Re: an appeal
Re: an appeal Hey, guys... I have a question. Why does this forum have to be the arbiter of "Oh my god I got banned and it totally was unfair and I want you to not take into consideration my past behavior so please please please unban me please please please" requests? Why does the forum have to be an arbiter of unban requests in general? You wanna get unbanned, go to *the admins* of the game. If they don't listen, don't bring it up here and expect us to help you. If it was truly unreasonable, that's a different matter, but if it was a reasonable thing and *you know it* then don't bring it up here and expect sympathy. SheeshLike I know this is harsh but seriously. I'm pretty positive we all have better things to do than to attend to someone who believes they got banned unreasonably when its obvious that the ban was perfectly reasonable. URL: https://forum.audiogames.net/post/621077/#p621077 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: an appeal
Re: an appeal Hey, guys... I have a question. Why does this forum have to be the arbiter of "Oh my god I got banned and it totally was unfair and I want you to not take into consideration my past behavior so please please please unban me please please please" requests? Why does the forum have to be an arbiter of unban requests in general? You wanna get unbanned, go to *the admins* of the game. If they don't listen, don't bring your problems here. URL: https://forum.audiogames.net/post/621077/#p621077 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: sci-fi muds, wayfar1444.
Re: sci-fi muds, wayfar1444. @106, I significantly doubt that what you describe is the case at all. they're being a hypocrite of the highest order. And, you know... I was really hoping to play this game again. But there's no way in hell I'll be doing that with an admin who freely indulges in hypocrisy and who clearly demonstrates that they are not admin material at all. I hope I don't have to explain why. URL: https://forum.audiogames.net/post/620930/#p620930 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Minecraft as a totally blind player.
Re: Minecraft as a totally blind player. @44, Lets deconstruct your post:1. The negativity is perfectly reasonable. The default view of "Its unlikely to happen" is very logical given the financial cost. Yes, the menus are accessible, but that's nowhere near enough.2. A rewrite is required. As a developer myself, I can tell you that its highly unlikely that a few mods will make the entire game 100-percent accessible, if even 50-percent. And on systems where mods cannot be used -- such as on consoles -- you would definitely need a rewrite in that instance.3. I guarantee that if the developers saw this negativity they would undoubtedly agree with what people like me are saying. There is a point where optimism can only get you so far. Do we wish to play MC? Yes. Does that mean that our desire to do so will make it happen? Not really. We can bloat the game with all the mods in the universe, but what about those areas where mods aren't available? What about those areas of the game where mods can't actually do anything? The developers of the game would need to pick up that slack, and those areas may be a lot more than we initially think.Skepticism in this instance is warranted. Just because menus are accessible and we can send chat messages doesn't suddenly mean the developers are going to make the entire game accessible. Its like saying "Oh, the guys who work on Halo MCC have made the menus and chat messages accessible, so they're obviously going to make the entire game accessible". Sorry, but that's not a valid deduction. A lot goes into making a game fully accessible to people with disabilities, and if a game isn't initially written with that process in mind, when it comes time to actually do it its about 200-times harder than it would be if the game had been written with it in mind.4. That one sentence -- "Sometimes the American blind community can be a little strange after all" -- is quite a presumption. How do you know that all of us who are feeling this negativity, this doubt, are American?5. Yes, Xbox is accessible. Pokymon Crystal is accessible. That does not mean you can make a presumption that *every game* will suddenly become accessible. Nor does it mean that MC will, either.Edit: would just like to add that this default view of negativity is warranted not just because of financial/rewrite considerations but because history has aptly demonstrated, repeatedly, the folly of hoping that a game will be made accessible -- or that anything will be made by a big corporation with the disabled in mind. A few times it has happened, but the overwhelming amount of evidence is still there, and there's too little evidence to suggest that times are truly changing for the better for us. Corporations will most likely do what they must because the law requires them to, not out of any sense of obligation towards people with disabilities, making their efforts lackluster at best. MS is an exception to this, but I don't think MS is going to expend huge amounts of money to rewrite Minecraft just for blind people. URL: https://forum.audiogames.net/post/607751/#p607751 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Minecraft as a totally blind player.
Re: Minecraft as a totally blind player. @44, Lets deconstruct your post:1. The negativity is perfectly reasonable. The default view of "Its unlikely to happen" is very logical given the financial cost. Yes, the menus are accessible, but that's nowhere near enough.2. A rewrite is required. As a developer myself, I can tell you that its highly unlikely that a few mods will make the entire game 100-percent accessible, if even 50-percent. And on systems where mods cannot be used -- such as on consoles -- you would definitely need a rewrite in that instance.3. I guarantee that if the developers saw this negativity they would undoubtedly agree with what people like me are saying. There is a point where optimism can only get you so far. Do we wish to play MC? Yes. Does that mean that our desire to do so will make it happen? Not really. We can bloat the game with all the mods in the universe, but what about those areas where mods aren't available? What about those areas of the game where mods can't actually do anything? The developers of the game would need to pick up that slack, and those areas may be a lot more than we initially think.Skepticism in this instance is warranted. Just because menus are accessible and we can send chat messages doesn't suddenly mean the developers are going to make the entire game accessible. Its like saying "Oh, they guys who work on Halo MCC have made the menus and chat messages accessible, so they're obviously going to make the entire game accessible". Sorry, but that's not a valid deduction. A lot goes into making a game fully accessible to people with disabilities, and if a game isn't initially written with that process in mind, when it comes time to actually do it its about 200-times harder than it would be if the game had been written with it in mind.4. That one sentence -- "Sometimes the American blind community can be a little strange after all" -- is quite a presumption. How do you know that all of us who are feeling this negativity, this doubt, are American?5. Yes, Xbox is accessible. Pokymon Cyrstal is accessible. That does not mean you can make a presumption that *every game* will suddenly become accessible. Nor does it mean that MC will, either. URL: https://forum.audiogames.net/post/607751/#p607751 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Minecraft as a totally blind player.
Re: Minecraft as a totally blind player. 38-39, The only way MC would be fully accessible would be for it to be completely rewritten. To add accessibility in now would be extremely difficult and I doubt you could just do it with a mod. MC was never made with accessibility in mind. And until its completely rewritten with that in mind, we will never be able to fully enjoy the experience. Its not as simple as "add a mod here, a mod there, and boom, a fully immersive and accessible experience to people who are totally blind". I really don't think either of you understand just what you and your cohorts are proposing. The expenditure that MS would need would probably range in the millions of dollars, at minimum. The income they would reclaim because of totally blind players would not make up that loss, and therefore they see no need to actually do it, because the financial loss would outweigh the gain. Not to mention the amount of research required, too. Your talking about a massive overhaul of the entire game. Which is why, again, MS is not going to do it, along with any other company -- the loss that they would suffer would make it not worth the time and effort required. URL: https://forum.audiogames.net/post/607631/#p607631 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Minecraft as a totally blind player.
Re: Minecraft as a totally blind player. 38-39, The only way MC would be fully accessible would be for it to be completely rewritten. To add accessibility in now would be extremely difficult and I doubt you could just do it with a mod. MC was never made with accessibility in mind. And until its completely rewritten with that in mind, we will never be able to fully enjoy the experience. URL: https://forum.audiogames.net/post/607631/#p607631 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Minecraft as a totally blind player.
Re: Minecraft as a totally blind player. @28, Sorry, but this just doesn't hold. Yes, colors are abstract, but code can be extremely abstract too. We can't get our hands on the MC source code, so we don't even know where to begin. So, yes, we have a very, very abstract view of the game from a players POV, which is no help to us.We don't say MC won't ever be accessible because we're being cynical; we say it because we know it to be true. If you know how to make MC fully accessible to those with no vision or no useful vision, please, kindly educate us less-educated individuals so that we may hop aboard your bandwagon. URL: https://forum.audiogames.net/post/607594/#p607594 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Draconis Entertainment. Are they gone?
Re: Draconis Entertainment. Are they gone? You get a demo for (most) of Draconis' products. For things like SD though you don't URL: https://forum.audiogames.net/post/605184/#p605184 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Mush Z and the mind mangling messages of doom.
Re: Mush Z and the mind mangling messages of doom. Even if your VST directory is in the PATH environment variable that shouldn't affect anythign MUSHclient is doing. MUSHclient should not depend on PATH to find anything. URL: https://forum.audiogames.net/post/599313/#p599313 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Google Stadia discussion
Re: Google Stadia discussion I'm not only worried about latency and network connectivity, but what about browser permissions?@Jack, 5G doesn't work like 4G does. 5G only works with line-of-sight connectivity -- its frequency band is so high that it can't penetrate walls and other surfaces. Phones will use 5G when possible but most of the time you'll be back on 4G. URL: https://forum.audiogames.net/post/599310/#p599310 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: reflections from a former developer
Re: reflections from a former developer @50, I did say that, and my stance on that definitely hasn't changed. But that doesn't mean we should eliminate audio games. URL: https://forum.audiogames.net/post/590113/#p590113 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: reflections from a former developer
Re: reflections from a former developer I don't think we should ever lose audiogames -- nor do I think we ever will. They may not be fully inclusive yet, and maybe they never will be, purely because creating graphics that your modern gamer would think are "really good" is extremely difficult for us (not to mention graphics APIs are hard to use sometimes). Plus, I think audiogames give us an expressive and creative outlet that bring challenges to the sighted; the sighted can learn how to play our games while we learn to play theirs. URL: https://forum.audiogames.net/post/589910/#p589910 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: reflections from a former developer
Re: reflections from a former developer I'd like to add in my two sense as another developer here. I haven't released any audio games that I, personally, have developed independently, but I was on the development team of Snow Race, DMNB and DMPA and I actively participated in all three projects.One problem that I typically have, personally, is that I tend to start something and then eventually get bored of it and move onto something else. A lot of projects that I've initiated have died spectacularly that way. It isn't that I burn out, but more that I tend to use low-level languages for (all) of my projects, with very few exceptions, because I feel most comfortable in said languages, and eventually I just get bored of the project. I'd be happy to collaborate on audio games; I do have a few projects I might put up on github just for archival purposes. It wouldn't be overly hard for me to -- say -- restart the development on them, and I'd love to, because I really do have good ideas. But all of them are in low-level languages like C++ or Rust, and I don't know many on this forum who know the language well enough to go tackle the projects with me, and even less who have enough time to actually do that. It isn't that I hate Python; I really enjoy the language and I love how flexible it is. However, one of my beefs with Python -- which exists to this day -- is that most of the gaming libraries you find are python 2 only. Sure, you've got SDL2 and such, but there are very few OpenAL bindings for Python 3 last time I checked, and that problem persists for various other types of libraries as well, requiring me to invent my own bindings via ctypes or C/Rust-based python modules. As time goes by -- and especially with synthizer -- that problem will be alleviated, and I'm grateful for that, but I'll always prefer C/Rust over Python purely because its a lot easier for me to trivially pull in dependencies in those languages than it is in Python, and I don't have to do strange magic to get it to work (for example, if I want to use an audio library that I like but that's written in C, there isn't much I have to do to call the raw bindings from Rust, though it will complicate code, and if I use C++ I don't have to do anything).Perhaps my complaints aren't very legitimate anymore, but back when I was working on this project they definitely were (plus I had -- and still have -- VCPKG, which is awesome).Like I said: I'd love to revive some of my projects if people would like, though it would take me a while, especially given the fact that the code is rather messy and I need to do some (major) cleanup on it. But if anyone would want to work on a game with me in Python, I wouldn't mind that either. I'd love to see more collaboration just for the sake of it because we need a lot more of that if we want to get out of this perpetual cycle of shitty projects and very few good titles. URL: https://forum.audiogames.net/post/589368/#p589368 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Old Deathmatch Games
Re: Old Deathmatch Games No, we can't improve the game because the source code was lost. And even if I had it I wouldn't just because the game was coded in a horrific manner. URL: https://forum.audiogames.net/post/585230/#p585230 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Old Deathmatch Games
Re: Old Deathmatch Games @23, I don't. I really wouldn't recommend setting this up purely because it suggests a (very) insecure configuration. Placing files like that into your web directory is never a good idea, but when Danny and I were developing this neither of us were exactly knowledgeable on cybersecurity and just did what was convenient and what worked. And like I said, I really wouldn't use the server anyway -- it causes massive CPU spikes because neither of us knew how to multithread properly. (In any case, both the game and the server were written in the worst-possible way, but hey, we were both young then.) URL: https://forum.audiogames.net/post/584880/#p584880 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Old Deathmatch Games
Re: Old Deathmatch Games There isn't any. Not for the admin stuff. And if your using the server that I think your using then it uses up far too much CPU resources because we tried to use multithreading and we didn't know how. URL: https://forum.audiogames.net/post/584491/#p584491 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: what is this?
Re: what is this? @10, correction. Epic used their own payment processor so they could avoid the very unreasonable 30-percent cut that Apple requires when you use IAP. If Epic had followed the TOS and utilized IAP, they would only receive 70-percent of the actual payment amount, and if they're selling low-cost items, they might receive only a dollar or less than that. A 30-percent cut is ridiculous; not even Stripe charges that amount. Hell, not even PayPal charges that amount for cuts. The clause in Apples TOS is just another way for them to put people who use their platform into a choke hold of sorts. The clause is a deliberate act to undermine the income of developers, and requires developers to raise prices to compensate. In other words, if you played fortnight on an apple device, and you had an in-app purchase that was $2.00 everywhere else, you'd need to pay an extra $0.87-$0.90 just for Epic to match that price with the 30-percent cut. And that's just for low-cost items; the raise amount grows a lot larger when you've got something that costs $10-$100 everywhere else other than on Apple platforms. It can also make developers look bad, too, because to the average Joe they have to pay a higher price on Apple's platform when on every other platform the price would be much lower. To that average Joe, they feel like they're being overcharged.Apple isn't the only one doing that; Google is too. Both are equally as bad as each other with the exception that Google lets you use alternative app stores and sideloading an app to bypass their restrictions. It'd be nice if they both played fair, but capitalism. URL: https://forum.audiogames.net/post/582954/#p582954 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: what is this?
Re: what is this? @10, correction. Epic used their own payment processor so they could avoid the very unreasonable 30-percent cut that Apple requires when you use IAP. If Epic had followed the TOS and utilized IAP, they would only receive 70-percent of the actual payment amount, and if they're selling low-cost items, they might receive only a dollar or less than that. A 30-percent cut is ridiculous; not even Stripe charges that amount. Hell, not even PayPal charges that amount for cuts. The clause in Apples TOS is just another way for them to put people who use their platform into a choke hold of sorts. The clause is a deliberate act to undermine the income of developers, and requires developers to raise prices to compensate. In other words, if you played fortnight on an apple device, and you had an in-app purchase that was $2.00 everywhere else, you'd need to pay an extra $0.87-$0.90 just for Epic to match that price with the 30-percent cut. And that's just for low-cost items; the raise amount grows a lot larger when you've got something that costs $10-$100 everywhere else other than on Apple platforms. It can also make developers look bad, too, because to the average Joe they have to pay a higher price on Apple's platform when on every other platform the price would be much lower. To that average Joe, they feel like they're being overcharged. URL: https://forum.audiogames.net/post/582954/#p582954 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: what is this?
Re: what is this? @10, correction. Epic used their own payment processor so they could avoid the very unreasonable 30-percent cut that Apple requires when you use IAP. If Epic had followed the TOS and utilized IAP, they would only receive 70-percent of the actual payment amount, and if they're selling low-cost items, they might receive only a dollar or less than that. A 30-percent cut is ridiculous; not even Stripe charges that amount. Hell, not even PayPal charges that amount for cuts. The clause in Apples TOS is just another way for them to put people who use their platform into a choke hold of sorts. The clause is a deliberate act to undermine the income of developers, and requires developers to raise prices to compensate. In other words, if you played fortnight on an apple device, and you had an in-app purchase that was $2.00 everywhere else, you'd need to pay an extra $0.87-$0.90 just for Epic to match that price with the 30-percent cut. And that's just for low-cost items; the raise amount grows a lot larger when you've got something that costs $10-$100. URL: https://forum.audiogames.net/post/582954/#p582954 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: what is this?
Re: what is this? @10, correction. Epic used their own payment processor so they could avoid the very unreasonable 30-percent cut that Apple requires when you use IAP. If Epic had followed the TOS and utilized IAP, they would only receive 80-percent of the actual payment amount, and if they're selling low-cost items, they might receive only a dollar or less than that. A 30-percent cut is ridiculous; not even Stripe charges that amount. URL: https://forum.audiogames.net/post/582954/#p582954 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Do you still believe in the audio game revolution?
Re: Do you still believe in the audio game revolution? Just to briefly touch on the 32-bit debate, Meetbag, MS can drop 32-bit support at any time they like. Intel and AMD (and even ARM) processors can run 32-bit code (or even 16-bit code, in the case of Intel or AMD) but that doesn't mean that the operating system will allow that code to run. 16-bit code can only run in Virtual 8086 mode, only accessible through 16-bit (real) mode and 32-bit (protected) mode. 32-bit code can run in 64-bit (long) mode via 32E mode, which emulates a 32-bit execution environment. But, again, the OS can deny execution of that code if it so chooses by just examining the executable image and detecting its architecture, and you can't falsify the architecture information because it will cause problems when attempting to run the code. So yes, MS can drop 32-bit support, and I wouldn't be surprised if they did. It doesn't mean that your processor won't be able to run 32-bit code; it just means that the OS won't allow you to run that code.As for the actual topic, I believe that audio games and mainstream games can coexist. Audio games do have their purposes, after all. URL: https://forum.audiogames.net/post/570221/#p570221 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Radegast and Accessibility Discussion
Re: Radegast and Accessibility Discussion @61, aha, that clears things up. You don't need to write a wrapper for FMOD now -- they include one in the distribution (fmod.cs, fmod_dsp.cs and fmod_errors.cs). Oh, and fmod_studio.cs too. Remember, also, that the .NET framework allows you to use C/C++ in your code too. So no wrapper is needed; C++ and C# can operate together. URL: https://forum.audiogames.net/post/566858/#p566858 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Radegast and Accessibility Discussion
Re: Radegast and Accessibility Discussion @56, I'm sorry, but FMODX is ancient. Why aren't you using good ol FMOD? We're on version 2.01.03 now, and as someone who loves that audio engine and what it can do, and as someone who has employed it in many things in the past, I can say with certainty that I have never encountered the audio issues that this topic indicates. If your using custom DSPs or custom sounds, and your suffering problems like that (e.g.: hearing sounds that your not supposed to hear) then your not configuring the audio channels properly, and no "alternative" sound system is going to resolve that (in fact, OpenAL is going to significantly complicate your audio setup, given that its API is lower-level than FMOD's, and forget using native OS audio engines because FMOD already uses those under the hood, and using them directly is overkill for most scenarios). Instead of trying to resolve your audio issues by attempting to switch to another audio system, you should (1) upgrade your FMOD code to the latest early access version or latest stable version and then (2) go through your audio handling code with a fine-toothed comb and analyze precisely how your processing your audio. Over 90 percent of the time, audio issues have nothing to do with the audio engine itself and everything to do with how your using it.Edit: I mention the early access versions of FMOD because they are not beta software; they are stable and only need a few patches here and there. Either version works; new projects should always use early access versions for the latest features. Also, the license of FMOD is not unfriendly to free and open-source software at all. Its proprietary, sure, but the only thing you can't do is sell more than one project a year, and you can't distribute the FMOD binaries with your source code. Those are the only major limitations, at any rate. As the license states:Grant of LicenseFMOD Studio Authoring Tool. This EULA grants you the right to use FMOD Studio Authoring Tool for all use, including Commercial use, subject to the following:FMOD Studio Authoring Tool is used to create content for use with the FMOD Studio Engine only;FMOD Studio Authoring Tool is not redistributed in any form.FMOD Studio Engine. This EULA grants you the right to use FMOD Studio Engine, for personal (hobbyist), educational (students and teachers) or Non-Commercial use only, subject to the following:FMOD Studio Engine is integrated and redistributed in a software application (Product) only;FMOD Studio Engine is not distributed as part of a game engine or tool set;FMOD Studio Engine is not used in any Commercial enterprise or for any Commercial production or subcontracting, except for the purposes of Evaluation or Development of a Commercial Product;Non-Commercial use does not involve any form of monetisation, sponsorship or promotion;Product includes attribution in accordance with Clause 3.That seems pretty fair... what about that isn't compatible with open-source software principals? Yeah, you can't redistribute the libraries with your code, but not many people do that anyway so... URL: https://forum.audiogames.net/post/566726/#p566726 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Radegast and Accessibility Discussion
Re: Radegast and Accessibility Discussion @56, I'm sorry, but FMODX is ancient. Why aren't you using good ol FMOD? We're on version 2.01.03 now, and as someone who loves that audio engine and what it can do, and as someone who has employed it in many things in the past, I can say with certainty that I have never encountered the audio issues that this topic indicates. If your using custom DSPs or custom sounds, and your suffering problems like that (e.g.: hearing sounds that your not supposed to hear) then your not configuring the audio channels properly, and no "alternative" sound system is going to resolve that (in fact, OpenAL is going to significantly complicate your audio setup, given that its API is lower-level than FMOD's, and forget using native OS audio engines because FMOD already uses those under the hood, and using them directly is overkill for most scenarios). Instead of trying to resolve your audio issues by attempting to switch to another audio system, you should (1) upgrade your FMOD code to the latest early access version or latest stable version and then (2) go through your audio handling code with a fine-toothed comb and analyze precisely how your processing your audio. Over 90 percent of the time, audio issues have nothing to do with the audio engine itself and everything to do with how your using it.Edit: I mention the early access versions of FMOD because they are not beta software; they are stable and only need a few patches here and there. Either version works; new projects should always use early access versions for the latest features. URL: https://forum.audiogames.net/post/566726/#p566726 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Radegast and Accessibility Discussion
Re: Radegast and Accessibility Discussion @56, I'm sorry, but FMODX is ancient. Why aren't you using good ol FMOD? We're on version 2.01.03 now, and as someone who loves that audio engine and what it can do, and as someone who has employed it in many things in the past, I can say with certainty that I have never encountered the audio issues that this topic indicates. If your using custom DSPs or custom sounds, and your suffering problems like that (e.g.: hearing sounds that your not supposed to hear) then your not configuring the audio channels properly, and no "alternative" sound system is going to resolve that (in fact, OpenAL is going to significantly complicate your audio setup, given that its API is lower-level than FMOD's, and forget using native OS audio engines because FMOD already uses those under the hood, and using them directly is overkill for most scenarios). Instead of trying to resolve your audio issues by attempting to switch to another audio system, you should (1) upgrade your FMOD code to the latest early access version or latest stable version and then (2) go through your audio handling code with a fine-toothed comb and analyze precisely how your processing your audio. Over 90 percent of the time, audio issues have nothing to do with the audio engine itself and everything to do with how your using it. URL: https://forum.audiogames.net/post/566726/#p566726 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Radegast and Accessibility Discussion
Re: Radegast and Accessibility Discussion @50, this, right here, is why we don't take you seriously. There are 24 hours in a day. That's 1,440 minutes, 86,400 seconds. Creating an audio recording is trivial if you would only actually ask us to help you. You do not need to be a technical expert. You do not need to know audio manipulation techniques. You do not need to be a professional audio engineer. If you have enough time to play around in SL and supposedly train new trainees, you have enough time to take 15-30 minutes setting up an audio recording for us to here just how we can accomplish all that you claim. You cannot possibly be so busy that you have no time for this. If you are so busy that you have no time to create an audio demonstration of the various features of Radegast and how various tasks within it are doable, you should really re-think what your doing and withdraw for a bit to evaluate your schedule. Yes, you do have things to prove. You cannot simply create a topic about something, make various claims about that something, and then never prove a thing. The world does not work like that. Your only options are to either prove your claims, or risk what little credibility you've remaining. URL: https://forum.audiogames.net/post/566672/#p566672 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Radegast and Accessibility Discussion
Re: Radegast and Accessibility Discussion @50, this, right here, is why we don't take you seriously. There are 24 hours in a day. That's 1,440 minutes, 86,400 seconds. Creating an audio recording is trivial if you would only actually ask us to help you. You do not need to be a technical expert. You do not need to know audio manipulation techniques. You do not need to be a professional audio engineer. If you have enough time to play around in SL and supposedly train new trainees, you have enough time to take 15-30 minutes setting up an audio recording for us to here just how we can accomplish all that you claim. You cannot possibly be so busy that you have no time for this. If you are so busy that you have no time to create an audio demonstration of the various features of Radegast and how various tasks within it are doable, you should really re-think what your doing and withdraw for a bit to evaluate your schedule. Yes, you do have things to prove. You cannot simply create a topic about something, make various claims about that something, and then never prove a thing. The world does not work like that. Either prove your claims or risk your credibility. URL: https://forum.audiogames.net/post/566672/#p566672 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Similar Quenten C experiences?
Re: Similar Quenten C experiences? @84, perhaps I was a bit harsh, but I really feel as though my level of harshness was well-deserved in this instance. But I did get the warning you were trying to tell me -- whether you said it flat out or not, and I understand.@85: Well done. Very, very good post. URL: https://forum.audiogames.net/post/564240/#p564240 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Similar Quenten C experiences?
Re: Similar Quenten C experiences? @82, I'm laughing at that. That's just... hilarious. How about you sign up to be a moderator of something and I'll make sure everyone treats you just how you treat all the moderation teams that you come across. Then we'll see if you hold that same opinion.There is a significant difference, Deathstar, between needless complaining and legitimate complaining. You are needlessly complaining about moderators just to demean them and make them feel bad while simultaneously trying to make yourself look good. Your just complaining to complain; you have absolutely no legitimate complaints to throw around, and any you think you do usually were dealt with long before you started complaining about them to begin with. You nitpick Jayde's moderation style and how he runs things just because you can. You nitpick Marina07 again, just because you can. All you enjoy doing is creating Drama. If you actually were trying to fix things, the community wouldn't be so against you. URL: https://forum.audiogames.net/post/564190/#p564190 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Similar Quenten C experiences?
Re: Similar Quenten C experiences? @57, I appreciate your long report on your side of the story. It makes things a bit easier to understand from my point of view, and only makes the points I've mentioned in prior posts even more valid because many a post on here were attacking you without allowing you to defend yourself, which is akin to the courts not allowing you to plead your case and just sentencing you. I do feel like your moderator/F4 contact system could be improved in several ways, however I shall publish those thoughts in a more appropriate forum. A bit of advice though would be to clarify your bans a bit more than just "stupid nickname" or something short like that. Describe your bans in more thorough detail when issuing them because it will give people like Deathstar less ground to stand on when they want to stir up the pot because they can. URL: https://forum.audiogames.net/post/563365/#p563365 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Similar Quenten C experiences?
Re: Similar Quenten C experiences? @50, that's a pretty big assumption. Just because someone has remained silent on an issue doesn't mean they don't give a damn. If this were a corporation I'd get it, but this is one individual, not all of the helpers. Please, stop with your BS'ing. URL: https://forum.audiogames.net/post/562600/#p562600 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Similar Quenten C experiences?
Re: Similar Quenten C experiences? @41, I have to ask you this... why do you feel its necessary to assassinate the character of every moderation team you come across? You don't know the motives that Marina is driven by. Hell, one could even argue you don't know Marina at all. And yet your quite happily making allegations against her when its very probable that she can't defend herself against them. So I'm honestly curious -- what are you trying to achieve, and why do you see it necessary to be so cold towards every moderation team you encounter? Answer that, and then I'd advise you to stay away from this topic. I significantly doubt anyone who has posted in this topic, besides yourself, holds you in very high regard right now. Stop assassinating peoples characters. Stop trying to ruin reputations because you can. There are better ways of showing people that someone is bad (like providing actual evidence and letting that individual defend themselves). And you wonder why you got banned... URL: https://forum.audiogames.net/post/562532/#p562532 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Radegast and Accessibility Discussion
Re: Radegast and Accessibility Discussion The fact that there are no actual demonstrations from the OP, and considering experiences outlined in 28, it really seems like the OP is really blowing what they can do out of proportion. Breaking a sound system as bad as Exodus claimed. that's... very hard to do and makes me wonder if the developer even knows how to work with audio systems. Not even code I write that works with audio has ever produced a broken experience like that... though I can see how you could break it that bad if your hand-writing an audio system, which is almost never a good idea. OP, if you want to be taken seriously, please cut out the BS and actually provide us some proof that what you can do is actually doable without any vision. If the 3D viewer is as broken as Exodus claimed then it really sounds like the devs have no idea how to work with a GPU either (which is just... not good). URL: https://forum.audiogames.net/post/561831/#p561831 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Radegast and Accessibility Discussion
Re: Radegast and Accessibility Discussion The fact that there are no actual demonstrations from the OP, and considering experiences outlined in 28, it really seems like the OP is really blowing what they can do out of proportion. Breaking a sound system as bad as Exodus claimed. that's... very hard to do and makes me wonder if the developer even knows how to work with audio systems. Not even code I write that works with audio has ever produced a broken experience like that. OP, if you want to be taken seriously, please cut out the BS and actually provide us some proof that what you can do is actually doable without any vision. If the 3D viewer is as broken as Exodus claimed then it really sounds like the devs have no idea how to work with a GPU either (which is just... not good). URL: https://forum.audiogames.net/post/561831/#p561831 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: How can I turn on narrator in Minecraft on PC?
Re: How can I turn on narrator in Minecraft on PC? I disagree. Its possible in theory only. Its impossible practically. The only way to make Minecraft fully accessible is by rewriting pretty much the entire game. The developers are not going to do that. The amount of money they'd need to spend would be absurd. URL: https://forum.audiogames.net/post/540952/#p540952 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Monkey Business has a secret God Mode, but nobody has spoken of it
Re: Monkey Business has a secret God Mode, but nobody has spoken of it There is a very large difference between reverse engineering and doing what the OP is doing. The OP is only isolating particular strings and code from the program, not actually attempting to open-source it or retrieve its source code. Retrieving the source code is impossible anyway unless its written in something like Python, where source code is easily retrievable. But if its written in VB6, Java, etc., then getting the original source, or anything remotely close to it, is virtually impossible without many years of hard work. (As a side note, I disassembled SOD once and found out that it has a level editor accessible with ctrl+L. However, its locked and you still need a license, and then you need some way of entering that license. The key combination is in the GMA engine itself, not the game, but since SOD was made with the GMA engine, I got all that the engine had plus what SOD have. Again, I stress that that was not reverse engineering. I couldn't even run the games code if I reassembled it.) URL: https://forum.audiogames.net/post/528040/#p528040 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Monkey Business has a secret God Mode, but nobody has spoken of it
Re: Monkey Business has a secret God Mode, but nobody has spoken of it There is a very large difference between reverse engineering and doing what the OP is doing. The OP is only isolating particular strings and code from the program, not actually attempting to open-source it or retrieve its source code. Retrieving the source code is impossible anyway unless its written in something like Python, where source code is easily retrievable. But if its written in VB6, Java, etc., then getting the original source, or anything remotely close to it, is virtually impossible without many years of hard work. URL: https://forum.audiogames.net/post/528040/#p528040 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: does anyone have deathmatch a new beginning surver
Re: does anyone have deathmatch a new beginning surver I'd help out with the story if I could remember it. But I don't. Get some people together and come up with your own story -- that's a much nicer thing to do and shows your actually trying to make something original, no offense intended. URL: https://forum.audiogames.net/post/512919/#p512919 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Survive the Wild Windows Security Threat
Re: Survive the Wild Windows Security Threat To be fair to post four, adding exclusions to any AV tool is very dangerous. Your essentially telling an AV tool that it should never scan that folder. So yes, uninstalling it is more secure than excluding it because your not opening up any holes for malicious software to sneak through. So post four was perfectly right -- irrespective of whether the game is "safe" or not. Adding anything to an exclusions list in an AV tool is playing with fire --and you'll eventually get burned because viruses and malware can put themselves in the oddest of places. (Furthermore, AV tools like Malwarebytes, which have built-in web protection, no longer allow you to visit sites like samtupy.com because it has a supposed Trojan. If you've got an AV that can hook system calls, like networking, and check domains before allowing connections -- and such a thing is very possible (especially with built-in AVs) -- you wouldn't be able to play the game anyway.) STW may be perfectly harmless to us, but clearly the security experts think it is, or the way BGT compiles programs is, otherwise they would've allowed BGT games in particular (there has to be some kind of pattern to identify a BGT game...).Was the idea stupid for those who want to play? Yes. Was it wrong? Absolutely not. Security is a two part job with online products; its not just about whether the game has been hacked or whether the server has been. Local security must also be accounted for. URL: https://forum.audiogames.net/post/512915/#p512915 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Survive the Wild Windows Security Threat
Re: Survive the Wild Windows Security Threat To be fair to post four, adding exclusions to any AV tool is very dangerous. Your essentially telling an AV tool that it should never scan that folder. So yes, uninstalling it is more secure than excluding it because your not opening up any holes for malicious software to sneak through. So post four was perfectly right -- irrespective of whether the game is "safe" or not. Adding anything to an exclusions list in an AV tool is playing with fire --and you'll eventually get burned because viruses and malware can put themselves in the oddest of places. (Furthermore, AV tools like Malwarebytes, which have built-in web protection, no longer allow you to visit sites like samtupy.com because it has a supposed Trojan. If you've got an AV that can hook system calls, like networking, and check domains before allowing connections -- and such a thing is very possible (especially with built-in AVs) -- you wouldn't be able to play the game anyway.) STW may be perfectly harmless to us, but clearly the security experts think it is, or the way BGT compiles programs is, otherwise they would've allowed BGT games in particular (there has to be some kind of pattern to identify a BGT game...). URL: https://forum.audiogames.net/post/512915/#p512915 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Survive the Wild Windows Security Threat
Re: Survive the Wild Windows Security Threat To be fair to post four, adding exclusions to any AV tool is very dangerous. Your essentially telling an AV tool that it should never scan that folder. So yes, uninstalling it is more secure than excluding it because your not opening up any holes for malicious software to sneak through. So post four was perfectly right -- irrespective of whether the game is "safe" or not. Adding anything to an exclusions list in an AV tool is playing with fire --and you'll eventually get burned because viruses and malware can put themselves in the oddest of places. (Furthermore, AV tools like Malwarebytes, which have built-in web protection, no longer allow you to visit sites like samtupy.com because it has a supposed Trojan. If you've got an AV that can hook system calls, like networking, and check domains before allowing connections -- and such a thing is very possible (especially with built-in AVs) -- you wouldn't be able to play the game anyway.) STW may be perfectly harmless to us, but clearly the security experts think it is, or the way BGT compiles programs is, otherwise they would've allowed BGT games in particular (there has to be some kind of pattern to idetify a BGT game...). URL: https://forum.audiogames.net/post/512915/#p512915 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: does anyone have deathmatch a new beginning surver
Re: does anyone have deathmatch a new beginning surver I'd like to point out that you shouldn't use this server if you want your server to not get metaphorically roasted. This program was written badly; Danny and I knew that back when DMNB was being developed. And it uses a shit ton of CPU usage (and, I think, is prone to crashing randomly). URL: https://forum.audiogames.net/post/511949/#p511949 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Update from breaker box studios.
Re: Update from breaker box studios. @27, when people do the shit that this guy has done they, uh, tend to get bashed for it. That happens everywhere -- this community is no exception.@20 I'd agree if this was a one-time thing, but this guy has failed many times to deliver on his promises (yes, promises) and the community has lost all faith in him. I think its you who needs to do your research before telling us that we need to grow up. URL: https://forum.audiogames.net/post/510395/#p510395 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Update from breaker box studios.
Re: Update from breaker box studios. I significantly doubt this will go anywhere. Unless the guy has seriously changed he'll still just bullshit us just to get our money and give us nothing concrete. I know he gave us some kind of demo a year or so ago but he just keeps delaying over and over. I ordered Eric the Cleric when I was 13-14 and it took me almost a month to get the full version because the guy had no automated delivery system. I got it anyway, but I've lost hope for his future since he started the edge of winter nonsense. URL: https://forum.audiogames.net/post/509801/#p509801 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Game Licensing - Request for Feedback
Re: Game Licensing - Request for Feedback @19, good ideas. I'd also strongly suggest adding in a flag to detect if the application is running in a virtual machine, emulator, etc. The system doesn't need to immediately invalidate the license if the test is positive, but it should flag the account and the server should notify you so you can manually review the account for suspicious activity. This is because a virtual machine is one way of getting around DRM systems, or emulating precise enough hardware that an existing key specific to that hardware will function even though the physical machine contains a completely different hardware setup. Also, don't use things like disk information (serial number and such) in hardware scans. Use information that is very difficult to change: processor, video card, etc. URL: https://forum.audiogames.net/post/505453/#p505453 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: question finding archons on coffeemud
Re: question finding archons on coffeemud Um, did you set up SMTP? If you didn't, as post 2 said your screwed. You can try and change the password in the database if your using an SQL-based DBMS, but if your not, your definitely, definitely screwed. And changing passwords through a DBMS is not easy, especially if you don't know the layout of the DB. URL: https://forum.audiogames.net/post/504835/#p504835 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: question finding archons on coffeemud
Re: question finding archons on coffeemud Um, did you set up SMTP? If you didn't, as post 2 said your screwed. You can try and change the password in the database if your using an SQL-based DBMS, but if your not, your definitely, definitely screwed. And changing passwords through a database is not easy. URL: https://forum.audiogames.net/post/504835/#p504835 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Minecraft for the blind?
Re: Minecraft for the blind? @94 it only lets you navigate menus; it doesn't let you actually play the game URL: https://forum.audiogames.net/post/503748/#p503748 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Stadia on smartphone
Re: Stadia on smartphone I significantly doubt Stadia will get anywhere. What they propose (speeds similar to -- if not identical to -- local play, but streaming the game over the internet) is currently impossible with the architecture of computer networking we use today. You'd practically need to reinvent networking -- and even then you'd still have inevitable latency on shitty networks. You can get pretty close to local speeds over a network, but only if your on a LAN or you've got a really, really fast internet connection. If Google does (somehow and magically) manage to accomplish what people have been trying to do for decades -- make internet speeds pretty much instantaneous, something we still haven't achieved -- they'd revolutionize computer communications. URL: https://forum.audiogames.net/post/503558/#p503558 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AVG and games are getting on my wic
Re: AVG and games are getting on my wic @26, you do realize that MS, too, has that same power, and that you have to pay to use defender because you have to pay for a windows license, right? If MS wanted to they could do whatever they wanted to your computer without you knowing. URL: https://forum.audiogames.net/post/501212/#p501212 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AVG and games are getting on my wic
Re: AVG and games are getting on my wic @22, Defender is also well known for taking up ridiculous amounts of CPU usage when its not doing anything. There's a certain stigma attached to it that will most likely never go away. I still prefer Malwarebytes, myself. At least MB oly consums resources when its busy and does its best not to interfere with what your doing. URL: https://forum.audiogames.net/post/501188/#p501188 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AVG and games are getting on my wic
Re: AVG and games are getting on my wic @22, Defender is also well known for taking up ridiculous amounts of CPU usage. There's a certain stigma attached to it that will most likely never go away. I still prefer malwarebytes, myself. URL: https://forum.audiogames.net/post/501188/#p501188 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AVG and games are getting on my wic
Re: AVG and games are getting on my wic @16, this logic is flawed. 20 makes far more sense. The idea of "use your common sense" hasn't and never will work to protect you from the evil out there. An AV/AM program can do most of the heavy lifting for you; for example, an AV/AM can be very helpful and inform you of sites that are dangerous, suspicious, scams, etc. Common sense is not a silver bullet to protect you from malicious computer programs. It only works 50 percent of the time, if even that. Take the CCleaner virus that became popular in 2017: aAvasts servers were hacked and a malicious version of CCleaner was placed on there that would contact the command and control (C2) server after running it for 600 seconds, then it would begin to do its dirty work. Would you have known that that was malicious? Would your "common sense" be helpful there? Probably not, especially since there was no visible behavioral change to the programs functionality. It still did what it always did, but behind the scenes and invisibly it did other things. It was also on aVasts website too. URL: https://forum.audiogames.net/post/501186/#p501186 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AVG and games are getting on my wic
Re: AVG and games are getting on my wic @16, this logic is flawed. 20 makes far more sense. The idea of "use your common sense" hasn't and never will work to protect you from the evil out there. An AV/AM program can do most of the heavy lifting for you; for example, an AV/AM can be very helpful and inform you of sites that are dangerous, suspicious, scams, etc. Common sense is not a silver bullet to protect you from malicious computer programs. It only works 50 percent of the time, if even that. Take the CCleaner virus that became popular in 2017: aAvasts servers were hacked and a malicious version of CCleaner was placed on there that would contact the command and control (C2) server after running it for 600 seconds, then it would begin to do its dirty work. Would you have known that that was malicious? Would your "common sense" be helpful there? Probably not, especially since there was no visible behavioral change to the programs functionality. It still did what it always did, but behind the scenes and invisibly it did other things. It was alos on aVasts website too. URL: https://forum.audiogames.net/post/501186/#p501186 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Unity working in earnest on making their editor accessible
Re: Unity working in earnest on making their editor accessible @Soren, you literally cannot make an API that every screen reader will use and make available to games. It is not possible. You can't have VO gestures in games because VO exposes no APIs of its own that make this possible. To do that VO would need to expose an API, and the same would need to be done on Android, Mac, Windows, Linux, etc. Its not practical. If you truly are a coder you would be able to evaluate the practicality of ideas and realize that this is not possible. It just won't be unless all the developers who make accessibility APIs collaborate on a single, universal API. I don't see that happening any time soon. Plus, its entirely irrelevant to this discussion. URL: https://forum.audiogames.net/post/500878/#p500878 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Why are People Still Posting Links to Unauthorized Forks
Re: Why are People Still Posting Links to Unauthorized Forks No idea. People just get this strange pleasure out of it, for some reason. Its like asking why criminals commit crimes. No one knows precisely why. URL: https://forum.audiogames.net/post/499118/#p499118 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: bgt games, strangest deletion of all
Re: bgt games, strangest deletion of all @22, this isn't it at all. Why, if that were the case over 99 percent of the apps you use everyday would be flagged and erased. No, the problem is the way BGT structures its executables. BGT structures them similarly enough to the way a virus might structure its executable that it looks identical. They antivirus companies haven't added an exception to that particular executable structure because they'd be adding an exception to that kind of actual real-world virus (which presumably exists). You can either add individual program exceptions or folder exceptions or not play BGT-made games at all. Adding exceptions comes with risks, of course. URL: https://forum.audiogames.net/post/499103/#p499103 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: good news
Re: good news Irrespective of the programming language used, you should neither care about how long it takes to allocate a kilobyte of RAM (dude, we're talking millisecond/microsecond differences here), nor should you be trying to make a game using networking yet. If you were allocating megabytes or gigabytes of RAM and it wasn't for loading sounds, data files, etc., I'd be far more concerned for why you need that much and would be asking you to reconsider your choices during the SDLC. You've got a *lot* to learn before you jump down that rabbit hole. And, this appears to be a duplicate account. You do realize there's a "forgot your password" link on the login page, do you not? URL: https://forum.audiogames.net/post/494374/#p494374 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: good news
Re: good news Irrespective of the programming language used, you should neither care about how long it takes to allocate a kilobyte of RAM (dude, we're talking millisecond/microsecond differences here), nor you shouldn't be trying to make a game using networking yet. If you were allocating megabytes or gigabytes of RAM and it wasn't for loading sounds, data files, etc., I'd be far more concerned for why you need that much and would be asking you to reconsider your choices during the SDLC. You've got a *lot* to learn before you jump down that rabbit hole. And, this appears to be a duplicate account. You do realize there's a "forgot your password" link on the login page, do you not? URL: https://forum.audiogames.net/post/494374/#p494374 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: good news
Re: good news Irrespective of the programming language used, you should neither care about how long i takes to allocate a kilobyte of RAM (dude, we're talking millisecond/microsecond differences here), you shouldn't be trying to make a game using networking yet. You've got a *lot* to learn before you jump down that rabbit hole. And, this appears to be a duplicate account. You do realize there's a "forgot your password" link on the login page, do you not? URL: https://forum.audiogames.net/post/494374/#p494374 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Insight into the development of Halo MCC's screenreader accessibility
Re: Insight into the development of Halo MCC's screenreader accessibility I'm in North Dakota in the US aswell. Not really sure of any game devs up here. URL: https://forum.audiogames.net/post/493211/#p493211 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Insight into the development of Halo MCC's screenreader accessibility
Re: Insight into the development of Halo MCC's screenreader accessibility This was an excellent article (I need to read it again LOL). @OP, sent you a PM. URL: https://forum.audiogames.net/post/492651/#p492651 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: games (Steam or Microsoft store) accessible for a totally blind person
Re: games (Steam or Microsoft store) accessible for a totally blind person @37, no, I wasn't refering to copilot. The roomer that I had heard was that you had someone sitting right next to you and you were the one operating the controller and the other was telling you what to do and all that. Thank you for clearing that up though; glad to here what really happened. URL: https://forum.audiogames.net/post/492565/#p492565 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: games (Steam or Microsoft store) accessible for a totally blind person
Re: games (Steam or Microsoft store) accessible for a totally blind person @37, no, I wasn't refering to copilot. The roomer that I had heard was that you had someone sitting right next to you. Thank you for clearing that up though. URL: https://forum.audiogames.net/post/492565/#p492565 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: games (Steam or Microsoft store) accessible for a totally blind person
Re: games (Steam or Microsoft store) accessible for a totally blind person @35, I disagree on sightless "completing" the games. From what I heard, he literally had someone sitting with him and telling him what to do. He may have been working the controller, but he wasn't figuring itout. Maybe that's wrong though, but that's what I've heard, and that's definitely not "completing" agame IMO. If I'm wrong I'd love to know the actual truth. URL: https://forum.audiogames.net/post/492549/#p492549 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: games (Steam or Microsoft store) accessible for a totally blind person
Re: games (Steam or Microsoft store) accessible for a totally blind person @31, you might be able to do the campaign, though I've only done it in CoOp and not offline. The campaign is definitely a challengeand you'll bedoing a lot of searching to find things. I couldn't get past the second half of the first part, unfortunately, but that might've been because I was on CoOp and for some reasonCoOp makes my game lag horribly. URL: https://forum.audiogames.net/post/492378/#p492378 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: games (Steam or Microsoft store) accessible for a totally blind person
Re: games (Steam or Microsoft store) accessible for a totally blind person @27, I've talked with a friendof mine who holds the same opinion as yours then. "I can't play it, I can't see who I'm shooting at". True, you can't, and maybe its just me, but I like the challenge of the fact that there's no in-game accessibility (tere's accessibility in the menus, just not, say, for shooting at someone). Yeah you can fall off ledges and all but the ledges are, from all the maps I've played, at the edges of the map, not anywhere else. So if you figure out where the edges are and then avoid them you should be good (unless your on a custom map for example). Avoiding them is easy: don't walk too far in any one direction. Playing isn't hard when your playing with friends. On Slayer for example your hole goal is to, uh, slay everyone and everything. So you just turn and shoot at wherever you here footsteps. Team matches are a lot harder, and I suck at those, but like I said, I like the extra challenge. URL: https://forum.audiogames.net/post/492197/#p492197 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: games (Steam or Microsoft store) accessible for a totally blind person
Re: games (Steam or Microsoft store) accessible for a totally blind person @27, I've talked with a friendof mine who holds the same opinion as yours then. "I can't play it, I ca't see who I'm shooting at". True, you can't, and maybe its just me, but I like the challenge of the fact that there's no in-game accessibility. Yeah you can fall off ledges and all but the ledges are, from all the mapsI've played, at the edges of the map, not anywhere else. So if you figure out where the edges are and then avoid them you should be good (unless your on a custom map for example). Playing isn't hard when your playing with friends. On Slayer for example your hole goal is to, uh, slay everyone and everything. So you just turn and shoot at wherever you here footsteps. Team matches are a lot harder, and Isuck at those, but like I said, I like the exta challenge. URL: https://forum.audiogames.net/post/492197/#p492197 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Lossless Audio in Games
Re: Lossless Audio in Games HRTF on the GPU is definitely possible already. The difficulty is writing the shaders necessary to do that. I never thought of using the GPU for audio processing... what a novel idea.The main issue is the shaders. To send code to the GPU you have to give it a shader, which means you need to pull in a hole graphics library. That's not too bad of a dependency, since every OS nowadays has one. The shader, on the other hand, will be a tad more difficult. The language is quite limited i what it can do...While it would be awesome you'd be putting the extra job of learning graphics programming onto audio game developers shoulders too, and graphics programming tutorials usually don't teach you how to do compute pipelines. URL: https://forum.audiogames.net/post/492170/#p492170 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Lossless Audio in Games
Re: Lossless Audio in Games HRTF on the GPU is definitely possible already. The difficulty is writing the shaders necessary to do that. I never thought of using the GPU for audio processing... what a novel idea.The main issue is the shaders. To send code to the GPU you have to give it a shader, which means you need to pull in a hole graphics library. That's not too bad of a dependency, since every OS nowadays has one. The shader, on the other hand, will be a tad more difficult. The language is quite limited i what it can do... URL: https://forum.audiogames.net/post/492170/#p492170 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: games (Steam or Microsoft store) accessible for a totally blind person
Re: games (Steam or Microsoft store) accessible for a totally blind person If your up for an FPS, HaloMCC is accessible, though its difficult to get it workingon PC. Forget about Minecraft though... the menus are fully accessible, and so is chat, but beyond that... URL: https://forum.audiogames.net/post/492147/#p492147 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January @19, you refer to difficulties making Linux and Mac support. Regarding Linux in particular, what difficulties would you need to overcome to make Audio Wizards available for Linux? I can't really see any; Steam should take care of installing all of the prerequisites (or at least all of those that you can't obtain from a package manager). If you've got a more code-related problem, like win32 API calls and such, then I understand... but please do at least try. I have no doubt that all of us who use Linux would be grateful to see more games for Linux that are accessible instead of exclusively targeting Windows as if it were the only gaming platform in the universe. Its kind of ironic in a way: companies won't make games for Linux because there is no audience (or at least the audience is so small as to be a no-income thing), but for there to be any kind of large audience, there need to be games for it. Its a vicious, circular cycle, and its definitely one we need to break. Companies just need to make games for Linux -- regardless of whether there is or isn't an audience --and an audience will begin to develop. A similar thing goes for Mac support. Windows and DOS were the same too in the 80s and 90s when they were brand new, yet in spite of that people did it anyway. If it could be done for Windows and DOS back in the 80s and 90s then it can be done for Mac and Linux. URL: https://forum.audiogames.net/post/491819/#p491819 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January @19, you refer to difficulties making Linux and Mac support. Regarding Linux in particular, what difficulties would you need to overcome to make Audio Wizards available for Linux? I can't really see any; Steam should take care of installing all of the prerequisites (or at least all of those that you can't obtain from a package manager). If you've got a more code-related problem, like win32 API calls and such, then I understand... but please do at least try. I have no doubt that all of us who use Linux would be greatful to see moregames for Linux that are accessible instead of exclusively targeting Windows as if it were the only gaming platform in the universe. Its kind of ironic in a way: companies won't make games for Linux because there is no audience (or at least the audience is so small as to be a no-income thing), but for there to be any kind of large audience, there need to be games for it. Its a vicious, circular cycle, and its definitely one we need to break. Companies just need to make games for Linux -- regardless of whether there is or isn't an audience --and an audience will begin to develop. URL: https://forum.audiogames.net/post/491819/#p491819 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January @9, whether they update Chromium or not for Linux in the use of Steam is immaterial if they don't force Chromium's accessibility subsystem to be active. Chromium (on Mac OS and Windows) does some accessibility magic to detect if a screen reader is active. On Linux, Chromium implements a (very limited) ATK setup, and it doesn't bother checking via any means whether a screen reader is available. Hence, to use Chromium at all, a subpar but usable experience at best, you need to pass --force-renderer-accessibility to chromium. If Steam adds that option or forces it on by default, it will become accessible, but if they don't... URL: https://forum.audiogames.net/post/491453/#p491453 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Selling my STW inventory
Re: Selling my STW inventory @66, its not, per see. This kind of sell follows pretty much the same process of sell that any other does. However, the seller explicitly indicated, many times, that information would be available on request 'privately'. He explicitly indicated in the first post that if you wanted specifics to contact him privately. If your interested, you'd do so. But repeatedly demanding information that the author wishes to only give to interested buyers will get you nowhere (and therefore is completely useless to ask). I'd think that would be obvious by now; hell, it should've been obvious from the start. When purchasing an item, or collection of items, you have no choice but to do what the seller requires of you. Its in essence a mutual agreement between buyer and seller: if you play by my requirements, I'll sell you x, and you'll get x, nothing more, nothing less. In this instance, there's no legally binding agreement being signed by buyer or seller, so the authenticity, quality, etc. of the item(s) in question, whatever they may be, are up to the buyer to know after the transaction is complete, and cannot be guaranteed before that time. The seller is not responsible for any damages or consequences, etc., of you buying the item(s), because your not legally agreeing to such a thing. (As a side note, most purchases go this way: if you buy something, the seller is not responsible for what happens to that something after the transaction is done.) Really, it boils down to the old amage 'Caveat emptor. Buyers, beware. URL: https://forum.audiogames.net/post/491441/#p491441 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Selling my STW inventory
Re: Selling my STW inventory @63, um, yes, the analogy does work. Considering that this is not an automated platform capable of giving you the information that you seek, he would have to do it manually or record it. Since neither text or recording can be authentically verified, how precisely is a description of what your getting valuable when you cannot verify that you will get what your getting? If you do't like his terms, that's fine. But you and everyone else on here is demanding things, whether you say you are or aren't. If you weren't demanding to know, you would be fine with him being unwilling to provide that information to uninterested customers. The fact that you continuously persist on this point is the precise definition of a demand. And its not just you either... its practically everyone else. Should he have provided a summary? Sure, if a summary was possible. But perhaps a summary isn't possible. But continuing to ask for something that the author either clearly won't or can't provide will get you nowhere. (And, no, compairing this to -- say -- Laptop specifications is not an apt comparison. Compairing it to TMI, however, is a very good comparison. Deal with the fact that the seller will give you the information you want if you are *actually*interested. Its his terms, you like or dislike them. But its quite rare for a seller to alter their terms because people get too demanding on a particular peace of information.) URL: https://forum.audiogames.net/post/491436/#p491436 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Selling my STW inventory
Re: Selling my STW inventory @63, um, yes, the analogy does work. Considering that this is not an automated platform capable of giving you the information that you seek, he would have to do it manually or record it. Since neither text or recording can be authentically verified, how precisely is a description of what your getting valuable when you cannot verify that you will get what your getting? If you do't like his terms, that's fine. But you and everyone else on here is demanding things, whether you say you are or aren't. If you weren't demanding to know, you would be fine with him being unwilling to provide that information to uninterested customers. The fact that you continuously persist on this point is the precise definition of a demand. And its not just you either... its practically everyone else. Should he have provided a summary? Sure, if a summary was possible. But perhaps a summary isn't possible. But continuing to ask for something that the author either clearly won't or can't provide will get you nowhere. (And, no, compairing this to -- say -- Laptop specifications is not an apt comparison. Compairing it to TMI, however, is a very good comparison. Deal with the fact that the seller will give you the information you want if you are *actually*interested. Its his terms, you like or dislike them. But its quite rare for a seller to alter their terms because a few people get too demanding.) URL: https://forum.audiogames.net/post/491436/#p491436 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Selling my STW inventory
Re: Selling my STW inventory @63, um, yes, the analogy does work. Considering that this is not an automated platform capable of giving you the information that you seek, he would have to do it manually or record it. Since neither text or recording can be authentically verified, how precisely is a description of what your getting valuable when you cannot verify that you will get what your getting? If you do't like his terms, that's fine. But you and everyone else on here is demanding things, whether you say you are or aren't. If you weren't demanding to know, you would be fine with him being unwilling to provide that information to uninterested customers. The fact that you continuously persist on this point is the precise definition of a demand. And its not just you either... its practically everyone else. Should he have provided a summary? Sure, if a summary was possible. But perhaps a summary isn't possible. URL: https://forum.audiogames.net/post/491436/#p491436 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Selling my STW inventory
Re: Selling my STW inventory 61's got it right. A recording is no more valuable than a text description when it comes to purchasing something. Same for videos or anything else. The "record it" argument is flawed because you canot guarantee that it wasn't tampered with either before, during, or after transit.Here's the thing: Jimmy69 has set the terms of the deal. You either agree to it and do as he asks, or ignore the item(s). He has stated that upon request he will provide information to interested customers. You cannot come up to him and demand information that he is unwilling to provide. Stop splitting hairs and throwing around negativity. URL: https://forum.audiogames.net/post/491432/#p491432 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Retroarch is now accessible
Re: Retroarch is now accessible Sorry if this question was asked in the thread (Im not going to read all 333 posts LOL). I've noticed a Quake, Quake II and Quake III core, but pressing enter/x on any of them causes nothing to happen other than the accessibility system telling me the name of the core. I don't know why this wo't download but I'd love to try it. Any thoughts?Edit: could the fact that I'm using Linux have something to do with it? I'd think that this particular core would be available for all platforms... URL: https://forum.audiogames.net/post/491422/#p491422 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Retroarch is now accessible
Re: Retroarch is now accessible Sorry if this question was asked in the thread (Im not going to read all 333 posts LOL). I've noticed a Quake, Quake II and Quake III core, but pressing enter/x on any of them causes nothing to happen other than the accessibility system telling me the name of the core. I don't know why this wo't download but I'd love to try it. Any thoughts? URL: https://forum.audiogames.net/post/491422/#p491422 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January Mind making a Linux build of this available on Steam as well? Linux needs more games (not emulated through Wine but natively built), and Steam is probably one of the best platforms to do that. Now, if only we could resolve the Steam accessibility issues on Linux... (Side note: you can install games and stuff, its just difficult to do.) URL: https://forum.audiogames.net/post/491365/#p491365 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January
Re: AudioWizards & Soundtrack Coming to PC on Steam 22nd of January Mind making a Linux build of this available onSteam as well? Linux needs more games, and Steam is probably one of the best platforms to do that. URL: https://forum.audiogames.net/post/491365/#p491365 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Audiogames as reference material for mainstream games
Re: Audiogames as reference material for mainstream games Shades of doom and friends wouldbe good references of basic navigational systems, I think. Despite its age it still is an excellent game. URL: https://forum.audiogames.net/post/490612/#p490612 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Screen Reader Support in Audio Games
Re: Screen Reader Support in Audio Games My reasons for using a screen reader are pretty much all the reasons listed in this topic thus far. The issue with using screen readers is that not all screen readers have APIs exposed, so you may not be able to interface with them. Its much easier to interface with the platforms native TTS engine than it is to interface with every screen reader. This is definitely a point to keep in mind for cross-platform games.@28, this is definitely possible (I've written code to do just what you describe in your last paragraph in a little game engine project-ish thing I was working on about a year back). You can do everything a screen reader can do with SAPI/One Core/..., it just takes a lot of time to implement all of that. URL: https://forum.audiogames.net/post/488954/#p488954 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Screen Reader Support in Audio Games
Re: Screen Reader Support in Audio Games My reasons for using a screen reader are pretty much all the reasons listed in this topic thus far. The issue with using screen readers is that not all screen readers have APIs exposed, so you may not be able to interface with them. Its much easier to interface with the platforms native TTS engine than it is to interface with every screen reader. This is definitely a point to keep in mind for cross-platform games. URL: https://forum.audiogames.net/post/488954/#p488954 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Screen Reader Support in Audio Games
Re: Screen Reader Support in Audio Games My reasons for using a screen reader are pretty much all the reasons listed in this topic thus far. The issue with using screen readers is that not all screen readers have APIs exposed, so you may not be able to interface with them. Its much easier to interface with the platforms native TTS engine than it is to interface with every screen reader. URL: https://forum.audiogames.net/post/488954/#p488954 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: NVdA not reading flash anymore
Re: NVdA not reading flash anymore @4, this isn't about Google dictating anything. This is about browser security. Flash has been a major security risk for years, and I would highly recommend that you avoid sites that use it on principal. Flash has been dead for ages (the only sites that I know of that actually use it are this one and Cengage), and that's for a good reason -- its trivially exploitable. URL: https://forum.audiogames.net/post/487917/#p487917 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag The false parts of my message? OK, have fun in that illusionary world of yours. Sorry, there were no 'parts' of that definition. Just because you take a definition and split it into "parts" does not invalidate it. I second the motion to ban audiogame; he can try and be a god on his own forum and moderate 100-percent of the time (without doing *anything* else, including sleeping, eating, etc., because then your only moderating 99 percent of the time) and he can "supposedly" be abetter mod than people 2-3 times his age. And hey, if he achieves that, well... I'd love to see how he acomplishes that... it would be revolutionary! /s URL: https://forum.audiogames.net/post/485987/#p485987 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag The false parts of my message? OK, have fun in that illusionary world of yours. Sorry, there were no 'parts' of that definition. Just because you take a definition and split it into "parts" does not invalidate it. I second the motion to ban audiogame; he can try and be a god on his own forum and moderate 100-percent of the time (without doing *anything* else, including sleeping, eating, etc., because then your only moderating 99 percent of the time) and he can "supposedly be the better man". /s. URL: https://forum.audiogames.net/post/485987/#p485987 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @41, OMG WTF! Yes, your, uh, posting off-topic messages. And you only paid attention to the very last part of the definition. What about the other part? Creating discord on the internet by starting quarrels? In sum: yes, you are *trolling*. Dsagree with that? Then give me a *logical* reason why. URL: https://forum.audiogames.net/post/485983/#p485983 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @39, agreed. Archive.org takes snapshots of the forum every few months or so -- I haven't spent the time to figure out a timeframe of sorts. But yes, these are googlable... and lets not forget that should (say) an employer learn your username on here, well... I needn't go further.Either way, audiogame, I'd recommend you clean up your act. Fast. Otherwise your reputation, not just on here but elsewhere (and that includes society in general) could be easily ruined by doing this kind of shit in public. You may not be an adult yet, but your behavior on here at this age will follow you for years after you've turned 18. As someone who was quite bad on here in my younger years Ican attest to this. People in the blind community are still wary of me (even now) or downright hostile because of my previous action, and for some people I'm not precisely sure on how to correct my past mistakes in their eyes. Sure, it doesn't effect me completely, and while I have some good close friends, but close friends can only do so much. URL: https://forum.audiogames.net/post/485977/#p485977 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @39, agreed. Archive.org takes snapshots of the forum every few months or so -- I haven't spent the time to figure out a timeframe of sorts. But yes, these are googlable... and lets not forget that should (say) an employer learns your username on here, well... URL: https://forum.audiogames.net/post/485977/#p485977 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @34:first: he never said 'parliment'. He said 'legal parlance'. See the difference?Second: What is the definition of trolling? creating discord on the Internet by starting quarrels or upsetting people by posting inflammatory or off-topic messages in an online community. That sounds like what your doing to me. If its not... then please describe to all of us, in detail, how what your doing is *not* trolling and immature? URL: https://forum.audiogames.net/post/485974/#p485974 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @34:first: he never said 'parliment'. He said 'legal parlance'. See the difference?Second: What is the definition of trolling? creating discord on the Internet by starting quarrels or upsetting people by posting inflammatory or off-topic messages in an online community. That sounds lke what your doing to me. URL: https://forum.audiogames.net/post/485974/#p485974 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @32, I have no words for the shear level of stupidity and childish attitude displayed in this post. What a shining example of how to nullify your own argument or credibility! URL: https://forum.audiogames.net/post/485971/#p485971 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @23, do you know what FUD is? Its fear, uncertainty and doubt. And your quite happily spreading the UD part of it. Fear? Perhaps not. But uncertaintyand doubt? Yep, you just keep on trying to spread misinformation and falsehoods everywhere you go. If your trying to get banned, its definitely the way to get what you want. If your trying to unseat the admins, or show how supposedly superior you are, your definitely not giving off that impression. If your refering to my post -- post 19 -- and thinking that I was calling Audiogame a child, I was not calling him a child; I was informing him that he was acting like one. Huge difference. If your not refering to my post in particular, then please inform us as to which post your talking about; I'm sure there's a far more reasonable explanation that is not only logical but not full of nonsense and misinformation that clearly indicates, to me at least, that you hold a vendetta or desire to remove, hinder, or otherwise discredit the admins and mods. Must I remind you that you are committing character assassination? If you actually do have a problem with what the admins and/or mods are doing, there are far more eloquent and rational ways of indicating such, without assassinating their character or reputation in the process. URL: https://forum.audiogames.net/post/485904/#p485904 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @23, do you know what FUD is? Its fear, uncertainty and doubt. And your quite happily spreading the UD part of it. Fear? Perhaps not. But uncertaintyand doubt? Yep, you just keep on trying to spread misinformation and falsehoods everywhere you go. If your trying to get banned, its definitely the way to get what you want. If your trying to unseat the admins, or show how supposedly superior you are, your definitely not giving off that impression. If your refering to my post -- post 19 -- and thinking that I was calling Audiogame a child, I was not calling him a child; I was informing him that he was acting like one. Huge difference. If your not refering to my post in particular, then please inform us as to which post your talking about; I'm sure there's a far more reasonable explanation that is not only logical but not full of nonsense and misinformation that clearly indicates, to me at least, that you hold a vendetta or desire to remove, hinder, or otherwise discredit the admins and mods. Must I remind you that you are technically committing character assassination? And before somone says otherwise, yes, this has definitely gone into character assassination. The formal definition is "the malicious and unjustified harming of a person's good reputation." There is no possible way that what Moonwalker is continuing to do is not deliberate or malicious. But it is definitely unjustified. URL: https://forum.audiogames.net/post/485904/#p485904 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: constant battle's lag
Re: constant battle's lag @23, do you know what FUD is? Its fear, uncertainty and doubt. And your quite happily spreading the UD part of it. Fear? Perhaps not. But uncertaintyand doubt? Yep, you just keep on trying to spread misinformation and falsehoods everywhere you go. If your trying to get banned, its definitely the way to get what you want. If your trying to unseat the admins, or show how supposedly superior you are, your definitely not giving off that impression. If your refering to my post -- post 19 -- and thinking that I was calling Audiogame a child, I was not calling him a child; I was informing him that he was acting like one. Huge difference. If your not refering ot my post in particular, then please iform us as to which post your talking about; I'm sure there's a far more reasonable explanation that is not only logical but not full of nonsense and misinformation that clearly indicates, to me at least, that you hold a vendetta or desire to remove, hinder, or otherwise discredit the admins and mods. Must I remind you that you are technically committing character assassination? URL: https://forum.audiogames.net/post/485904/#p485904 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector