Re: [Audyssey] Monty impressions so far

2007-10-08 Thread Karl
Hi,
I am having the same problem with options not saving under Vista ultimate.
Original message:
> well I did a check after I sent the msg.
> I wanted to see if I could complete monti beta1, because I never clocked it.
> so I uninstalled beta2 and loaded beta1.
> I clocked that uninstalled beta1 removed the monti folder and the
> monti reg key.
> I restarted monti beta2 after reinstalling, I did a reboot and
> started the game again, and well it was as before.
> I don't mind so much, I'd like an option to turn volumes of music and
> ambience down on the fly, although I can cope with it all being on as it is.
> At 11:53 a.m. 9/10/2007, you wrote:

>> Hi Shaun,
>> All I can say at this point is that is weird. There is nothing in the
>> game itself to account for not saving and properly restoring registry
>> settings as it works 99 out of every 100 times with your system
>> apparently being that 1 exception.
>> What I have discovered over the last 5 years or so is that a program
>> never runs exactly the same on any two different computers. There is
>> always something different like settings, different libraries, different
>> os, different hardware, and that is why it is impossible for a developer
>> to debug every potential bug in his or her software. The best he/she can
>> hope for is 95% to 98% stable and have to shrug off those weird
>> exceptions that comes along that don't happen during rnd so to speak.
>> Sometimes it isn't even the developers program at fault. For example, if
>> some one has a broken Sapi 5 install my program isn't at fault. It is
>> the end users computer that has a defective install, and needs to be
>> repaired.
>> Anyway, what I am saying is this is a beta release and I will do what I
>> can to fix as many bugs as possible, but being realistic I think it is
>> impossible to solve every single issue that comes up.


>> shaun everiss wrote:
>>> yes, yes, yes.
>>> oh and all the settings I set are there.
>>> However they don't take after I rerun the game.
>>> otherwise it all works fine.



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Re: [Audyssey] Soundmud.

2007-10-08 Thread shaun everiss
I have moosic on here that required all the stuff.
I loaded python 2.4, pygame, pyaa pytts, pymidi, pysonic, and pyfmod.
I then coppied fmod.dll to the system directory and well everything 
worked for moosic so it does for this.
At 11:11 a.m. 9/10/2007, you wrote:

>Hi sean.
>
>the instructions are on the soundmud website.
>
>Out of interest though, how did you get it to work? Did you download and
>install all the Python stuff?
>
>I don't know enough about Python to try installing it, just in case I had
>trouble removing it later, - this is probably entirely irrational, but
>there you go.
>
>Beware the Grue!
>
>Dark.
>- Original Message -
>From: "shaun everiss" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Monday, October 08, 2007 11:07 PM
>Subject: Re: [Audyssey] Soundmud.
>
>
> >I got it to work, i just don't have any instructions files.
> > At 08:41 a.m. 9/10/2007, you wrote:
> >
> >>Hi list.
> >>Has anybody gotten Soundmud to work?
> >>I downloaded and installed all the files in the read me, but still cant
> >>get
> >>it to work.
> >>It tells you the files you need to run it but not how to start the game.
> >>Thanks in advance for any help.
> >>
> >>
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> >
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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread shaun everiss
well I did a check after I sent the msg.
I wanted to see if I could complete monti beta1, because I never clocked it.
so I uninstalled beta2 and loaded beta1.
I clocked that uninstalled beta1 removed the monti folder and the 
monti reg key.
I restarted monti beta2 after reinstalling, I did a reboot and 
started the game again, and well it was as before.
I don't mind so much, I'd like an option to turn volumes of music and 
ambience down on the fly, although I can cope with it all being on as it is.
At 11:53 a.m. 9/10/2007, you wrote:

>Hi Shaun,
>All I can say at this point is that is weird. There is nothing in the
>game itself to account for not saving and properly restoring registry
>settings as it works 99 out of every 100 times with your system
>apparently being that 1 exception.
>What I have discovered over the last 5 years or so is that a program
>never runs exactly the same on any two different computers. There is
>always something different like settings, different libraries, different
>os, different hardware, and that is why it is impossible for a developer
>to debug every potential bug in his or her software. The best he/she can
>hope for is 95% to 98% stable and have to shrug off those weird
>exceptions that comes along that don't happen during rnd so to speak.
>Sometimes it isn't even the developers program at fault. For example, if
>some one has a broken Sapi 5 install my program isn't at fault. It is
>the end users computer that has a defective install, and needs to be
>repaired.
>Anyway, what I am saying is this is a beta release and I will do what I
>can to fix as many bugs as possible, but being realistic I think it is
>impossible to solve every single issue that comes up.
>
>
>shaun everiss wrote:
> > yes, yes, yes.
> > oh and all the settings I set are there.
> > However they don't take after I rerun the game.
> > otherwise it all works fine.
> >
>
>
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>--
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>7/10/2007 6:12 p.m.



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[Audyssey] Soundmud

2007-10-08 Thread Sarah Haake
Hi,

I just tried to get soundmud started. I installed everything that's required 
to play the game and started it.

I got the menue and I could choose game local. Then the game voice said 
"game local processing" and nothing more happens.

How is it supposed to go on?

Thanks for your help!

Regards
Sarah
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Re: [Audyssey] Monty and torches

2007-10-08 Thread Thomas Ward
Hi Phil,
H That's an interesting idea. Though, it is a bit complex to 
release this close to the deadline I have set myself for getting 1.0 out 
for sale.
I really want Montezuma's Revenge out before Christmas, and that is one 
reason I am not exactly turning away everyones ideas, but electing to 
postpone the more complex suggestions for say a 1.1 or 1.2 free upgrade. 
I've had the game in my posession for over a year and not recieved a 
dime for it's development and would like to begin bringing in some cash. 
After that I can release free upgrades to paid customers.
One update I'd like to eventually add in is a score board and score 
posting system, but I'm not going to do it until I've made something off 
the game to begin expanding the game like that.

Phil Vlasak wrote:
> Hi Tom,
> I had a thought about how to change the sound and action of the creatures 
> based on the status of the torch.
> If the torch is on, the creatures move at the normal speed at full sound 
> volume.
> But if the torch is off, the creatures move at half speed with half their 
> sound volume.
> The slower speed would represent  them not seeing you in the dark and not 
> knowing where you are.
> The lower volume would represent not seeing them as well converted to not 
> hearing them as well.
>
> Phil
>   


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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread Thomas Ward
Hi Shaun,
All I can say at this point is that is weird. There is nothing in the 
game itself to account for not saving and properly restoring registry 
settings as it works 99 out of every 100 times with your system 
apparently being that 1 exception.
What I have discovered over the last 5 years or so is that a program 
never runs exactly the same on any two different computers. There is 
always something different like settings, different libraries, different 
os, different hardware, and that is why it is impossible for a developer 
to debug every potential bug in his or her software. The best he/she can 
hope for is 95% to 98% stable and have to shrug off those weird 
exceptions that comes along that don't happen during rnd so to speak.
Sometimes it isn't even the developers program at fault. For example, if 
some one has a broken Sapi 5 install my program isn't at fault. It is 
the end users computer that has a defective install, and needs to be 
repaired.
Anyway, what I am saying is this is a beta release and I will do what I 
can to fix as many bugs as possible, but being realistic I think it is 
impossible to solve every single issue that comes up.


shaun everiss wrote:
> yes, yes, yes.
> oh and all the settings I set are there.
> However they don't take after I rerun the game.
> otherwise it all works fine.
>   


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Re: [Audyssey] Monty and torches

2007-10-08 Thread Thomas Ward
Hi Karl,
I for one agree with you. I'm just waiting to see what other listers 
thoughts are.

Karl wrote:
> I realize that about nonmoving items, and agree with the current 
> system. It's only monsters that I don't think should be silent.
>   


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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread Thomas Ward
Hi Shaun,
 I've just moved the keys around a bit. As  of beta 3 jump is on 
space and run is on control. I just patched the code with that about 5 
minutes ago as of the time of this writing.
So the system menu should no longer be an issue any longer.
Cheers.


shaun everiss wrote:
> I actually was able to duplicate this.
> make sure the monti window is maximised.
> and if you can help it don't have anything else open if you can help 
> it, well another window.
>   


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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread shaun everiss
yes, yes, yes.
oh and all the settings I set are there.
However they don't take after I rerun the game.
otherwise it all works fine.
At 07:46 a.m. 9/10/2007, you wrote:

>Hi Shaun,
>Well, as for returning to the main menu after saving I can fix that
>quite easily. I also can do that for loading defaults.
>As to why your system is restoring the default settings when the game is
>restarted I haven't a clue. It works perfectly on my system, and on the
>machines it was tested on prier to release. So it is definitely not a
>bug in the game, nor is it a feature of the game to restore defaults
>unless it is having problems accessing your local registry hive.
>Usually, it only has to do this once, the first time the game is ran,
>where it discovers you have no keys in your registry hive and creates
>the proper ones on the spot.
>Some questions. When you installed beta 2 did you make absolutely
>certain that you uninstalled beta 1, and deleted any patch files from
>c:\Program Files\USA Games\Montezuma's Revenge
>before installing beta 2?
>This is very critical is that older Montezuma's Revenge directory must
>be totally empty before installing beta 2 or some files may not have
>been updated cleanly or at all.
>Second, is your .Net Framework up to date?
>Third, canyou confirm registry keys show up in your registry at
>HKEY_Current_User/Software/USA Games/Montezumas Revenge
>where games settings are supposed to be stored?
>
>
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Re: [Audyssey] Monty and torches

2007-10-08 Thread Phil Vlasak
Hi Tom,
I had a thought about how to change the sound and action of the creatures 
based on the status of the torch.
If the torch is on, the creatures move at the normal speed at full sound 
volume.
But if the torch is off, the creatures move at half speed with half their 
sound volume.
The slower speed would represent  them not seeing you in the dark and not 
knowing where you are.
The lower volume would represent not seeing them as well converted to not 
hearing them as well.

Phil

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 08, 2007 5:04 PM
Subject: Re: [Audyssey] Monty and torches


> Hi Raul,
> Well, as I mentioned in my previous post as the game logic works now it
> only stops the sounds for objects that are stationary and would
> otherwise not make a noise in the real world. After all keys, gems, gold
> coins, swords, etc wouldn't normally make a noise and you could see
> them. You are correct those sounds are there to make them "visible" to
> the audio gamer.
> However, with monsters that is a trick question. I don't think there is
> a right/wrong answer to this conundrom. Yes, normally in a dark room you
> would not be able to see them but you could hear them when they are
> moving. The problem is the game uses their sounds both as sight and
> sound and weather the room has light or is pitch black wouldn't make a
> diference on hearing them, but only seeing them.
> I had this discussion before on the testers list, and in the end I
> decided to allow them to make noise since logic dictates no matter
> weather it is light or dark something physically moving should make a
> noise. You don't have to see a rope swing to hear it creeking off in the
> distance, or see a skull to here it rattling towards you. You might not
> see the pool in front of you but you might hear the water bubbling and
> girgling just before you fall into it and droun.
>
>
>
> Raul a. Gallegos wrote:
>> Karl. This is true in an ideal environment, but since we are using audio
>> instead of sight in the game, then the lack of a torch light means the
>> lack of seeing monsters. Since seeing is actually hearing, then the
>> sounds of the monsters should be disabled. Let me put it this way. If
>> the game was sighted only, the lit room would show the monsters, the
>> dark room would not show monsters. Since we are playing an audio game,
>> the lit room should allow you to hear monsters and the dark room should
>> not allow you to hear monsters. it's keeping the analogy.
>>
>> This is why I feel that way, but in the end it's up to Tom how he wants
>> to handle it. Or, maybe he can make it one way for the easier levels and
>> another way for the harder ones.
>>
>>
>
>
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Re: [Audyssey] Soundmud.

2007-10-08 Thread Dark
Hi sean.

the instructions are on the soundmud website.

Out of interest though, how did you get it to work? Did you download and 
install all the Python stuff?

I don't know enough about Python to try installing it, just in case I had 
trouble removing it later, - this is probably entirely irrational, but 
there you go.

Beware the Grue!

Dark.
- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 08, 2007 11:07 PM
Subject: Re: [Audyssey] Soundmud.


>I got it to work, i just don't have any instructions files.
> At 08:41 a.m. 9/10/2007, you wrote:
>
>>Hi list.
>>Has anybody gotten Soundmud to work?
>>I downloaded and installed all the files in the read me, but still cant 
>>get
>>it to work.
>>It tells you the files you need to run it but not how to start the game.
>>Thanks in advance for any help.
>>
>>
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>>
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>>Checked by AVG Free Edition.
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>
>
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Re: [Audyssey] Soundmud.

2007-10-08 Thread shaun everiss
I got it to work, i just don't have any instructions files.
At 08:41 a.m. 9/10/2007, you wrote:

>Hi list.
>Has anybody gotten Soundmud to work?
>I downloaded and installed all the files in the read me, but still cant get
>it to work.
>It tells you the files you need to run it but not how to start the game.
>Thanks in advance for any help.
>
>
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Re: [Audyssey] Monty and torches

2007-10-08 Thread Karl
I realize that about nonmoving items, and agree with the current 
system. It's only monsters that I don't think should be silent.
Original message:
> Hi Karl,
> Good point. Keep in mind gold coins, keys, etc aren't technically
> moving. Those sounds are used instead of sight to find those items. In
> the real world a bunch of coins on the floor would not be making any
> noise unless you kicked them or moved them in some way.
> A snake, skull, or spider are another matter. The noise for them act
> both as sight and sound. Even in the dark you should be able to hear a
> skull rattle or a snake hiss because it is constantly moving. Darkness
> wouldn't effect the sound of a moving object.


> Karl wrote:
>> Hi,
>> I disagree with making monsters silent. You should still be able to
>> hear monsters in a dark room, but they should not be detectable with
>> the O key. Afterall, you would still be able to hear things moving,
>> even if you can't see.
>> Karl



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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread shaun everiss
I actually was able to duplicate this.
make sure the monti window is maximised.
and if you can help it don't have anything else open if you can help 
it, well another window.
At 03:53 a.m. 9/10/2007, you wrote:

>Thomas Ward said the following on 10/7/2007 10:11 PM:
> > Hi Raul,
> >
> > Ok, that is exactly the kind of info I needed. Either one of two things
> > needs to happen. Either I figure out how to disable that system menu, or
> > move the run key to something else besides alt. Will take some
> > experimentation.
> > Thanks.
>
>Hi. I'm sure you mean jump, not run . but what ends up happening
>when the system menu comes up, the player gets stuck in a sort
>up-in-the-air mode. I have to press alt by itself which probably closes
>the menu, then he lands. While he's in this weird elevated more, nothing
>can really happen, but at the same time, the game play inertia is
>interrupted. If you want some keyboard suggestions, assuming you don't
>disable the system menu, how about using the shift for running and the
>control for jumping. So basically the things the control do now, move to
>the shift key, and move the alt to the control. This way, If I'm running
>right, I would hold down shift-right arrow, and if I need to jump, I
>just tap the control key once while still holding shift-right and I jump
>while I'm running. Or, if I'm just walking with right arrow, I just
>press control and I jump right.
>
>What do you think?
>
>--
>Raul A. Gallegos .. http://www.asmodean.net
>
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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread Thomas Ward
Hi Raul

Quote
 I still feel strongly about the torches idea I have working the way
I suggested
End quote

Well, I do have plans to work on many of your torch suggestions. Still 
am not sure what I will do about the monsters.  yet, but I am definitely 
going to put it on a timer, remove items from the object scan, and 
remove monsters from the map. That should be fair enough. I just don't 
think monsters should be silent since the sounds act both as sight and 
sound for monsters where as sounds for gems, keys, etc are there for 
replacing the lack of sight only.
I'm not saying no, but I'd like to feel out some other player's thoughts 
before I silence monsters in a darkened room. I don't think this is a 
decision that will please everyone so just best to do what works for the 
masses.


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Re: [Audyssey] Monty and torches

2007-10-08 Thread Thomas Ward
Hi Raul,
Well, as I mentioned in my previous post as the game logic works now it 
only stops the sounds for objects that are stationary and would 
otherwise not make a noise in the real world. After all keys, gems, gold 
coins, swords, etc wouldn't normally make a noise and you could see 
them. You are correct those sounds are there to make them "visible" to 
the audio gamer.
However, with monsters that is a trick question. I don't think there is 
a right/wrong answer to this conundrom. Yes, normally in a dark room you 
would not be able to see them but you could hear them when they are 
moving. The problem is the game uses their sounds both as sight and 
sound and weather the room has light or is pitch black wouldn't make a 
diference on hearing them, but only seeing them.
I had this discussion before on the testers list, and in the end I 
decided to allow them to make noise since logic dictates no matter 
weather it is light or dark something physically moving should make a 
noise. You don't have to see a rope swing to hear it creeking off in the 
distance, or see a skull to here it rattling towards you. You might not 
see the pool in front of you but you might hear the water bubbling and 
girgling just before you fall into it and droun.



Raul a. Gallegos wrote:
> Karl. This is true in an ideal environment, but since we are using audio 
> instead of sight in the game, then the lack of a torch light means the 
> lack of seeing monsters. Since seeing is actually hearing, then the 
> sounds of the monsters should be disabled. Let me put it this way. If 
> the game was sighted only, the lit room would show the monsters, the 
> dark room would not show monsters. Since we are playing an audio game, 
> the lit room should allow you to hear monsters and the dark room should 
> not allow you to hear monsters. it's keeping the analogy.
>
> This is why I feel that way, but in the end it's up to Tom how he wants 
> to handle it. Or, maybe he can make it one way for the easier levels and 
> another way for the harder ones.
>
>   


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Re: [Audyssey] Soundmud.

2007-10-08 Thread SoundMUD
Run soundmud.pyc to start SoundMUD (in Windows, double-click on this
file, or select it and press Enter).

Jean-Luc

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Re: [Audyssey] Monty and torches

2007-10-08 Thread Thomas Ward
Hi Karl,
Good point. Keep in mind gold coins, keys, etc aren't technically 
moving. Those sounds are used instead of sight to find those items. In 
the real world a bunch of coins on the floor would not be making any 
noise unless you kicked them or moved them in some way.
A snake, skull, or spider are another matter. The noise for them act 
both as sight and sound. Even in the dark you should be able to hear a 
skull rattle or a snake hiss because it is constantly moving. Darkness 
wouldn't effect the sound of a moving object.


Karl wrote:
> Hi,
> I disagree with making monsters silent. You should still be able to 
> hear monsters in a dark room, but they should not be detectable with 
> the O key. Afterall, you would still be able to hear things moving, 
> even if you can't see.
> Karl
>   


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Re: [Audyssey] Montezuma-Beta2

2007-10-08 Thread Thomas Ward
Hi Jimmy,
Well, basically once you get onto the first ledge and just keep jumping. 
If you land on the second or third ledge don't move or you will fall 
into the lava one way or another. Just keep jumping until you land on 
the normal ground on the other side.


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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread Raul a. Gallegos
Thomas Ward said the following on 10/8/2007 3:26 PM:
> Hi Raul,
> Actually, I think you might be running an older version of the beta. The 
> last private beta had a couple of miner bugs which I fixed in the public 
> beta version of beta 2 just the day of release.
> One of the things is put run back on alt and jump on control because of 
> it hanging the player when jumping.
> Check your manual. If it does not say October 5, 2007 as the published 
> date then you have an old version of the beta.

OK, definitely running an older beta. My bad on that. I'll update and play.

> keyboard setup James North used with control for run, and the spacebar 
> key for jump. That worked rather nice. The space key is a nice big 
> key,and it can be used as a modifier if necessary. Using space for jump 
> is not uncommon.
> Which do you like better shift control combo you suggested or the space 
> and control combo I suggested?
> 
Actually, I like both. So, you choose. I can play either way and you are 
correct, space is very common. I just was not sure about using it as a 
modifier, although Windows Vista uses it for the side bar, so this does 
make sense.

> It would certainly work. I wouldn't have a problem with it. My only 
> hesitation is since shift and control are close together a gamer might 
> accidently press control rather than shift and have the character jump 
> off into a trap of some kind or well find some way to jump to his doom. 
> 
> 
yeah, you are right with that, the space bar does make it more of an 
obvious thing. Tell you what. How about you make the torch idea I had 
work that way and then I don't care what you use for the keyboard 
commands.  Seriously though, your suggestions and 
arguments for using the space for jumping do make more sense.

PS: I still feel strongly about the torches idea I have working the way 
I suggested.
-- 
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Re: [Audyssey] Monty and torches

2007-10-08 Thread Raul a. Gallegos
Karl. This is true in an ideal environment, but since we are using audio 
instead of sight in the game, then the lack of a torch light means the 
lack of seeing monsters. Since seeing is actually hearing, then the 
sounds of the monsters should be disabled. Let me put it this way. If 
the game was sighted only, the lit room would show the monsters, the 
dark room would not show monsters. Since we are playing an audio game, 
the lit room should allow you to hear monsters and the dark room should 
not allow you to hear monsters. it's keeping the analogy.

This is why I feel that way, but in the end it's up to Tom how he wants 
to handle it. Or, maybe he can make it one way for the easier levels and 
another way for the harder ones.


Karl said the following on 10/8/2007 4:22 PM:
> Hi,
> I disagree with making monsters silent. You should still be able to 
> hear monsters in a dark room, but they should not be detectable with 
> the O key. Afterall, you would still be able to hear things moving, 
> even if you can't see.
> Karl
-- 
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Re: [Audyssey] Soundmud.

2007-10-08 Thread will lomas
ric what is it please?
will

On 8 Oct 2007, at 20:41, Rick wrote:

> Hi list.
> Has anybody gotten Soundmud to work?
> I downloaded and installed all the files in the read me, but still  
> cant get
> it to work.
> It tells you the files you need to run it but not how to start the  
> game.
> Thanks in advance for any help.
>
>
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Re: [Audyssey] Sapi voices in Monti?

2007-10-08 Thread Søren Jensen
Hi Thomas.

Great. I look forword to the next release.
Best regards:
Søren Jensen
Mail & MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 08, 2007 9:29 PM
Subject: Re: [Audyssey] Sapi voices in Monti?


Hi soren,
After I wrote you last I took a look into the code, and located the
source of your Sapi issue. I had been doing some experimentation in beta
2, and had the number of voices limited for some testing I was doing and
forgot to remove it for public release. I have since removed that limit,
and the next update should solve your issue.


Søren Jensen wrote:
> Hi Thomas.
>
> I'll try to explain the problem more clear:
> All voices works. If I said a spesific voice as a standard voice in the
> speech manager in the control panel, the voice speaks fine in the game. 
> The
> problem is when I'm trying to select voice number 13 in the voice menu in
> Monti, the voice doesn't load. Are you able to install more than 12 sapi
> voices for free and check it out? This is the same problem on one of my
> friends computer.
> Best regards:
> Søren Jensen
> Mail & MSN:
> [EMAIL PROTECTED]
> Website:
> http://www.coolfortheblind.dk
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, October 07, 2007 10:06 PM
> Subject: Re: [Audyssey] Sapi voices in Monti?
>
>
> Hi Soren,
> I don't believe there is a limit in the game. It is probably not
> registering some of the voices for one reason or another. For example,
> the game doesn't support Sapi 4 voices so those won't get registered.
> Could you give me a list of voices it is  failing to detect, exact
> number of Sapi 5 voices you have, and I'll try and duplicate your
> problem and fix it.
> Thanks.
>
>
> Søren Jensen wrote:
>
>> Hi.
>> Is there set a limit for how many voices we can choose from in Monti? I
>> have more than 12 voices installed, but when I reach the 13th voice, I
>> just hear
>> the tone in the menu without one of the voices. Is this a bug, or is 
>> there
>> set a limit?
>>
>> Best regards:
>> Søren Jensen
>> Mail & MSN:
>> [EMAIL PROTECTED]
>> Website:
>> http://www.coolfortheblind.dk
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Re: [Audyssey] Monty and torches

2007-10-08 Thread Karl
Hi,
I disagree with making monsters silent. You should still be able to 
hear monsters in a dark room, but they should not be detectable with 
the O key. Afterall, you would still be able to hear things moving, 
even if you can't see.
Karl
Original message:
> Hi Raul,


> Quote
> OK, I see what you are saying, but if the torches are not on a timer and
> it's just a sound, then how are they working now?
> End quote

> When you step into a room that is dark it basically flips a trigger. It
> lights a torch and based on if there is a torch burning or not it will
> start playing the sounds for gems, coins, and other previously hidden items.
> When that file is no longer playing the game turns off the sounds for
> items in the room. Part of this is timer based, but the torch burning is
> not. I do agree it is rather unconsistent, and a bit unrealistic.

> Quote
>  You go into a dark
> room and the torch lights up automatically. Does this mean that the room
> is now lit for that session regardless of how long you are in there for?
> End quote

> No, it doesn't work that way. The master loop does check to see if a
> torch file is playing, and turns sounds on off acordingly. When your
> torch file stops playing sooner or later the loop will see that and turn
> sounds off.
> I'm obviously going to have to completely rework this for beta 3 since
> it is not really very consistent,and the design was more a stop-gap
> measure to get it working rather than a final and good implamentation.
> Anyway, to clear up some confussion let me go back to the beginning,
> where I should have started, and explain the structure of how it
> currently works.
> As you probably already aware the r key keeps track of your room number.
> Where update torch function that is attached to the main game loop/timer
> which checks to see what room the player is in. If he stumbles into room
> x and it is suppose to be dark it starts the torch burning sound. The
> torch burning sound is not timed, but just one long file. When the file
> stops playing the timer will either light another one, or stop the
> sounds in the room.

> Quote
> 1. Make the torch a timer. This way, the timer is paused if you view the
> map.
> End quote

> I think I can handle that. That wouldn't take too long to acomplish. I
> would have to retool theway things react to them, but it is only mildly
> painful at this point.

> Quote
> 2. make nothing visible in the room if you have no torch. This includes
> nothing being spoken by the O command for objects, this includes not
> playing sounds of monsters, and this includes not seeing monsters with
> the map.
> End quote

> As for the o key I have plans to fix that. Not being able to see
> monsters on the map requires a rewrite of the way the map works. 

> Quote
> 3. make it possible to jump over a monster and grab coins, gems,
> potions, etc even if you don't know where they are because even though
> it's dark, the objects are still there. Likewise, even if you don't hear
> the monster, you should die if you come across them.
> End quote

> Now, that is possible. Those does require some serious retooling of the
> way the game works, and it looks like beta 3's bug fixes and features
> have just been given to me. 


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Re: [Audyssey] Montezuma-Beta2

2007-10-08 Thread Jimmy Odin Kristoffersen
Hi Søren.

Thanks, it wurks, i endet up the game on easy with 10 points.
Again thanks.
All the best!
Jimmy
- Original Message - 
From: "Søren Jensen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 08, 2007 8:20 PM
Subject: Re: [Audyssey] Montezuma-Beta2


Hi Jimmy.

S
p
o
i
l
e
r...
Just hold down the control key and press the right arrow 4 times very
quickly and you'll land on the next ledge. Just repeat this until you have
past the lava.
Best regards:
Søren Jensen
Mail & MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: "Jimmy Odin Kristoffersen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 08, 2007 8:12 PM
Subject: Re: [Audyssey] Montezuma-Beta2


> Hi Thomas.
>
> I trying, but still only getting in the lava.
> Yes i can see something to jump on, but can only com to first pin and so
> jumping in the lava again, hope i soon can get over.
> BTW, it is a really grate game, i beet beta 1 with only43200 points, (i'm
> not shure).
> Again grate game and i look forwurd to buy it when you think it will be
> out.
> All the best!
> Jimmy
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, October 07, 2007 10:03 PM
> Subject: Re: [Audyssey] Montezuma-Beta2
>
>
>> Hi Jimmy,
>>
>> Quote
>> i have some problems in level 2, i cant come over the lava, how do i do
>> that?
>> End quote
>>
>> Well, if you look at it with the view map feature you will see it is one
>> long lava pit with stone or rocky ledges jutting up out of the middle of
>> it at equal distances. The object here is to walk to the first ledge and
>> jump from ledge to ledge until you make it safely to the other side of
>> the lava pit. Yeah, it is a bit tricky, but once you do it once you'll
>> figure it out easy enough.
>> (Smile)
>>
>>
>>
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>
>
>
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Re: [Audyssey] Monty and torches

2007-10-08 Thread Thomas Ward
Hi Raul,


Quote
OK, I see what you are saying, but if the torches are not on a timer and
it's just a sound, then how are they working now?
End quote

When you step into a room that is dark it basically flips a trigger. It 
lights a torch and based on if there is a torch burning or not it will 
start playing the sounds for gems, coins, and other previously hidden items.
When that file is no longer playing the game turns off the sounds for 
items in the room. Part of this is timer based, but the torch burning is 
not. I do agree it is rather unconsistent, and a bit unrealistic.

Quote
 You go into a dark
room and the torch lights up automatically. Does this mean that the room
is now lit for that session regardless of how long you are in there for?
End quote

No, it doesn't work that way. The master loop does check to see if a 
torch file is playing, and turns sounds on off acordingly. When your 
torch file stops playing sooner or later the loop will see that and turn 
sounds off.
I'm obviously going to have to completely rework this for beta 3 since 
it is not really very consistent,and the design was more a stop-gap 
measure to get it working rather than a final and good implamentation.
Anyway, to clear up some confussion let me go back to the beginning, 
where I should have started, and explain the structure of how it 
currently works.
As you probably already aware the r key keeps track of your room number. 
Where update torch function that is attached to the main game loop/timer 
which checks to see what room the player is in. If he stumbles into room 
x and it is suppose to be dark it starts the torch burning sound. The 
torch burning sound is not timed, but just one long file. When the file 
stops playing the timer will either light another one, or stop the 
sounds in the room.

Quote
1. Make the torch a timer. This way, the timer is paused if you view the
map.
End quote

I think I can handle that. That wouldn't take too long to acomplish. I 
would have to retool theway things react to them, but it is only mildly 
painful at this point.

Quote
2. make nothing visible in the room if you have no torch. This includes
nothing being spoken by the O command for objects, this includes not
playing sounds of monsters, and this includes not seeing monsters with
the map.
End quote

As for the o key I have plans to fix that. Not being able to see 
monsters on the map requires a rewrite of the way the map works. 

Quote
3. make it possible to jump over a monster and grab coins, gems,
potions, etc even if you don't know where they are because even though
it's dark, the objects are still there. Likewise, even if you don't hear
the monster, you should die if you come across them.
End quote

Now, that is possible. Those does require some serious retooling of the 
way the game works, and it looks like beta 3's bug fixes and features 
have just been given to me. 


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[Audyssey] Soundmud.

2007-10-08 Thread Rick
Hi list.
Has anybody gotten Soundmud to work?
I downloaded and installed all the files in the read me, but still cant get 
it to work.
It tells you the files you need to run it but not how to start the game.
Thanks in advance for any help. 


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Re: [Audyssey] Sapi voices in Monti?

2007-10-08 Thread Thomas Ward
Hi soren,
After I wrote you last I took a look into the code, and located the 
source of your Sapi issue. I had been doing some experimentation in beta 
2, and had the number of voices limited for some testing I was doing and 
forgot to remove it for public release. I have since removed that limit, 
and the next update should solve your issue.


Søren Jensen wrote:
> Hi Thomas.
>
> I'll try to explain the problem more clear:
> All voices works. If I said a spesific voice as a standard voice in the 
> speech manager in the control panel, the voice speaks fine in the game. The 
> problem is when I'm trying to select voice number 13 in the voice menu in 
> Monti, the voice doesn't load. Are you able to install more than 12 sapi 
> voices for free and check it out? This is the same problem on one of my 
> friends computer.
> Best regards:
> Søren Jensen
> Mail & MSN:
> [EMAIL PROTECTED]
> Website:
> http://www.coolfortheblind.dk
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, October 07, 2007 10:06 PM
> Subject: Re: [Audyssey] Sapi voices in Monti?
>
>
> Hi Soren,
> I don't believe there is a limit in the game. It is probably not
> registering some of the voices for one reason or another. For example,
> the game doesn't support Sapi 4 voices so those won't get registered.
> Could you give me a list of voices it is  failing to detect, exact
> number of Sapi 5 voices you have, and I'll try and duplicate your
> problem and fix it.
> Thanks.
>
>
> Søren Jensen wrote:
>   
>> Hi.
>> Is there set a limit for how many voices we can choose from in Monti? I 
>> have more than 12 voices installed, but when I reach the 13th voice, I 
>> just hear
>> the tone in the menu without one of the voices. Is this a bug, or is there 
>> set a limit?
>>
>> Best regards:
>> Søren Jensen
>> Mail & MSN:
>> [EMAIL PROTECTED]
>> Website:
>> http://www.coolfortheblind.dk
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>>
>> 
>
>
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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread Thomas Ward
Hi Raul,

Quote
Hi. I'm sure you mean jump, not run .
End quote

Actually, I think you might be running an older version of the beta. The 
last private beta had a couple of miner bugs which I fixed in the public 
beta version of beta 2 just the day of release.
One of the things is put run back on alt and jump on control because of 
it hanging the player when jumping.
Check your manual. If it does not say October 5, 2007 as the published 
date then you have an old version of the beta.

Quote
when the system menu comes up, the player gets stuck in a sort
up-in-the-air mode. I have to press alt by itself which probably closes
the menu, then he lands. While he's in this weird elevated more, nothing
can really happen, but at the same time, the game play inertia is
interrupted.
End quote

Yep, you have the older beta 2 release. That would probably be the 
October 3 release which had this stupid jump and hang bug on the alt 
key. I fixed it before the October 5 release which is current stable. 
Uninstall October 3 beta 2 and grab the one from my web site which has 
this correction.
Though, the alt key still causes problems for players when running. I'm 
likely going to simply have to change keystrokes which is the easiest 
solution.

Quote
 If you want some keyboard suggestions, assuming you don't
disable the system menu, how about using the shift for running and the
control for jumping
End quote

That would work, but I also have another idea. How about using the 
keyboard setup James North used with control for run, and the spacebar 
key for jump. That worked rather nice. The space key is a nice big 
key,and it can be used as a modifier if necessary. Using space for jump 
is not uncommon.
Which do you like better shift control combo you suggested or the space 
and control combo I suggested?

Quote
 This way, If I'm running
right, I would hold down shift-right arrow, and if I need to jump, I
just tap the control key once while still holding shift-right and I jump
while I'm running. Or, if I'm just walking with right arrow, I just
press control and I jump right.
What do you think?
--End quote

It would certainly work. I wouldn't have a problem with it. My only 
hesitation is since shift and control are close together a gamer might 
accidently press control rather than shift and have the character jump 
off into a trap of some kind or well find some way to jump to his doom. 



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Re: [Audyssey] Monty and torches

2007-10-08 Thread Thomas Ward
Hi Charles,

Quote
Question:  Why shouldn't they show up?  After all, they are there, right?
You just don't know exactly where.  Since Monty is played using your memory,
shouldn't you be able to still grab treasure if you know where it is
located, even in a dark room?
End quote

Charles, I think you misunderstood what I was saying. What I was talking 
to Raul about was when you press the o key an item should not be listed 
if there is no torch burning since the o key is the key that scans the 
rooms for objects. The way dark rooms work is you can find keys, gems, 
gold, by stumbling upon them blindly or know where they are, but you 
should not be able to see or hear them without a torch.
For example, consider the o key is your way to look around the room. You 
press it and what does Panama Joe see. Well if the room is totally dark 
it wouldn't list much because he can't see the items. They aren't visible.
Now, he lights a torch. Ah, that is much better. Withthe a torch lit he 
can see a shiny white key hanging on the wall reflected in the fire 
light from his torch. He can see a glimmer of pretty jems, and 
glittering gold coins sskattered around on the floor. What fabulous 
treasures this room of darkness held.
Cheers.




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Re: [Audyssey] Deep space Attack

2007-10-08 Thread Jozwiak, Hunter (K12)
That's good. II think at least for marines should be stationed, because
ships will be everywear.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Phil Vlasak
Sent: Friday, October 05, 2007 2:47 PM
To: Gamers Discussion list
Subject: [Audyssey] Deep space Attack

Games we'd like to play...

The title for the Marine game is: Deep space Attack
The Storyline is: In the deep realms of space, an evil so powerful has
just awoken. The evil is powerful enough to destroy the hole
galaxy.. 
who is going to do this? As he walks to the main office, John the Space 
Marine and the chief go up to the office.
The chief  sits down and says,
"The Set Covering Deployment
  Problem could be an invaluable aid in
   positioning your Space Marine units."
John smiles and replies, "Yes, the Set covering deployment seeks an
optimal 
stationing of Marine troops in a set of space regions so that a
relatively 
small number of Marine troop units can control a large space region."
The Chief continues,
"The Set covering deployment can be mathematically formulated as a 
(0,1)-integer programming problem. Integer programming is a special case
of 
linear programming, which refers to optimizing an outcome based on some
set 
of constraints using a linear mathematical model, and (0,1)-integer 
programming means that all variables are required to be integers equal
to 
either 0 or 1--in other words, the variables are binary.

To formulate your Powerful Evil  domination problem, consider the 8 
provinces of the Powerful Evil   Empire illustrated on this chart. Each 
region is represented as a white disk, and the red lines indicate region

connections. Call a region secured if one or more field Marines  are 
stationed in that region, and call a region securable if a field Marine
can 
be deployed to that area from an adjacent area. In addition, assume that
a 
field Marine  can only be deployed to an adjacent region if at least one

Marine  remains in the original region to provide logistical support.
Also 
assume that each region contains at most two Marines , as the number of 
available Marines are limited and cannot be concentrated in any one
region.
This problem can then be mathematically formulated by representing the 
Powerful Evil area as a graph.
We can then associate two binary variables  and  with each vertex
(i.e., 
each province) in the vertex set  of the Powerful Evil   Empire graph
which 
specify whether a first and second field Marine  (respectively) is
located 
at a given vertex .
In the terminology of graph theory, the Powerful Evil   Empire graph is
a 
simple connected graph on eight vertices and with 13 edges.
In set covering deployment, the problem to be solved is to maximize the 
quantity  subject to the constraints

which guarantees that the first Marine  is stationed at a given vertex 
before a second can be,

which guarantees that if  does not contain a field Marine , it has a 
neighbor with two field Marines, and

which enforces the integer constraint (i.e., when combined with the
first 
constraint, only zero, one, or two field Marines may be placed in any
given 
region). This integer programming problem can then be translated into
matrix 
terms and solved using standard techniques to find the minimum number of

field Marines needed to secure the Powerful Evil   Empire.
John shakes his head in amazement.
the Chief continues
In the case of Marine officers in Space, to first approximation
(ignoring 
local topography such as planets, stars etc.) we can assume that each 
officer "covers" a circular region (i.e., a disk) whose size is
proportional 
to the distance that officer can see (or travel). Taking the search
region 
as a square set of space sectors (shown in gray below), the following 
visualization shows a configuration of randomly distributed Marines
officers 
with random coverage radii, giving an arrangement that covers only 50%
of 
the search region.

Obviously, the larger the size of the Marines force and the larger the 
coverage radii of individual Marines units, the higher the fraction of
area 
that can be covered. However, optimal placement gives the best coverage 
possible for a fixed set of Marines units. In the case above, it turns
out 
to be possible to arrange the six disks so that they have no overlap, so
the 
maximum coverage is given by , i.e., the sum of the disk areas, each of 
which is given by  times the radius squared, where radii are measured in

units of the edge length of the square.
In general, achieving optimal coverage requires minimizing disk overlap,
as 
well as minimizing the amount by which disks extend outside the area of 
surveillance. As you can see below, an optimal solution is not
necessarily 
unique; in this case, there are several separate disk arrangements that
all 
share an optimal 69% coverage. You can interactively explore optimal 
coverages for different numbers of Marines units.

Spatial optimization
Cov

Re: [Audyssey] Monty impressions so far

2007-10-08 Thread Thomas Ward
Hi Shaun,
Well, as for returning to the main menu after saving I can fix that 
quite easily. I also can do that for loading defaults.
As to why your system is restoring the default settings when the game is 
restarted I haven't a clue. It works perfectly on my system, and on the 
machines it was tested on prier to release. So it is definitely not a 
bug in the game, nor is it a feature of the game to restore defaults 
unless it is having problems accessing your local registry hive. 
Usually, it only has to do this once, the first time the game is ran, 
where it discovers you have no keys in your registry hive and creates 
the proper ones on the spot.
Some questions. When you installed beta 2 did you make absolutely 
certain that you uninstalled beta 1, and deleted any patch files from
c:\Program Files\USA Games\Montezuma's Revenge
before installing beta 2?
This is very critical is that older Montezuma's Revenge directory must 
be totally empty before installing beta 2 or some files may not have 
been updated cleanly or at all.
Second, is your .Net Framework up to date?
Third, canyou confirm registry keys show up in your registry at
HKEY_Current_User/Software/USA Games/Montezumas Revenge
where games settings are supposed to be stored?


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Re: [Audyssey] super liam

2007-10-08 Thread Jozwiak, Hunter (K12)
S
P
O
I
L
E
R

If you are in the Leathel Lab, kill all the guards with out getting
hurt. It is a way to get points.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of blind guy
Sent: Friday, October 05, 2007 3:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] super liam

yes there are:
there is one in water works act2, just do the same exact thing u did
in the level2 bonus round in level6 and you're ready to party.

On 10/4/07, john snowling <[EMAIL PROTECTED]> wrote:
> hi all.
>
> does anyone know where abouts in the super liam the bonus levels are.
>
> i've found the one on level 2 act 2 but was wondering if there are any
> others and where.
>
> thanks
>
> John Snowling.
> Member of Tafn (The Accessible Friends Network)
> www.tafn.org.uk
>
>
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-- 
Regards
Daniel
Msn: [EMAIL PROTECTED],
aim: [comng soon]

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Re: [Audyssey] super liam

2007-10-08 Thread Jozwiak, Hunter (K12)
I never can get distracted in Sl.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of shaun everiss
Sent: Friday, October 05, 2007 6:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] super liam

aah, forgot to mention that for the level2 sewer its in act 2 also.
Would actualy have been nice if the same thing was in level4 act 2 as 
its a real pain, unless you have no distractions.
At 05:17 p.m. 4/10/2007, you wrote:

>hi all.
>
>does anyone know where abouts in the super liam the bonus levels are.
>
>i've found the one on level 2 act 2 but was wondering if there are any
>others and where.
>
>thanks
>
>John Snowling.
>Member of Tafn (The Accessible Friends Network)
>www.tafn.org.uk
>
>
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Re: [Audyssey] Found Title and Title For Mareen shooter game

2007-10-08 Thread Jozwiak, Hunter (K12)
It's my practice development game.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of shaun everiss
Sent: Friday, October 05, 2007 6:57 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Found Title and Title For Mareen shooter game

aah cool.
I have sfx.
so just tell me when you want things.
At 06:36 a.m. 6/10/2007, you wrote:

>Yeah I will make it free
>
>-Original Message-
>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>On Behalf Of shaun everiss
>Sent: Thursday, October 04, 2007 11:48 PM
>To: Gamers Discussion list
>Subject: Re: [Audyssey] Found Title and Title For Mareen shooter game
>
>sounds good.
>I'd like to have an office scene though, with orders, your mission,
etc.
>I gather this is a 3d game.
>My main trade is sfx.
>Is this a free game or what.
>I have sfx libraries, give me a place to upload and I will.
>add [EMAIL PROTECTED] to msn and shaun_everiss to skype also if you
>want testing and sfx.
>I can probably do voice overs to for things.
>send me a list of things, I recomend though that you use sapi for
>menus, numbers, etc unless you want full voices in which case you
>probably need a few people to do things.
>Send me off list the requirements for sfx, etc and I'll try to help
out.
>At 07:59 a.m. 5/10/2007, you wrote:
>
> >Hi
> >
> >
> >
> >The title for the marine game is: Deapspace Attack
> >
> >
> >
> >The Storyline is: In the deap relms of space, an evil so powerful has
> >just awoken. The evil is powerful enough to destroy the hole galaxy
> >.. who is going to do this? As he walks to the main office, John
>the
> >Space Marine and the chief go up to the office. As John leaves, the
>game
> >begins!
> >
> >
> >
> >
> >
> >---
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> >
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>
>
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Re: [Audyssey] Found Title and Title For Mareen shooter game

2007-10-08 Thread Jozwiak, Hunter (K12)
Yeah main menu. But, I have been hacked.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of shaun everiss
Sent: Friday, October 05, 2007 6:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Found Title and Title For Mareen shooter game

not sure what you mean by starter tips.
I suggest you start with the main chracter going to the office, him 
sitting down and your mission briefing with music.
he leaving the office, maybe going to his ship, launching it, heading 
to the base or whatever landing it or whatever unless he is going to 
fly his ship in and out of things and then game starts or main menu 
or whatever.
At 06:35 a.m. 6/10/2007, you wrote:

>Cool! I will need starter tips.
>
>-Original Message-
>From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>On Behalf Of shaun everiss
>Sent: Thursday, October 04, 2007 11:56 PM
>To: Gamers Discussion list
>Subject: Re: [Audyssey] Found Title and Title For Mareen shooter game
>
>sounds good, I can help with testing and sfx, if you can do voices
>good, music I can't really help if you want origional music.
>I can do sfx though.
>At 08:11 a.m. 5/10/2007, you wrote:
>
> >And, you get a full radar and a marine walkie-talkie.
> >
> >-Original Message-
> >From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
> >On Behalf Of Brandon Armstrong
> >Sent: Thursday, October 04, 2007 2:09 PM
> >To: Gamers Discussion list
> >Subject: Re: [Audyssey] Found Title and Title For Mareen shooter game
> >
> >cool, can't wait to test this game.
> >Brandon
> >- Original Message -
> >From: "Jozwiak, Hunter (K12)" <[EMAIL PROTECTED]>
> >To: "Gamers Discussion list" 
> >Sent: Thursday, October 04, 2007 1:59 PM
> >Subject: [Audyssey] Found Title and Title For Mareen shooter game
> >
> >
> > > Hi
> > >
> > >
> > >
> > > The title for the marine game is: Deapspace Attack
> > >
> > >
> > >
> > > The Storyline is: In the deap relms of space, an evil so powerful
>has
> > > just awoken. The evil is powerful enough to destroy the hole
galaxy
> > > .. who is going to do this? As he walks to the main office,
John
> >the
> > > Space Marine and the chief go up to the office. As John leaves,
the
> >game
> > > begins!
> > >
> > >
> > >
> > >
> > >
> > > ---
> > > Gamers mailing list __ Gamers@audyssey.org
> > > If you want to leave the list, send E-mail to
> > > [EMAIL PROTECTED]
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[Audyssey] I Have Been Hacked!

2007-10-08 Thread Jozwiak, Hunter (K12)
Hi, I was working on the marine game, and someone deleted my information
and caused my computer to blow. I think there might be a delay.

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Re: [Audyssey] Montezuma-Beta2

2007-10-08 Thread Søren Jensen
Hi Jimmy.

S
p
o
i
l
e
r...
Just hold down the control key and press the right arrow 4 times very 
quickly and you'll land on the next ledge. Just repeat this until you have 
past the lava.
Best regards:
Søren Jensen
Mail & MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: "Jimmy Odin Kristoffersen" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 08, 2007 8:12 PM
Subject: Re: [Audyssey] Montezuma-Beta2


> Hi Thomas.
>
> I trying, but still only getting in the lava.
> Yes i can see something to jump on, but can only com to first pin and so
> jumping in the lava again, hope i soon can get over.
> BTW, it is a really grate game, i beet beta 1 with only43200 points, (i'm
> not shure).
> Again grate game and i look forwurd to buy it when you think it will be 
> out.
> All the best!
> Jimmy
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, October 07, 2007 10:03 PM
> Subject: Re: [Audyssey] Montezuma-Beta2
>
>
>> Hi Jimmy,
>>
>> Quote
>> i have some problems in level 2, i cant come over the lava, how do i do
>> that?
>> End quote
>>
>> Well, if you look at it with the view map feature you will see it is one
>> long lava pit with stone or rocky ledges jutting up out of the middle of
>> it at equal distances. The object here is to walk to the first ledge and
>> jump from ledge to ledge until you make it safely to the other side of
>> the lava pit. Yeah, it is a bit tricky, but once you do it once you'll
>> figure it out easy enough.
>> (Smile)
>>
>>
>>
>> ---
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>>
>
>
>
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Re: [Audyssey] Montezuma-Beta2

2007-10-08 Thread Jimmy Odin Kristoffersen
Hi Thomas.

I trying, but still only getting in the lava.
Yes i can see something to jump on, but can only com to first pin and so 
jumping in the lava again, hope i soon can get over.
BTW, it is a really grate game, i beet beta 1 with only43200 points, (i'm 
not shure).
Again grate game and i look forwurd to buy it when you think it will be out.
All the best!
Jimmy
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, October 07, 2007 10:03 PM
Subject: Re: [Audyssey] Montezuma-Beta2


> Hi Jimmy,
>
> Quote
> i have some problems in level 2, i cant come over the lava, how do i do
> that?
> End quote
>
> Well, if you look at it with the view map feature you will see it is one
> long lava pit with stone or rocky ledges jutting up out of the middle of
> it at equal distances. The object here is to walk to the first ledge and
> jump from ledge to ledge until you make it safely to the other side of
> the lava pit. Yeah, it is a bit tricky, but once you do it once you'll
> figure it out easy enough.
> (Smile)
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> [EMAIL PROTECTED]
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> please send E-mail to [EMAIL PROTECTED]
> 



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Re: [Audyssey] Sapi voices in Monti?

2007-10-08 Thread Søren Jensen
Hi Thomas.

I'll try to explain the problem more clear:
All voices works. If I said a spesific voice as a standard voice in the 
speech manager in the control panel, the voice speaks fine in the game. The 
problem is when I'm trying to select voice number 13 in the voice menu in 
Monti, the voice doesn't load. Are you able to install more than 12 sapi 
voices for free and check it out? This is the same problem on one of my 
friends computer.
Best regards:
Søren Jensen
Mail & MSN:
[EMAIL PROTECTED]
Website:
http://www.coolfortheblind.dk
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, October 07, 2007 10:06 PM
Subject: Re: [Audyssey] Sapi voices in Monti?


Hi Soren,
I don't believe there is a limit in the game. It is probably not
registering some of the voices for one reason or another. For example,
the game doesn't support Sapi 4 voices so those won't get registered.
Could you give me a list of voices it is  failing to detect, exact
number of Sapi 5 voices you have, and I'll try and duplicate your
problem and fix it.
Thanks.


Søren Jensen wrote:
> Hi.
> Is there set a limit for how many voices we can choose from in Monti? I 
> have more than 12 voices installed, but when I reach the 13th voice, I 
> just hear
> the tone in the menu without one of the voices. Is this a bug, or is there 
> set a limit?
>
> Best regards:
> Søren Jensen
> Mail & MSN:
> [EMAIL PROTECTED]
> Website:
> http://www.coolfortheblind.dk
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Re: [Audyssey] Monty and torches

2007-10-08 Thread Raul a. Gallegos
Thomas Ward said the following on 10/7/2007 10:18 PM:
> You are correct the game is paused while you are viewing the map. 
> However, the torches aren't currently attached to a timer. It is simply 
> a long sound file that gets played once a player enters a room.
> I suppose at some future date I might want to convert torches over to a 
> true timer based system that way you do get to pause them while checking 
> the map, or something else.

OK, I see what you are saying, but if the torches are not on a timer and 
it's just a sound, then how are they working now? You go into a dark 
room and the torch lights up automatically. Does this mean that the room 
is now lit for that session regardless of how long you are in there for? 
Even this does not make sense because if you are still in the same room, 
another torch lights up, using another torch. This is why I thought it 
was on a timer. Then again, if it's just the sound and not on a timer, 
it would make sense that objects are exposed after the torch has been 
used because it's not on a timer. So, there do appear to be 
inconsistencies here.

If you want opinions, here is mine on how this should work.

1. Make the torch a timer. This way, the timer is paused if you view the 
map.

2. make nothing visible in the room if you have no torch. This includes 
nothing being spoken by the O command for objects, this includes not 
playing sounds of monsters, and this includes not seeing monsters with 
the map.

3. make it possible to jump over a monster and grab coins, gems, 
potions, etc even if you don't know where they are because even though 
it's dark, the objects are still there. Likewise, even if you don't hear 
the monster, you should die if you come across them.

> Quote
> Oh, this is definitely a bug. Objects should not be showing up in dark 
> rooms without a lit torch. Thanks for bringing this one to my attention.
> I'll add this one to the growing todo list for beta 3.


Not a problem, but see my suggestions above and tell me what you think 
of them. I personally feel it would add more challenge to the game. As 
it is, I've only played it in the insane difficulty. Now while I'm 
thinking, maybe make it easier for the lower difficulties if you can and 
make those hidden objects and monsters do what i suggested in the harder 
ones. I don't know how complex this can get, but there you go.

-- 
Raul A. Gallegos .. http://www.asmodean.net

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Re: [Audyssey] Monty impressions so far

2007-10-08 Thread Raul a. Gallegos
Thomas Ward said the following on 10/7/2007 10:11 PM:
> Hi Raul,
> 
> Ok, that is exactly the kind of info I needed. Either one of two things 
> needs to happen. Either I figure out how to disable that system menu, or 
> move the run key to something else besides alt. Will take some 
> experimentation.
> Thanks.

Hi. I'm sure you mean jump, not run . but what ends up happening 
when the system menu comes up, the player gets stuck in a sort 
up-in-the-air mode. I have to press alt by itself which probably closes 
the menu, then he lands. While he's in this weird elevated more, nothing 
can really happen, but at the same time, the game play inertia is 
interrupted. If you want some keyboard suggestions, assuming you don't 
disable the system menu, how about using the shift for running and the 
control for jumping. So basically the things the control do now, move to 
the shift key, and move the alt to the control. This way, If I'm running 
right, I would hold down shift-right arrow, and if I need to jump, I 
just tap the control key once while still holding shift-right and I jump 
while I'm running. Or, if I'm just walking with right arrow, I just 
press control and I jump right.

What do you think?

-- 
Raul A. Gallegos .. http://www.asmodean.net

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Re: [Audyssey] Monty and torches

2007-10-08 Thread Charles Rivard
Quote:  Oh, this is definitely a bug. Objects should not be showing up in 
dark
rooms without a lit torch. Thanks for bringing this one to my attention. 
End of quote.

Question:  Why shouldn't they show up?  After all, they are there, right? 
You just don't know exactly where.  Since Monty is played using your memory, 
shouldn't you be able to still grab treasure if you know where it is 
located, even in a dark room?  A thought:  What would you think of this as a 
form of bonus:  Double the point value of any treasure or killed monster if 
torches are not used in a dark room.  Of course, there is always the risk of 
being touched by, or landing on, a monster, which means an Irish word that 
starts with Owsh, if you know what I mean??  (grin)

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, October 07, 2007 9:18 PM
Subject: Re: [Audyssey] Monty and torches


> Quote
> It seems that things are frozen in time when you view the map. For
> example, if there is a monster in the room, I can view the map and the
> monster does not move. I'm wondering if there is a bug with the torches
> because if my torch is lit and I view the map, the torch timer continues
> and it eventually dies out.
> End quote
>
> You are correct the game is paused while you are viewing the map.
> However, the torches aren't currently attached to a timer. It is simply
> a long sound file that gets played once a player enters a room.
> I suppose at some future date I might want to convert torches over to a
> true timer based system that way you do get to pause them while checking
> the map, or something else.
>
> Quote
> Another problem similar to torches is the dark rooms. It seems that if
> you have no more torches left, when you press the O key, you still get a
> list of objects in the room.
> End quote
>
> Oh, this is definitely a bug. Objects should not be showing up in dark
> rooms without a lit torch. Thanks for bringing this one to my attention.
> I'll add this one to the growing todo list for beta 3.
>
>
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Re: [Audyssey] stats of week 8

2007-10-08 Thread Jim Kitchen
Hi Thomas,

Thanks, maybe someday I will look into the whole DirectPlay thing.  Right now 
the game that I am working on will be the first that uses Direct Keyboard Input 
rather than just the VB6 Keyboard Input.  Next I would like to do a game with 
Direct Joystick Input.

BFN

 Jim

Never violate the Prime Directory! C:\

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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