you and you don't know it,like in Shades of Doom when a drum beats.Then as your swords clash, the tempo would speed up.It could also change based on your health, as you got injured the music would reflect your condition so you wouldn't have to check this by voice.URL: http://forum.audiogames.net/viewtopic.php?pid=150604#p150604

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: BryanP


Re: Upcoming technology for game music rendering

Like I said, awesome. Because it'd be cool to be in the ultimate villain's fortress and have the music slowly build up to whenyou finally engage im especially if ou could find two pieces, one for the area itself and one for the actual battle, that are similar enough to fit together.URL: http://forum.audiogames.net/viewtopic.php?pid=150603#p150603

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: troopanum


Re: Upcoming technology for game music rendering

me too. I love that theme that was used, wish I could get the full theme, even if  it has to be baught, but hey over all, this sounds great when it comes to games.this engine will be epicURL: http://forum.audiogames.net/viewtopic.php?pid=150602#p150602

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Re: [Audiogames-reflector] Enhanced iOS Voice

2013-10-05 Thread AudioGames.net Forum — Off-topic room: BryanP


Re: Enhanced iOS Voice

Actually I think downloading the enhanced voice is what enables you to turn the compact voice off and actually haveit make a difference.URL: http://forum.audiogames.net/viewtopic.php?pid=150601#p150601

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[Audiogames-reflector] zello

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: sswwaaiikkee


zello

hi all I m find very good program zelloand this program is accessiblehttp://zello.com/URL: http://forum.audiogames.net/viewtopic.php?pid=150600#p150600

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: philip_bennefall


Re: Upcoming technology for game music rendering

Thanks, Bryan! That theme is by Kristofer. He's the musical brain behind the project so to speak, and I am responsible for the technical aspects.Kind regards,Philip BennefallURL: http://forum.audiogames.net/viewtopic.php?pid=150599#p150599

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: BryanP


Re: Upcoming technology for game music rendering

Nice. I could see this revolutionizing audio games as we know them if handled properly. And that theme you used in the demo is friggin' awesome. LOL.URL: http://forum.audiogames.net/viewtopic.php?pid=150598#p150598

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Deng


Re: braillemone a pokemon port for visually impaired players

@Rhythm Heaven 77: While you are in the menu listing your different menus, you can hit f2, and then the corresponding number of the item that you want to test out. For example, after hitting f2, i would then type the number, 22, for a rare candy. That's how you do it.URL: http://forum.audiogames.net/viewtopic.php?pid=150597#p150597

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: philip_bennefall


Re: Upcoming technology for game music rendering

Good morning all, and thanks for the continued feedback!@jaybird: I plan to write a bridge that goes into BGT that invokes the Elias dll. That way, BGT users can grab the same Elias distribution as everyone else and BGT will call upon it without trouble.It is absolutely no problem to transition from one theme to another. Currently you can just make two themes and silence the one while you start the other, though the plan is to unify this into a mixer object that can go immediately from one completely separate theme into another. However, if the two themes have the same tempo and time signature there is a more convenient way. The engine can have the same theme in different keys, so you could use that facility to transition from one song to the next if you wish.@Aminiel: Elias takes several prerecorded tracks as its input and produces one PCM mix as its output. This means that you can use whatever recordings you like, whether they be orchestral or techno. We do 
 plan to integrate a custom sampler in the future, but that is much further down the road.Kind regards,Philip BennefallURL: http://forum.audiogames.net/viewtopic.php?pid=150596#p150596

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Re: [Audiogames-reflector] a bunch of new japanese audiogames!

2013-10-05 Thread AudioGames.net Forum — New releases room: sebustre


Re: a bunch of new japanese audiogames!

didn't understand how to play it to. all is in japanese and NVDA seem to not translate it. any help, please?URL: http://forum.audiogames.net/viewtopic.php?pid=150595#p150595

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Re: [Audiogames-reflector] Freedom Scientific Gets a New CEO

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Aminiel


Re: Freedom Scientific Gets a New CEO

That remembers me the post about a guy basicly saying that FS didn't make anything really new since jaws 5, except supporting new windows and programs versions.The only things post jaws 5 I would stop on would be ARIA support and virtual ribbon. For the rest... text analyzer, flexible web, etc. it's just quite optional utilities.The first thing they should do is perhaps not relax the price, but the limit in number of upgrades allowed, and their heavily constraining copy protection.1 - Considering the high price they ask for, they should provide once and for all life personal license. They are profiting because of the fact that states, schools, spam?, etc. can afford that much and every year, and this, isn't normal.2 - Since many years that they are on market, they should have understood that there is no way, fortunately or unfortunately, that it's basicly impossible to stop crack. All expensive software out there end up eventually being
  cracked. And it's not because your software is regularely cracked that you have to bother honnest customers by making them burning activations everytime you install new hardware; it will just encourage you to crack even more to avoid that sort of problems.Here were the three major problems of FS: releasing new jaws versions with allmost nothing new in it so that you aren't allowed to upgrade once there is really something new, have limited number of upgrades allowed, and too complex and constraining protection.In short, their first problem isn't the price of their solution, but what they allow you to do with it once you paid for it.URL: http://forum.audiogames.net/viewtopic.php?pid=150594#p150594

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Re: [Audiogames-reflector] Otherworld: The Land of Tirn Aill

2013-10-05 Thread AudioGames.net Forum — New releases room: sebustre


Re: Otherworld: The Land of Tirn Aill

hi guys!can someone post the mud adress and the port number please,i didn't find it on the explanation, or maybe, i didn't read wellsory; URL: http://forum.audiogames.net/viewtopic.php?pid=150593#p150593

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Re: [Audiogames-reflector] braillemone a pokemon port for visually impaired players

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Rhythm Heaven 77


Re: braillemone a pokemon port for visually impaired players

Hello all.  I would just like to know if it is possible to obtain more than one rare candy, because I only see 1 rare candy under items.  Thank you so much for any help.URL: http://forum.audiogames.net/viewtopic.php?pid=150592#p150592

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Re: [Audiogames-reflector] Scrolling Battles

2013-10-05 Thread AudioGames.net Forum — New releases room: sebustre


Re: Scrolling Battles

mmm. how do we get money, i believed it was by killing ennemis?URL: http://forum.audiogames.net/viewtopic.php?pid=150591#p150591

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Re: [Audiogames-reflector] symbolic representation of disabilities, what do you think?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Re: symbolic representation of disabilities, what do you think?

@Chandu, your correct on that. I have mentioned before on this forum my summer music school who had dam awful experiences with two apparently very demanding blind girls and their guide dogs, and who were actually only willing to take me because! I didn't have a guide dog at the time. Frankly that one worked out, mostly because the principle was willing to change, and indeed the reason I know so much about said original girls is that the principle had a long chat to me comparing what I did to what they did. However that being said, unfortunately Chandu your equally correct on preconceived opinions and avoidance. This is why it's taken my brother fourteen years! to get a job in law, despite being over qualified, and why I've had so many instances of directors saying varients of "bugger off we can't have a blind person on stage" or still worse, making up an excuse of one sort or another. This is one reason I suggest in my phd an independent
  disability advocacy service who basically talk! about disability with disabled person and their employer and do mediation, simply because most people don't have the contextual equipment to make an unbiased judgements of the capabilities of any disabled person, "Well I can't imagine climbing up stairs without seeing, so obviously nobody else can" (I myself have a useful phrase when people ask me if I want to use the lift, or just assume I do "It's the eyes that don't work,nothing wrong with my legs!" ). @Kile,  I've seen about the same as you with regarding the rocking and bad head position. The reason such habbits develop  is essentially physiological. Since a blind person can't visually fix their eyes on a distant object and gain neural stimulation while sitting still the way a sighted person can, they atte
 mpt to get it through movement such as rocking or head rubbing etc. The problem however is since nobody corrects their habbits and since they're in an environment where such things, as much as body posture are the norm, such things just continue. Of course I was lucky in that having a blind mother I never developed such, also I can visually see head position if I'm sitting close to someone. Again this is why I'm dead against specialist schools.It does seem odd though that after we've had a blind cabinet minister (david blunket, admitedly for the horrible labour party but who's counting), the general population don't have a better view of blindness generally, and of what blind people are capable of. Again however it is either super human or sub human with nothing in between, at least for most people.URL: http://forum.audiogames.net/viewtopic.php?pid=150590#
 p150590

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Re: [Audiogames-reflector] symbolic representation of disabilities, what do you think?

2013-10-05 Thread AudioGames.net Forum — Off-topic room: Dark


Re: symbolic representation of disabilities, what do you think?

@Chandu, your correct on that. I have mentioned before on this forum my summer music school who had dam awful experiences with two apparently very demanding blind girls and their guide dogs, and who were actually only willing to take me because! I didn't have a guide dog at the time. Frankly that one worked out, mostly because the principle was willing to change, and indeed the reason I know so much about said original girls is that the principle had a long chat to me comparing what I did to what they did. However that being said, unfortunately Chandu your equally correct on preconceived opinions and avoidance. This is why it's taken my brother fourteen years! to get a job in law, despite being over qualified, and why I've had so many instances of directors saying varients of "bugger off we can't have a blind person on stage" or still worse, making up an excuse of one sort or another. This is one reason I suggest in my phd an independent
  disability advocacy service who basically talk! about disability with disabled person and their employer and do mediation, simply because most people don't have the contextual equipment to make an unbiased judgements of the capabilities of any disabled person, "Well I can't imagine climbing up stairs without seeing, so obviously nobody else can" (I myself have a useful phrase when people ask me if I want to use the lift, or just assume I do "It's the eyes that don't work,nothing wrong with my legs!" ). @Kile,  I've seen about the same as you with regarding the rocking and bad head position. The reason such habbits develop  is essentially physiological. Since a blind person can't visually fix their eyes on a distant object and gain neural stimulation while sitting still the way a sighted person can, they atte
 mpt to get it through movement such as rocking or head rubbing etc. The problem however is since nobody corrects their habbits and since they're in an environment where such things, as much as body posture are the norm, such things just continue. Of course I was lucky in that having a blind mother I never developed such, also I can visually see head position if I'm sitting close to someone. Again this is why I'm dead against specialist schools.URL: http://forum.audiogames.net/viewtopic.php?pid=150590#p150590

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Re: [Audiogames-reflector] Upcoming technology for game music rendering

2013-10-05 Thread AudioGames.net Forum — General Game Discussion: Aminiel


Re: Upcoming technology for game music rendering

Hello,Quite impressive.Does the music basically works like MIDI, or you rather have a serie of prerecorded WAV/MP3 loopable tracks of same length that are mixed together and that basicly all go together if you play them all at the same time ?Same question as above, what about transition from a first theme to a second theme, for example if you have a new theme once you got into the temple ?Is it ment to be used only with orchestral style music, or does it also works with more modern music (having synthesizers, guitar, electronic bass and drums, etc.) ?URL: http://forum.audiogames.net/viewtopic.php?pid=150589#p150589

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Re: [Audiogames-reflector] Enhanced iOS Voice

2013-10-05 Thread AudioGames.net Forum — Off-topic room: lukas


Re: Enhanced iOS Voice

And I believe you do actually access the enhanced voice for the given language simply by turning the compact voice option off. That instructs the system to download and start using the higher-quality alternative. I might be wrong though, I haven't done this myself yet, just read about it somewhere.LukasURL: http://forum.audiogames.net/viewtopic.php?pid=150588#p150588

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