Re: [Audyssey] If it ain't broke

2009-02-06 Thread Valiant8086
You could probably download it from some support site for that thing.
  - Original Message - 
  From: Jim Kitchen 
  To: Thomas Ward 
  Sent: Tuesday, February 03, 2009 3:49 AM
  Subject: Re: [Audyssey] If it ain't broke


  Hi Thomas,

  Oops, I probably no longer even have the software cd that came with the 
steering wheel.  Oh well, I never found any code for force feedback thus didn't 
plan to put it in Mach 1 tts.

  BFN

   Jim

  "We all have inconveniences of one kind or another. How you deal with them 
determines how successful you are."

  j...@kitchensinc.net
  http://www.kitchensinc.net
  (440) 286-6920
  Chardon Ohio USA
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Re: [Audyssey] work around for realtech hd cards

2009-02-06 Thread Valiant8086
Works pretty good in my xp based asus nnetbook too. It's a realtek hd. It had 
problems with GMA games thouggh, in sod it used smoe sort of stereo stuff that 
made it sound 3d, even though the game was set to stereo, so I changed it to 
use software buffers and that particular problem went away. GTC actually works 
fine if I remember right. Lone wolf the ships wouldn't play left or right, they 
were always in the center as though they were mono. changeing lw's sounds.ini 
to use software buffers fixed that problem too. There are some sideaffects to 
doing this, like it causes other programs to sound retarded when the game is 
running.
  - Original Message - 
  From: Constantine 
  To: Gamers Discussion list 
  Sent: Friday, February 06, 2009 7:43 PM
  Subject: Re: [Audyssey] work around for realtech hd cards


  Hd card is working fine in both a laptop and desktop.



  contact details:

  email: tcwoo...@shaw.ca

  and others
  msn: the_conman...@hotmail.com
  skype: the_conman283

  system details:
  Hp pavillion dv5220CA notebook pc
  AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu 
  100 gb 4500 RPM Hard Drive, connecsant AC-link audio
  - Original Message - 
  From: "shaun everiss" 
  To: 
  Sent: Wednesday, February 04, 2009 1:37 AM
  Subject: [Audyssey] work around for realtech hd cards


  > Hi.
  > This may help someone so I post it here.
  > this is to fix the issue with the realtech hd cards that come in most new 
  > laptops and desktops.
  > Although I can't fix every game with this card I can fix the gma ones, 
  > this applies to gtc lw and sod.
  > edit the sounds.ini in the dorectory the game is loaded in.
  > set sound buffers to 20, and then software buffers to 1.
  > Advantages.
  > faster and more responsive, at least on duel core systems with 2gb ram.
  > Disadvantages.
  > you don't get the cool hd audio effects.
  > However you get rid of the crackles, weird interpritations, etc.
  > the only way to really fix this is to update the drivers of the hd card 
  > however at least on my laptop this caused accessive crackling and lockups 
  > to the point where sound did not work right.
  > If you have a desktop I strongly recomend you ditch the hd card, and get 
  > something that actually works, better yet something that is not hd audio 
  > or realtech.
  >
  >
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Re: [Audyssey] rock band 2 game play live

2009-02-06 Thread Matheus
no, this link doesn't will work either, i entered on that and downloaded
the listen.pls file then got the other url that i past here awreade,
this one will work.

-Mensagem original-
De: "Liam Erven" 
Para: "'Gamers Discussion list'" 
Data: Sexta, 6 de Fevereiro de 2009 21:24
Assunto: Re: [Audyssey] rock band 2 game play live

Sorry sorry.
Link is
http://listen.liamerven.com


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus
Sent: Friday, February 06, 2009 10:19 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] rock band 2 game play live

hi liam it's not working here, are you broadcasting now?
i tried some times and doesn't work.
-Mensagem original-
De: Scott Chesworth 
Para: Gamers Discussion list 
Data: Sabado, 7 de Fevereiro de 2009 03:05
Assunto: Re: [Audyssey] rock band 2 game play live

Hey Liam,

Definitely interested in checking out rockband 2, but i don't see anywhere
on the site to launch the stream?  Tried opening the url in winamp on port
8000 too with no joy.  Perhaps I'm being dim, but if you get this soon ish,
give me a clue hehe.

Cheers
Scott

On 2/7/09, Liam Erven  wrote:
> for the next few hours, I'll be streaming, and explaining this popular
game.
> tune in at  http://liamerven.com
> feel free to send comments to l...@liamerven.com
>
> ---
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Re: [Audyssey] rock band 2 game play live

2009-02-06 Thread Matheus
point your winamp or whatever you use to
http://liamerven.serverroom.us:5132/
then it will work.
-Mensagem original-
De: Scott Chesworth 
Para: Gamers Discussion list 
Data: Sabado, 7 de Fevereiro de 2009 03:05
Assunto: Re: [Audyssey] rock band 2 game play live

Hey Liam,

Definitely interested in checking out rockband 2, but i don't see
anywhere on the site to launch the stream?  Tried opening the url in
winamp on port 8000 too with no joy.  Perhaps I'm being dim, but if
you get this soon ish, give me a clue hehe.

Cheers
Scott

On 2/7/09, Liam Erven  wrote:
> for the next few hours, I'll be streaming, and explaining this popular game.
> tune in at  http://liamerven.com
> feel free to send comments to l...@liamerven.com
>
> ---
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Re: [Audyssey] rock band 2 game play live

2009-02-06 Thread Liam Erven
Sorry sorry.
Link is
http://listen.liamerven.com
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus
Sent: Friday, February 06, 2009 10:19 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] rock band 2 game play live

hi liam it's not working here, are you broadcasting now?
i tried some times and doesn't work.
-Mensagem original-
De: Scott Chesworth 
Para: Gamers Discussion list 
Data: Sabado, 7 de Fevereiro de 2009 03:05
Assunto: Re: [Audyssey] rock band 2 game play live

Hey Liam,

Definitely interested in checking out rockband 2, but i don't see anywhere
on the site to launch the stream?  Tried opening the url in winamp on port
8000 too with no joy.  Perhaps I'm being dim, but if you get this soon ish,
give me a clue hehe.

Cheers
Scott

On 2/7/09, Liam Erven  wrote:
> for the next few hours, I'll be streaming, and explaining this popular
game.
> tune in at  http://liamerven.com
> feel free to send comments to l...@liamerven.com
>
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
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>

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Re: [Audyssey] rock band 2 game play live

2009-02-06 Thread Matheus
hi liam it's not working here, are you broadcasting now?
i tried some times and doesn't work.
-Mensagem original-
De: Scott Chesworth 
Para: Gamers Discussion list 
Data: Sabado, 7 de Fevereiro de 2009 03:05
Assunto: Re: [Audyssey] rock band 2 game play live

Hey Liam,

Definitely interested in checking out rockband 2, but i don't see
anywhere on the site to launch the stream?  Tried opening the url in
winamp on port 8000 too with no joy.  Perhaps I'm being dim, but if
you get this soon ish, give me a clue hehe.

Cheers
Scott

On 2/7/09, Liam Erven  wrote:
> for the next few hours, I'll be streaming, and explaining this popular game.
> tune in at  http://liamerven.com
> feel free to send comments to l...@liamerven.com
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
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Re: [Audyssey] rock band 2 game play live

2009-02-06 Thread Liam Erven
You don't need a port.  Just add the url to winamp,  it will play directly
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Friday, February 06, 2009 9:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] rock band 2 game play live

Hey Liam,

Definitely interested in checking out rockband 2, but i don't see anywhere
on the site to launch the stream?  Tried opening the url in winamp on port
8000 too with no joy.  Perhaps I'm being dim, but if you get this soon ish,
give me a clue hehe.

Cheers
Scott

On 2/7/09, Liam Erven  wrote:
> for the next few hours, I'll be streaming, and explaining this popular
game.
> tune in at  http://liamerven.com
> feel free to send comments to l...@liamerven.com
>
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
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>

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Re: [Audyssey] rock band 2 game play live

2009-02-06 Thread Scott Chesworth
Hey Liam,

Definitely interested in checking out rockband 2, but i don't see
anywhere on the site to launch the stream?  Tried opening the url in
winamp on port 8000 too with no joy.  Perhaps I'm being dim, but if
you get this soon ish, give me a clue hehe.

Cheers
Scott

On 2/7/09, Liam Erven  wrote:
> for the next few hours, I'll be streaming, and explaining this popular game.
> tune in at  http://liamerven.com
> feel free to send comments to l...@liamerven.com
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> gamers-unsubscr...@audyssey.org.
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[Audyssey] rock band 2 game play live

2009-02-06 Thread Liam Erven
for the next few hours, I'll be streaming, and explaining this popular game.
tune in at  http://liamerven.com
feel free to send comments to l...@liamerven.com
 
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Re: [Audyssey] DirectX for Mac?

2009-02-06 Thread Scott Chesworth
ah, thanks for letting me know man, that's good news!!

Scott

On 2/7/09, Thomas Ward  wrote:
> Hi Scott,
> Well, I do have some good news for you in that area. Another game
> developer contacted me off list and let me know I was doing things the
> wrong way with PyGame/SDL. He let me know it is possible to initialize
> an audio channel with the sound, then set panning, before you actually
> start playing the file. I apologize if I was a bit misleading in my last
> post. When it comes to creating games with PyGame, SDL, or SDLDotNet, I
> am somewhat of a learner myself. Most of my programming experience the
> passed 10 years is been on the Windows side.
>
> Scott Chesworth wrote:
>> Hi Tom,
>>
>> This is all great stuff for me to be reading, I'm learning a lot.  If
>> you have the time and it's not too involved, would you mind going into
>> a bit more detail about the best workaround you've found so far to
>> cope with the weird panning system of SDL?  My initial idea for a
>> workaround was to get a feel for how quickly a sound can be panned to
>> the position I'd want it to be in the stereo field after it's been
>> triggered in the center, then add a bit of silence to the beginning of
>> the sound so in effect SDL has still triggered a file but the user
>> wouldn't notice the panning adjustment because they wouldn't hear
>> silence being panned.  It'd work for environment/atmospheric sounds,
>> but wouldn't be much use for sounds that were triggered by a specific
>> event or key press to perform an action like pressing a switch, plus
>> I'm sure there's a more eligant way of doing it.
>>
>> I ask because in my blind man on a mission simulation thing for uni, I
>> plan to start by walking down a fairly deserted road.  There will be a
>> mobility instructor a short distance away coaching you through the
>> first part giving helpful little hints such as "ok, keep going over
>> this crossing", "you can ignore that to your right it's just a side
>> road" or "woah! head left and get yourself back on the pavement" if
>> the player strays into the road itself.  There will be a few obsticles
>> scattered which my cane will touch and the user will have the time
>> between the cane hitting it and my next foot fall to tap the opposite
>> directional key to avoid ploughing into it.  If they're quick to tap
>> the correct direction the blind man avoids the obsticle, slower on the
>> uptake and he'd brush past it but not cause any real harm, and
>> creating the sounds for what happens if he ends up walking into them
>> will be great fun hehe.  Simple enough and overdone for us, probably
>> trickier for a sighted person who's not as used to reacting that
>> quickly to hearing alone, so I thought it'd be a good way to start the
>> mission off.  It all seems simple enough to code in theory for a
>> newbie like me, but the SDL panning system sounds like it'd put a real
>> dampener on the idea of it being fast responsive gameplay, especially
>> in a quiet basic environment.
>>
>> I'd be grateful for your take on it...
>> Scott
>
>
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Re: [Audyssey] Moderator Message

2009-02-06 Thread Constantine

Hi,

Thanks for doing that - good thing we have awesome mods here. grin.



contact details:

email: tcwoo...@shaw.ca

and others
msn: the_conman...@hotmail.com
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu 
100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, February 04, 2009 10:51 AM
Subject: [Audyssey] Moderator Message



Hello listers,
This is a quick moderator message letting you all know the offending party
jicjaw...@aol.com
has been dealt with off list. His frequent disregard for list rules
and regulations has ended in suspention from the list.
Thanks.

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Re: [Audyssey] work around for realtech hd cards

2009-02-06 Thread Constantine

Hd card is working fine in both a laptop and desktop.



contact details:

email: tcwoo...@shaw.ca

and others
msn: the_conman...@hotmail.com
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu 
100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - 
From: "shaun everiss" 

To: 
Sent: Wednesday, February 04, 2009 1:37 AM
Subject: [Audyssey] work around for realtech hd cards



Hi.
This may help someone so I post it here.
this is to fix the issue with the realtech hd cards that come in most new 
laptops and desktops.
Although I can't fix every game with this card I can fix the gma ones, 
this applies to gtc lw and sod.

edit the sounds.ini in the dorectory the game is loaded in.
set sound buffers to 20, and then software buffers to 1.
Advantages.
faster and more responsive, at least on duel core systems with 2gb ram.
Disadvantages.
you don't get the cool hd audio effects.
However you get rid of the crackles, weird interpritations, etc.
the only way to really fix this is to update the drivers of the hd card 
however at least on my laptop this caused accessive crackling and lockups 
to the point where sound did not work right.
If you have a desktop I strongly recomend you ditch the hd card, and get 
something that actually works, better yet something that is not hd audio 
or realtech.



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Re: [Audyssey] DirectX for Mac?

2009-02-06 Thread Thomas Ward

Hi Scott,
Well, I do have some good news for you in that area. Another game 
developer contacted me off list and let me know I was doing things the 
wrong way with PyGame/SDL. He let me know it is possible to initialize 
an audio channel with the sound, then set panning, before you actually 
start playing the file. I apologize if I was a bit misleading in my last 
post. When it comes to creating games with PyGame, SDL, or SDLDotNet, I 
am somewhat of a learner myself. Most of my programming experience the 
passed 10 years is been on the Windows side.


Scott Chesworth wrote:

Hi Tom,

This is all great stuff for me to be reading, I'm learning a lot.  If
you have the time and it's not too involved, would you mind going into
a bit more detail about the best workaround you've found so far to
cope with the weird panning system of SDL?  My initial idea for a
workaround was to get a feel for how quickly a sound can be panned to
the position I'd want it to be in the stereo field after it's been
triggered in the center, then add a bit of silence to the beginning of
the sound so in effect SDL has still triggered a file but the user
wouldn't notice the panning adjustment because they wouldn't hear
silence being panned.  It'd work for environment/atmospheric sounds,
but wouldn't be much use for sounds that were triggered by a specific
event or key press to perform an action like pressing a switch, plus
I'm sure there's a more eligant way of doing it.

I ask because in my blind man on a mission simulation thing for uni, I
plan to start by walking down a fairly deserted road.  There will be a
mobility instructor a short distance away coaching you through the
first part giving helpful little hints such as "ok, keep going over
this crossing", "you can ignore that to your right it's just a side
road" or "woah! head left and get yourself back on the pavement" if
the player strays into the road itself.  There will be a few obsticles
scattered which my cane will touch and the user will have the time
between the cane hitting it and my next foot fall to tap the opposite
directional key to avoid ploughing into it.  If they're quick to tap
the correct direction the blind man avoids the obsticle, slower on the
uptake and he'd brush past it but not cause any real harm, and
creating the sounds for what happens if he ends up walking into them
will be great fun hehe.  Simple enough and overdone for us, probably
trickier for a sighted person who's not as used to reacting that
quickly to hearing alone, so I thought it'd be a good way to start the
mission off.  It all seems simple enough to code in theory for a
newbie like me, but the SDL panning system sounds like it'd put a real
dampener on the idea of it being fast responsive gameplay, especially
in a quiet basic environment.

I'd be grateful for your take on it...
Scott



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Re: [Audyssey] Entombed Error Message...

2009-02-06 Thread Jason Allen
Not yet. I'm still working on 8D.

Jason

On Sat, Feb 7, 2009 at 9:52 AM, Ron Schamerhorn wrote:

> Hi all
>
>  Did I miss something?  8d?
> Ron
>
> - Original Message -
> From: "Jason Allen" 
> To: "Gamers Discussion list" 
> Sent: Friday, February 06, 2009 5:45 PM
> Subject: Re: [Audyssey] Entombed Error Message...
>
>
> I've added more checks for e-speak. It work fully when I release version
> 8D.
> I wish they'd just update the voice to make it more compatible though.
>
> Jason
>
> On Fri, Feb 6, 2009 at 7:01 AM, Trenton Matthews
> wrote:
>
> >
> > I just downloaded the latest version of En-tombed as well, and it seems
> > that when either your character or any of the enemies tries to heal when
> > using espeak voices, it crashes.
> > Will get error message when it happens again.
> > Trenton, the T Man!
> >
> > On 2/1/2009 7:09 PM, Dakotah Rickard wrote:
> > > Greets, all.
> > >
> > > Recently installed the latest Entombed Alpha.
> > >
> > > I received the following error message:
> > >
> > > Microsoft.Xna.Framework
> > > Error loading "Content\title". This file was compiled using the wrong
> > > version of the XNA Framework. Microsoft.Xna.Framework System.IO.Stream
> > > PrepareStream(System.IO.Stream, System.String)
> > >
> > > What am I missing?
> > >
> > > Thanks.
> > >
> > > Signed:
> > > Dakotah Rickard
> > >
> > > ---
> > > Gamers mailing list __ Gamers@audyssey.org
> > > If you want to leave the list, send E-mail to
> > gamers-unsubscr...@audyssey.org.
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> > list,
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> > >
> > >
> > >
> >
> >
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Re: [Audyssey] Entombed Error Message...

2009-02-06 Thread Ron Schamerhorn
Hi all

  Did I miss something?  8d?
Ron

- Original Message - 
From: "Jason Allen" 
To: "Gamers Discussion list" 
Sent: Friday, February 06, 2009 5:45 PM
Subject: Re: [Audyssey] Entombed Error Message...


I've added more checks for e-speak. It work fully when I release version 8D.
I wish they'd just update the voice to make it more compatible though.

Jason

On Fri, Feb 6, 2009 at 7:01 AM, Trenton Matthews 
wrote:

>
> I just downloaded the latest version of En-tombed as well, and it seems
> that when either your character or any of the enemies tries to heal when
> using espeak voices, it crashes.
> Will get error message when it happens again.
> Trenton, the T Man!
>
> On 2/1/2009 7:09 PM, Dakotah Rickard wrote:
> > Greets, all.
> >
> > Recently installed the latest Entombed Alpha.
> >
> > I received the following error message:
> >
> > Microsoft.Xna.Framework
> > Error loading "Content\title". This file was compiled using the wrong
> > version of the XNA Framework. Microsoft.Xna.Framework System.IO.Stream
> > PrepareStream(System.IO.Stream, System.String)
> >
> > What am I missing?
> >
> > Thanks.
> >
> > Signed:
> > Dakotah Rickard
> >
> > ---
> > Gamers mailing list __ Gamers@audyssey.org
> > If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
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> >
> >
> >
>
>
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Re: [Audyssey] Entombed Error Message...

2009-02-06 Thread Jason Allen
I've added more checks for e-speak. It work fully when I release version 8D.
I wish they'd just update the voice to make it more compatible though.

Jason

On Fri, Feb 6, 2009 at 7:01 AM, Trenton Matthews wrote:

>
> I just downloaded the latest version of En-tombed as well, and it seems
> that when either your character or any of the enemies tries to heal when
> using espeak voices, it crashes.
> Will get error message when it happens again.
> Trenton, the T Man!
>
> On 2/1/2009 7:09 PM, Dakotah Rickard wrote:
> > Greets, all.
> >
> > Recently installed the latest Entombed Alpha.
> >
> > I received the following error message:
> >
> > Microsoft.Xna.Framework
> > Error loading "Content\title". This file was compiled using the wrong
> > version of the XNA Framework. Microsoft.Xna.Framework System.IO.Stream
> > PrepareStream(System.IO.Stream, System.String)
> >
> > What am I missing?
> >
> > Thanks.
> >
> > Signed:
> > Dakotah Rickard
> >
> > ---
> > Gamers mailing list __ Gamers@audyssey.org
> > If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> > You can make changes or update your subscription via the web, at
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> list,
> > please send E-mail to gamers-ow...@audyssey.org.
> >
> >
> >
>
>
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Re: [Audyssey] Dark Room Sex Game - MOD competition at AudioGames.net

2009-02-06 Thread Matheus
hi.
http://darkroomsexgame.com
-Mensagem original-
De: Milos Przic 
Para: "Gamers Discussion list" 
Data: Sexta, 6 de Fevereiro de 2009 22:01
Assunto: Re: [Audyssey] Dark Room Sex Game - MOD competition atAudioGames.net

   Hello,
   Where can this audiogame be found?
   Regards,
 Milos Przic
msn: milos.pr...@gmail.com
skipe: milosh-hs
- Original Message - 
From: "Richard" 
To: "Gamers Discussion list" 
Sent: Friday, February 06, 2009 2:33 PM
Subject: [Audyssey] Dark Room Sex Game - MOD competition at AudioGames.net


Hi,

Just wanted to share this post with you on the AudioGames.net - maybe there
are some folks here that want to join in on the fun:

*quote*
Following the recent laughs and blushes after our post of the 2008 audio
game Dark Room Sex Game (which was nominated next to Spore as Best PC Game
at last years E3 expo), we thought it would be a fun idea to start a little
MOD competition:

Make your own Mod (see our MODS page) for Dark Room Sex Game, using sounds
of your choice. The goal is to create a "different" game, while still
maintaining the same mechanics. For example: two (or four) characters
speaking, guitar players or tapdancers battling, robots fighting, etc. Movie
clichés (Star Wars, Harry Potter, Lord of the Rings, Simpsons, etc.) are
allowed! Please post a link to your MOD (in a .zip file?) on this forum.

Let's hear who can come up with the most original entry!
*quote end*

(http://forum.audiogames.net/viewtopic.php?id=2821)

Greets,

Richard

http://www.audiogames.net


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Re: [Audyssey] Dark Room Sex Game - MOD competition at AudioGames.net

2009-02-06 Thread Milos Przic

  Hello,
  Where can this audiogame be found?
  Regards,
Milos Przic
msn: milos.pr...@gmail.com
skipe: milosh-hs
- Original Message - 
From: "Richard" 

To: "Gamers Discussion list" 
Sent: Friday, February 06, 2009 2:33 PM
Subject: [Audyssey] Dark Room Sex Game - MOD competition at AudioGames.net


Hi,

Just wanted to share this post with you on the AudioGames.net - maybe there
are some folks here that want to join in on the fun:

*quote*
Following the recent laughs and blushes after our post of the 2008 audio
game Dark Room Sex Game (which was nominated next to Spore as Best PC Game
at last years E3 expo), we thought it would be a fun idea to start a little
MOD competition:

Make your own Mod (see our MODS page) for Dark Room Sex Game, using sounds
of your choice. The goal is to create a "different" game, while still
maintaining the same mechanics. For example: two (or four) characters
speaking, guitar players or tapdancers battling, robots fighting, etc. Movie
clichés (Star Wars, Harry Potter, Lord of the Rings, Simpsons, etc.) are
allowed! Please post a link to your MOD (in a .zip file?) on this forum.

Let's hear who can come up with the most original entry!
*quote end*

(http://forum.audiogames.net/viewtopic.php?id=2821)

Greets,

Richard

http://www.audiogames.net


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Re: [Audyssey] DirectX for Mac?

2009-02-06 Thread shaun everiss
a simple way some have done this like in night of parasite I think there was 
another game is have all files of the sounds panned for each thing.
however instead of having a single file in the centre, you would have one 
centre, one behind, one left one right, etc.
You could do it but the size goes up.
At 09:07 a.m. 7/02/2009, you wrote:
>Hi Tom,
>
>This is all great stuff for me to be reading, I'm learning a lot.  If
>you have the time and it's not too involved, would you mind going into
>a bit more detail about the best workaround you've found so far to
>cope with the weird panning system of SDL?  My initial idea for a
>workaround was to get a feel for how quickly a sound can be panned to
>the position I'd want it to be in the stereo field after it's been
>triggered in the center, then add a bit of silence to the beginning of
>the sound so in effect SDL has still triggered a file but the user
>wouldn't notice the panning adjustment because they wouldn't hear
>silence being panned.  It'd work for environment/atmospheric sounds,
>but wouldn't be much use for sounds that were triggered by a specific
>event or key press to perform an action like pressing a switch, plus
>I'm sure there's a more eligant way of doing it.
>
>I ask because in my blind man on a mission simulation thing for uni, I
>plan to start by walking down a fairly deserted road.  There will be a
>mobility instructor a short distance away coaching you through the
>first part giving helpful little hints such as "ok, keep going over
>this crossing", "you can ignore that to your right it's just a side
>road" or "woah! head left and get yourself back on the pavement" if
>the player strays into the road itself.  There will be a few obsticles
>scattered which my cane will touch and the user will have the time
>between the cane hitting it and my next foot fall to tap the opposite
>directional key to avoid ploughing into it.  If they're quick to tap
>the correct direction the blind man avoids the obsticle, slower on the
>uptake and he'd brush past it but not cause any real harm, and
>creating the sounds for what happens if he ends up walking into them
>will be great fun hehe.  Simple enough and overdone for us, probably
>trickier for a sighted person who's not as used to reacting that
>quickly to hearing alone, so I thought it'd be a good way to start the
>mission off.  It all seems simple enough to code in theory for a
>newbie like me, but the SDL panning system sounds like it'd put a real
>dampener on the idea of it being fast responsive gameplay, especially
>in a quiet basic environment.
>
>I'd be grateful for your take on it...
>Scott
>
>On 2/6/09, Thomas Ward  wrote:
>> Hi,
>> Thanks for the web site. I just checked it out, but unlike the DirectX
>> SDKs for Windows these guys charge for the Mac DX API. What it looks
>> like to me is a independant project, a custom DirectX written by these
>> guys, which has similar functions and functionality to DirectX to make
>> game porting possible. However, thereis nothing said about .NET
>> compatibility. They specifically mentioned C/C++ only which means even
>> if I purchased the API I'd either have to switch to C++ or write a Mono
>> wrapper for it. Both would be very time consuming.
>>
>> Trenton Matthews wrote:
>>> Hello Tom and Josh,
>>> Here is the web site to the official "MacDX" home page:
>>> http://macdx.coderus.com/
>>> This may help you both out, hopefully.
>>> FYI:  Site was found by doing a "Live!" search.
>>>
>>> Trenton, the T Man!
>>
>>
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Re: [Audyssey] DirectX for Mac?

2009-02-06 Thread Scott Chesworth
Hi Tom,

This is all great stuff for me to be reading, I'm learning a lot.  If
you have the time and it's not too involved, would you mind going into
a bit more detail about the best workaround you've found so far to
cope with the weird panning system of SDL?  My initial idea for a
workaround was to get a feel for how quickly a sound can be panned to
the position I'd want it to be in the stereo field after it's been
triggered in the center, then add a bit of silence to the beginning of
the sound so in effect SDL has still triggered a file but the user
wouldn't notice the panning adjustment because they wouldn't hear
silence being panned.  It'd work for environment/atmospheric sounds,
but wouldn't be much use for sounds that were triggered by a specific
event or key press to perform an action like pressing a switch, plus
I'm sure there's a more eligant way of doing it.

I ask because in my blind man on a mission simulation thing for uni, I
plan to start by walking down a fairly deserted road.  There will be a
mobility instructor a short distance away coaching you through the
first part giving helpful little hints such as "ok, keep going over
this crossing", "you can ignore that to your right it's just a side
road" or "woah! head left and get yourself back on the pavement" if
the player strays into the road itself.  There will be a few obsticles
scattered which my cane will touch and the user will have the time
between the cane hitting it and my next foot fall to tap the opposite
directional key to avoid ploughing into it.  If they're quick to tap
the correct direction the blind man avoids the obsticle, slower on the
uptake and he'd brush past it but not cause any real harm, and
creating the sounds for what happens if he ends up walking into them
will be great fun hehe.  Simple enough and overdone for us, probably
trickier for a sighted person who's not as used to reacting that
quickly to hearing alone, so I thought it'd be a good way to start the
mission off.  It all seems simple enough to code in theory for a
newbie like me, but the SDL panning system sounds like it'd put a real
dampener on the idea of it being fast responsive gameplay, especially
in a quiet basic environment.

I'd be grateful for your take on it...
Scott

On 2/6/09, Thomas Ward  wrote:
> Hi,
> Thanks for the web site. I just checked it out, but unlike the DirectX
> SDKs for Windows these guys charge for the Mac DX API. What it looks
> like to me is a independant project, a custom DirectX written by these
> guys, which has similar functions and functionality to DirectX to make
> game porting possible. However, thereis nothing said about .NET
> compatibility. They specifically mentioned C/C++ only which means even
> if I purchased the API I'd either have to switch to C++ or write a Mono
> wrapper for it. Both would be very time consuming.
>
> Trenton Matthews wrote:
>> Hello Tom and Josh,
>> Here is the web site to the official "MacDX" home page:
>> http://macdx.coderus.com/
>> This may help you both out, hopefully.
>> FYI:  Site was found by doing a "Live!" search.
>>
>> Trenton, the T Man!
>
>
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Re: [Audyssey] DirectX for Mac?

2009-02-06 Thread Thomas Ward

Hi,
Thanks for the web site. I just checked it out, but unlike the DirectX 
SDKs for Windows these guys charge for the Mac DX API. What it looks 
like to me is a independant project, a custom DirectX written by these 
guys, which has similar functions and functionality to DirectX to make 
game porting possible. However, thereis nothing said about .NET 
compatibility. They specifically mentioned C/C++ only which means even 
if I purchased the API I'd either have to switch to C++ or write a Mono 
wrapper for it. Both would be very time consuming.


Trenton Matthews wrote:

Hello Tom and Josh,
Here is the web site to the official "MacDX" home page:
http://macdx.coderus.com/
This may help you both out, hopefully.
FYI:  Site was found by doing a "Live!" search.

Trenton, the T Man!



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Re: [Audyssey] DirectX for Mac?

2009-02-06 Thread Thomas Ward

Hi Scott and all,
Well, the reason I am currently not using PyGame is that I don't often 
write a lot of stuff in Python myself. As it happens PyGame is just one 
of several APIs that use the cross platform SDL libraries. Since SDL is 
so widely supported by various open source APIs I can pretty much use 
any programming language I want. for Visual Basic and C-Sharp the SDL 
API is SDLDotNet, for Python it is PyGame, for Java developers it is 
JSDL, etc. Weather you use SDLDotNet or PyGame the functionality is the 
same, because it boils down to the core SDL support on the operating 
system in question.
As far as SDL verses DirectX there are of course advantages and 
disadvantages. Which you decide to use depends on the game, what you 
want to do, and so on.
DirectX is definitely more widely known, has the superior audio support, 
and is considered by most to be the best game development API out there. 
However, that comes at a cost of being more difficult to program, is 
only really supported on Windows based platforms, and more recently 
Microsoft has been doing a lot of monkeying around with the DirectX 
libraries. The current DirectX releases are being merged with there XNA 
development API to close the development gap between the XBox 360 and 
Windows PC games.
As for SDL its obvious advantage over DirectX is that SDL runs on just 
about anything including: Mac, Linux, Solaris, Windows, etc. If you plan 
to target a computer running a non-Windows operating system then SDL 
seams like the obvious choice since SDL ships with many non-Windows 
operating systems by default, or can easily be downloaded/installed.
Another huge advantage in SDL's favor is the growing number of languages 
that now support it. Thanks to the open source nature of SDL many 
third-party developers have created APIs such as PyGame, JSDL, 
SDLDotNet, and so on that allows you to pick any language you want and 
start game programming. You can write a game in all sorts of languages 
using SDL such as: C, C++, C-Sharp, Python, Ruby, TCL, Perl, Visual 
Basic, etc. This makes it rather powerful in a way DirectX was never 
designed to do.
Perhaps my favorite feature of SDL is that the API itself was designed 
to be easy to learn, program, and work with for newbies or advanced 
programmers. The developers understand the keep it simple stupid design 
rules, and unlike Microsoft they don't go out of there way to make the 
API complicated to understand or use. What I am saying is that SDL APIs 
are designed to be newby user friendly. With a language like Python it 
becomes even more simple to use. I can write a simple sound player 
program in a handful of lines like this.


#Include pygame libraries.
import pygame.mixer
import pygame.time

#Initialize the default sound buffer
#Set sounds to 22050, 16 byt, mono.
pygame.mixer.init(22050, 16, 1, 2048)

#Load the sound file.
sound1 = pygame.mixer.sound('sound.wav')

#Create a channel object.
channel1 = pygame.mixer.channel()

#Loop the sound file.
channel1 = sound.play(-1)

#Wait 5 seconds.
pygame.time.delay(5000)

#Position sound on the left.
channel1.setpanning(200, 0)

#Wait 5 seconds.
pygame.time.delay(5000)

#Position sound on the right.
channel1.setpanning(0, 200)

While the above program is fairly simple in most languages such as C, 
C++, Java, etc it would be considerably longer to create the identical 
program.  Obviously Python makes even a simple task easier. However, 
since I am using an SDL based library it is a fairly straight forward 
process anyway. An identical DirectX program would be a bit more 
involved. You have to go through the process of writing your own sound 
initialization function that sets up the audio device object, sets the 
cooperative level, and acquire the sound card before you can do 
anything with it. SDL Mixer doesn't require that much detail to start 
using it.
With all the advantages listed above you might think SDL is really 
great. There are, however, some things I dislike abut SDL. For one thing 
in order to position the sounds you have to first create a channel 
object and asign a playing sound to it.  After that you can set the 
stereo panning on the open audio channel to move the sound left or 
right. This is different from DirectX which allows you to set the 
panning on the sound before you start playing it. The problem with SDL 
Mixer requiring to start a sound before setting the pan effects is that 
I've had a sound start playing in the center of the stereo field and 
then jump to the left or right speaker. This is very unrealistic 
sounding and quite annoying. It is possible I am not doing something 
correctly, but I'm not too keen on setting panning after the fact.
Another thing that SDL lacks is realistic virtual 3d audio effects. Sure 
you can change the stereo panning to sort of fake it, but it is not, 
will not, and can not compare to DirectX 3d audio buffers. Like I said I 
have faked it in my test apps, but still you can kind of tell it do

[Audyssey] Dark Room Sex Game - MOD competition at AudioGames.net

2009-02-06 Thread Richard

Hi,

Just wanted to share this post with you on the AudioGames.net - maybe there 
are some folks here that want to join in on the fun:


*quote*
Following the recent laughs and blushes after our post of the 2008 audio 
game Dark Room Sex Game (which was nominated next to Spore as Best PC Game 
at last years E3 expo), we thought it would be a fun idea to start a little 
MOD competition:


Make your own Mod (see our MODS page) for Dark Room Sex Game, using sounds 
of your choice. The goal is to create a "different" game, while still 
maintaining the same mechanics. For example: two (or four) characters 
speaking, guitar players or tapdancers battling, robots fighting, etc. Movie 
clichés (Star Wars, Harry Potter, Lord of the Rings, Simpsons, etc.) are 
allowed! Please post a link to your MOD (in a .zip file?) on this forum.


Let's hear who can come up with the most original entry!
*quote end*

(http://forum.audiogames.net/viewtopic.php?id=2821)

Greets,

Richard

http://www.audiogames.net 



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