Re: SoundRTS

2016-05-10 Thread AudioGames . net Forum — New releases room : gigino1987 via Audiogames-reflector


  


Re: SoundRTS

Hi,I have been updated UI and manual from Alpha 10 release. Here's the download link:https://dl.dropboxusercontent.com/u/145 … ian-UI.zipThanks

URL: http://forum.audiogames.net/viewtopic.php?pid=260057#p260057





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Re: SoundRTS

2016-05-10 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

Units selected by a group move exactly as usual. Groups are just a way to quickly switch control between different groups. Personally I usually don't use this feature because I find tedious to have to set groups for every game, but it seems to be a standard feature that can be used to coordinate various types of units more efficiently.Note that formations exist in Warcraft 3 but not in Starcraft 2. Supreme Commander has it too. I'm not sure if formations are linked to a group or to a "move" order.On the other hand, I have been thinking about making a group smarter, or maybe allowing some kind of assistants to avoid some micromanagement. I don't know yet.Maybe commanders and administrators could be part of the world. You would name them, maybe they would have various bonus or personality (prudent, tactician, economist, siege, defense) and they would make lots of interesting noises while coordinating their troops. Even if it doesn't
  suit the players because it removes to much of micromanagement, at least it could make a more interesting AI.

URL: http://forum.audiogames.net/viewtopic.php?pid=260054#p260054





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : gigino1987 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hi,I have been updated the Italian translation UI for Crazymod 9 beta, download from follow link:https://dl.dropboxusercontent.com/u/145 … ian-ui.zipThanks for job

URL: http://forum.audiogames.net/viewtopic.php?pid=260039#p260039





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Re: SoundRTS

2016-05-09 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: SoundRTS

Hi Soundmud!First of all thank you thank you thank you for continuing work on my favorite audiogame of all time! The new features are realy great!I got two questions:1. Will groups move at the same speed and take the same way to a target?2. This is the most important question:Can you use for example shift 6 to build formations? For example give the first position to 10 knights and select 20 archers by pressing shift 6 who will follow behind them? So knights would take the primary attack and got suported from the archers? Or to send the more powerfull units in front and the weaker behind them so that they will be more safe?

URL: http://forum.audiogames.net/viewtopic.php?pid=260008#p260008





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Re: SoundRTS

2016-05-09 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS

拓海: I think that you are speaking in a walkie talkie?Oops, sorrySoundmud, I waited and I'm so happy now! Let's play!

URL: http://forum.audiogames.net/viewtopic.php?pid=260006#p260006





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Re: SoundRTS

2016-05-09 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS

拓海: I think that you are speaking in a walkie talkie?

URL: http://forum.audiogames.net/viewtopic.php?pid=260006#p260006





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Re: SoundRTS

2016-05-09 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS

Refueling soundmudContinued developmentDo not participate in the game can also watch other people's game on the serverDo not participate in the game can also watch other people's game on the server

URL: http://forum.audiogames.net/viewtopic.php?pid=260004#p260004





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Re: SoundRTS

2016-05-09 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS

Now only one function is missing.Do not participate in the game can also watch other people's game on the server

URL: http://forum.audiogames.net/viewtopic.php?pid=260004#p260004





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Re: SoundRTS

2016-05-09 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS

hi SoundmudGreatThis can play a multi line combatthank you

URL: http://forum.audiogames.net/viewtopic.php?pid=260002#p260002





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Re: SoundRTS

2016-05-09 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

The revision 1 of SoundRTS 1.2 alpha 10 is available. This version is totally compatible with 1.2 alpha 10.The only change is: recallable control groupsControl + 6, 7, 8 or 9: sets group 6, 7, 8 or 9 with the currently controlled units (or buildings)Shift + 6, 7, 8 or 9: extends group 6, 7, 8 or 9 with the currently controlled units (or buildings)6, 7, 8 or 9: recalls group 6, 7, 8 or 9Available at:http://jlpo.free.fr/soundrts

URL: http://forum.audiogames.net/viewtopic.php?pid=259983#p259983





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Re: SoundRTS

2016-05-09 Thread AudioGames . net Forum — New releases room : abdullah_mohammad via Audiogames-reflector


  


Re: SoundRTS

hellothanks for the cool gameis there any new sound packs out there?

URL: http://forum.audiogames.net/viewtopic.php?pid=259919#p259919





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Re: SoundRTS

2016-05-08 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS

flying townhall,Can not be translated into ChineseShould be how to solve it?thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=259900#p259900





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Re: SoundRTS

2016-05-08 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS

First of all, thanks soundMud for the new features present in the alpha10 version. All of them looks very amazing, and definitelly it will change various thinks on the current game style :3Well, about the things that are discussing on this thread...Oops, I forget that i've answer all of this things on the pass x. I put them in spoiler for better.[spoiler]Respect teh diplomacy, I thinks that you can use or not in battles, but before the match starts, the creator can set the diplomacy on or off. Is not confortable play a free for all match, and see how your oponents ally against you only for destroy you, because they fear you. But, when you have set it on, the main options that you have concidered (use console is  the best option for it) is ally x, unalli x (try to aboid underscores, please. camelCase is better) give x of y to z, shareVision, unshareVision, shareUnit sunshareUnits, and. h. etc.But, the allies is instantly accepted and efective for the both players? Or if player 1 allies with 2, only 2 is ally of 1, but not 1 of 2? Ofcourse if players 2 allies with 1, the allianse will be complete.This is a thing that is important and you have to concider when macking the commands.About the groups... well, all of the cheats are completely blocked in multiplayer mode. For that, all keys that active some cheat (all map vision, etc) you can transform it in to console commands.In starcraft, the keys to group units are 1 to 0, but in this game 1 to 4 is for complete, halph, divide by 3, or quarter the selected group. VieViewing this situation, move 1-4 keys, to f1-f4 keys, and use 1-0 keys to have groups. Groups of units, or buildings.For example, the zergs in starcraft usually groups its hacheries in key0 to can train some zergs units the fastest possible.In soundrts case, you can your important buildings to get the same effect, and the first keys for other things.Respecting the movement, h. the group share its orders, only when are gived to them as a group. For example if you have a group with 3 knights and 3 priest, you set a group with them in 1. next, you command to them move to square x, pressing 1 (to select teh group) and next set the command.But, when the group reach the selected square, you want to give only to the priest a order to retreat. If you select the priest with teir key and command them to abandon the square, the knights doun't follow these priest. But the group in one, continue formed. If after the combat, without reagrouping the group, you press 1 ang give a order to move to x, the group reagrupes, and next go to the objective.It looks hard to program, but not impossible.I am only trying to copy the group feature of sc2  Respecting the translating the console... ¡noo! ¡its a bad idea!Sorry for the non-english-speaker (english is not my native languaje) but at i know, every console of every system, have its commands on english. Translate the commands can be a real pain in the ass. For the coders, for the translator,and for the players.For Aramir, yes, you can add any amount of resourses that you want to a mod that e youtyou create.Of course, if you add new resourses, you have to update  the maps for your mov, and the cost of every object in the game to be concordable with you rules, but you can.On the spanish side, we have a experimental modification of crazy mod, that adds metal, stone and leater to the resourses.[/spoiler]Well, thats is all for now. Thanks for the new version. Keep doing the amazin work!

URL: http://forum.audiogames.net/viewtopic.php?pid=259885#p259885





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Re: SoundRTS

2016-05-08 Thread AudioGames . net Forum — New releases room : Xoren via Audiogames-reflector


  


Re: SoundRTS

I honestly didn't think you were working on Sound RTS anymore. Well done for continuing the work. I'll be giving it a look soon, since I did enjoy playing that game.

URL: http://forum.audiogames.net/viewtopic.php?pid=259880#p259880





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Re: SoundRTS

2016-05-08 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS

Finally releasedI'm so happy.Do not know when crazymod update

URL: http://forum.audiogames.net/viewtopic.php?pid=259877#p259877





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Re: SoundRTS

2016-05-08 Thread AudioGames . net Forum — New releases room : SkyLord via Audiogames-reflector


  


Re: SoundRTS

i waited for that so long! thanks for your greate work soundmud!

URL: http://forum.audiogames.net/viewtopic.php?pid=259859#p259859





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Re: SoundRTS

2016-05-08 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

- SoundRTS 1.2 alpha 10 is available- more details there: http://soundrts.blogspot.fr/2016/05/log … eased.html- this version is probably unstable; more polished versions might come soon

URL: http://forum.audiogames.net/viewtopic.php?pid=259850#p259850





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-06 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Most need to address the problem is that once data becomes large, the game speed will become very slow

URL: http://forum.audiogames.net/viewtopic.php?pid=259653#p259653





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

GreatIt looks like it will soon be able to see the next version.

URL: http://forum.audiogames.net/viewtopic.php?pid=259517#p259517





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Greatlooks like it will soon be able to see the next version

URL: http://forum.audiogames.net/viewtopic.php?pid=259516#p259516





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-05 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

This project is still on continue development.If you want to see witch new features are coming for the next release, You just have to see the issues and new commits in the public github repository.Generally, soundMud have on the years a period of inactivity, but  when the french's summer is near, the updates of soundrts are very frequent.

URL: http://forum.audiogames.net/viewtopic.php?pid=259495#p259495





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I hope this project will continue..Because I like it very much

URL: http://forum.audiogames.net/viewtopic.php?pid=259134#p259134





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I hope this project will continue.

URL: http://forum.audiogames.net/viewtopic.php?pid=259134#p259134





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-04-22 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

arjan wrote:Is there a link to the latest beta of version 9 somewhere? the links seem to have expired so I can only go to the main site with version 8.3. Kind of want to get back into this, but there doesn't seem to be a link.It's probably a bit late to reply, but I have just found a link to CrazyMod version 9 beta 9 at the end of this page: http://pragmapragma.free.fr/soundrts-crazymod/

URL: http://forum.audiogames.net/viewtopic.php?pid=257855#p257855





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-03-28 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Feeling of the traditional school is good for weak, I with traditional vs. technology and attacking defense is not is not, key trebuchet cannot direct attack to the adjacent regions.

URL: http://forum.audiogames.net/viewtopic.php?pid=255305#p255305





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Re: compiling soundRTS on OSX

2016-02-27 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector


  


Re: compiling soundRTS on OSX

SoundRTS used to work on Mac OS X, so maybe pygame has become more difficult to install, I don't know.

URL: http://forum.audiogames.net/viewtopic.php?pid=251779#p251779





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Re: compiling soundRTS on OSX

2016-02-25 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Hm, i've dug up a few threads that seem to have a similar issue, not sure if they'll work. One suggests reinstalling the SDL dependancies for pygame, though the threads for Python 3 and is dated two years ago so the links may be out of date, found here. The other one here hit a similar no sound problem, they didn't find a solution but noted that wav files seemed to work but ogg didn't. So you could possibly try editing soundRTS's clientmediasound.py, line 413: in the "_load" function so it loads wav instead of ogg, then convert the audio files into wavs. Not sure if sounds loaded or such elsewhere in the code.

URL: http://forum.audiogames.net/viewtopic.php?pid=251587#p251587





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Re: compiling soundRTS on OSX

2016-02-25 Thread AudioGames . net Forum — General Game Discussion : aaron77 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

that installer didn't work either.

URL: http://forum.audiogames.net/viewtopic.php?pid=251566#p251566





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Re: compiling soundRTS on OSX

2016-02-25 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Maybe this version of pygame from http://www.pygame.org/download.shtml would work, I don't know.Lion apple supplied python:http://www.pygame.org/ftp/pygame-1.9.2p … 7.mpkg.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=251554#p251554





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Re: compiling soundRTS on OSX

2016-02-22 Thread AudioGames . net Forum — General Game Discussion : aaron77 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Hmm.  I don't think I installed that one.  I just tried now, and it was complaining about me not having python 2.7, but I do, it's built in.Is there a command to view information on the version of pygame I have installed?  Would that help?

URL: http://forum.audiogames.net/viewtopic.php?pid=251159#p251159





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Re: compiling soundRTS on OSX

2016-02-22 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector


  


Re: compiling soundRTS on OSX

It sounds that pygame is playing the file at the wrong rate, or doesn't detect the ogg format and plays some random sound.Did you install this version of pygame from http://www.pygame.org/download.shtml ? This version is for the python.org version of Python.http://pygame.org/ftp/pygame-1.9.1relea … sx10.3.dmg

URL: http://forum.audiogames.net/viewtopic.php?pid=251156#p251156





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Re: compiling soundRTS on OSX

2016-02-21 Thread AudioGames . net Forum — General Game Discussion : aaron77 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Thankfully, a 2 mb file did not work properly.  I say thankfully because if the issue wasn't fixed in 10 years, it never will. I wish this thing would at least give an error.

URL: http://forum.audiogames.net/viewtopic.php?pid=251082#p251082





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Re: Soundrts router/firewall help

2016-02-21 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector


  


Re: Soundrts router/firewall help

I'll try to include some parts of the manual into the game, so the information would pop up when the user needs it.

URL: http://forum.audiogames.net/viewtopic.php?pid=251066#p251066





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Re: compiling soundRTS on OSX

2016-02-21 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector


  


Re: compiling soundRTS on OSX

It seems that pygame isn't decoding the sound files correctly. The speech is OK though.I don't remember a report of this problem. According to the Internet, it seems that pygame on OSX have or used to have trouble reading ogg files less than 8k.http://pygame-users.seul.narkive.com/t1 … p3-supportTry the example 3 of the following tutorial, and eventually replace the ogg file with an ogg file bigger than 8k.http://jlpo.free.fr/pygame_tutorial.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=251064#p251064





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Re: compiling soundRTS on OSX

2016-02-20 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Edit: Bleh, I got a little confused, its not the problem I was thinking of. I've tried searching around but can't quite find any leads on it, it likely has something to do with how the sound files are loaded/played.

URL: http://forum.audiogames.net/viewtopic.php?pid=250968#p250968





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Re: compiling soundRTS on OSX

2016-02-20 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Hmm, took me a moment to notice but I see what you mean. I think i've encounted something similar with Pyglet when I was using the built in convience functions, I didn't really figure out what was causing it but the problem went away when I started to roll my own lower level OpenAL bindings. If the audio files are being streamed instead of cached it could be the buffers aren't filling properly or fast enough, causing some hickups during playback.

URL: http://forum.audiogames.net/viewtopic.php?pid=250968#p250968





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Re: compiling soundRTS on OSX

2016-02-20 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: compiling soundRTS on OSX

I have no idea, but I hope someone would be able to compile a working version for Mac soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=250927#p250927





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Re: Soundrts router/firewall help

2016-02-20 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Gah! I feel like such an asshole now... I was probably thinking of the port for TS3 by accident when I said UDP only, sigh, I really hope that didn't have much to do with your issues, but I'm glad you've figured it out, and at least now you know how... Thanks Soundmud for pointing that out.Crhis, I don't really know enough to help you with the VMware issue reliably, but I do know that it uses NAT, network address translation, in conjunction with your router to make it seem as though the IP address of the Windows and Mac are the same, instead of two separate entities, and you can mess with those settings in options.Also, yeah it's for both, static IP's are so that the router knows which computer should have an open lane for traffic on that port, otherwise all of the computers on the network would have the same potential security
  breech, but for no gain on their part.  And you use port forwarding over DMZ because it's unsafe to open so many different gateways directly to the internet, since, unless it's a brute force attack, forwarding a port also allows it to bypass the router's firewalls.As to the tethering question, I don't really know, but considering that port forwarding is usually managed through a wireless router, and you would instead be connecting to a series of cell towers, it would have to be done on the device it's self, if at all possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=250895#p250895





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Re: Soundrts router/firewall help

2016-02-20 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Gah! I feel like such an asshole now... I was probably thinking of the port for TS3 by accident when I said UDP only, sigh, I really hope that didn't have much to do with your issues, but I'm glad you've figured it out, and at least now you know how... Thanks Soundmud for pointing that out.Crhis, I don't really know enough to help you with the VMware issue reliably, but I do know that it uses NAT, network address translation, in conjunction with your router to make it seem as though the IP address of the Windows and Mac are the same, instead of two separate entities, and you can mess with those settings in options.Also, yeah it's for both, static IP's are so that the router knows which computer should have an open lane for traffic on that port, otherwise all of the computers on the network would have the same breech, but for no
  gain on their part.  And you use port forwarding over DMZ because it's unsafe to open so many different gateways directly to the internet, since, unless it's a brute force attack, forwarding a port also allows it to bypass the router's firewalls.As to the tethering question, I don't really know, but considering that port forwarding is usually managed through a wireless router, and you would instead be connecting to a series of cell towers, it would have to be done on the device it's self, if at all possible.

URL: http://forum.audiogames.net/viewtopic.php?pid=250895#p250895





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Re: compiling soundRTS on OSX

2016-02-19 Thread AudioGames . net Forum — General Game Discussion : aaron77 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

okay so that issue is fixed, but now I have an even weirder one.  The game runs perfectly fine, all of it seems to function perfectly, but the audio of the game is extremely broken.  I'm not getting sounds, just this weird and painful audio staticy/high pitched thing on certain squares.  It's hard to explain, especially for me being terrible at describing sounds, so I made a really short recording demonstrating the weirdness.https://dl.dropboxusercontent.com/u/641 … rdness.mp3I feel like I have seen this issue before.  Does anyone have any idea what could be causing it?

URL: http://forum.audiogames.net/viewtopic.php?pid=250882#p250882





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Re: compiling soundRTS on OSX

2016-02-19 Thread AudioGames . net Forum — General Game Discussion : aaron77 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Hyep, installing pyobjc fixed it.  I can't compile it, at least I haven't tried, and don't plan on it, but I can run the soundrts.py script, which was exactly what I wanted.  Thanks! 

URL: http://forum.audiogames.net/viewtopic.php?pid=250868#p250868





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Re: compiling soundRTS on OSX

2016-02-18 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector


  


Re: compiling soundRTS on OSX

wincom32 is not needed. On OSX this file is used for speech:https://github.com/soundmud/soundrts/bl … sspytts.pyI'm not sure but it might be necessary to install pyobjc so the program can import a module called AppKit. This page might help, but I didn't test it:http://stackoverflow.com/questions/1276 … med-appkit

URL: http://forum.audiogames.net/viewtopic.php?pid=250677#p250677





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Re: Soundrts router/firewall help

2016-02-18 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector


  


Re: Soundrts router/firewall help

SoundRTS doesn't use UDP at all, it just uses TCP. Maybe that's why the test worked with DMZ.Using a portchecker website is a good way to test the server; using a smartphone as a modem to actually test with 2 networks is even better, of course.

URL: http://forum.audiogames.net/viewtopic.php?pid=250674#p250674





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Re: Soundrts router/firewall help

2016-02-15 Thread AudioGames . net Forum — General Game Discussion : stormer via Audiogames-reflector


  


Re: Soundrts router/firewall help

So my ISP replied saying I must try turning protected access off on my account. It is a feature from MWeb that helps with making your connection more secure.I tested SoundRTS last night after turning it off but it still didn't work. I then created a DMZ with the IP my wife's pc was using and changed the IP I used for the port forwarding, also removed the static IP.When I entered on multiplayer and then on enter IP it still didn't work. I then tried multiplayer, choose a server from the list and entered on my wife's game name and it finally worked!I used my Iphone as modem so that we would have 2 different connections in the house, because when we use the same network there is no problem of course, but now with 2 different network connections I could finally join her created server.I am not sure whether the protected access I turned off, or the DMZ solved the problem but at least there is progress. I will test it again over the next week 
 or two when I find time to figure out what the solution was as I would like to know. Just to make 100% sure of everything I will test it with a friend who is at a different location as well but I think I should get somewhere now at least.Thank you for all the help and explaining it to me, I now know a bit more and wouldn't have made it this far without your help.

URL: http://forum.audiogames.net/viewtopic.php?pid=250456#p250456





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Re: Soundrts router/firewall help

2016-02-10 Thread AudioGames . net Forum — General Game Discussion : Chris via Audiogames-reflector


  


Re: Soundrts router/firewall help

Ahh yes, this problem again! I went through it a while ago and now more are going through it. The guide in post 2 is very good. Now, I have a few questions.First, why is all this even necessary? Is it for internet security or to know where to send the incoming network traffic or both? Second, can you host online games and have others connect if you are tethering from a phone to a computer? Thirdly, and most annoyingly, why doesn't this work in Vmware? With some help, I was finally able to track down the issue that Vmware was messing with incoming connections. Why is this and can it be solved? If not, I guess I really *do* need a physical Windows machine.I can't tell you how happy I was when I finally got things working. I had the issue from mid 2010 until about the end of last year and it felt like Christmas when stuff just worked.On a final note, I could never get the static IP to work. My router doesn't have the option to set one so I had to c
 onstantly update the port information with the new local IP.

URL: http://forum.audiogames.net/viewtopic.php?pid=249979#p249979





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Re: Soundrts router/firewall help

2016-02-10 Thread AudioGames . net Forum — General Game Discussion : stormer via Audiogames-reflector


  


Re: Soundrts router/firewall help

Heard back from my ISP, this is what they had to sayI have checked on the matter and from feedback received, support is not provided from MWEB regarding such configurations, in part as it is not permitted per the T:Unless you subscribe to a business packages and you are permitted in terms of such business package, you may not resell any services, receive any charge or benefit for the use of any services or provide Internet access or any other feature of the services to any third party or in any other way exploit the service for any commercial purposes. For example, you cannot provide Internet access to others through a dial up, ADSL or other connection, host shell accounts over the Internet, provide e-mail or news services, or send a news feed. You may not run a server (including game servers) in connection with the services. You may not provide network services to others via the services. In addition, you are prohibited from running servers for mail, ht
 tp, ftp, irc and multi-user interactive forums. You may not share your services.  They also point out that upload line speed is not very ideal per game hosting on an ADSL connection as upload line speed is much lower than download line speed.I must say, internet in South Africa really sucks.I'll find out what the business packages cost and also look at other ISP's but I think all of them are following the same rules etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=249947#p249947





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Re: Soundrts router/firewall help

2016-02-08 Thread AudioGames . net Forum — General Game Discussion : stormer via Audiogames-reflector


  


Re: Soundrts router/firewall help

I've emailed my ISP with the problem and asked them to help, usually takes 48hrs to get a response but I'll just call them if I don't hear anything back.In the meantime I'll read up on my rooter and port forwarding etc to familiarize myself with the various terms and what they mean.While I am at it, do you think adding the static IP I've created to a DMZ might help? I've seen a few web posts where people used a DMZ and it helped.I will also look into updating my rooter's firmware if I can't find a solution.Last night I used a port checking tool to see if the port forward I created for port 2500 can be detected but just got a timed out message. Got this message on the WhatsMyIp and portchecker sites.Would be great if I could have this sorted, soundrts is great and would love to play against friends, even top speed.Thanks for all your advice thus far.

URL: http://forum.audiogames.net/viewtopic.php?pid=249720#p249720





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Re: Soundrts router/firewall help

2016-02-08 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

A DMZ host is worth a try I suppose, just make sure that the port forwarding for the same IP you add to it is disabled when you do, to avoid any conflicts, but honestly, unless for some reason port forwarding is just, broken on your router, it probably won't make a difference, since DMZ basically just opens all of your ports to the internet instead of just one, and then externally isolates any server you make from your regular network for added security, instead of just using the normal firewall only.This could be some sort of weird issue owing to the fact that your technically using 3G phone towers instead of physical cabling, in your current setup; at least as far as I can tell.  But I doubt it, considering that MWEB sells web server access...I hope you hear back from your ISP soon!

URL: http://forum.audiogames.net/viewtopic.php?pid=249764#p249764





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Re: Soundrts router/firewall help

2016-02-08 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

A DMZ host is worth a try I suppose, just make sure that the port forwarding for the same IP you add to it is disabled when you do, to avoid any conflicts, but honestly, unless for some reason port forwarding is just, broken on your router, it probably won't make a difference, since DMZ basically works by opening all of your ports to the internet instead of only one, and then externally isolates any server you make from your regular network for added security, instead of simply using the normal firewall only.This could be some sort of weird issue owing to the fact that your technically using 3G phone towers instead of physical cabling, in your current setup; at least as far as I can tell.  But I doubt it, considering that MWEB sells web server access while using the same infrastructure.I hope you hear back from your ISP soon!

URL: http://forum.audiogames.net/viewtopic.php?pid=249764#p249764





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Re: Soundrts router/firewall help

2016-02-06 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Hmm, well if your sure that the person on the other end has unblocked SoundRTS through there firewall, then I guess you should talk to your ISP and explain the problem your having.  This could just be a limitation of the way your cable company'sinfrastructure is set up, or it's possible that they block you from creating a server without a special internet plan, in which case it won't hurt to ask anyway.You should also know that if you already have a server anywhere within your local network, especially one that's running Linux, it could be intercepting port 2500 for it's self, since that's the default SSH port for accessing it I believe.Unfortunately, changing to TCP won't help you, they are two totally different things.  But you may consider that some firewalls, both on the router and computer, let you pass specific ports through as well, so you may want to try that, though  personally, it's never hel
 ped me.  Still, every setup is different...  So it's worth a shot.Nice job on getting your self a static IP and port though!

URL: http://forum.audiogames.net/viewtopic.php?pid=249552#p249552





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Re: Soundrts router/firewall help

2016-02-06 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Hmm, well if your sure that the person on the other end has unblocked SoundRTS through there firewall, then I guess you should talk to your ISP and explain the problem your having.  This could just be a limitation of the way your cable company'sinfrastructure is set up, or it's possible that they block you from creating a server without a special internet plan, in which case it won't hurt to ask anyway, though it really doesn't seem like that's the case based on the lack of info given.Looking at your router on the MWEB website, I see that it supports a few protocols that, if switched off, may be helping to cause this problem.  Probably not though, but, what the hell it's worth a try... So try making sure that "NAT" and "UPNP" are both enabled, that's probably somewhere within an advanced 
 section dealing with LAN, local area network.  You should also consider updating your firmware to the latest version, that's going to be in the super top secret level 5, authorized access only government research lab section, where you'll probably have to submit to a retinal and DNA scan; so basically just the one most likely to brick your router for ever and ever and ever, leaving you sobbing and hopeless.  But if all else fails, updating the firmware might just fix things, and, hopefully, if you blow it up, your ISP can downgrade you back to the previous version.You should also know that if you already have a server anywhere within your local network, especially one that's running Linux, it could be intercepting port 2500 for it's self, since that's the default SSH port for accessing it I believe.Unfortunately, changing to TCP won't help you, they are two totally different things.  But you may consider that some firew
 alls, both on the router and computer, let you pass specific ports through as well, so you may want to try that, though  personally, it's never helped me.  Still, every setup is different...  So it's worth a shot.Nice job on getting your self a static IP and port though!P.S. Why do ISP's always put such stupid stuff on there main pages?  Is anyone ever actually going to use that dating link, and not feel like they just sunk to a new, as yet unexplored low in their lives? Or check the winning lottery numbers right there instead of you know, on the actual friggin lottery website?   Or maybe they'll rent a car so that they can travel to MWEB's offices personally in order to kick all of their asses for a network outage?  Actually, that might be a useful service after all...

URL: http://forum.audiogames.net/viewtopic.php?pid=249552#p249552





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Re: Soundrts router/firewall help

2016-02-06 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Hmm, well if your sure that the person on the other end has unblocked SoundRTS through there firewall, then I guess you should talk to your ISP and explain the problem your having.  This could just be a limitation of the way your cable company'sinfrastructure is set up, or it's possible that they block you from creating a server without a special internet plan, in which case it won't hurt to ask anyway.You should also know that if you already have a server anywhere within your local network, especially one that's running Linux, it could be intercepting port 2500 for it's self, since that's the default SSH port for accessing it I believe.Unfortunately, changing to TCP won't help you, they are two totally different things.  But you may consider that some firewalls, both on the router and computer, let you pass specific ports through as well, so you may want to try that, though  personally, it's never hel
 ped me.  Still, every setup is different...  So it's worth a shot.

URL: http://forum.audiogames.net/viewtopic.php?pid=249552#p249552





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Re: Soundrts router/firewall help

2016-02-06 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Hmm, well if your sure that the person on the other end has unblocked SoundRTS through there firewall, then I guess you should talk to your ISP and explain the problem your having.  This could just be a limitation of the way your cable company'sinfrastructure is set up, or it's possible that they block you from creating a server without a special internet plan, in which case it won't hurt to ask anyway, though it really doesn't seem like that's the case based on the lack of info given.Looking at your router on the MWEB website, I see that it supports a few protocols that, if switched off, may be helping to cause this problem.  Probably not though, but, what the hell it's worth a try... So try making sure that "NAT" and "UPNP" are both enabled, that's probably somewhere within an advanced 
 section dealing with LAN, local area network.  You should also consider updating your firmware to the latest version, that's going to be in the super top secret level 5, authorized access only government research lab section, where you'll probably have to submit to a retinal and DNA scan; so basically just the one most likely to brick your router for ever and ever and ever, leaving you sobbing and hopeless.  But if all else fails, updating the firmware might just fix things, and, hopefully, if you blow it up, your ISP can downgrade you back to the previous version.You should also know that if you already have a server anywhere within your local network, especially one that's running Linux, it could be intercepting port 2500 for it's self, since that's the default SSH port for accessing it I believe.Unfortunately, changing to TCP won't help you, they are two totally different things.  But you may consider that some firew
 alls, both on the router and computer, let you pass specific ports through as well, so you may want to try that, though  personally, it's never helped me.  Still, every setup is different...  So it's worth a shot.Nice job on getting your self a static IP and port though!P.S. Why do ISP's always put such stupid stuff on there main pages?  Is anyone ever actually going to use that dating link, and not feel like they just sunk to a new, as yet unexplored low in their lives? Or check the winning lottery numbers right there instead of you know, on the actual friggin lottery website?   Or maybe they'll rent a car so that they can travel to MWEB's offices perosnally in order to kick their asses for a network outage?  Actually, that might be a useful service after all...

URL: http://forum.audiogames.net/viewtopic.php?pid=249552#p249552





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Re: Soundrts router/firewall help

2016-02-06 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Hmm, well if your sure that the person on the other end has unblocked SoundRTS through there firewall, then I guess you should talk to your ISP and explain the problem your having.  This could just be a limitation of the way your cable company'sinfrastructure is set up, or it's possible that they block you from creating a server without a special internet plan, in which case it won't hurt to ask anyway, though it really doesn't seem like that's the case on the website.Looking at your router on the MWEB website, I see that it supports a few protocols that, if switched off, may be helping to cause this problem.  Probably not though, but, what the hell it's worth a try... So try making sure that "NAT" and "UPNP" are both enabled, that's probably somewhere within an advanced section dealing w
 ith LAN, local area network.  You should also consider updating your firmware to the latest version, that's going to be in the super top secret level 5, authorized access only government research lab section, where you'll probably have to submit to a retinal and DNA scan; so basically just the one most likely to brick your router for ever and ever and ever, leaving you sobbing and hopeless.  But if all else fails, updating the firmware might just fix things, and, hopefully, if you blow it up, your ISP can downgrade you back to the previous version.You should also know that if you already have a server anywhere within your local network, especially one that's running Linux, it could be intercepting port 2500 for it's self, since that's the default SSH port for accessing it I believe.Unfortunately, changing to TCP won't help you, they are two totally different things.  But you may consider that some firewalls, both on the
  router and computer, let you pass specific ports through as well, so you may want to try that, though  personally, it's never helped me.  Still, every setup is different...  So it's worth a shot.Nice job on getting your self a static IP and port though!P.S. Why do ISP's always put such stupid stuff on there main pages?  Is anyone ever actually going to use that dating link, and not feel like they just sunk to a new, as yet unexplored low in their lives? Or check the winning lottery numbers right there instead of you know, on the actual friggin lottery website?   Or maybe they'll rent a car so that they can travel to MWEB's offices perosnally in order to kick their asses for a network outage?  Actually, that might be a useful service after all...

URL: http://forum.audiogames.net/viewtopic.php?pid=249552#p249552





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Re: Soundrts router/firewall help

2016-02-06 Thread AudioGames . net Forum — General Game Discussion : stormer via Audiogames-reflector


  


Re: Soundrts router/firewall help

Thanks a lot for the help.I did everything you did, looked on the net to see where I can find everything on my specific rooter but for some reason I still can't host a game if someone is connecting from a different location.I also tried turning off the pc's and rooter's firewalls but still I can't host.I have a billion bipac 7300nx by the way and my ISP is MWeb in SA.Can I perhaps also try tcp instead of udp or won't that make a difference?I assigned a static IP as well but still nothing.Thanks again, at least I know the port forwarding process now.

URL: http://forum.audiogames.net/viewtopic.php?pid=249524#p249524





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Soundrts router/firewall help

2016-02-05 Thread AudioGames . net Forum — General Game Discussion : stormer via Audiogames-reflector


  


Soundrts router/firewall help

HiCan anyone assist with this?I'm quite a nube when it coms to configuring router/firewalls to play games and need help with soundrts.Whenever I try to play the game with someone who is not in the same location as me, I gettt he error message saying the server is probably behind a router or firewall.How exactly do I allow the port 2500 through the firewall and what do I need to do on the router so that Ican host games?I am in South Africa and my IP is created by my ISP, think my problem is more the router than the firewall.If anyone can help with this I would be eternally grateful.

URL: http://forum.audiogames.net/viewtopic.php?pid=249418#p249418





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Re: Soundrts router/firewall help

2016-02-05 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Every router is different, so the first step is to find out what brand it is, and what specific model.There should be a sticker somewhere on the unit that will give you the information you need, and possibly more...  Depending on the ISP.If you don't have someone that can see to read it for you, and OCR isn't working, then if it's the standard machine that you automatically get installed when you sign up for broadband internet, you should be able to just call your ISP's tech department and have them tell you.After you know the router's name, you need to look up some basic information about it on Google, if you haven't gotten it from your cable company already.  Start with what you need to type into the address bar of your web browser to access it's administrative interface, usually an internal IP; and then find out what the default username and password for logging into it is (keep in mind that this isn't t
 he same code that you use to connect to the wireless network it's self.)If you can also find step by step instructions on how to forward a port with your specific machine while your at it, then all the better, but unless your ISP has something in it's FAQ or help database, or you can get a hold of a readable electronic version of the user manual from the manufacturer's website, you probably won't be able to do so.So here's a general set of instructions that may or may not work depending on your specific router, assuming that there isn't a help link within the web interface it's self anywhere along the way, which you should keep an eye out for.  1.  Find the DHCP controls, sometimes known as IP assignment or some such; they will probably be in a more basic section that doesn't specifically have to do with t
 he wireless network it's self.2. You should see a list of the devices on your network, with device names, current internal IP's, which will be made up of 4 sets of numbers divided by dots, and possibly MAC addresses as well, (no relation to Apple computers, ) which are unique strings of letters and numbers separated by several dashes that are generated by a device's network card.  Next you need to locate your own device from within that list, usually it will contain the name of the person that owns the computer in it, and copy the MAC address, unless your particular router just lets you choose between clients with a combo box, in which case you don't need it.3. Asign a specific IP to the computer you've chosen, entering it's MAC Address if needed to identify it. next you'll probably have to type the IP in, by hand, and it should look
  just like the router's own IP address, accept for the very last number, which can not be the same, and needs to be no greater than "254".  For instance, my router's IP address is "192.168.0.1" and the one I gave my computer is "192.168.0.168". If you don't know what your router's internal IP is because yours was accessed by using a normal http address, such as "routerlogin.net" for instance, you can usually find out on either the main page that you see after logging in, or within some sort of status or about section.4. You should probably write down the new IP, along with any other information, such as your computer's MAC, that you think you might need later before continuing.  Make sure to apply your changes, and if the router needs to restart it's self, let it.  You may also need to disconnect from your wireless network and reconnect again, but this first part will be finished after that, a
 nd we can now forward the port to that IP you set, since now it won't change every hour or how ever long it is for you the way it usually does, which would break things.5. Now you can find the port forwarding area and do what you came to do, (it's not the same as port triggering by the way, so ignore that page if you come across it).  The one you want has about a 50 50 chance of being in either the basic or advanced sections, I guess it depends on how much your router trusts you not to bust it... 6. Create a new entry, and name it something like SoundRTS so that it's easy to find again if you need it.  Then choose port 2500, making sure that you've selected the UDP protocol option, and if you are asked to  provide both a start and an end port, just use the same one for both of them.7. Next you need to tell the router which de
 vice you want this port forwarded to, so if your router simply gives you a list of computers or IP addresses to choose from, just pick the one you want, unless you instead have two blank fields to fill in, internal IP and external IP, which is more likely, then you should enter the IP address you assigned earlier into both fields.  You may even need to do this twice, if you were asked to specify both a start and end port while doing the last step.8. Apply the changes and wait a moment, then reconnect if needed, and finally double check that SoundRTS is aloud through wind

Re: Soundrts router/firewall help

2016-02-05 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: Soundrts router/firewall help

Every router is different, so the first step is to find out what brand it is, and what specific model.There should be a sticker somewhere on the unit that will give you the information you need, and possibly more...  Depending on the ISP.If you don't have someone that can see to read it for you, and OCR isn't working, then if it's the standard machine that you automatically get installed when you sign up for broadband internet, you should be able to just call your ISP's tech department and have them tell you.After you know the router's name, you need to look up some basic information about it on Google, if you haven't gotten it from your cable company already.  Start with what you need to type into the address bar of your web browser to access it's administrative interface, usually an internal IP; and then find out what the default username and password for logging into it is (keep in mind that this isn't t
 he same code that you use to connect to the wireless network it's self.)If you can also find step by step instructions on how to forward a port with your specific machine while your at it, then all the better, but unless your ISP has something in it's FAQ or help database, or you can get a hold of a readable electronic version of the user manual from the manufacturer's website, you probably won't be able to do so.So here's a general set of instructions that may or may not work depending on your specific router, assuming that there isn't a help link within the web interface it's self anywhere along the way, which you should keep an eye out for.  1.  Find the DHCP controls, sometimes known as "Assign a static IP" or some such; they will probably be in a more basic section that doesn't specifically 
 have to do with the wireless network it's self.2. You should see a list of the devices on your network, with device names, current internal IP's, which will be made up of 4 sets of numbers divided by dots, and possibly MAC addresses as well, (no relation to Apple computers, ) which are unique strings of letters and numbers separated by several dashes that are generated by a device's network card.  Next you need to locate your own device from within that list, usually it will contain the name of the person that owns the computer in it, and copy the MAC address, unless your particular router just lets you choose between clients with a combo box, in which case you don't need it.3. Asign a specific IP to the computer you've chosen, entering it's MAC Address if needed to identify it. next you'll probably have to type the IP in, by hand, a
 nd it should look just like the router's own IP address, accept for the very last number, which can not be the same, and needs to be no greater than "254".  For instance, my router's IP address is "192.168.0.1" and the one I gave my computer is "192.168.0.168". If you don't know what your router's internal IP is because yours was accessed by using a normal http address, such as "routerlogin.net" for instance, you can usually find out on either the main page that you see after logging in, or within some sort of status or about section.4. You should probably write down the new IP, along with any other information, such as your computer's MAC, that you think you might need later before continuing.  Make sure to apply your changes, and if the router needs to restart it's self, let it.  You may also need to disconnect from your wireless network and reconnect again, but this first part will be finis
 hed after that, and we can now forward the port to that IP you set, since now it won't change every hour or how ever long it is for you the way it usually does, which would break things.5. Now you can find the port forwarding area and do what you came to do, (it's not the same as port triggering by the way, so ignore that page if you come across it).  The one you want has about a 50 50 chance of being in either the basic or advanced sections, I guess it depends on how much your router trusts you not to bust it... 6. Create a new entry, and name it something like SoundRTS so that it's easy to find again if you need it.  Then choose port 2500, making sure that you've selected the UDP protocol option, and if you are asked to  provide both a start and an end port, just use the same one for both of them.7. Next you need to tell th
 e router which device you want this port forwarded to, so if your router simply gives you a list of computers or IP addresses to choose from, just pick the one you want, unless you instead have two blank fields to fill in, internal IP and external IP, which is more likely, then you should enter the IP address you assigned earlier into both fields.  You may even need to do this twice, if you were asked to specify both a start and end port while doing the last step.8. Apply the changes and wait a moment, then reconnect if needed, and finally double check that SoundRTS is aloud

Re: compiling soundRTS on OSX

2016-01-31 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Hm, didn't realize SoundRTS was built with python. I've had a look at the github repository, you'd need to install Python 2.7.x and Pygame 1.7.1 or later to run the script, both have OSX versions so thats not an issue. A problem might be Sound RTS's dependency on win32com, OSX doesn't seem to have any straight forward compatibility with it so it would have to be re-written using something like AppScript perhaps, and it may need a little further tweaking because of differences between OS functions too. I can't test it out myself as I don't have a mac either.

URL: http://forum.audiogames.net/viewtopic.php?pid=248797#p248797





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Re: compiling soundRTS on OSX

2016-01-31 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Hm, didn't realize SoundRTS was built with python. I've had a look at the github repository, you'd need to install Python 2.7.x and Pygame 1.7.1 or later to run the script, both have OSX versions so thats not an issue. A problem might be Sound RTS's dependency on win32com, OSX doesn't seem to have any straight forward compatibility with it so it would have to be re-written using something like AppScript perhaps, not entirely sure. I can't test it out myself as I don't have a mac either.

URL: http://forum.audiogames.net/viewtopic.php?pid=248797#p248797





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Re: compiling soundRTS on OSX

2016-01-31 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Hm, didn't realize SoundRTS was built with python. I've had a look at the github repository, you'd need to install Python 2.7.x and Pygame 1.7.1 or later to run the script, both have OSX versions so thats not an issue. A problem might be Sound RTS's dependency on win32com, OSX doesn't seem to have any straight forward compatibility with it so it would have to be re-written using something like AppScript perhaps, the script would likely require a little tweaking because of differences between OS functions too, not entirely sure. I can't test it out myself as I don't have a mac either.

URL: http://forum.audiogames.net/viewtopic.php?pid=248797#p248797





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Re: compiling soundRTS on OSX

2016-01-31 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: compiling soundRTS on OSX

Hi.Well, I have tried to do that for years, but I give up, since the developer can't be at much help, since he don't have a Mac. 

URL: http://forum.audiogames.net/viewtopic.php?pid=248715#p248715





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compiling soundRTS on OSX

2016-01-29 Thread AudioGames . net Forum — General Game Discussion : aaron77 via Audiogames-reflector


  


compiling soundRTS on OSX

hi.Does anyone know how to compile the github build of soundRTS on OSX?  What packages are required?  Or better yet, what packages are required to just run the game without compiling?

URL: http://forum.audiogames.net/viewtopic.php?pid=248492#p248492





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-01-15 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Is there a link to the latest beta of version 9 somewhere? the links seem to have expired so I can only go to the main site with version 8.3. Kind of want to get back into this, but there doesn't seem to be a link.

URL: http://forum.audiogames.net/viewtopic.php?pid=246799#p246799





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Re: Looking for Something Similar to SoundRTS

2015-12-16 Thread AudioGames . net Forum — General Game Discussion : magurp244 via Audiogames-reflector


  


Re: Looking for Something Similar to SoundRTS

Well, there's the CrazyMod pack for SoundRTS if you haven't found that yet, other than that though I don't think there's anything else. Well, unless you count my AudioRTS Demo. I'm in the process of overhauling the interface and reworking it after its rocky initial release, but haven't gotten around to finishing it yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=243071#p243071





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Looking for Something Similar to SoundRTS

2015-12-16 Thread AudioGames . net Forum — General Game Discussion : WhaleTheHonorable via Audiogames-reflector


  


Looking for Something Similar to SoundRTS

Hi guys,this has been probably asked here already, but are there more games like SoundRTS? I'm looking for a non-turn based strategy game, ideally with a multiplayer option.Maybe I'm wrong, but to me it seems that this genre of games is sadly very poor on titles when it comes to blind gamers.Many thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=243000#p243000





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-10 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

and what is that new project now?

URL: http://forum.audiogames.net/viewtopic.php?pid=238101#p238101





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-09 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.Currently, the development of the CrazyMod is paused because we are on another game project.

URL: http://forum.audiogames.net/viewtopic.php?pid=237916#p237916





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-06 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Don't know either. If this is abandonned or what's happening with the developer?

URL: http://forum.audiogames.net/viewtopic.php?pid=237550#p237550





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

How long will it take to come out?

URL: http://forum.audiogames.net/viewtopic.php?pid=237509#p237509





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Re: SoundRTS Modified AI Project

2015-10-15 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

Hello.I've updated the link with a more current version of the AI, with somebugs fixed.The bugs were in the resource gathering and the selection of a square to build.Regarding the townhalls bug, I know the cause but it'll be a bit trickyto fix.The bug only happens if there are more than two AI players in the game,so I'm a bit unsure how I can implement a solution.If you find more bugs, please let me know in this thread.

URL: http://forum.audiogames.net/viewtopic.php?pid=234912#p234912





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-10-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

What's the new idea in the next version?

URL: http://forum.audiogames.net/viewtopic.php?pid=233943#p233943




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-10-04 Thread AudioGames . net Forum — New releases room : johanntrm7 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello, since the question was posed, the following information on the latest version of SoundRTS Crasymod:v9Race vermin.Erudite and less powerful ball.The storm clouds can be started on an adjacent square.Ghoul cheaper.The voodoo priest recharge his mana slowly.Changing the orc race, and fusion of slugger became the troll troll stunner, creating the troll war, creating the rocket shooter, hippogriff cheaper, with a bit more life and 2 rations.Tunnel handed 200 mana, but the nest recharge twice as fast.The crab no longer see next.Meteor now lasts for 5 seconds instead of 30.Race Dark Elf, see the file.Replacing the magnetic storm by the magnetic field, the magnetic fields hurts all units including friends, he sees the invisible, does nothing to buildings. The tower has the choice to launch it on a nearby box or on the box, or running the random.New towers, view the file.Damage and cooldowns of all that is laser were reviewed, including the laser tower has a cooldown significantly lower but with lower than before also damage.The catapult no longer sees next door and costs a little less.New test for traps, they now have a 2 ranks to attack at least once against all melee units who approach it. All told melee buildings have also a 2 ranks, while it is 1.5 for more units.Search berserk in the tipi, providing access to the berserker troll that lives only 20 secs.Search "steel sheet" in the leafy garden, increases the attack of the tower with sharp leaves.Balancing spells of the tours in darkness.Arrangement and correction of root system.A test speed of 10 instead of 6 for shurikans.Sunbeam on adjacent squares.With savages, the sentinel tree has no time limit.House of mahouts, elephant mahouts and tamable no time limit, évoluable elephant elephant turret which has two archers on his back.Peaceful invasive vines and grapes in wild, with no time limit.The trap is Dropped by arrows the archers and elephants turret, instead of being built.Mages and skills among elementals.The elemental water is less aggressive (less damage and less radius).Elemental Earth with less armor.Cooldown largest tower for triggerfish and large watchtower.Improvements darkness necromancy field explosion of corpses and plague can spread through the body to the necro, absorbing souls for the maze.Vermin buildings on the keys of the units.The puppet is no time limit.The Illusionist may reveal two shadows for a few seconds, which is like a soldier but is invulnerable.The Illusionist has more false vortex.Lich now appear wisps on target box, but this spell costs 200 mana.

URL: http://forum.audiogames.net/viewtopic.php?pid=233817#p233817




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-08-31 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@pragma what is the last version of crazymod?The last release, or beta release that you put on this page is te 9 beta 7, but in your website appear a new beta, the 9 beta 9.¿what are the changes comparing with the beta 7?

URL: http://forum.audiogames.net/viewtopic.php?pid=230025#p230025




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-21 Thread AudioGames . net Forum — New releases room : brad via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Hi.I dont understand something; how am I giving company info out? Surely it doesnt matter if I was asked to download videos from youtube and if Im being completely honest, Im glad Im out of that company if that is how you want to run it.This is the last thing Ill say on this topic. For me personally, i wont be trying the mod since I dont like SoundRTS that much.

URL: http://forum.audiogames.net/viewtopic.php?pid=228706#p228706




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-21 Thread AudioGames . net Forum — New releases room : john via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

@sound mud:Ah, thanks for clarifying. Id seen the readme, but wanted to ask just in case anything had changed.I think a lot of my frustration with Nathans license is in the fact that its being used and written as if it covers the entire program - its in the installer, which is the whole game and several other mods - rather than the star wars mod itself.If this difference were made clearer Id have a lot less to say, though would still probably be a bit peeved with the harshness of the writing (and as a result would not play the mod, but thats a personal decision).

URL: http://forum.audiogames.net/viewtopic.php?pid=228705#p228705




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-21 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

About the game, I didnt try it very far since Im busy programming, but I enjoyed the sense of humor and enthusiasm in the web site presentation. Actually, I played the first chapters of the medieval campaign and loved the cut scenes, especially after having collected the insane amount of gold required by the lord.Back to the topic, the game is clearly a mod (its even in the title), so its obvious to me that the license is about the mod, not the underlying game. Im not a lawyer either. Of course if the thing gets bigger you might have to be more precise.About the license of SoundRTS, from the README.txt in GitHub:The license for the Python source code is a BSD 3-clause license (LICENSE.txt).The license for the rest is unclear at the moment.https://github.com/soundmud/soundrts/bl … README.txthttps://github.com/soundmud/soundrts/bl … ICENSE.txt

URL: http://forum.audiogames.net/viewtopic.php?pid=228702#p228702




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-21 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Hello allIm so glad you like my campaign!I am thinking of updating it so that its not so insane on the first chapter though lolIll also go over the licence as you do seem to be genuinly upset with it.Thanks

URL: http://forum.audiogames.net/viewtopic.php?pid=228768#p228768




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-20 Thread AudioGames . net Forum — New releases room : john via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Id like to note that files on youtube are governed by whatever license applies to the video, which pretty much guarantees copyright violation.

URL: http://forum.audiogames.net/viewtopic.php?pid=228641#p228641




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-20 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Helloalright form the top.@soundmud and techmaster, you know, id actually never considered such a thing. That it would cause this problem simply because I dont have soundRTS on my C drive. Interesting.Next for the licence file.Firstly, naturally, as you have questionable and disagreeable points of the licence I naturally assume youve not actually played the mod yet? Like yourself John, Im not from a legal background, however, I know that to use a product one must, with out question, agree to its licence file and any copyright laws upon that product.Second let me clear up a little misconception Im a little confused about and I will go over the licence because of this because if ive not made it clear then that is an error on my part.Guys, the licence in know way is staking claim to soundRTS. It is in know way saying Nathan TEch owns soundRTS or any of the mods or sounds in it accept, the starwars mod.With the executable I can see where the confusion comes a little, and I admit Ive not personally used the soundRTS installable, Ive always used the zip. Like you john Im not sure of the licence of soundRTS and so was unable to include such a file in the agreement part of the installer.Now, dont get me wrong, I want Nathan Tech to be as open with our customers as we can but to be frankly blunt, first bradley has know right to reveal that information as that is company information secondly you have no proof to go on that says were not licencing these sound files impropperly. Sound files can come from anywhere guys. Like bradley said youtube, sound libraries, or the public domain are ones i can think of off the top of my head.But guys remember, Im a game developer, so I actually, funnily enough, have sound libraries that are made for game developers. I do actually look into the copyright of sounds and was in fact on the phone tod
 ay to the BBC about some sounds seeking permission or not.The fact of the matter is, Ill be blunt an honest, 1, Ill go over the licence, as people seem to be unhappy with it. 2, if you really think weve licenced sounds wrong, a forum isnt the place to voice this, this is why our email is everywhere on our site, so you can contact us and bring it to our attention. 3, well... there is no 3.Im too tired to think of number 3.Point is, Ill look over it, if you have further queries then please email me as really is a forum the place? people wanna talk about the mod as a mod, not as a legal justice judge jury and executioner thing, cmon guys.Finally, so what do you think of the mod itself, weve established that from a players point of view, the licence is a bit... iffy, but what about the mod. Likes? dislikes? changes you wanna see for v1.1 or even v2? anyone? anyone?alright im signing out for now.

URL: http://forum.audiogames.net/viewtopic.php?pid=228650#p228650




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-20 Thread AudioGames . net Forum — New releases room : john via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Disclaimer:I am not a lawyer. None of the below should be construed in any way to be actual legal fact, especially if theres different laws in different countries. That said, Ive read an awful lot of these agreements, and spent a good amount of time reviewing the agreement in the star wars mod. Im not infallible, but I feel pretty confident in what Im saying.@nathan/sounds:You may use any sound file from the mod, providing Nathan Tech is given credit for the sound in what ever product it is used in.Translation:Nathan tech made all of these sounds. They are our legal property. They were not made by, edited, or purchased from anybody else.Given that you werent credited in the original sound rts distribution as having created these sounds and the fact that they dont really match the subject (star wars), I find this very hard to believe.If you did in fact not create these sounds, you
  are yourself violating copyright law by claiming that you created them when you did not, especially if you bought them from somebody else (thats theft and piracy).If the sounds are in the public domain, you have no right to claim them, and also have no right to limit our ability to use them - theyre public domain, we can do whatever we want with them.On a similar note, you have also included a number of other mods, which you most certainly did not create, and therefore have no legal rights to.@sound mud:What license is sound rts distributed under? I couldnt find anything for the whole game, only the source.Nathan: if the answer to the above is the gpl, your entire license is null in void - you cannot limit rights to modify or create derivatives of under the gpl.Summary:Being heavy handed is not a good idea, especially if you dont have a team of lawyers to back you up. Your license agreement makes some very sweeping
  claims, which could themselves land you in hot water if they were ever taken to court.You should be extremely careful when creating these documents, especially as the ruder and more blunt you get with them, the more likely people are to complain.I would advise you to ease off a bit, and be more careful about what youre saying before you add it as part of a legally binding document.

URL: http://forum.audiogames.net/viewtopic.php?pid=228611#p228611




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-20 Thread AudioGames . net Forum — New releases room : brad via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Hello.Ill say this: I was part of nathantech but then decided that it wasnt for me. Ive tested the Mod and it worked good when i tested it. Ive not read the license agreement but know that Nathan did ask me to download some sounds for him from youtube and that as far as I know, he did not make any of the sounds himself and used sound libraries like most audio game developers. If the license does say that you cannot use these sounds without Nathantechs express permission then as people have said above this is not good license writing since as I said before, I was asked to download files from youtube, which anyone can download and use, and nathantech used files from sound libraries which you have on your computer or perhaps a external hard drive.Read over your license and perhaps rewrite it. If you dont then you may get in to some trouble.

URL: http://forum.audiogames.net/viewtopic.php?pid=228622#p228622




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-19 Thread AudioGames . net Forum — New releases room : techmaster20 via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

It says error 13. Something with the file soundrts.exe.log.

URL: http://forum.audiogames.net/viewtopic.php?pid=228436#p228436




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

@techmaster20: Yes, I had this too. Its probably because the game is trying to write in the user folder in program files. Install the game in a folder under your own folders, like the desktop or your documents, or start the game as an admin (it isnt advised in general).

URL: http://forum.audiogames.net/viewtopic.php?pid=228437#p228437




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

About the installer version, the user folder is included in program files, so when the game will try to write in the user folder it wont have the rights unless it is started as an administrator.There are several solutions to this:1. remove the user folder, but the player will have to edit SoundRTS.ini to add mods = starwarsmodv1.02. ask the player to start in admin mode3. ask the player to install the game in a folder where he has writing rights4. just rewrite the default res folder with the various modded files and package the result as an installer, so there is no need to have the mods = starwarsmodv1.0 line.Solution 4 might be the best one. Better solutions might require some coding but Im not sure. If I manage to code the downloadable package system correctly, the player will have to install the package from the options menu and activate the mod
  from the options menu too.

URL: http://forum.audiogames.net/viewtopic.php?pid=228434#p228434




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-18 Thread AudioGames . net Forum — New releases room : techmaster20 via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

I get an error when I try to run it

URL: http://forum.audiogames.net/viewtopic.php?pid=228351#p228351




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-18 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

helloTo run the starwars mod you need to go to nathan tech, starward mod for soundRTS, launch soundRTS, and go to single player, start a game on. As stated in post one, there is no current campaign.@拓海 could you repost, i cant see anything

URL: http://forum.audiogames.net/viewtopic.php?pid=228350#p228350




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Re: SoundRTS

2015-08-17 Thread AudioGames . net Forum — New releases room : flame_elchemist via Audiogames-reflector


  


Re: SoundRTS

how do I get past chapter 6?

URL: http://forum.audiogames.net/viewtopic.php?pid=228251#p228251




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Re: SoundRTS

2015-08-17 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS

Soundmud, good luck for working on new version...

URL: http://forum.audiogames.net/viewtopic.php?pid=228234#p228234




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Re: SoundRTS

2015-08-17 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

Terrain is definitely a goal. Not for the next release though. I dont know how existing maps will be adapted. Terrain would be defined for a square or maybe for each sub-square. Not sure yet.@Haramir: Walls and gates will be in the next release.@sanslash332: cheats only work for games with one human player (or its a bug)

URL: http://forum.audiogames.net/viewtopic.php?pid=228195#p228195




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Re: SoundRTS

2015-08-17 Thread AudioGames . net Forum — New releases room : Haramir via Audiogames-reflector


  


Re: SoundRTS

Very good news! Thanks for keeping us informed. Im waiting for the next update to come.Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=228206#p228206




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-16 Thread AudioGames . net Forum — New releases room : joshknnd1982 via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

how do i start the star wars mod? i installed it using the executable and went into nathan tech chose single player then chapter 1 but no star wars music no sounds other than the normal sound rts sounds. what special thing do i have to do to turn sound rts into star wars?

URL: http://forum.audiogames.net/viewtopic.php?pid=228102#p228102




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-16 Thread AudioGames . net Forum — New releases room : flame_elchemist via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

how do i use the star wars mod? i installed the EXE and when i tried to run it nothing happened. i had the installer make its own folder was i suppose to have the installer put the stuff in the sound rts folder?

URL: http://forum.audiogames.net/viewtopic.php?pid=228109#p228109




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Re: SoundRTS Modified AI Project

2015-08-16 Thread AudioGames . net Forum — New releases room : Wayson via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

I am impressed. Playing the CW2 map with 7 AIs including 2 friendly AIs I was able to use cannon towers to hold off a vastly superior force for 30 minutes on two flanks. Eventually Catapults began bombarding my position. The knights and archers came in to mop up,; they broke through my lines within two minutes.The AI does not bog down my sstem at all.On another note, sometimes I would hear events 10 seconds after they happened while using screen readers. To fix this open soundrts.ini and findsrapi_wait = 0.1Change tosrapi_wait = 0.05

URL: http://forum.audiogames.net/viewtopic.php?pid=228079#p228079




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-16 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Because the domestic need to jailbreak to download, I will not escape

URL: http://forum.audiogames.net/viewtopic.php?pid=228142#p228142




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-15 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Hello allFirstly @keywasfull, yep but so is the deathstar, the death star in the films was practically indestructable and could destroy hole planets as shown in film 4, a new hope.To balance this out a little I added the S P As. But yes I do plan to make it harder to get in a future update, but I thought its best to give you something to play with while i do something to a new update heh then make you wait and come after me with torches and pitchforks. :lolnext, john. Yes, thank you for pointing out section 2 of the license to our friend from post 2 and 3.As for the fact of me being heavy handed in the licence, sometimes being heavy handed gets the point across, which is what counts.Now. What exactly do you mean about the sounds? Let me assure you, that firstly, excluding the roger roger that comes from a free sound library website, all sounds come from a payed sound library that gives nathan tech the permission to do as we wish because yes, I got hold of the sound library creator and enquired of such things, so please do explain?as for the sounds not being in the zip, thats od... Ill double check on that one, they should be... Strange.@techmaster, this is odd, have you tried uninstalling and reinstalling? plus, make sure not to install it in the same directory as your old soundRTS as this can cause some problems.@拓海 what is the problem here?thanks for your points and keep them coming

URL: http://forum.audiogames.net/viewtopic.php?pid=227935#p227935




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Re: SoundRTS Modified AI Project

2015-08-14 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

Hello.Ive updated the version posted here to a new version that I think fixes some bugs.Dropbox is still updating so if the file doesnt come complete it is the update process.Ive got realy impressed how this new AI works. Ive played a game withan aggressive computer as an alli and it beated a calm computer in 15minutes (with 51 knights and some footman and archers and priests).If you played a game with it, how did it behave, in your opinion?

URL: http://forum.audiogames.net/viewtopic.php?pid=227836#p227836




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-14 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Greater!nathan?I so happy!Well, I will colaborate to translate the mod into spanish, and also add as an official mod!

URL: http://forum.audiogames.net/viewtopic.php?pid=227868#p227868




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The starwars mod for soundRTS by nathan tech is finally here!

2015-08-14 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector


  


The starwars mod for soundRTS by nathan tech is finally here!

Hello allYou may remember a long time ago in a galaxy far far away there was a post requesting a starwars mod for soundRTS.You may also remember that not such a long time ago but still in a galaxy far far away, Nathan Smith of NAthan Tech [me] did an audio tutorial on our upcoming mod.Well now, in this galaxy in this time, we have it!Cue the music, hem hem hem hem!a long time ago, in a galaxy far far away, the rebble alliance went to war with... ok that is so cleeshay.So yes, what im trying to say is the starwars mod is here, in version one.Includes:various units including storm and clone troopers, droids, tanks, artillary, and, the death star!it is unfortunately only in english at the moment, something which i plan to rectify soon.There is a zip version, for those who know how to unpack and install the mod, and there is an installable executable for those who dont.There isnt again, a campaign, at the moment, which is something i plan to rectify in the next update however!There is the death star,and sithand jedi, and droids, and tanks, and factories, and aliens and *fades out the rambling*heres the link to the page where you can find our links, i really hope you enjoy this as a lot of work went in, thanks to Anderson and Jana as always for testing this and for putting up with my last minute scream! something went wrong!http://nathantech.podserver.info/produc … index.html

URL: http://forum.audiogames.net/viewtopic.php?pid=227863#p227863




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-14 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Sorry but I didnt see the link or it is just me.

URL: http://forum.audiogames.net/viewtopic.php?pid=227870#p227870




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