[Audyssey] The demo from Hell: revisited

2007-08-17 Thread Ken the Crazy
It's the demo from Hell!
Everyone's cheating at this year's demolition derby--some folks supercharged 
their cars, some handle better and turn faster than cars ever seen before--and 
all three of your opponents have guns--and they're *all* out to get *you*!  
Fortunately, your car is well armed and armored, and you're ready to face these 
bozos and kick some butt.
Bug fixes since the last release:
What I've done now is reduced the border to a 40 by 40 grid, slowed the cars 
down a tiny bit, put the trance loop in each corner, set enemy defenses to 10 
and life to 10, and when they die they become inactive and the sounds stop 
playing--and when you die the game ends.  Collisions and attacks do the job of 
killing them quite nicely--but they weaken your car too.  I'm wanting to 
release this soon but...
First of all, how do I increase the score when the player kills an enemy--not 
when one dies, but when I nail it?  I have a calculator set up whose first 
object is player, first value is score, second constant type is constant 
integer, second object is player, second value is score, and second integer is 
1.  Then, when an opponent dies, the die reaction is linked to add in 
calculator 16 (the score calc,) and the game manager tells you your score, but 
the score remains the same.  Do I need to set up a trigger and exactly how do I 
do it?  Also, I need it to trigger only when a car crashes because I nail it.  
It's awesome though--I also have a high-speed moving item that takes your ammo 
back to 100--but good luck catching it!  I've lowered car sound volumes a bit, 
especially that of the player's car, so you can hear what's going on better.  I 
also increased the turn speed to 4.  I also want to learn how to decrease speed 
when I'm hit--by 1, not to a predetermined level.  What the heck--I'm gonna zip 
this up and send it to my directory at Modgirl's site--thanks 
again, Cara.
I hope yall enjoy the game, and that it inspires new interest in AGM--it's not 
so hard once you tinker a while
By the way, I'd like to see the home and end keys jump you to the top and 
bottom of menus and number lists so you don't have to scroll through 50 sounds 
to select none.
Love this program!
One more thing: I misspelled derby but when I spelled the name of the folder 
correctly nothing loaded up, so where else do I need to change the settings?
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] The demo from Hell: revisited

2007-08-17 Thread stunnerstud
oo, sounds fun.
Going to check it out.
Brandon
- Original Message - 
From: Ken the Crazy [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Friday, August 17, 2007 1:20 AM
Subject: [Audyssey] The demo from Hell: revisited


 It's the demo from Hell!
 Everyone's cheating at this year's demolition derby--some folks 
 supercharged their cars, some handle better and turn faster than cars ever 
 seen before--and all three of your opponents have guns--and they're *all* 
 out to get *you*!  Fortunately, your car is well armed and armored, and 
 you're ready to face these bozos and kick some butt.
 Bug fixes since the last release:
 What I've done now is reduced the border to a 40 by 40 grid, slowed the 
 cars down a tiny bit, put the trance loop in each corner, set enemy 
 defenses to 10 and life to 10, and when they die they become inactive and 
 the sounds stop playing--and when you die the game ends.  Collisions and 
 attacks do the job of killing them quite nicely--but they weaken your car 
 too.  I'm wanting to release this soon but...
 First of all, how do I increase the score when the player kills an 
 enemy--not when one dies, but when I nail it?  I have a calculator set up 
 whose first object is player, first value is score, second constant type 
 is constant integer, second object is player, second value is score, and 
 second integer is 1.  Then, when an opponent dies, the die reaction is 
 linked to add in calculator 16 (the score calc,) and the game manager 
 tells you your score, but the score remains the same.  Do I need to set up 
 a trigger and exactly how do I do it?  Also, I need it to trigger only 
 when a car crashes because I nail it.  It's awesome though--I also have a 
 high-speed moving item that takes your ammo back to 100--but good luck 
 catching it!  I've lowered car sound volumes a bit, especially that of the 
 player's car, so you can hear what's going on better.  I also increased 
 the turn speed to 4.  I also want to learn how to decrease speed when I'm 
 hit--by 1, not to a predetermined level.  What the heck--I'm gonna zip 
 this up and send it to my directory at Modgirl's site--thanks
 again, Cara.
 I hope yall enjoy the game, and that it inspires new interest in AGM--it's 
 not so hard once you tinker a while
 By the way, I'd like to see the home and end keys jump you to the top and 
 bottom of menus and number lists so you don't have to scroll through 50 
 sounds to select none.
 Love this program!
 One more thing: I misspelled derby but when I spelled the name of the 
 folder correctly nothing loaded up, so where else do I need to change the 
 settings?
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.
 ---
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Re: [Audyssey] STFC Sweet Revenge

2007-08-17 Thread Zachary Kline
Hi Thomas,
Just allow me to say that I love reading this kind of after game report. 
It's what got me interested in making Galactic Civilizations 2 accessible, 
actually.
Congratulations on your victory.
Have fun,
Zack.


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[Audyssey] small bug in demo

2007-08-17 Thread Ken the Crazy
For some reason the die sound, an explosion, plays regularly when I shoot the 
enemy--but they're not dead--they keep moving and playing that sound.  I'll 
send this up and see if any of you can fix it.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.
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Re: [Audyssey] Team Talk server for gamers up at Blind Adrenaline

2007-08-17 Thread Søren Jensen
Hi Che.

You said:
you can create your own rooms as well, and position all the people in 3d 
space, so it sounds like they are all around you when you are chatting.

Could you explain how it works? Can you set it up, so the voices is comming 
from the left or the right side? Or what do you mean?

Best regards Søren.

Mail  MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 17, 2007 3:37 AM
Subject: [Audyssey] Team Talk server for gamers up at Blind Adrenaline


  Hi all,
  I set up a team talk server on blind adrenaline today.
  If you haven't used team talk, I highly reccomend it for voice chat, 
 nothing else is as easy to use with such good voice quality, and it has no 
 lag issues on the dedicated server.
  you can create your own rooms as well, and position all the people in 3d 
 space, so it sounds like they are all around you when you are chatting, 
 which is quite cool.
  you can get the software here:
 http://www.bearware.dk/software.php
  Just look for team talk for windows on that page.
  After install, you can set it up for voice activation or push to talk, 
 where you hold down a button such as control to talk, either way works 
 fine.
  To connect to the server, press f2 in the team talk program.
  You will then enter a URL site and ports.
 the url is
 www.blindAdrenaline.com
   the tcp port is 10300
 and UDP is 10301
  i think it defaults to those ports, but I am not sure.
  Let me know if you have any questions, I think this will be great for 
 voice chatting while we play our accessible games.
  Later,
  Che
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Re: [Audyssey] Cluebook for Private Detective School

2007-08-17 Thread Søren Jensen
Hi.

I want to make a review of it, but I can't do it yet because I have some 
issues with my soundcard. But I'm able to make a game-recording of it. If a 
game-recording is okay, I'll make it for you. But it's not possable to make 
a good game-recording without makeing spoilers. I know some of you who don't 
know to start on the mission in the game, make people to talk and stuff like 
that. I'll show you in a game-recording how to do it if you want it.

Best regards Søren.
Mail  MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 16, 2007 9:48 PM
Subject: Re: [Audyssey] Cluebook for Private Detective School


 Speaking of this game, could someone do an audio review/gameplay recording
 on it? I'd like to hear some more from it. It actually hasn't been 
 reviewed
 much, has it?
 - Original Message - 
 From: Clive Pallett [EMAIL PROTECTED]
 To: Gamers gamers@audyssey.org
 Sent: Thursday, August 16, 2007 9:07 PM
 Subject: [Audyssey] Cluebook for Private Detective School


 Hello fellow gamers,

 I am having problems playing Private Detective School.  According to the
 Word manual there is a cluebook on code Factory's web site, but I cannot
 find it.  Does anyone have a copy or know where I can get it?  I need some
 hints to know what to do in the game.  I would appreciate any help you can
 give me.  Thanks in advance.

 Best wishes,

 Clive Pallett



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[Audyssey] stfc 1.2

2007-08-17 Thread Josh
What will be the differences
between stfc 1.0 and 1.2? 

Josh


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Re: [Audyssey] SoundRTS Multiplatform?

2007-08-17 Thread The BlindTechs Network
and pyobjc.

Gabe Vega
The BlindTechtech of all techs
Board of directors Arizona Council of the Blind
Phoenix
602-903-3852
skype theblindtech

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Re: [Audyssey] SoundRTS Multiplatform?

2007-08-17 Thread SoundMUD
The multiplatform version will be automatically included in the next
releases. Meanwhile, you can try this file:
http://jlpo.free.fr/soundrts/soundrts-1.0-b7-en.zip
You will need Python 2.4 (not 2.5) and Pygame.

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Re: [Audyssey] STFC Sweet Revenge

2007-08-17 Thread Thomas Ward
Hi Zack,
As I was mentioning over on USA GamesI really love strategy based games, 
because they can be so different from game to game. Even the games I 
lost are interesting.
For example, one game I played last night was a stroke of pure genious 
on the games part. I formed up my fleet on DS9, and sent four of the 
ships towards Klingon space. The Klingon fleet completely ignored my 
fleet, went around them cloaked, got in behind and blew up DS9, and the 
ship I left there to guard.
When I realised what was happening I turned my fleet around to meet the 
Klingons only to have a fleet of Romulans neatly come in from behind, 
and they closed the noose around my fleet. I basically got slottered.
The Defiant escaped just because it was cloaked, and I made a stand at 
Earth Station Mckinley. I chewed up their fleet, but sooner or later 
they eventually over welmed my defenses and whiped me out.
I really liked seeing the AI come up with something so seamingly 
inteligent. Sometimes the game can coordinate a really good attack, and 
sometimes it totally fumbles the play. A really good offense on our part 
usually destroys whatever attack strategy the game has in mind such as 
the game story I recorded.
In my victory I basically got the cloaked ships to reveal themselves 
early, and then began picking them apart with superior firepower which I 
had all ready to go.


Zachary Kline wrote:
 Hi Thomas,
 Just allow me to say that I love reading this kind of after game report. 
 It's what got me interested in making Galactic Civilizations 2 accessible, 
 actually.
 Congratulations on your victory.
 Have fun,
 Zack.


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Re: [Audyssey] Team Talk server for gamers up at Blind Adrenaline

2007-08-17 Thread Ka Yat Li
Hi:

You can pann people around. Also, I wouldn't recommend putting yourself on 
voice activation because it cuts out a lot of the time. But, you can lock 
your key down. If you would like to know how to do this, send me an e-mail 
privately. I think it is a good way to comunicate while you are playing an 
online game such as Sound RTS or Top Speed.
- Original Message - 
From: Søren Jensen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 17, 2007 10:30 AM
Subject: Re: [Audyssey] Team Talk server for gamers up at Blind Adrenaline


Hi Che.

You said:
you can create your own rooms as well, and position all the people in 3d
space, so it sounds like they are all around you when you are chatting.

Could you explain how it works? Can you set it up, so the voices is comming
from the left or the right side? Or what do you mean?

Best regards Søren.

Mail  MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: Che [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 17, 2007 3:37 AM
Subject: [Audyssey] Team Talk server for gamers up at Blind Adrenaline


  Hi all,
  I set up a team talk server on blind adrenaline today.
  If you haven't used team talk, I highly reccomend it for voice chat,
 nothing else is as easy to use with such good voice quality, and it has no
 lag issues on the dedicated server.
  you can create your own rooms as well, and position all the people in 3d
 space, so it sounds like they are all around you when you are chatting,
 which is quite cool.
  you can get the software here:
 http://www.bearware.dk/software.php
  Just look for team talk for windows on that page.
  After install, you can set it up for voice activation or push to talk,
 where you hold down a button such as control to talk, either way works
 fine.
  To connect to the server, press f2 in the team talk program.
  You will then enter a URL site and ports.
 the url is
 www.blindAdrenaline.com
   the tcp port is 10300
 and UDP is 10301
  i think it defaults to those ports, but I am not sure.
  Let me know if you have any questions, I think this will be great for
 voice chatting while we play our accessible games.
  Later,
  Che
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Re: [Audyssey] STFC Sweet Revenge

2007-08-17 Thread Thomas Ward
Hi Trenton,

You wrote:
You think that there could be a Startrek Final Conflict, on ACB 
Radio  where
people could describe what's going on, or the person playing the game  
on what's going
on? Kinda like a weekly series?
End quote

I don't know but that would be seriously cool. I always like seeing the 
games AI in action, and the game is sort of tailered towards my own 
personal brand of strategy.
I'd like to see in live action how it does with others who have 
different personalities, and how it reactes to other STFC players 
besides myself.
The classic noose tactic is one I didn't really write into the game, and 
it is interesting to see how the enemy game comes up with that strategy 
based on the existing code.
Another cool strategy I see from time to time the Borg cube will often 
switch targets between move to move damaging multiple ships before 
killing them off one by one.

Quote
This story you're write so well could be a radio drama!
End quote

Now, that would be awesome. Have Captain Picard and crew on the 
Enterprise, Sisco and crew on Defiant and DS9, etc. Then get the various 
Romulan, Klingon, and Cardassian commander's and have a weekly broadcast 
of this war.
Mr Warf, ready phasers and photon torpedoes. Fire on my mark. Aye 
Sir. Phasers and photon torpedoes ready, Captain. Helm, change course 
to heading 3 1 5,ahead full, engage.


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Re: [Audyssey] stfc 1.2

2007-08-17 Thread Thomas Ward
Hi Josh and all,
I want to first point out the *.exe file is the same do to the fact I no 
longer have the source code, but I did make some external changes to the 
game.
First, I replaced the sound effects with some better ones. Which have 
some added ambience and, larger ship explosions, etc.
In STFC 1.0 it used the TNG version of the red alert which was not used 
on newer ships of the DS9 era, and I managed to obtain and put into the 
game the DS9/Voyager version of the red alert effect. Now, the bridge 
red alert sounds more realistic for the era the game takes place in.
Since the game is primarily a DS9 based game I put in the DS9 music 
rather than the TNG music.
I have added all new win and lose game prompts complete with cheers, 
music, and voice. it sounds allot cooler than he original ones in 1.0.
I rerecorded all the voice recordings,and managed to fix some of the 
ones that were incomplete or to hissy in 1.0.
I'm attaching a changelog to the install, a link to the USA Games web 
site, cleaned up manual, new license agreement,and some of the things I 
wanted to do before releasing 1.0 but didn't.
Basically, 1.2 is 1.0 with a nice make over. I want it to be more 
complete thanit was. To be honest STFC 1.0 was a rushed release, and I 
want 1.2 to clean it up and make STFC 1.0 a bit more complete.
It will be a long while before 2.0 is out do to my other engagements, 
projects, and STFC isn't the easiest game in the world to program do to 
the strategy elements involved.


Josh wrote:
 What will be the differences
 between stfc 1.0 and 1.2? 

 Josh


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Re: [Audyssey] STFC Sweet Revenge

2007-08-17 Thread Zachary Kline
Hiya,
In GalCiv 2, as in STFC, the AI can come up with rather remarkable ploys 
and strategies.  I have a particular after action report I recommend you 
read if you might be interested in this sort of thing: it's a bit on the 
long side, but it's what got me interested in making the game playable in 
the first place.  Very much worth it.
As for STFC, I've always lost my games so far.  Still trying to figure 
out the map system properly--where exactly is the 'center' of Federation 
space, as you put it?  Heh.
Anyways, the link is:
http://www.computerandvideogames.com/article.php?id=161570site=pcgskip=yes
I'm somewhat disappointed that nobody seemed interested in my effort to 
make the game accessible, but that's another issue entirely.
Enjoy,
Zack.

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 17, 2007 9:06 AM
Subject: Re: [Audyssey] STFC Sweet Revenge


 Hi Zack,
 As I was mentioning over on USA GamesI really love strategy based games,
 because they can be so different from game to game. Even the games I
 lost are interesting.
 For example, one game I played last night was a stroke of pure genious
 on the games part. I formed up my fleet on DS9, and sent four of the
 ships towards Klingon space. The Klingon fleet completely ignored my
 fleet, went around them cloaked, got in behind and blew up DS9, and the
 ship I left there to guard.
 When I realised what was happening I turned my fleet around to meet the
 Klingons only to have a fleet of Romulans neatly come in from behind,
 and they closed the noose around my fleet. I basically got slottered.
 The Defiant escaped just because it was cloaked, and I made a stand at
 Earth Station Mckinley. I chewed up their fleet, but sooner or later
 they eventually over welmed my defenses and whiped me out.
 I really liked seeing the AI come up with something so seamingly
 inteligent. Sometimes the game can coordinate a really good attack, and
 sometimes it totally fumbles the play. A really good offense on our part
 usually destroys whatever attack strategy the game has in mind such as
 the game story I recorded.
 In my victory I basically got the cloaked ships to reveal themselves
 early, and then began picking them apart with superior firepower which I
 had all ready to go.


 Zachary Kline wrote:
 Hi Thomas,
 Just allow me to say that I love reading this kind of after game 
 report.
 It's what got me interested in making Galactic Civilizations 2 
 accessible,
 actually.
 Congratulations on your victory.
 Have fun,
 Zack.


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[Audyssey] Another strange idea that may be very cool

2007-08-17 Thread Davy Kager
Hi!

I was just listening to K. Sapergia's review of Chillingham, and now I came up 
with this quite strange idea. What if someone would do a complete recording of 
that game while beating it? It won't keep any secrets, but on the other hand it 
would just be a perfectly awesome story to listen to! You see, my English and 
creativity (is that a word?) is too limited to play and beat this game. So I'd 
really enjoy a recording of it. Not really as a game, just as a nice audio 
drama.

I might be totally insane here, but any feedback will be appreciated. smiles
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Re: [Audyssey] Cluebook for Private Detective School

2007-08-17 Thread Clive Pallett
Hello Søren,

that would be most helpful.

Best wishes,

Clive Pallett



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Re: [Audyssey] The demo from Hell: revisited

2007-08-17 Thread Timberwolf
Where do I get this?

thanks
- Original Message - 
From: stunnerstud [EMAIL PROTECTED]
To: Ken the Crazy [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Friday, August 17, 2007 1:26 AM
Subject: Re: [Audyssey] The demo from Hell: revisited


 oo, sounds fun.
 Going to check it out.
 Brandon
 - Original Message - 
 From: Ken the Crazy [EMAIL PROTECTED]
 To: Gamers Discussion list Gamers@audyssey.org
 Sent: Friday, August 17, 2007 1:20 AM
 Subject: [Audyssey] The demo from Hell: revisited


 It's the demo from Hell!
 Everyone's cheating at this year's demolition derby--some folks
 supercharged their cars, some handle better and turn faster than cars 
 ever
 seen before--and all three of your opponents have guns--and they're *all*
 out to get *you*!  Fortunately, your car is well armed and armored, and
 you're ready to face these bozos and kick some butt.
 Bug fixes since the last release:
 What I've done now is reduced the border to a 40 by 40 grid, slowed the
 cars down a tiny bit, put the trance loop in each corner, set enemy
 defenses to 10 and life to 10, and when they die they become inactive and
 the sounds stop playing--and when you die the game ends.  Collisions and
 attacks do the job of killing them quite nicely--but they weaken your car
 too.  I'm wanting to release this soon but...
 First of all, how do I increase the score when the player kills an
 enemy--not when one dies, but when I nail it?  I have a calculator set up
 whose first object is player, first value is score, second constant type
 is constant integer, second object is player, second value is score, and
 second integer is 1.  Then, when an opponent dies, the die reaction is
 linked to add in calculator 16 (the score calc,) and the game manager
 tells you your score, but the score remains the same.  Do I need to set 
 up
 a trigger and exactly how do I do it?  Also, I need it to trigger only
 when a car crashes because I nail it.  It's awesome though--I also have a
 high-speed moving item that takes your ammo back to 100--but good luck
 catching it!  I've lowered car sound volumes a bit, especially that of 
 the
 player's car, so you can hear what's going on better.  I also increased
 the turn speed to 4.  I also want to learn how to decrease speed when I'm
 hit--by 1, not to a predetermined level.  What the heck--I'm gonna zip
 this up and send it to my directory at Modgirl's site--thanks
 again, Cara.
 I hope yall enjoy the game, and that it inspires new interest in 
 AGM--it's
 not so hard once you tinker a while
 By the way, I'd like to see the home and end keys jump you to the top and
 bottom of menus and number lists so you don't have to scroll through 50
 sounds to select none.
 Love this program!
 One more thing: I misspelled derby but when I spelled the name of the
 folder correctly nothing loaded up, so where else do I need to change the
 settings?
 Ken Downey
 President
 DreamTechInteractive!

 And,
 Coming soon,
 Blind Comfort!
 The pleasant way to get a massage--no staring, just caring.
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 No virus found in this incoming message.
 Checked by AVG Free Edition.
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 16/08/2007 9:48 AM

 


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Re: [Audyssey] Another strange idea that may be very cool

2007-08-17 Thread stunnerstud
that's a good idea.
Brandon
- Original Message - 
From: Davy Kager [EMAIL PROTECTED]
To: Gamers Mailinglist gamers@audyssey.org
Sent: Friday, August 17, 2007 3:40 PM
Subject: [Audyssey] Another strange idea that may be very cool


 Hi!

 I was just listening to K. Sapergia's review of Chillingham, and now I 
 came up with this quite strange idea. What if someone would do a complete 
 recording of that game while beating it? It won't keep any secrets, but on 
 the other hand it would just be a perfectly awesome story to listen to! 
 You see, my English and creativity (is that a word?) is too limited to 
 play and beat this game. So I'd really enjoy a recording of it. Not really 
 as a game, just as a nice audio drama.

 I might be totally insane here, but any feedback will be appreciated. 
 smiles
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Re: [Audyssey] Cluebook for Private Detective School

2007-08-17 Thread Søren Jensen
Okay. I'll make a game-recording of it as soon as possable.

Best regards Søren.
Mail  MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: Clive Pallett [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 17, 2007 8:10 PM
Subject: Re: [Audyssey] Cluebook for Private Detective School


Hello Søren,

that would be most helpful.

Best wishes,

Clive Pallett



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Re: [Audyssey] Looking for Other MUDs

2007-08-17 Thread Jaliya
I should have responded earlier, but I wanted to talk about muds.

Firstly, muds are vastly different from one another.  So if you are
interested in more of a roleplay-oriented mud, some of the ones suggested
won't really work out if others are looking for something that requires
roleplaying.

Personally, I enjoy it all.  Muds that might not seem good to one player
might be another person's cup of tea.

One mud I'd like to suggest is Legends of Karinth.  karinth.com port 1234 is
a mud that also allows you to roleplay, pick your magical powers, as well as
encourages exploration and solving quests.  It's quite fun.

I will be checking out some of the other muds that were listed.  I have
checked out godwars2 but sometimes I think the learning curve might be more
than I am ready to handle.

Jal


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Re: [Audyssey] Looking for Other MUDs

2007-08-17 Thread Liam Erven
the learning curve on godwars is not that bad.  there's just a lot of things 
that aren't standard.  I don't have a ton of time, but I don't mind helping 
out people who have questions.  write me offlist at [EMAIL PROTECTED] if 
anyone has questions about the game.

- Original Message - 
From: Jaliya [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 17, 2007 6:17 PM
Subject: Re: [Audyssey] Looking for Other MUDs


I should have responded earlier, but I wanted to talk about muds.

 Firstly, muds are vastly different from one another.  So if you are
 interested in more of a roleplay-oriented mud, some of the ones suggested
 won't really work out if others are looking for something that requires
 roleplaying.

 Personally, I enjoy it all.  Muds that might not seem good to one player
 might be another person's cup of tea.

 One mud I'd like to suggest is Legends of Karinth.  karinth.com port 1234 
 is
 a mud that also allows you to roleplay, pick your magical powers, as well 
 as
 encourages exploration and solving quests.  It's quite fun.

 I will be checking out some of the other muds that were listed.  I have
 checked out godwars2 but sometimes I think the learning curve might be 
 more
 than I am ready to handle.

 Jal


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[Audyssey] searching for mudding partners

2007-08-17 Thread Jaliya
Ever tried a new mud and were bored to tears because you didn't know anyone
and no one else really talked with you?  Part of the fun about mudding is
being able to network with other people.  So, I'm hoping to pair up with
someone from this list, or perhaps we could form a mudding group and agree
on something to  play (I can hear the groans already), or explore muds, or
something along those lines.  It is enjoyable to work in teams.  I know that
mudding preferences vary, but maybe we could work something out.  If there
is an interest, or you want to talk shop, please email me off list as I
don't want to clutter things here.

Jaliya


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Re: [Audyssey] Looking for Other MUDs

2007-08-17 Thread Missy Hoppe
Hi! I didn't see the start of this thread, so if this has already been 
mentioned, I apologize. I just would like to recommend Discworld. It is by 
far my favorite mud right now. There aren't any race choices, everyone is 
human, but the game itself, to me at least is highly enjoyable, especially 
if you're a fan of the discworld novels. Being familiar with the novels 
definitely isn't manditory, and you can roleplay as much or as little as 
you like. A google search will provide you with tons of resources for 
making your play time on discworld as enjoyable as possible, and there are 
a lot of really friendly people there.
Anyway, for anyone who might be interested in checking this mud out, the 
address is discworld.imaginary.com, port 23.
My character is Eponine, and I'm more than happy to help any newbies out if 
I can. In fact, I'm getting ready to go to a friend's house tomorrow so 
that I can try to teach her how to play.
I hope this recommendation helps somebody find a new game to enjoy, and 
that everyone is having a wonderful day.
Missy 


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Re: [Audyssey] SoundRTS Multiplatform?

2007-08-17 Thread SoundMUD
SoundRTS will have a save feature, I hope.

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Re: [Audyssey] SoundRTS Multiplatform?

2007-08-17 Thread Brandon Hicks
Hi,
Can someone point me to the place I need to go in order to get the 
Python stuff needed to run Sound RTS on Windows Mobile?
I can't compile it, so if there are ready-to-use copies of the 
appropriate things, I'd appreciate getting a link to them.

Thanks
Brandon



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[Audyssey] a question about darkwind

2007-08-17 Thread Greg
Hello all,
I know this is a basic question but how do you creat a character on darkwind.
Thanks Greg
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Re: [Audyssey] STFC Sweet Revenge

2007-08-17 Thread Christopher Bartlett
Holy crap, and I mean that in an expletive deleted sort of way.  I 
just read the after-action report and was blown away.  If the AIs are 
really that good, I want this game.

 Christopher Bartlett
At 09:59 AM 8/17/2007, you wrote:
Hiya,
 In GalCiv 2, as in STFC, the AI can come up with rather remarkable ploys
and strategies.  I have a particular after action report I recommend you
read if you might be interested in this sort of thing: it's a bit on the
long side, but it's what got me interested in making the game playable in
the first place.  Very much worth it.
 As for STFC, I've always lost my games so far.  Still trying to figure
out the map system properly--where exactly is the 'center' of Federation
space, as you put it?  Heh.
Anyways, the link is:
http://www.computerandvideogames.com/article.php?id=161570site=pcgskip=yes
 I'm somewhat disappointed that nobody seemed interested in my effort to
make the game accessible, but that's another issue entirely.
Enjoy,
Zack.

- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 17, 2007 9:06 AM
Subject: Re: [Audyssey] STFC Sweet Revenge


  Hi Zack,
  As I was mentioning over on USA GamesI really love strategy based games,
  because they can be so different from game to game. Even the games I
  lost are interesting.
  For example, one game I played last night was a stroke of pure genious
  on the games part. I formed up my fleet on DS9, and sent four of the
  ships towards Klingon space. The Klingon fleet completely ignored my
  fleet, went around them cloaked, got in behind and blew up DS9, and the
  ship I left there to guard.
  When I realised what was happening I turned my fleet around to meet the
  Klingons only to have a fleet of Romulans neatly come in from behind,
  and they closed the noose around my fleet. I basically got slottered.
  The Defiant escaped just because it was cloaked, and I made a stand at
  Earth Station Mckinley. I chewed up their fleet, but sooner or later
  they eventually over welmed my defenses and whiped me out.
  I really liked seeing the AI come up with something so seamingly
  inteligent. Sometimes the game can coordinate a really good attack, and
  sometimes it totally fumbles the play. A really good offense on our part
  usually destroys whatever attack strategy the game has in mind such as
  the game story I recorded.
  In my victory I basically got the cloaked ships to reveal themselves
  early, and then began picking them apart with superior firepower which I
  had all ready to go.
 
 
  Zachary Kline wrote:
  Hi Thomas,
  Just allow me to say that I love reading this kind of after game
  report.
  It's what got me interested in making Galactic Civilizations 2
  accessible,
  actually.
  Congratulations on your victory.
  Have fun,
  Zack.
 
 
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Re: [Audyssey] searching for mudding partners

2007-08-17 Thread Michael Maslo
I would be interested. I am really new to mudding

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Jaliya
Sent: Friday, August 17, 2007 6:27 PM
To: stunnerstud; Gamers Discussion list
Subject: [Audyssey] searching for mudding partners

Ever tried a new mud and were bored to tears because you didn't know anyone
and no one else really talked with you?  Part of the fun about mudding is
being able to network with other people.  So, I'm hoping to pair up with
someone from this list, or perhaps we could form a mudding group and agree
on something to  play (I can hear the groans already), or explore muds, or
something along those lines.  It is enjoyable to work in teams.  I know that
mudding preferences vary, but maybe we could work something out.  If there
is an interest, or you want to talk shop, please email me off list as I
don't want to clutter things here.

Jaliya


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Re: [Audyssey] searching for mudding partners

2007-08-17 Thread Greg
Hello,
I am also interested.  my email is [EMAIL PROTECTED]
Thanks Greg
- Original Message - 
From: Jaliya [EMAIL PROTECTED]
To: stunnerstud [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org
Sent: Friday, August 17, 2007 7:27 PM
Subject: [Audyssey] searching for mudding partners


 Ever tried a new mud and were bored to tears because you didn't know 
 anyone
 and no one else really talked with you?  Part of the fun about mudding is
 being able to network with other people.  So, I'm hoping to pair up with
 someone from this list, or perhaps we could form a mudding group and agree
 on something to  play (I can hear the groans already), or explore muds, or
 something along those lines.  It is enjoyable to work in teams.  I know 
 that
 mudding preferences vary, but maybe we could work something out.  If there
 is an interest, or you want to talk shop, please email me off list as I
 don't want to clutter things here.

 Jaliya


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 list,
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Re: [Audyssey] Looking for Other MUDs

2007-08-17 Thread Orin
Indeed, legends of Karinth is a good mud. Getting better as well.


-- 
  Currently in Mount Holly, South Jersey Regional, New Jersey Overcast, 
Light Rain 71°F(22°C) Wind:Calm
  Back in the day when printed material required each letter on the sheet 
to be carefully laid out in a print box, the letters p and q were sometimes 
mistaken for one another, and that's where the phrase mind your 'p's and 'q's 
comes from.
  Created by Weather Signature v1.20 . http://www.weathersig.com
  Email: [EMAIL PROTECTED]
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Re: [Audyssey] Looking for Other MUDs

2007-08-17 Thread Raul A. Gallegos
Eponine eh? That is my daughter's name. I must confess that I too have 
used that name on muds way back when, before she was even born. That is 
way cool.

--

Raul A. Gallegos

Missy Hope wrote:
 Hi! I didn't see the start of this thread, so if this has already been 
 mentioned, I apologize. I just would like to recommend Discworld. It is by 
 far my favorite mud right now. There aren't any race choices, everyone is 
 human, but the game itself, to me at least is highly enjoyable, especially 
 if you're a fan of the discworld novels. Being familiar with the novels 
 definitely isn't manditory, and you can roleplay as much or as little as 
 you like. A google search will provide you with tons of resources for 
 making your play time on discworld as enjoyable as possible, and there are 
 a lot of really friendly people there.
 Anyway, for anyone who might be interested in checking this mud out, the 
 address is discworld.imaginary.com, port 23.
 My character is Eponine, and I'm more than happy to help any newbies out if 
 I can. In fact, I'm getting ready to go to a friend's house tomorrow so 
 that I can try to teach her how to play.
 I hope this recommendation helps somebody find a new game to enjoy, and 
 that everyone is having a wonderful day.
 Missy 
   


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[Audyssey] STFC installation issue.

2007-08-17 Thread Christopher Bartlett
I seem to remember this happening before, but I don't remember the 
fix.  I've downloaded and installed both the .net and directX 
downloads from the USAGAMES site.  When I attempt to run STFC I get 
the following error screen:

stfc.exe - Common Language Runtime Debugging Services
Application has generated an exception that could not be 
handled.graphic 608  Process id=0xb44 (2884), Thread id=0xf5c (3932).
Click OK to terminate the application.
Click CANCEL to debug the application.
OK Cancel

How do I fix this?

Christopher Bartlett


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Re: [Audyssey] STFC Sweet Revenge

2007-08-17 Thread Zachary Kline
Hi Chris and all,
I see no reason to believe the AIs are anything less than that good.  It 
is actually strange to think that this report was written with them on the 
'simple' level of difficulty.  Makes me wonder what would happen on higher 
ones.
In particular, I found the blow-by-blow analysis of why the Drengin 
acted as they did to be amazing.  That is logic, and something which seems 
almost human at that.  This is one of several reasons I want a game like 
this, or preferably for Stardock to make the current game accessible.
1. There is no fundamental reason they could not do it.  This game is 
turn-based, with no realtime elements whatsoever.  Combat is noninteractive, 
and realtime--but the player need not concern himself with it in terms of 
reacting quickly.
2. The game itself already has a framework for being accessible.  The 3D 
renderer already needs to know the locations of objects in order to render 
them properly.  It is only a single logical step or two farther to say that 
an audio interface is feasible.  Feed the coordinates already used by the 
renderer into the interface.
3. To quote from the forums: 'GalCiv 2 is mostly stats, charts, and lists.' 
This in itself makes sense--it's a turn-based strategy game after all.  The 
starmap is used for planets and such, but that is also an obstacle which 
could be overcome relatively easily.
4. The rest of the community that plays the game supports the idea.  If you 
read on the forums under the topic I started there are a lot of ideas, 
contributions, and thoughts from others.
5. Finally, something like this is unprecedented.  A company making a 
mainstream game title accessible to the blind is not something that happens 
every day.  I feel that if Stardock were to do this it would do many good 
things for the BG community in general, as well as just being an act of good 
will.  They already released an entirely new 3D renderer in a patch.
The link to the forum article is:
http://forums.galciv2.com/?aid=159296#1277109
I ask anyone who is at all interested in seeing this happen to please 
post on them telling the developers so.
Yours,
Zack.


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