[Audyssey] draconis game registration question

2009-03-09 Thread Chrissy

hi all

when you buy a game from draconis, can you, after you receive the key, 
install on one machine only?


I have a key for tin pan alley purchased some time ago but had not installed 
it on my computer since i had to do a reformatting.


yesterday i installed the game and used the key and all worked fine.

now i also have a new notebook and wanted to put the game on there as well, 
for when i travel and stuff. i installed the game and put in my key but when 
i start the game on the notebook i get a runtime error message.


so does that mean i have to buy a key for each of my computers?

thanks in advance for any help



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Re: [Audyssey] draconis game registration question

2009-03-09 Thread Mauricio peixoto de Mattos Almeida
Mail draconis and ask for a new key, once you have your notebook's code.
they will give you a new one!

mauricio
-Mensagem original-
De: Chrissy chrissy31...@gmx.de
Para: gamers@audyssey.org
Data: Segunda, 9 de Março de 2009 10:26
Assunto: [Audyssey] draconis game registration question

hi all

when you buy a game from draconis, can you, after you receive the key,
install on one machine only?

I have a key for tin pan alley purchased some time ago but had not installed
it on my computer since i had to do a reformatting.

yesterday i installed the game and used the key and all worked fine.

now i also have a new notebook and wanted to put the game on there as well,
for when i travel and stuff. i installed the game and put in my key but when
i start the game on the notebook i get a runtime error message.

so does that mean i have to buy a key for each of my computers?

thanks in advance for any help



---
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Re: [Audyssey] Bug in MOTA.

2009-03-09 Thread Mike Maslo
Thomas: well it installs properly. It still goes through the user account
controls. I am not sure of what Che fixed but he made it work. I do not know
and feel dumb for I really have no clue. I did a lot of reading on the web.
I saw it was a compatibility error but why I do not know

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, March 08, 2009 2:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Bug in MOTA.

Hi Michael,
Ok...Is it the game or the installer that is giving you the problem? If 
it is the game then the installers dependancy checks shouldn't have any 
issues with it. If it is the installer then I'll switch over to 
Microsoft Advanced Setup Installer and see if that resolves your problem.

michael maslo wrote:
 Thomas:
 
 Yes I am so sure it is frustrating. I wish I could say I understand it but
 as you am lost for words. It is also very strange that 64 applications act
 this way. I wish I would have known. All I read on the net was that it
could
 not have one line of 16 piece of code in it. For example I think your
 installer checks for direct and net framework. I think Che took that check
 out for his installer and the program ran perfectly.
 
 I do not mind working with you one on one if it means we can get it work.
 
 Thanks so much for your help.


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Re: [Audyssey] draconis game registration question

2009-03-09 Thread Bryan Peterson
First of all, it's actually Ten Pin Alley, not Tin Pan. And no, you can 
install the games on as many computers as you need to.
- Original Message - 
From: Chrissy chrissy31...@gmx.de

To: gamers@audyssey.org
Sent: Monday, March 09, 2009 3:26 AM
Subject: [Audyssey] draconis game registration question



hi all

when you buy a game from draconis, can you, after you receive the key, 
install on one machine only?


I have a key for tin pan alley purchased some time ago but had not 
installed it on my computer since i had to do a reformatting.


yesterday i installed the game and used the key and all worked fine.

now i also have a new notebook and wanted to put the game on there as 
well, for when i travel and stuff. i installed the game and put in my key 
but when i start the game on the notebook i get a runtime error message.


so does that mean i have to buy a key for each of my computers?

thanks in advance for any help



---
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list,

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Re: [Audyssey] draconis game registration question

2009-03-09 Thread Bryan Peterson
That's just for the Sarah game since it uses the GMA engine. The other keys 
aren't hardware specific.
- Original Message - 
From: Mauricio peixoto de Mattos Almeida mauricio...@uol.com.br

To: gamers@audyssey.org
Sent: Monday, March 09, 2009 3:46 AM
Subject: Re: [Audyssey] draconis game registration question


Mail draconis and ask for a new key, once you have your notebook's code.
they will give you a new one!

mauricio
-Mensagem original-
De: Chrissy chrissy31...@gmx.de
Para: gamers@audyssey.org
Data: Segunda, 9 de Março de 2009 10:26
Assunto: [Audyssey] draconis game registration question

hi all

when you buy a game from draconis, can you, after you receive the key,
install on one machine only?

I have a key for tin pan alley purchased some time ago but had not installed
it on my computer since i had to do a reformatting.

yesterday i installed the game and used the key and all worked fine.

now i also have a new notebook and wanted to put the game on there as well,
for when i travel and stuff. i installed the game and put in my key but when
i start the game on the notebook i get a runtime error message.

so does that mean i have to buy a key for each of my computers?

thanks in advance for any help



---
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Re: [Audyssey] MOTA QUESTIONS

2009-03-09 Thread Thomas Ward

Hi Che,
Yeah, threading is definitely my friend right now. I spent an hour or so 
last night splitting the game into multiple threads and it is running 
far better than I had expected. As for the speech issue now that I have 
started breaking the game down into individual threads the speech is 
working far better. It doesn't hang the input thread up, and I've got it 
so it will interrupt the speech most of the time. With a day or two of 
work I think I'll have this major issue solved soon.

Smile.

Che wrote:

 Hi,
 Regarding the interruption of the speaking of .wav files, you should be 
able to put the code that handles that in a separate thread, then 
continue to run the main game loop. If the interrupt key is hit, you can 
just abort and join that thread, stopping the speaking of the wav 
sounds.  I do something similar with the simulation of poker hands with 
the new hold em game,and it works perfectly.

 Threads are definately your friend in the accessible gaming world.
HTH,
che



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Re: [Audyssey] draconis game registration question

2009-03-09 Thread Chrissy

hi
yes that was a typo on my part. thanks, i will try contacting them for a new 
key as was suggested.

regards
chrissy


- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 1:32 PM
Subject: Re: [Audyssey] draconis game registration question


First of all, it's actually Ten Pin Alley, not Tin Pan. And no, you can 
install the games on as many computers as you need to.



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Re: [Audyssey] draconis game registration question

2009-03-09 Thread Bryan Peterson
You shouldn't need a new key. The keys are tied to your name, not your 
machine.So unless you've lost your key you shouldn't write them. Besides, 
replacement keys aren't free and you can only get one per title.
- Original Message - 
From: Chrissy chrissy31...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 7:05 AM
Subject: Re: [Audyssey] draconis game registration question



hi
yes that was a typo on my part. thanks, i will try contacting them for a 
new key as was suggested.

regards
chrissy


- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 1:32 PM
Subject: Re: [Audyssey] draconis game registration question


First of all, it's actually Ten Pin Alley, not Tin Pan. And no, you can 
install the games on as many computers as you need to.



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Re: [Audyssey] Bug in MOTA.

2009-03-09 Thread Thomas Ward

Hi Mike,
That's ok. i just dropped an e-mail in Che's inbox asking for details. 
Hopefully I'll have this problem solved in Beta 3.


Mike Maslo wrote:

Thomas: well it installs properly. It still goes through the user account
controls. I am not sure of what Che fixed but he made it work. I do not know
and feel dumb for I really have no clue. I did a lot of reading on the web.
I saw it was a compatibility error but why I do not know



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[Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Thomas Ward

Hi everyone,
I have some good news. After several hours of testing, experimentation, 
etc I have finally figured out how to silence speech output in Mysteries 
of the Ancients Beta 3. Fortunately, because speech now operates 
independantly from the input loop you can now shoot, move, whatever 
while speech is going at the same time.
Anyway, now that I have this all working how do you want me to go about 
silencing speech output? I've thought about attaching the silence 
command to the control key. If you are listening to a high score, number 
of keys, whatever and want to shut up the speech just press the control 
key. Is everybody ok with this or do you have an alternative suggestion?

Thanks.

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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Valiant8086
Hi.
Hmm, nod that might be the way to do it. Except in the menus. In the menus it 
would be nice if we can interrupt ourselves when we press arrow keys instead of 
queueing when we arrow and stuff. now that  you have it able to be interrupted 
you might be able to put the score on the scores menu so we don't  have to 
press enter. I'm so lazy it isn't even funny is it, lol. When I'm walking I can 
see myself pressing w and continuing along, I didn't let up any keys I held 
down shift+right arrow and hit w.. So I hear speech and I'm still walking 
along. speech stops and I'm still walking. I think this is good. this is the 
end of the game pausing when speech output is in effect isn't it. This might 
not be a bad thing though. The though is when you go pressing buttons to get 
speech to change weapons or check your ammo or what ever the monster isn't 
going to wait for you like a good sport. I think this is reasonable though. 
Often if I need to pause I just hit tab and everybody stops. 


Hmm, I have an idea while i'm at it, can we announce some things in the menu 
when we hit tab like this.

I press tab I get
Select a menu item. Combat knife.
Down arrow repeatedly and it might sound like this
9mm pistol. 30, 5.
12 gage shotgun. 15, is drawn.
healing potion. 4


Just a thought. 
- Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Monday, March 09, 2009 2:27 PM
  Subject: [Audyssey] MOTA Silencing Speech Output


  Hi everyone,
  I have some good news. After several hours of testing, experimentation, 
  etc I have finally figured out how to silence speech output in Mysteries 
  of the Ancients Beta 3. Fortunately, because speech now operates 
  independantly from the input loop you can now shoot, move, whatever 
  while speech is going at the same time.
  Anyway, now that I have this all working how do you want me to go about 
  silencing speech output? I've thought about attaching the silence 
  command to the control key. If you are listening to a high score, number 
  of keys, whatever and want to shut up the speech just press the control 
  key. Is everybody ok with this or do you have an alternative suggestion?
  Thanks.

  ---
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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread ian mcnamara

no i think it is really good.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 6:27 PM
Subject: [Audyssey] MOTA Silencing Speech Output



Hi everyone,
I have some good news. After several hours of testing, experimentation, 
etc I have finally figured out how to silence speech output in Mysteries 
of the Ancients Beta 3. Fortunately, because speech now operates 
independantly from the input loop you can now shoot, move, whatever while 
speech is going at the same time.
Anyway, now that I have this all working how do you want me to go about 
silencing speech output? I've thought about attaching the silence command 
to the control key. If you are listening to a high score, number of keys, 
whatever and want to shut up the speech just press the control key. Is 
everybody ok with this or do you have an alternative suggestion?

Thanks.

---
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list,
please send E-mail to gamers-ow...@audyssey.org. 




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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Bryan Peterson
I'd say go with that since the Control key is probably most accessible from 
the rest of the movement keys.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 12:27 PM
Subject: [Audyssey] MOTA Silencing Speech Output



Hi everyone,
I have some good news. After several hours of testing, experimentation, 
etc I have finally figured out how to silence speech output in Mysteries 
of the Ancients Beta 3. Fortunately, because speech now operates 
independantly from the input loop you can now shoot, move, whatever while 
speech is going at the same time.
Anyway, now that I have this all working how do you want me to go about 
silencing speech output? I've thought about attaching the silence command 
to the control key. If you are listening to a high score, number of keys, 
whatever and want to shut up the speech just press the control key. Is 
everybody ok with this or do you have an alternative suggestion?

Thanks.

---
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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Michael Feir

The control key sounds fine to me Tom.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 2:27 PM
Subject: [Audyssey] MOTA Silencing Speech Output



Hi everyone,
I have some good news. After several hours of testing, experimentation, 
etc I have finally figured out how to silence speech output in Mysteries 
of the Ancients Beta 3. Fortunately, because speech now operates 
independantly from the input loop you can now shoot, move, whatever while 
speech is going at the same time.
Anyway, now that I have this all working how do you want me to go about 
silencing speech output? I've thought about attaching the silence command 
to the control key. If you are listening to a high score, number of keys, 
whatever and want to shut up the speech just press the control key. Is 
everybody ok with this or do you have an alternative suggestion?

Thanks.

---
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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Scott Chesworth
Nice one Tom!  Binding it to control seems like the safest bet to
avoid confusion to me, seeing as every screen reader I can think of
off the top of my head uses that key to silence it's output.  I still
find myself diving for the control key as a fire button if I haven't
played an accessible title in some time, but I reckon that's an old
habbit from playing too many old school mainstream shootemups.

On 3/9/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi everyone,
 I have some good news. After several hours of testing, experimentation,
 etc I have finally figured out how to silence speech output in Mysteries
 of the Ancients Beta 3. Fortunately, because speech now operates
 independantly from the input loop you can now shoot, move, whatever
 while speech is going at the same time.
 Anyway, now that I have this all working how do you want me to go about
 silencing speech output? I've thought about attaching the silence
 command to the control key. If you are listening to a high score, number
 of keys, whatever and want to shut up the speech just press the control
 key. Is everybody ok with this or do you have an alternative suggestion?
 Thanks.

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[Audyssey] file format for MOTA sounds

2009-03-09 Thread Scott Chesworth
Hi Tom,

Just had a thought, but I kept it on list in case it does end up
grabbing you and other developers that might have more knowledge want
to chime in.

Been flicking through the sounds from MOTA and I realised you're using
wave files for everything.  I wasn't sure whether this was still going
to be the case come the final release or not?  It just occurred that
now that you've started running multiple threads, using well encoded
mp3/ogg/some other compression might not be a big resource hogg, but
boy it would dramatically decrease the size of the overall download
and instalation directory.  As you know I'm only just beginning to
fumble my way around writing code, so whether compressed formats would
have to be decoded everytime they're triggered to play etc I have no
idea.  If that does turn out to be the case, it still might be worth
considering having longer loops such as music and ambience as mp3's
with actual gameplay sounds that're being triggered all the time still
as wavs.

Whether you end up making any changes to go with that or not, thought
it was worth a quick note to point out to you that at the moment all
the files I checked in the speech directory are in stereo.  Lowering
the sample rate of those as you have makes perfect sense and is a bit
of a space saver, you can half the filesize of that again by using
mono files.  Perhaps you knew that already and it doesn't play ball
with the engine in some way, but thought it was worth a mention in
case you're not a big sound geek.

Cheers
Scott

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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Casey Mathews

Yes, the Control key works from me.
Thanks
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 2:27 PM
Subject: [Audyssey] MOTA Silencing Speech Output



Hi everyone,
I have some good news. After several hours of testing, experimentation, 
etc I have finally figured out how to silence speech output in Mysteries 
of the Ancients Beta 3. Fortunately, because speech now operates 
independantly from the input loop you can now shoot, move, whatever while 
speech is going at the same time.
Anyway, now that I have this all working how do you want me to go about 
silencing speech output? I've thought about attaching the silence command 
to the control key. If you are listening to a high score, number of keys, 
whatever and want to shut up the speech just press the control key. Is 
everybody ok with this or do you have an alternative suggestion?

Thanks.

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Casey Mathews
Web Friendly Help | Demystifying Tech
www.webfriendlyhelp.com



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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Thomas Ward

Hi Aaron,

Aaron Said:
Hmm, nod that might be the way to do it. Except in the menus. In the 
menus it would
be nice if we can interrupt ourselves when we press arrow keys instead 
of queueing

when we arrow and stuff.

Tom Says:
Ummm...I'm not sure what you mean. You have always been able to 
interrupt the speech in the menus just by pressing the up/down arrow 
keys. I'm totally confused by your comment above.

Aaron Said:
when we arrow and stuff. now that  you have it able to be interrupted 
you might be

able to put the score on the scores menu so we don't  have to press enter.

Tom Says:

Actually, I've already done that. Believe it or not I'm already way 
ahead of you on this point.


Aaron Said:
Hmm, I have an idea while i'm at it, can we announce some things in the 
menu when

we hit tab like this.
I press tab I get
Select a menu item. Combat knife.
Down arrow repeatedly and it might sound like this
9mm pistol. 30, 5.
12 gage shotgun. 15, is drawn.
healing potion. 4

Tom Says:
Perhaps. Let us not get ahead of ourselves here. Remember the new speech 
upgrade is in the very very experimental stage. In fact, i haven't 
completed work on it yet. I've only done some testing and know it is 
possible. I'm not going to say yes/no to every request until I am 
certain all of this works properly and is fully stable.

Smile.


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[Audyssey] pipe2

2009-03-09 Thread Hayri Tulumcu
  Hey Raul Gallegos. I would just hear about how you put the sounds in from 
pipe2 in the review that you did some years back? How did you get your voice to 
sound like the walkitaki which is also in the game. What do you use to record 
with? 
  Greetings from Hayri 

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[Audyssey] Bop It Ultimate

2009-03-09 Thread Hayri Tulumcu
  I have a problem with Bop It Ultimate. It aims at when I start the game 
will be my speaker profile changed and it will not change when you leave the 
game. Has plans to create a new version of the game? 
  Sincerely, Hayri 

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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Mich
hi no the control key works fine. I also am just wondering wile playing mota 
I have found that the sound will stop for a little like a minnit and then 
rezoom again. I just thought I would let you know about this. from Mich. 



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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread shaun everiss
yeah thats fine.
At 07:27 a.m. 10/03/2009, you wrote:
Hi everyone,
I have some good news. After several hours of testing, experimentation, etc I 
have finally figured out how to silence speech output in Mysteries of the 
Ancients Beta 3. Fortunately, because speech now operates independantly from 
the input loop you can now shoot, move, whatever while speech is going at the 
same time.
Anyway, now that I have this all working how do you want me to go about 
silencing speech output? I've thought about attaching the silence command to 
the control key. If you are listening to a high score, number of keys, 
whatever and want to shut up the speech just press the control key. Is 
everybody ok with this or do you have an alternative suggestion?
Thanks.

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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Che
 These kind of things used to be an issue with games when they were crammed 
on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays with 
broadband and huge hard drive spaces, it is the rare gamer that cares how 
large the file is. and we might as well take advantage of that with the best 
sounding files available along with the quickest response times, which .wavs 
afford.
 I use mp3's for music in my games, but other than that it is all standard 
wav files, allowing the end user to modify the sounds if they wish.

 Just this developers two cents worth.
 later,
che

- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 1:20 PM
Subject: [Audyssey] file format for MOTA sounds



Hi Tom,

Just had a thought, but I kept it on list in case it does end up
grabbing you and other developers that might have more knowledge want
to chime in.

Been flicking through the sounds from MOTA and I realised you're using
wave files for everything.  I wasn't sure whether this was still going
to be the case come the final release or not?  It just occurred that
now that you've started running multiple threads, using well encoded
mp3/ogg/some other compression might not be a big resource hogg, but
boy it would dramatically decrease the size of the overall download
and instalation directory.  As you know I'm only just beginning to
fumble my way around writing code, so whether compressed formats would
have to be decoded everytime they're triggered to play etc I have no
idea.  If that does turn out to be the case, it still might be worth
considering having longer loops such as music and ambience as mp3's
with actual gameplay sounds that're being triggered all the time still
as wavs.

Whether you end up making any changes to go with that or not, thought
it was worth a quick note to point out to you that at the moment all
the files I checked in the speech directory are in stereo.  Lowering
the sample rate of those as you have makes perfect sense and is a bit
of a space saver, you can half the filesize of that again by using
mono files.  Perhaps you knew that already and it doesn't play ball
with the engine in some way, but thought it was worth a mention in
case you're not a big sound geek.

Cheers
Scott

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[Audyssey] Fwd: Legends of Zork Update

2009-03-09 Thread shaun everiss
Hi all.
this just came in from legendsofzork.
they want testers.
I don't touch muds much but I may try this.

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To: shau...@xtra.co.nz
Subject: Legends of Zork Update
Recieved: 
Date: Mon, 9 Mar 2009 18:53:51 +
From: mail...@legendsofzork.com
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Hi Everyone

This is the inaugural Legends of Zork update email and we'll be keeping it 
pretty brief as we're in the very final stages of finishing the game. In fact 
that's why we're writing. We need to increase our beta group to make sure we 
get the game balancing right. If you'd like to help, please pop us an email: 
mailto:lozb...@joltonline.com.lozb...@joltonline.com.

Now, a word about LoZ (as we affectionately call it). I've been reading a lot 
of speculation about what kind of a game this will be and I really want to set 
expectations correctly. LoZ is a casual adventure game. We've designed it to 
be the kind of game that sneaks into your soul and steals about 20mins of your 
time 
each day. It's not an MMO (collective sigh of relief, I'd imagine). We 
genuinely think it's a worthy addition to the Zork universe but at the same 
time we know that some of you won't agree. You'll have the opportunity to try 
it out very soon though. 

Finally, I'll start posting some game details on the blog about game mechanics 
and other *actual* detail in the next few days (we've been annoyingly vague on 
it).

Btw, if you're horribly offended by this email, then the unsubscribe info is 
in the footer. 

See you on the forums

dc

Btw, you can follow us on twitter.com/joltonline for the occasional piece of 
Zork-related gossip :)

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Re: [Audyssey] a thought about MOTA

2009-03-09 Thread Che
 yes, there is no doubt that headphones for a game in stereo allows for the 
best experience, unless you are into getting bone rattling bass out of your 
games.
 I considered doing true surround sound for rail racer, but in asking 
around it seemed very few gamers out there have dolby 5.1 setups, and even 
fewer surround headphones.  I have a set of medusa surround headphones, and 
for the main stream games it works with, it is awesome, but I doubt many 
accessible gamers will be willing to shell out $120 for a set of headphones 
just for a gee whiz factor.

 Later,
che

 Blind folks voting for republicans is like deer voting for hunters.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 09, 2009 9:48 AM
Subject: Re: [Audyssey] a thought about MOTA



Hi Charles,
Thanks, but that makes me feel a bit guilty. One of the things I imagined 
when creating the Genesis 3D engine was a full virtual reality in 3d. Not 
just 3d audio, but an actual 3d environment as well. Personally, from my 
tests the best way to get the full experience is by using headphones, and 
if you have a set of 3d headphones the experience is even better. So I 
didn't really design the engine with speakers in mind although that option 
is still available of course. Imagine my future games like Tomb Hunter II 
etc sounding like Shades of Doom with, but in a true 3d environment as 
well.
I guess what I am saying is it is hard to really do what the sighted game 
companies are doing such as 3d FPS style games and stick to a simple 
stereo format like MOTA uses. With MOTA that is fine since there is only 
really left and right to deal with. In other games you will have left, 
right, foward, backward, up, and down to deal with. That's considerably 
more to think about and a lot more to listen to. Also trickier to figure 
out as well.


Charles Rivard wrote:
One of the things that I like about this game is that you do not need to 
wear a headset to play it well.  Hopefully, this trend will continue, 
because I have always very much preferred using speakers rather than 
wearing a headset when I play.


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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Thomas Ward

Hi Scott,

Scott Said:
Been flicking through the sounds from MOTA and I realised you're using
wave files for everything.  I wasn't sure whether this was still going
to be the case come the final release or not?

Tom Says:
Yes, that is correct. Seeing as the current sound support using DirectX 
is very stable I'm likely going to stick with it straight through to the 
final release. I don't really see any need to switch to another 
multimedia API at this point for Windows users.


Scott Said:
It just occurred that now that you've started running multiple threads, 
using well encoded

mp3/ogg/some other compression might not be a big resource hogg, but
boy it would dramatically decrease the size of the overall download

Tom Says:
I agree, but unfortunately Microsoft DirectSound does not have mp3, ogg, 
or wma support. Microsoft DirectSound only supports PCM wav files. So in 
order to convert my sounds to mp3, ogg, wma I would have to drop 
DirectSound and use some other API such as XAudio2 which supports wma, 
SDL which supports ogg, or DirectShow which supports mp3. On the other 
hand mix and match these to get the support for everything. Obviously, 
we are talking about a fairly serious upgrade to the Genesis engine to 
use compressed file formats.


Scott Said:
As you know I'm only just beginning to
fumble my way around writing code, so whether compressed formats would
have to be decoded everytime they're triggered to play etc I have no
idea.  If that does turn out to be the case, it still might be worth
considering having longer loops such as music and ambience as mp3's
with actual gameplay sounds that're being triggered all the time still
as wavs.

Tom Says:
Yeah, mp3 files, wma files, etc do have to be decoded/decompressed when 
loaded into memory so it would definitely increase the lag time if there 
is a bunch of them that have to be opened at once. Typically, the way 
the big name game studios handle this is they use wav files for gun 
shots, footstep souns, all the usual common effects. For music and big 
long background loops they make those into mp3 files. They use 
DirectSound for common effects and Microsoft DirectShow for music and 
ambience. At least that is how it was done with older games using DirectX.
With the release of XAudio2 it can play either wav or wma. From what I 
am reading on the new DirectX and XNA specifications you would use wma 
for the ambience, music, and other big loops, and wav files for sound 
effects. This of course makes sense.
However, since there isn't currently a compatible .NET dll for 
XAudio2.dll I'd have to write one. That could take quite some time and 
energy. Time and energy I don't really have at the moment.

HTH


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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Charles Rivard
I'm OK with using the control key, as it silences speech in JAWS, so it will 
be second nature to me.

- - -
A taxpayer voting for a Democrat is like a chicken voting for Colonel 
Sanders!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 11:27 AM
Subject: [Audyssey] MOTA Silencing Speech Output



Hi everyone,
I have some good news. After several hours of testing, experimentation, 
etc I have finally figured out how to silence speech output in Mysteries 
of the Ancients Beta 3. Fortunately, because speech now operates 
independantly from the input loop you can now shoot, move, whatever while 
speech is going at the same time.
Anyway, now that I have this all working how do you want me to go about 
silencing speech output? I've thought about attaching the silence command 
to the control key. If you are listening to a high score, number of keys, 
whatever and want to shut up the speech just press the control key. Is 
everybody ok with this or do you have an alternative suggestion?

Thanks.

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Re: [Audyssey] MOTA Silencing Speech Output

2009-03-09 Thread Valiant8086
Aaron Said:
Hmm, nod that might be the way to do it. Except in the menus. In the 
menus it would
be nice if we can interrupt ourselves when we press arrow keys instead 
of queueing
when we arrow and stuff.

Tom Says:
Ummm...I'm not sure what you mean. You have always been able to 
interrupt the speech in the menus just by pressing the up/down arrow 
keys. I'm totally confused by your comment above.

Aaron Replies: I was automatically thinking the new changes to support speech 
silencing with the control key would have broken that until it was fixed 
because it looked like only the control key silenced speech. My brain isn't 
working verry well at the moment. I keep loseing my train of thoughts and 
makeing useless comments and such.
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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Thomas Ward

Hey che,
I have to agree with you on this. At this point fully installed 
Mysteries of the Ancients is only about 125 MB. That is not really that 
large when we take in account that most people these days do have high 
speed internet, every computer made in the last couple of years has at 
least 100 gigs of drive space, and I've been seeing more systems with 1 
or 2 gigs of ram of late. So with all these resources we might as well 
use them if they are available.
Besides that, Mysteries of the Ancients is extremely small when I 
compare it to the mainstream games I have installed on this computer. 
Star Trek Elite Force 1 and 2 are each over a gig, Tomb Raider Angel of 
Darkness is 4 gigs, the demo of Tomb Raider Under world is 2 gigs, etc. 
Compared to games like that Mysteries of the Ancients is sort of 
laughable as far as size goes. In perspective I don't think the game is 
really that big.



Che wrote:
 These kind of things used to be an issue with games when they were 
crammed on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays 
with broadband and huge hard drive spaces, it is the rare gamer that 
cares how large the file is. and we might as well take advantage of that 
with the best sounding files available along with the quickest response 
times, which .wavs afford.
 I use mp3's for music in my games, but other than that it is all 
standard wav files, allowing the end user to modify the sounds if they 
wish.

 Just this developers two cents worth.
 later,
che



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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread shaun everiss
well we are behind on sizes for sighted games, at full some of these can take 
at least 4 gb as standard size, maybe less but at least 1 or 2 gb.
Some are more like 6-10gb for a big game.
demos are atleast 1gb if not more.
most of that is graphics, still.
Its time we try to stay with it.
the lowest game size is around 500mb these days.
I used to think like 1mb being quite large, but then the games were 60-300kb 
each.
not to much but in that time it was loads bigger.
Oh and with sighted games that say are a gb they can expand to maybe 20 or more 
with expantion packs, mods, etc.
so 125 aint big.
I think with the acception of teraformas, the bavisoft stuff which is 400 each, 
and mudsplat, we probably don't have anything to worry about with game sizes.
At 12:44 p.m. 10/03/2009, you wrote:
Hey che,
I have to agree with you on this. At this point fully installed Mysteries of 
the Ancients is only about 125 MB. That is not really that large when we take 
in account that most people these days do have high speed internet, every 
computer made in the last couple of years has at least 100 gigs of drive 
space, and I've been seeing more systems with 1 or 2 gigs of ram of late. So 
with all these resources we might as well use them if they are available.
Besides that, Mysteries of the Ancients is extremely small when I compare it 
to the mainstream games I have installed on this computer. Star Trek Elite 
Force 1 and 2 are each over a gig, Tomb Raider Angel of Darkness is 4 gigs, 
the demo of Tomb Raider Under world is 2 gigs, etc. Compared to games like 
that Mysteries of the Ancients is sort of laughable as far as size goes. In 
perspective I don't think the game is really that big.


Che wrote:
 These kind of things used to be an issue with games when they were crammed 
 on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays with 
 broadband and huge hard drive spaces, it is the rare gamer that cares how 
 large the file is. and we might as well take advantage of that with the best 
 sounding files available along with the quickest response times, which .wavs 
 afford.
 I use mp3's for music in my games, but other than that it is all standard 
 wav files, allowing the end user to modify the sounds if they wish.
 Just this developers two cents worth.
 later,
che


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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Matheus
agree with you shaun here.
-Mensagem original-
De: shaun everiss shau...@xtra.co.nz
Para: Gamers Discussion list gamers@audyssey.org
Data: Terça, 10 de Março de 2009 12:04
Assunto: Re: [Audyssey] file format for MOTA sounds

well we are behind on sizes for sighted games, at full some of these can take 
at least 4 gb as standard size, maybe less but at least 1 or 2 gb.
Some are more like 6-10gb for a big game.
demos are atleast 1gb if not more.
most of that is graphics, still.
Its time we try to stay with it.
the lowest game size is around 500mb these days.
I used to think like 1mb being quite large, but then the games were 60-300kb 
each.
not to much but in that time it was loads bigger.
Oh and with sighted games that say are a gb they can expand to maybe 20 or more 
with expantion packs, mods, etc.
so 125 aint big.
I think with the acception of teraformas, the bavisoft stuff which is 400 each, 
and mudsplat, we probably don't have anything to worry about with game sizes.
At 12:44 p.m. 10/03/2009, you wrote:
Hey che,
I have to agree with you on this. At this point fully installed Mysteries of 
the Ancients is only about 125 MB. That is not really that large when we take 
in account 
that most people these days do have high speed internet, every computer made in 
the last couple of years has at least 100 gigs of drive space, and I've been 
seeing 
more systems with 1 or 2 gigs of ram of late. So with all these resources we 
might as well use them if they are available.
Besides that, Mysteries of the Ancients is extremely small when I compare it 
to the mainstream games I have installed on this computer. Star Trek Elite 
Force 1 
and 2 are each over a gig, Tomb Raider Angel of Darkness is 4 gigs, the demo of 
Tomb Raider Under world is 2 gigs, etc. Compared to games like that Mysteries 
of 
the Ancients is sort of laughable as far as size goes. In perspective I don't 
think the game is really that big.


Che wrote:
 These kind of things used to be an issue with games when they were crammed 
 on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays with 
 broadband and 
huge hard drive spaces, it is the rare gamer that cares how large the file is. 
and we might as well take advantage of that with the best sounding files 
available 
along with the quickest response times, which .wavs afford.
 I use mp3's for music in my games, but other than that it is all standard 
 wav files, allowing the end user to modify the sounds if they wish.
 Just this developers two cents worth.
 later,
che


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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Constantine
Yeah, I agree there too. I downloaded mud splat and went wow that's huge. 
Took a look at some of the other games, like world of warcraft, went wow, 
that's gigantic.



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 shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 5:04 PM
Subject: Re: [Audyssey] file format for MOTA sounds


well we are behind on sizes for sighted games, at full some of these can 
take at least 4 gb as standard size, maybe less but at least 1 or 2 gb.

Some are more like 6-10gb for a big game.
demos are atleast 1gb if not more.
most of that is graphics, still.
Its time we try to stay with it.
the lowest game size is around 500mb these days.
I used to think like 1mb being quite large, but then the games were 
60-300kb each.

not to much but in that time it was loads bigger.
Oh and with sighted games that say are a gb they can expand to maybe 20 or 
more with expantion packs, mods, etc.

so 125 aint big.
I think with the acception of teraformas, the bavisoft stuff which is 400 
each, and mudsplat, we probably don't have anything to worry about with 
game sizes.

At 12:44 p.m. 10/03/2009, you wrote:

Hey che,
I have to agree with you on this. At this point fully installed Mysteries 
of the Ancients is only about 125 MB. That is not really that large when 
we take in account that most people these days do have high speed 
internet, every computer made in the last couple of years has at least 100 
gigs of drive space, and I've been seeing more systems with 1 or 2 gigs of 
ram of late. So with all these resources we might as well use them if they 
are available.
Besides that, Mysteries of the Ancients is extremely small when I compare 
it to the mainstream games I have installed on this computer. Star Trek 
Elite Force 1 and 2 are each over a gig, Tomb Raider Angel of Darkness is 
4 gigs, the demo of Tomb Raider Under world is 2 gigs, etc. Compared to 
games like that Mysteries of the Ancients is sort of laughable as far as 
size goes. In perspective I don't think the game is really that big.



Che wrote:
These kind of things used to be an issue with games when they were 
crammed on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays 
with broadband and huge hard drive spaces, it is the rare gamer that 
cares how large the file is. and we might as well take advantage of that 
with the best sounding files available along with the quickest response 
times, which .wavs afford.
I use mp3's for music in my games, but other than that it is all 
standard wav files, allowing the end user to modify the sounds if they 
wish.

Just this developers two cents worth.
later,
che



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[Audyssey] now that its official

2009-03-09 Thread Constantine
Hi

So, its almost a given that anywhere from 4 to 5 days I'll be getting a sega 
genesis, cd, and dreamcast, all in one nice little package. 
Now, I'd like to do a podcast on each - both game wise and the systems 
themselves. (history, or something like that, if anyone would even be 
interested).
I'd like to record games both by microphone and by a patch cable or some such.
What I mean is, for the person who doesn't know much about a game, I'll give a 
brief intro, or maybe explain what I'll be doing during loading times (sega cd 
comes to mind there where that will mostly be taken advantage of).
Finally, how would I go about recording the real deal - the person who just 
wants to hear the game in action?
And how would you recommend seperating that from the part where I record using 
a microphone? (parts of the podcast, or would you rather I do it all in one big 
chunk instead of part 1 and part 2)? I guess I could do miriani-like -  have 3, 
part 1, part 2, and the full version parts 1 and 2 combined? 
What I'd technically like to do is play the game while recording with a 
microphone and also with some sort of cable, but not sure how that will be 
done, since the cable has to be plugged into the headphone jack (on my stario) 
and line in jack on a computer, because what I orriginally wanted to do was do 
each thing seperately. BUt the conflict there is if I said something like wow, 
that was a great fatality, but I didn't do it while recording with line in, 
people might be confused. 
So how would I go about doing this? I can't wait to start podcasting.
Well actually, one thing I could do...lol, is not even use a tv. Just bring the 
systems downstairs to my room, hook it up to a computer and somehow listen to 
the game through speakers while recording it via line in?
I'm still confused as to how that would work, though.

I'm probably repeating myself here, so will stop.

Anyone have any ideas?

thanks
- Tyler
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[Audyssey] All inPlay Loco Locution is Now in Free Public Beta

2009-03-09 Thread Tim Keenan

Hi Everyone,

I just wanted to let everyone know that All inPlay's new word game, Loco 
Locution, (yeah, it's a mouthful) is now in public beta. You can sign up 
and play for free at:

http://allinplay.com

If you have an expired account with us, you can still play the beta free 
of charge.


Loco Locution is a game loosely based on the game show Lingo.  You're 
given the first letter of a word and its length.  You must then guess 
the mystery word using only that information and the sounds you'll hear 
along the way.  Letters are filled in as you guess them, and sounds let 
you know if you guess a correct letter, a wrong letter, or a correct 
letter that's in the wrong place in the word.


There are two modes of play, party, which is a free for all where up to 
seven players try to guess as many words as possible in a round, and 
head-to-head, where up to four players take turns trying to guess the 
mystery word.  The length of the mystery word increases based on the 
difficulty level.

Come give it a try at:
http://allinplay.com



Cheers,
Tim


--




Tim Keenan
The All inPlay Team


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Re: [Audyssey] now that its official

2009-03-09 Thread Valiant8086
Hi.
Use your desktop with the audigy sound card and plug your patch cable to line 
in. Go to recording properties and set  recording device to what you hear. Go 
to playback properties and make sure line in is available. open that and make 
sure line in is unmuted. Set the volume. Also make sure microphone is unmuted, 
this is for playback now not recording. Unmute the microphone and line in both, 
and set their volumes. Have your microphone and patch cable plugged into 
microphone and line in jacks respectively. Set windows to use a USB headset or 
something like that so it won't interfeer. I think yoou can set gold wave to 
use the internal sound card's what you hear even though windows itself is 
useing a totally different sound card. If you get this all set up you can 
dedicate your internal sound card totally to your recording and have all other 
activity going to a headset, just in case someone signs in on msn or something 
you won't get that put in the recording. If you can't get that to work just 
close a bunch of programs that play sounds and stuff, maybe even jaws, and 
record it anyway with everything on that sound card. Heck if someone signs in 
on msn the sound that's recorded isn't ttoo bad. So when you get done, put on 
headphones and you'll hear the thing that's plugged into line-in through the 
headphones. You'll hear yourself through the microphone as familiar to you too.

  - Original Message - 
  From: Constantine 
  To: Gamers Discussion list 
  Sent: Monday, March 09, 2009 8:49 PM
  Subject: [Audyssey] now that its official


  Hi

  So, its almost a given that anywhere from 4 to 5 days I'll be getting a sega 
genesis, cd, and dreamcast, all in one nice little package. 
  Now, I'd like to do a podcast on each - both game wise and the systems 
themselves. (history, or something like that, if anyone would even be 
interested).
  I'd like to record games both by microphone and by a patch cable or some such.
  What I mean is, for the person who doesn't know much about a game, I'll give 
a brief intro, or maybe explain what I'll be doing during loading times (sega 
cd comes to mind there where that will mostly be taken advantage of).
  Finally, how would I go about recording the real deal - the person who just 
wants to hear the game in action?
  And how would you recommend seperating that from the part where I record 
using a microphone? (parts of the podcast, or would you rather I do it all in 
one big chunk instead of part 1 and part 2)? I guess I could do miriani-like -  
have 3, part 1, part 2, and the full version parts 1 and 2 combined? 
  What I'd technically like to do is play the game while recording with a 
microphone and also with some sort of cable, but not sure how that will be 
done, since the cable has to be plugged into the headphone jack (on my stario) 
and line in jack on a computer, because what I orriginally wanted to do was do 
each thing seperately. BUt the conflict there is if I said something like wow, 
that was a great fatality, but I didn't do it while recording with line in, 
people might be confused. 
  So how would I go about doing this? I can't wait to start podcasting.
  Well actually, one thing I could do...lol, is not even use a tv. Just bring 
the systems downstairs to my room, hook it up to a computer and somehow listen 
to the game through speakers while recording it via line in?
  I'm still confused as to how that would work, though.

  I'm probably repeating myself here, so will stop.

  Anyone have any ideas?

  thanks
  - Tyler
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[Audyssey] Beat mota on advanced, sort of

2009-03-09 Thread Valiant8086
Woo. I finally managed to beat mota beta 2 demo on advanced no tricks. Sort of. 
I beat the giant twice but I got killed both times after the giant died. Mmm 
can't wait for beta 3 which has the fix for that. it'll be worth the wait :) 
but I still can't. Lol

Cheers!
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Re: [Audyssey] file format for MOTA sounds

2009-03-09 Thread Cory Kadlik
okay Che, but it doesn't bother you that others may be changing the files 
you spent your hard earned money on?


Just my thoughts
 Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 5:41 PM
Subject: Re: [Audyssey] file format for MOTA sounds


 These kind of things used to be an issue with games when they were 
crammed on 3.5 and even , gasp, 5 and a quarter inch disks, but nowadays 
with broadband and huge hard drive spaces, it is the rare gamer that cares 
how large the file is. and we might as well take advantage of that with 
the best sounding files available along with the quickest response times, 
which .wavs afford.
 I use mp3's for music in my games, but other than that it is all standard 
wav files, allowing the end user to modify the sounds if they wish.

 Just this developers two cents worth.
 later,
che

- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 1:20 PM
Subject: [Audyssey] file format for MOTA sounds



Hi Tom,

Just had a thought, but I kept it on list in case it does end up
grabbing you and other developers that might have more knowledge want
to chime in.

Been flicking through the sounds from MOTA and I realised you're using
wave files for everything.  I wasn't sure whether this was still going
to be the case come the final release or not?  It just occurred that
now that you've started running multiple threads, using well encoded
mp3/ogg/some other compression might not be a big resource hogg, but
boy it would dramatically decrease the size of the overall download
and instalation directory.  As you know I'm only just beginning to
fumble my way around writing code, so whether compressed formats would
have to be decoded everytime they're triggered to play etc I have no
idea.  If that does turn out to be the case, it still might be worth
considering having longer loops such as music and ambience as mp3's
with actual gameplay sounds that're being triggered all the time still
as wavs.

Whether you end up making any changes to go with that or not, thought
it was worth a quick note to point out to you that at the moment all
the files I checked in the speech directory are in stereo.  Lowering
the sample rate of those as you have makes perfect sense and is a bit
of a space saver, you can half the filesize of that again by using
mono files.  Perhaps you knew that already and it doesn't play ball
with the engine in some way, but thought it was worth a mention in
case you're not a big sound geek.

Cheers
Scott

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Re: [Audyssey] a thought about MOTA

2009-03-09 Thread Cory Kadlik

I spend the moeny. lols
- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 5:48 PM
Subject: Re: [Audyssey] a thought about MOTA


 yes, there is no doubt that headphones for a game in stereo allows for 
the best experience, unless you are into getting bone rattling bass out of 
your games.
 I considered doing true surround sound for rail racer, but in asking 
around it seemed very few gamers out there have dolby 5.1 setups, and even 
fewer surround headphones.  I have a set of medusa surround headphones, 
and for the main stream games it works with, it is awesome, but I doubt 
many accessible gamers will be willing to shell out $120 for a set of 
headphones just for a gee whiz factor.

 Later,
che

 Blind folks voting for republicans is like deer voting for hunters.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 09, 2009 9:48 AM
Subject: Re: [Audyssey] a thought about MOTA



Hi Charles,
Thanks, but that makes me feel a bit guilty. One of the things I imagined 
when creating the Genesis 3D engine was a full virtual reality in 3d. Not 
just 3d audio, but an actual 3d environment as well. Personally, from my 
tests the best way to get the full experience is by using headphones, and 
if you have a set of 3d headphones the experience is even better. So I 
didn't really design the engine with speakers in mind although that 
option is still available of course. Imagine my future games like Tomb 
Hunter II etc sounding like Shades of Doom with, but in a true 3d 
environment as well.
I guess what I am saying is it is hard to really do what the sighted game 
companies are doing such as 3d FPS style games and stick to a simple 
stereo format like MOTA uses. With MOTA that is fine since there is only 
really left and right to deal with. In other games you will have left, 
right, foward, backward, up, and down to deal with. That's considerably 
more to think about and a lot more to listen to. Also trickier to figure 
out as well.


Charles Rivard wrote:
One of the things that I like about this game is that you do not need to 
wear a headset to play it well.  Hopefully, this trend will continue, 
because I have always very much preferred using speakers rather than 
wearing a headset when I play.


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Re: [Audyssey] Accessible Mainstream Games

2009-03-09 Thread Pranav Lal
Check out the following website for details.
http://www.7128.com/
the games require a customised gaming environment that is also sold by the
company. The games also seen to be cross-platform.

Pranav
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, March 06, 2009 11:58 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Accessible Mainstream Games

what games are these?
At 01:44 p.m. 6/03/2009, you wrote:
Hi Eleanor,

This is most interesting. I will now have to take a second look at your
games. smile

Pushing keys though does not go far enough. If I do play a game adapted for
dragon, I would rather use natural language commands like pick up item
etc.
Pranav


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Re: [Audyssey] MOTA Beta 2 Released!

2009-03-09 Thread Pranav Lal
Hi Thomas,

I finally had the chance to play a little with beta 2. I have not read all
my messages yet so I hope beta 3 is not out.

1. There are points in the game where the view command fails. That is, let
us say that I'm moving from side to side. Once I pick up a few objects or
fight with a few hostiles, I find that hitting the v key does not do
anything. I need to take a few steps to the right and a few steps to the
left and then perhaps the command will start working.

2. I am no longer being thrown out of the game temporarily as I was in beta
1.

3. I have played the game running exclusively as a limited user in windows
XP professional. I have not had any problems that I could relate to running
as a limited user. At least, nothing showed up in the Windows event logs.

4. I have tried to save the game using the function keys. However, nothing
has happened when I have pressed these keys. Have you been able to implement
this feature?
Other notes:
I now managed to get a little further in the game. I was able to get on to
the ledge, crossed the statue, kill a few more hostiles, swim across the
water, take whatever I could on the other side and then swim back. 

Pranav
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, March 03, 2009 12:31 AM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Beta 2 Released!

Hello gamers,
On behalf of USA Games Interactive I would like to announce the 
immediate availability of Tomb Hunter Mysteries of the Ancients Beta 2. 
This release has several notable bug fixes, updates, and new features 
for Windows XP, Vista, and Windows 7 users. Note, prier to installing 
Beta 2 you must completely uninstall Beta 1 from your system. Failior to 
do so will result in some components not being upgraded and may 
introduce some unforseen stability issues.
For Windows Vista and Windows 7 users it is no longer necessary to 
install the game to your local account. Using the default installation 
directory
c:\Program Files\USA Games\Tomb Hunter I
should now work for everyone regardless of operating system, type of 
user account, and weather or not user account control is active.

What's New in This Release

You can now use escape to exit most game menus and screens.
Theme music is silenced while in the describe sounds menu.
You can now use y or n to anser yes/no prompts.
Changed quit game command to q.
User settings, high scores, etc are now stored in the user's application 
data directory.
Now, works with limited Windows XP, Vista, and Windows 7 user accounts.
Resolved compatibility issues with Windows Vista/Windows 7 user account 
control.
Increased the length of time between the start of a jump and the end of 
a jump.
Fixed problem where Angela says dead end when encountering a stone 
statue. She now unlocks and opens it automatically if she has a key.
Fixed issue with weapon sounds. You can now perform rapid fire attacks 
with all weapons.
After being killed in arcade mode you will now start in the room last 
visited.
Updated enemy AI to allow player to duck/jump out of the way of the 
enemy's attack.
Fixed problem with tab key when alt+tabbing between open windows.
Pressing p now reports the number of potions remaining.
Pressing  t now reports the number of torches remaining.
Pressing 8 automatically drinks a healing potion.
Pressing 9 automaticallylights a torch.
Reduced the amount of strength restored per second.
Updated chasm wind sounds.
Will now  work with .NET 3.0 and .NET 3.5 frameworks.
Now includes DirectX dependancies with installation.
Checks for .NET Framework 3.0 or better during installation.
Will now automatically download and install .NET Framework 3.5 SP1 if 
.NET Framework is not found.

To download this release visit our products page at
http://www.usagamesinteractive.com/products.php
Sincerely,
Thomas Ward
president of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] a thought about MOTA

2009-03-09 Thread Yohandy
where does one get surround sound headphones? I'd be interested in any info 
you guys can provide, as well as your experiences. Surround sound headphones 
don't really sound like they'd be all that great. I doubt we'll get the same 
experience as we'd get with a surround sound system, but I could be wrong 
about this. if the headphones sound real good and you guys give me some good 
recommendations then it'll definitely be worth the cash



- Original Message - 
From: Cory Kadlik ckadl...@verizon.net
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 09, 2009 9:36 PM
Subject: Re: [Audyssey] a thought about MOTA



I spend the moeny. lols
- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 5:48 PM
Subject: Re: [Audyssey] a thought about MOTA


 yes, there is no doubt that headphones for a game in stereo allows for 
the best experience, unless you are into getting bone rattling bass out 
of your games.
 I considered doing true surround sound for rail racer, but in asking 
around it seemed very few gamers out there have dolby 5.1 setups, and 
even fewer surround headphones.  I have a set of medusa surround 
headphones, and for the main stream games it works with, it is awesome, 
but I doubt many accessible gamers will be willing to shell out $120 for 
a set of headphones just for a gee whiz factor.

 Later,
che

 Blind folks voting for republicans is like deer voting for hunters.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 09, 2009 9:48 AM
Subject: Re: [Audyssey] a thought about MOTA



Hi Charles,
Thanks, but that makes me feel a bit guilty. One of the things I 
imagined when creating the Genesis 3D engine was a full virtual reality 
in 3d. Not just 3d audio, but an actual 3d environment as well. 
Personally, from my tests the best way to get the full experience is by 
using headphones, and if you have a set of 3d headphones the experience 
is even better. So I didn't really design the engine with speakers in 
mind although that option is still available of course. Imagine my 
future games like Tomb Hunter II etc sounding like Shades of Doom with, 
but in a true 3d environment as well.
I guess what I am saying is it is hard to really do what the sighted 
game companies are doing such as 3d FPS style games and stick to a 
simple stereo format like MOTA uses. With MOTA that is fine since there 
is only really left and right to deal with. In other games you will have 
left, right, foward, backward, up, and down to deal with. That's 
considerably more to think about and a lot more to listen to. Also 
trickier to figure out as well.


Charles Rivard wrote:
One of the things that I like about this game is that you do not need 
to wear a headset to play it well.  Hopefully, this trend will 
continue, because I have always very much preferred using speakers 
rather than wearing a headset when I play.


---
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Re: [Audyssey] a thought about MOTA

2009-03-09 Thread Che
 Look up medusa headphones, they come from england, but very very well 
made. they work very well once you get the drivers going, they have multiple 
speakers in each ear piece to simulate the surround sound, basically a 5.1 
setup for your ears.

later
che

- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 10:54 PM
Subject: Re: [Audyssey] a thought about MOTA


where does one get surround sound headphones? I'd be interested in any 
info you guys can provide, as well as your experiences. Surround sound 
headphones don't really sound like they'd be all that great. I doubt we'll 
get the same experience as we'd get with a surround sound system, but I 
could be wrong about this. if the headphones sound real good and you guys 
give me some good recommendations then it'll definitely be worth the cash



- Original Message - 
From: Cory Kadlik ckadl...@verizon.net
To: Che c...@blindadrenaline.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 09, 2009 9:36 PM
Subject: Re: [Audyssey] a thought about MOTA



I spend the moeny. lols
- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 09, 2009 5:48 PM
Subject: Re: [Audyssey] a thought about MOTA


 yes, there is no doubt that headphones for a game in stereo allows for 
the best experience, unless you are into getting bone rattling bass out 
of your games.
 I considered doing true surround sound for rail racer, but in asking 
around it seemed very few gamers out there have dolby 5.1 setups, and 
even fewer surround headphones.  I have a set of medusa surround 
headphones, and for the main stream games it works with, it is awesome, 
but I doubt many accessible gamers will be willing to shell out $120 for 
a set of headphones just for a gee whiz factor.

 Later,
che

 Blind folks voting for republicans is like deer voting for hunters.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, March 09, 2009 9:48 AM
Subject: Re: [Audyssey] a thought about MOTA



Hi Charles,
Thanks, but that makes me feel a bit guilty. One of the things I 
imagined when creating the Genesis 3D engine was a full virtual reality 
in 3d. Not just 3d audio, but an actual 3d environment as well. 
Personally, from my tests the best way to get the full experience is by 
using headphones, and if you have a set of 3d headphones the experience 
is even better. So I didn't really design the engine with speakers in 
mind although that option is still available of course. Imagine my 
future games like Tomb Hunter II etc sounding like Shades of Doom with, 
but in a true 3d environment as well.
I guess what I am saying is it is hard to really do what the sighted 
game companies are doing such as 3d FPS style games and stick to a 
simple stereo format like MOTA uses. With MOTA that is fine since there 
is only really left and right to deal with. In other games you will 
have left, right, foward, backward, up, and down to deal with. That's 
considerably more to think about and a lot more to listen to. Also 
trickier to figure out as well.


Charles Rivard wrote:
One of the things that I like about this game is that you do not need 
to wear a headset to play it well.  Hopefully, this trend will 
continue, because I have always very much preferred using speakers 
rather than wearing a headset when I play.


---
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