Re: [Audyssey] 3D navigation

2009-11-02 Thread Jim Kitchen

Hi Charles,

I due to RPs tunnel vision became legally blind at 21 and had to give up 
driving at that point.  I could still see pretty good until I was about 30.  So 
I still think that I have pretty good spacial visualization skills.  And with 
some exploring I get around new environments pretty darn good.

But when it comes to games, I am one of those who just walks around and around 
running into walls and getting frustrated.  Could be because I do not have 
surround sound speakers or headphones or sound card,  But could also be because 
in the real world there is tactile feedback, wind, smells, being able to stand, 
listen, turn your head back and forth etc etc.  I think that it also has some 
to do with how much you really really want to be able to play the game and how 
many times and how much frustration you are willing to put up with to get it.

Some people have had allot of trouble with Pong, Homer on a Harley, Puppy 1, 
Mach 1 and Mach 1 tts.  Just can not get the play of the game pictured in their 
head I guess.

I did buy a Book Sense XT and some professional stereo ear bud sort of type 
microphones.  I recorded a walk out to the flag pole and back.  I think that it 
sounds awesome!  Don't know if one could get such realism in a game or not.

BFN

Jim

Reality is the only obstacle to happiness.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Monkey Business - Re: 3D navigation

2009-11-02 Thread Thomas Ward

Hi Kelly,
To date I can find no one who has beaten the bonus level in Monkey 
Business. Certainly not me. That and the ledges are probably the two 
most challenging parts  of the game.


Kellie and my lovable Lady J. wrote:

Hey Charles,
Now that is the one part that I just couldn't figure out.  I just 
can't quite get it. lol When I think I understand... I don't. lol My 
husband didn't get it either so... at least we know we aren't the only 
ones.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com



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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Phil,
Hmmm...Well, the only problemI can foresee with that solution is in a 
game like MOTA or any of the Tomb Hunter series we are in an ancient 
tomb or abandoned temple. As a result I'd have to get pretty creative if 
I am going to speak a countdown timer. However, in games like Shades of 
Doom it is a science fiction type game so having a computer speaking a 
countdown timer is quite at home in a game like that. I guess what I'm 
aiming for is realism.


Smile.

Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was 
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance 
to you either in a normal voice which was ahead of you or in a deep 
voice which was ghosts behind you.


Or in Space invaders where the invaders spoke their distance from you 
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a 
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self 
destruct.

So having a trap door that counts down to when it is closed is realistic.
Phil



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Re: [Audyssey] Monkey Business - Re: 3D navigation

2009-11-02 Thread Ryan Strunk
I don't think the bonus level is beatable. If I remember right, he said the
beta testers could get 4 to 6 monkeys.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 02, 2009 9:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Monkey Business - Re: 3D navigation

Hi Kelly,
To date I can find no one who has beaten the bonus level in Monkey 
Business. Certainly not me. That and the ledges are probably the two 
most challenging parts  of the game.

Kellie and my lovable Lady J. wrote:
 Hey Charles,
 Now that is the one part that I just couldn't figure out.  I just 
 can't quite get it. lol When I think I understand... I don't. lol My 
 husband didn't get it either so... at least we know we aren't the only 
 ones.
 Kellie and my lovable Lady J.
 Resident Adviser, Guide Dogs for the Blind Oregon campus
 www.guidedogs.com


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[Audyssey] Avoiding attacks in MOTA

2009-11-02 Thread Ryan Strunk
Hi Tom,

I read in the manual that it is possible to duck attacks from enemies. I
imagine ducking isn't quite as simple and straightforward as it used to be
back when you could just crouch under the Cyclops, but I'm curious how it's
done now. I imagine you don't just run into each room blazing away and hope
that you hurt the enemy worse before he/she hurts you. So with that said,
how do you avoid enemy attacks now? Is it possible to get through the whole
game without taking a hit if you're really talented?

Thanks,
Ryan


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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Hayden,

Sigh...That is not what I meant. Technically beta 10 will contain all of 
the game levels, but they may not be totally complete. There may be 
miner adjustments required here and there, bug fixes, things that need 
to be rearranged, etc. The entire point of a beta is to test, fix, and 
do more testing until each and every aspect of the game operates more or 
less correctly. How does this effect you as a public beta tester?


Well, the answer is not much. While all of the levels may technically be 
there in the game only those with a product key will be able to unlock 
those levels and test them. Basically, that includes the private testers 
and myself. For the general public, yourself included, you'll have to 
settle for the demo until I begin shipping product keys. When the game 
is run in demo mode, as you have been doing for the last few months, all 
you get is level 1.


HTH

Hayden Presley wrote:

So in other words, Beta 10 will just be level 1?
Hayden
  



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Re: [Audyssey] mota help

2009-11-02 Thread Phil Vlasak

Hi Thomas,
In another message I talked about the trap door making a repeating sound a 
specific number of times.
It would be like a wheel with a flat spot that clicks each time it comes 
around.
So you could test the speed of the trap door and count the clicks then the 
next time get through the door before that number of clicks happen.

That sounds more realistic.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 02, 2009 10:16 AM
Subject: Re: [Audyssey] mota help



Hi Phil,
Hmmm...Well, the only problemI can foresee with that solution is in a
game like MOTA or any of the Tomb Hunter series we are in an ancient
tomb or abandoned temple. As a result I'd have to get pretty creative if
I am going to speak a countdown timer. However, in games like Shades of
Doom it is a science fiction type game so having a computer speaking a
countdown timer is quite at home in a game like that. I guess what I'm
aiming for is realism.

Smile.

Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well was
to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the distance
to you either in a normal voice which was ahead of you or in a deep
voice which was ghosts behind you.

Or in Space invaders where the invaders spoke their distance from you
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self
destruct.
So having a trap door that counts down to when it is closed is realistic.
Phil



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No virus found in this incoming message.
Checked by AVG - www.avg.com
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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Willem,
Perhaps, but this would all depend on someone's sense of pitch. Those of 
us who are musically inclined might have a bit of an advantage as we 
would have an ear for subtle changes in pitch. Others might not be so 
adept at subtle changes in pitch, and would have a more difficult time 
of it. Plus you would have to know at what point is not safe to pass, 
and when you can just barely make it etc.


Smile.

Willem wrote:
Wouldn't pitch or volume also work? Say have the volume  increase as 
the gap gets smaller. This could make judging the dash through the 
trapdoor harder, but it would be more realistic as well.



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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi,
Yeah, I would. However, adding them to the sound descriptions menu would 
be no big problem. That's what it is there for.


Smile.

David Chittenden wrote:

Hello,

For those closing doors, you can have a grinding sound which gets 
louder as the door gets closer to closing, or you can have the pitch 
of the sound decrease as the door gets closer to being closed. The 
only thing is, you would need to place the sounds in the training area 
so the player knows what they mean.


David Chittenden, MS, CRC, MRCAA




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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Phil,
Right. Like I said earlier using pitch or volume is a very subtle type 
of change. It is continuous and you have to be pretty skilled at 
identifying those subtle changes. What may work better is a clank, 
grind, or some other clue that the door is about to fall in a second or 
two.So just before the door drops the game could play some special sound 
that is an indicator to standback as the door is coming down. If you 
aren't quick or too close smash goes the player.


Phil Vlasak wrote:

Hi Willem,
The problem with pitch or volume is they are continuous and unless you 
practice a lot you would not know what pitch or volume equaled the 
point the trap door would be too narrow for you to slip through.
One way would be to have the trap door make clank sounds such as made 
by spokes on a wheel.
Then you could count the clanks in a test, and if there was twenty, 
you could press the button and get under before the 20 clanks sounded.

Phil



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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Kelly,
That very well may be. Although, one thing I've noticed about Monkey 
Business in particular is you really have to depend a lot on audio 
landmarks. Take the jungle for example.
You have a lot of very good clues to let you know exactly where you are 
in the jungle. You have the bee hive, the various waterfalls, quicksand, 
various stones represented by birds, and then even the ambiance of the 
jungle changes slightly depending on where you are in the jungle. If you 
are good at picking out these sounds and using them as a guide that game 
is easy enough to get around even without the GMA style view commands.


Kellie and my lovable Lady J. wrote:
This is much how I think as well. Though I also had perfect vision or 
the first 8 years and remember things clearly. I actually think in 
visually terms still and can read maps pretty easily.
But maybe that is why I don't have as hard of a time navigating in 
monkey business. My husband is also good at monkey business and he saw 
until he was 15 so who knows.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com



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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Peter,

Hmmm...Well in Shades of Doom and Sarah too there are commands to mark 
your location.That way if you run across a marker you know you've been 
there before. Plus Shades of doom does let you find doors and exits with 
the x key.  Both also have a way to check if you've visited that spot 
before. However, in Sarah you need the Remember All to get the visited 
here reminder. I wonder if these features would help you much, and how 
much success you have had using them?


As far as background ambiance goes I certainly plan to do all I can in 
terms of providing that kind of feedback. Obvious things like lava pits, 
fire, dripping ledges, swinging ropes, etc does a good job of providing 
an audio landmark of where you are. I could also add visited here 
commands to let you know if you've been in a certain room or not before.


peter Mahach wrote:
well thomas, I'm not exactly sure, however I can give a great example 
of a game I could quickly get out of circling, that game being 
entombed. the first thing that could tell me I'm iomewhere I explored 
was the squishing sound of enemy corpses and the coordinates key said 
if I have been or have not been here before. but the cool part is the 
slash key. it gives a message of something like this. nearest 
unexplored space: west, 1. north, 2. east, 3. north, 2. west, 7... 
and so on.you could call it a gps of sorts that doesn't spoil anything 
but it can certainly lead you out of circling. but being the game is 
more based on squares like treasure hunt I see a different way that'd 
be more suited for an full fps game. up on pressing a key you could 
hear something like area locator on. go straight... turn east here... 
climb this ladder... or something like that until you reach the area. 
then it could say unexplored space located. area navigator off. 
another thing could be sound landmarks. for instance in monkey 
business almost on every level there are different ambiences that only 
add to the atmosphere yet aid in navigation. ah, I've been here 
before... so let's go another way. I know this isn't suited for 
something like mota unless you could use different drips, wind howls 
for different areas but in something like a star trek game that could 
work better with sounds of people working with pads... the warp core 
in the middle of the room... etc. 




hth.



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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Dark,

Yes, I am a fan of mazes too. Not to mention in games such as the Tomb 
Hunter series I'm starting mazes would be quite appropriate for that 
genre of game. After all mazes would be an effective deterrent for the 
casual tomb robber and treasure hunter. Plus it would be just another 
type of puzzle you --- the gamer --- would have to solve in order to 
beat the game.



One thing I've always enjoyed about the Tomb Raider games is it's not 
all about slaying monsters and collecting ancient treasure. A good 
portion of that series of games has to do with puzzle solving and 
figuring out riddles. It is often challenging and fun, but not for 
someone who is impatient. Not all of the puzzles/riddles are that easy 
to figure out unless you are the type who looks up the answers in a 
walkthrough.


Anyway, using 3d mazes, although it might be confusing, certainly would 
be a challenging part of the game. For those who enjoy such challenges 
it would be all a part of the game's replay value. For those people who 
like puzzles all of the mazes would be a new puzzle to solve.


Smile.


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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Dark,

A good point. Not to mention if I'm intentionally creating a maze in the 
Tomb Hunter games like David with Shades of Doom an unexplored navigator 
might be too much like a cheat. A simple visited here reminder should be 
enough to tell you that you've explored this location before. Plus the 
ambient effects such as dripping water, windy passages, swinging ropes, 
lava pits, whatever should be a clue you've been in this room before as 
well.


dark wrote:
I'm not sure on the unexplored space navigator,  sinse discovering 
ropes to climb etc would be part of the challenge of the game for me.


Maybe it could tell you roughly where the nearest unexplored area was, 
  and leave getting there up to you,  Eg, east 30 meters, or 
down 10 if it was space on another floor.


I totally agree with peter here about the ambient sounds,  though 
i well suspect this is already planned for Mota anyway.


this is something I've used significantly in Shades, Sarah and Gma 
tank commander, which has helped hugely!


Beware the Grue!

dark.

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Re: [Audyssey] mota help

2009-11-02 Thread Willem
You could have the door click in a certain way or ... well, there are 
many ways to skin a cat.

Thomas Ward wrote:

Hi Phil,
Hmmm...Well, the only problemI can foresee with that solution is in a 
game like MOTA or any of the Tomb Hunter series we are in an ancient 
tomb or abandoned temple. As a result I'd have to get pretty creative 
if I am going to speak a countdown timer. However, in games like 
Shades of Doom it is a science fiction type game so having a computer 
speaking a countdown timer is quite at home in a game like that. I 
guess what I'm aiming for is realism.


Smile.

Phil Vlasak wrote:

Hi Thomas,
The only way I was able to get those timed situations working well 
was to have a verbal countdown.
I did this in the DOS Pack man in which the ghosts voiced the 
distance to you either in a normal voice which was ahead of you or in 
a deep voice which was ghosts behind you.


Or in Space invaders where the invaders spoke their distance from you 
as they changed rows.
David did a countdown in his SOD timed mines and I am adding a 
countdown in Sarah to spells that are timed to end.
Even Star Trek had a count down voice for when the ship would self 
destruct.
So having a trap door that counts down to when it is closed is 
realistic.

Phil



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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Kelly,

Hmmm...You have a point there. However, volume wouldn't be a good 
indicator in this case. Main reason is that volume is determined by 
DirectX according to the distance you are away from the object. So if a 
sound is loaded into a DirectX 3D sound buffer the  3d listener handles 
the volume of the sound, and there is no way to independently control 
the volume. As Willem said I'd probably have to use pitch instead.


Kellie and my lovable Lady J. wrote:
But wouldn't the guess work be part of the challenge? I mean, in all 
honesty I don't know how feasible it would be to try that. But, in 
Jim's baseball game wen the sound is moving from the left to teh right 
speaker, practice is what helps you succeed. Just like a sighted 
player has to estimate the gap and if they are wrong? they get hit. I 
think the idea of it getting louder as it is closing, interesting.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com



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Re: [Audyssey] mota help

2009-11-02 Thread Willem
You could increase the volume of the loop itself though. Sort of make it 
louder the longer the file plays.

Thomas Ward wrote:

Hi Kelly,

Hmmm...You have a point there. However, volume wouldn't be a good 
indicator in this case. Main reason is that volume is determined by 
DirectX according to the distance you are away from the object. So if 
a sound is loaded into a DirectX 3D sound buffer the  3d listener 
handles the volume of the sound, and there is no way to independently 
control the volume. As Willem said I'd probably have to use pitch 
instead.


Kellie and my lovable Lady J. wrote:
But wouldn't the guess work be part of the challenge? I mean, in all 
honesty I don't know how feasible it would be to try that. But, in 
Jim's baseball game wen the sound is moving from the left to teh 
right speaker, practice is what helps you succeed. Just like a 
sighted player has to estimate the gap and if they are wrong? they 
get hit. I think the idea of it getting louder as it is closing, 
interesting.

Kellie and my lovable Lady J.
Resident Adviser, Guide Dogs for the Blind Oregon campus
www.guidedogs.com



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Re: [Audyssey] 3D navigation

2009-11-02 Thread Thomas Ward

Hi Jim,

Certainly having a 5.1 surround sound headphones and sound card 
certainly helps, but it isn't always necessary to play an FPS game like 
Shades of Doom. I know in Shades of Doom it can be configured for 
standard stereo headphones and speakers or for a full 5.1 surround sound 
system.  Even without a 5.1 surround sound setup I did play and beat the 
game. Having that kind of audio setup added to the realism, made things 
easier, but wasn't necessary for me to beat the game.


However, I think you brought up a good point about games lacking good 
tactile feedback. All of us use some form of tactile feedback in the 
real world such as trailing walls and sidewalks, get feedback from our 
canes and our feet, pick up smells, listen for audio cues, etc. As a 
result we can generally depend on four of our five senses. In a game we 
depend specifically on audio alone, and I guess some people aren't able 
to travel based on audio alone.


Jim Kitchen wrote:

Hi Charles,

I due to RPs tunnel vision became legally blind at 21 and had to give 
up driving at that point.  I could still see pretty good until I was 
about 30.  So I still think that I have pretty good spacial 
visualization skills.  And with some exploring I get around new 
environments pretty darn good.


But when it comes to games, I am one of those who just walks around 
and around running into walls and getting frustrated.  Could be 
because I do not have surround sound speakers or headphones or sound 
card,  But could also be because in the real world there is tactile 
feedback, wind, smells, being able to stand, listen, turn your head 
back and forth etc etc.  I think that it also has some to do with how 
much you really really want to be able to play the game and how many 
times and how much frustration you are willing to put up with to get it.


Some people have had allot of trouble with Pong, Homer on a Harley, 
Puppy 1, Mach 1 and Mach 1 tts.  Just can not get the play of the game 
pictured in their head I guess.


I did buy a Book Sense XT and some professional stereo ear bud sort of 
type microphones.  I recorded a walk out to the flag pole and back.  I 
think that it sounds awesome!  Don't know if one could get such 
realism in a game or not.


BFN

Jim

Reality is the only obstacle to happiness.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] 3D navigation

2009-11-02 Thread dark

Hi Tom.

On the matter of sound, well I've never had the full 5.1 but have always 
used a pair of very good headphones, and the virtual 3D support in the Gma 
engine has always done very well.


On the sensary front though, - while obviously including smell and touch 
in a game is beyond the limits of current technology, you could put in some 
assistive audio to in a sense take their place.


For example, varying step sounds for different surfaces, - even within 
the same general area given the land marks,  rather the way Superliam 
used the different step bounderies to indicate hazards in the path.


then, as already mentioned, make the wall bump sound sterrio, so you can 
tell when the wall is ahead or to one side.


You might considder using a wall trailing sound as Terraformers did, to 
allow you to trail along one wall in audio,  rather the way many people 
would trail along a wall by touch in real life.


Just my thoughts.

Beware the grue!

dark. 



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Re: [Audyssey] Monkey Business - Re: 3D navigation

2009-11-02 Thread Thomas Ward

Hi Ryan,

Thanks. Now I don't feel so bad.If six is the max anyone has gotten then 
I didn't do too bad.I think the most I got was about four one time.


Ryan Strunk wrote:

I don't think the bonus level is beatable. If I remember right, he said the
beta testers could get 4 to 6 monkeys.
  



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Re: [Audyssey] Avoiding attacks in MOTA

2009-11-02 Thread Thomas Ward

Hi Ryan,
No, there really isn't a way to make it all the way through a level 
without taking any damage. Even if you duck/crouch some of the enemies 
shots will miss you, but they will quickly adjust their aim and 
shoot/stab  you where you are. So it is best to do a quick duck, stand, 
jump, etc to try and avoid shots. However, it is very hit or miss. You 
can avoid some shots and sword attacks, but certainly not all of them. 
So think of it as trying to minimize the damage, but you can't go 
without taking a few hits here and there.


HTH

Ryan Strunk wrote:

Hi Tom,

I read in the manual that it is possible to duck attacks from enemies. I
imagine ducking isn't quite as simple and straightforward as it used to be
back when you could just crouch under the Cyclops, but I'm curious how it's
done now. I imagine you don't just run into each room blazing away and hope
that you hurt the enemy worse before he/she hurts you. So with that said,
how do you avoid enemy attacks now? Is it possible to get through the whole
game without taking a hit if you're really talented?

Thanks,
Ryan


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Re: [Audyssey] mota help

2009-11-02 Thread Thomas Ward

Hi Phil,
That works for me. A person might have to give it a few tries before 
he/she figures out how many turns/clicks are before it closes, but 
certainly a doable and realistic solution to the problem.


Smile.



Hi Thomas,
In another message I talked about the trap door making a repeating 
sound a specific number of times.
It would be like a wheel with a flat spot that clicks each time it 
comes around.
So you could test the speed of the trap door and count the clicks then 
the next time get through the door before that number of clicks happen.

That sounds more realistic.
Phil



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[Audyssey] Cookies in Ie 8

2009-11-02 Thread dark
Hi. 

I'm just wondering if anyone else is using Ie 8 and having the same issue with 
it I do, because it's rather getting on my nerves. 

For some reason, it doesn't seem to store cookies set by websites for any time 
at all. 

Whether it's forums like audiogames.net, or online games,  or even the 
logue in details for Blind adrenalin card room, I keep having to re-enter 
details, even when i've clicked the remember me box which should set the 
appropriate cookie. 

It works temporarily, but once I've shut down the computer and restarted,  
it stops. 

Given all the stuff I use online, this is a pain indeed! 

I've checked the settings in the auto complete section and in the main settings 
session,  and the deletion settings in main options. 

While I have Ie set not to use form data or remember passwords (sinse this can 
be a pest), I haven't altered any of the cookie settings at all. 

If anyone can give me some advice on this I'd appreciate it sinse,  
especially on websites which have extensive logue in procedure, it can be 
irritating. 

Beware the grue! 

Dark.
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[Audyssey] Friend foe and Threat rating in ce?

2009-11-02 Thread Darren Harris
Hi,

Am wondering first, how you go about working out what is a friend and what
isn't on the scanner screen? I took a mission to destroy some ore barges,
the black hand ones were the enemy it seems but I shot at a few private ones
they gave me a bounty but also counted towards my mission ratings. So is
there a way of knowing what to and what not to shoot at?

Secondly, how do I determine my personal threat rating? For example, when am
looking at combat missions, I can see some serious ratings up in the 7100's
so I'm not quite sure if I can take those on or not, any thoughts?

Thanks.
Checked by AVG - www.avg.com 
Version: 9.0.700 / Virus Database: 270.14.45/2476 - Release Date: 11/02/09
07:51:00



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Re: [Audyssey] Cookies in Ie 8

2009-11-02 Thread Valiant8086
Hey.
Maybe I can help.
  1.. open internet explorer 8
  2.. press alt+t for tools
  3.. press o for options until you get to options
  4.. If it didn't already open the first time you hit o, press enter on options
  5.. shift+tab about once to get to the list of tabsin this multi page dialogue
  6.. Press right arrow about twice until you get to the privacy tab
  7.. Tab into this page about 3 times until you reach the advanced button
  8.. Press space on the advanced button
  9.. check the override automatic cookie handling checkbox.
  10.. Tab around the dialogue and try making modifications to the settings in 
here. Maybe you can figure out how to get it to behave as you want.

  Hope this helps
  - Original Message - 
  From: dark 
  To: Gamers@audyssey.org 
  Sent: Monday, November 02, 2009 2:04 PM
  Subject: [Audyssey] Cookies in Ie 8


  Hi. 

  I'm just wondering if anyone else is using Ie 8 and having the same issue 
with it I do, because it's rather getting on my nerves. 

  For some reason, it doesn't seem to store cookies set by websites for any 
time at all. 

  Whether it's forums like audiogames.net, or online games,  or even the 
logue in details for Blind adrenalin card room, I keep having to re-enter 
details, even when i've clicked the remember me box which should set the 
appropriate cookie. 

  It works temporarily, but once I've shut down the computer and restarted, 
 it stops. 

  Given all the stuff I use online, this is a pain indeed! 

  I've checked the settings in the auto complete section and in the main 
settings session,  and the deletion settings in main options. 

  While I have Ie set not to use form data or remember passwords (sinse this 
can be a pest), I haven't altered any of the cookie settings at all. 

  If anyone can give me some advice on this I'd appreciate it sinse,  
especially on websites which have extensive logue in procedure, it can be 
irritating. 

  Beware the grue! 

  Dark.
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Re: [Audyssey] mota help

2009-11-02 Thread Valiant8086
Either that or you could make like a sliding glass door going from left to 
right or maybe from both sides and closing on one another, and you gotta listen 
to the sounds moving toward one another and if they are in the same place, 
directly in front of you and they clang, well you can't make it through cause 
they're completely closed together. But You'd have to make the left side make a 
different sound than the right side or you'd not be able to tell which side of 
the trapdoors were doing what. So basically when you press the lever or what 
ever you hear the two doors moving off to your left and off to your right, but 
as soon as you start moving, they begin to move back towards one another. Maybe 
that could be done.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Monday, November 02, 2009 12:46 PM
  Subject: Re: [Audyssey] mota help


  Hi Kelly,

  Hmmm...You have a point there. However, volume wouldn't be a good 
  indicator in this case. Main reason is that volume is determined by 
  DirectX according to the distance you are away from the object. So if a 
  sound is loaded into a DirectX 3D sound buffer the  3d listener handles 
  the volume of the sound, and there is no way to independently control 
  the volume. As Willem said I'd probably have to use pitch instead.

  Kellie and my lovable Lady J. wrote:
   But wouldn't the guess work be part of the challenge? I mean, in all 
   honesty I don't know how feasible it would be to try that. But, in 
   Jim's baseball game wen the sound is moving from the left to teh right 
   speaker, practice is what helps you succeed. Just like a sighted 
   player has to estimate the gap and if they are wrong? they get hit. I 
   think the idea of it getting louder as it is closing, interesting.
   Kellie and my lovable Lady J.
   Resident Adviser, Guide Dogs for the Blind Oregon campus
   www.guidedogs.com


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Re: [Audyssey] mota help

2009-11-02 Thread Valiant8086
Either that or when you go to open it you can count how many ticks it takes to 
open the door as you turn teh wheel to open the trapdoor. Then you can take off 
say two clicks or so and when it closes if you get to the amount of clicks it 
took to open it minus 2, you probably can't make it.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Monday, November 02, 2009 1:20 PM
  Subject: Re: [Audyssey] mota help


  Hi Phil,
  That works for me. A person might have to give it a few tries before 
  he/she figures out how many turns/clicks are before it closes, but 
  certainly a doable and realistic solution to the problem.

  Smile.


   Hi Thomas,
   In another message I talked about the trap door making a repeating 
   sound a specific number of times.
   It would be like a wheel with a flat spot that clicks each time it 
   comes around.
   So you could test the speed of the trap door and count the clicks then 
   the next time get through the door before that number of clicks happen.
   That sounds more realistic.
   Phil


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Re: [Audyssey] Friend foe and Threat rating in ce?

2009-11-02 Thread David Chittenden

Hello,

For those who can see, the scanner shows different colours. Jaws is not 
able to read the colours. I figure it out by the name such as pirate, 
raider, black hand, etc.


For the threat, look at the number from 0 to 26. The higher the number, 
the more difficult.


David Chittenden, MS, CRC, MRCAA


Darren Harris wrote:

Hi,

Am wondering first, how you go about working out what is a friend and what
isn't on the scanner screen? I took a mission to destroy some ore barges,
the black hand ones were the enemy it seems but I shot at a few private ones
they gave me a bounty but also counted towards my mission ratings. So is
there a way of knowing what to and what not to shoot at?

Secondly, how do I determine my personal threat rating? For example, when am
looking at combat missions, I can see some serious ratings up in the 7100's
so I'm not quite sure if I can take those on or not, any thoughts?

Thanks.
Checked by AVG - www.avg.com 
Version: 9.0.700 / Virus Database: 270.14.45/2476 - Release Date: 11/02/09

07:51:00



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Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in ce?

2009-11-02 Thread Darren Harris
The 1 to 26 is easy to work out. The threat rating I'm talking about is on
the mission screen.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of David Chittenden
Sent: 02 November 2009 21:43
To: Gamers Discussion list
Subject: [SPAM] Re: [Audyssey] Friend foe and Threat rating in ce?


Hello,

For those who can see, the scanner shows different colours. Jaws is not 
able to read the colours. I figure it out by the name such as pirate, 
raider, black hand, etc.

For the threat, look at the number from 0 to 26. The higher the number, 
the more difficult.

David Chittenden, MS, CRC, MRCAA


Darren Harris wrote:
 Hi,

 Am wondering first, how you go about working out what is a friend and 
 what isn't on the scanner screen? I took a mission to destroy some ore 
 barges, the black hand ones were the enemy it seems but I shot at a 
 few private ones they gave me a bounty but also counted towards my 
 mission ratings. So is there a way of knowing what to and what not to 
 shoot at?

 Secondly, how do I determine my personal threat rating? For example, 
 when am looking at combat missions, I can see some serious ratings up 
 in the 7100's so I'm not quite sure if I can take those on or not, any 
 thoughts?

 Thanks.
 Checked by AVG - www.avg.com
 Version: 9.0.700 / Virus Database: 270.14.45/2476 - Release Date: 11/02/09
 07:51:00



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Re: [Audyssey] Cookies in Ie 8

2009-11-02 Thread dark

Hi.

I've checked various options in the auto complete and deletion history 
pages, but I didn't know there was a cookie handling settings in the 
advanced options on the privacy page (I usually use ctrl tab to go betwene 
property sheets,  but I get where it is generally).


I'll go and have a look.

Beware the grue!

Dark. 



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Re: [Audyssey] Friend foe and Threat rating in ce?

2009-11-02 Thread dark
The factions in the game are complex,  so if you want to get in confed 
good books shooting galfed ships might help.


I do however see the problem when on a galfed mission, and the name of the 
ship type isn't clearly pirate or the like.


On the pluss side, it doesn't actually matter too much, sinse you just lose 
some xp with a given faction, though run into a similar problem with confed, 
sinse one npc mission I did required me to attack confed ships and I'm now 
listed as a swarn enemy.


I'll ask around on the forums for some more info on this one, but generally 
it should be relatively obvious what faction ships are,  in fighting ore 
barges for example, Galfed are obviously going to be somewhat annoyed if you 
go blowing up barges belonging to Asha and wesbek.


Beware the grue!

Dark.


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Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in ce?

2009-11-02 Thread dark
The mission screen threat rating hasn't been accessified yet,  but it's 
hopefully in the pipeline.


Also bare in mind though, that threat ratings are not absolutes, sinse their 
gbased on total gun and hp comparisons.


If you've got drones, targiting modules or other aides they won't be counted 
when the game works out threat rating.


Pluss, some high threat ships are only threatening because of their huge 
armour and shields.


i've managed to defeat a number of 26 rated ships because they were 
ultimately onling doing about 150 damage a hit (when they actually hit me 
and didn't attack my drone or miss), while I was doing much more.


Beware the Grue!

Dark.

Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 02, 2009 9:52 PM
Subject: Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in ce?



The 1 to 26 is easy to work out. The threat rating I'm talking about is on
the mission screen.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of David Chittenden
Sent: 02 November 2009 21:43
To: Gamers Discussion list
Subject: [SPAM] Re: [Audyssey] Friend foe and Threat rating in ce?


Hello,

For those who can see, the scanner shows different colours. Jaws is not
able to read the colours. I figure it out by the name such as pirate,
raider, black hand, etc.

For the threat, look at the number from 0 to 26. The higher the number,
the more difficult.

David Chittenden, MS, CRC, MRCAA


Darren Harris wrote:

Hi,

Am wondering first, how you go about working out what is a friend and
what isn't on the scanner screen? I took a mission to destroy some ore
barges, the black hand ones were the enemy it seems but I shot at a
few private ones they gave me a bounty but also counted towards my
mission ratings. So is there a way of knowing what to and what not to
shoot at?

Secondly, how do I determine my personal threat rating? For example,
when am looking at combat missions, I can see some serious ratings up
in the 7100's so I'm not quite sure if I can take those on or not, any
thoughts?

Thanks.
Checked by AVG - www.avg.com
Version: 9.0.700 / Virus Database: 270.14.45/2476 - Release Date: 
11/02/09

07:51:00



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Re: [Audyssey] Friend foe and Threat rating in ce?

2009-11-02 Thread shaun everiss
hmph thats a good question actually look at the alience name for now.
obviously if it says ashar it aint an enemy but yeah really needs to be 
something on that.
At 08:40 a.m. 3/11/2009, you wrote:
Hi,

Am wondering first, how you go about working out what is a friend and what
isn't on the scanner screen? I took a mission to destroy some ore barges,
the black hand ones were the enemy it seems but I shot at a few private ones
they gave me a bounty but also counted towards my mission ratings. So is
there a way of knowing what to and what not to shoot at?

Secondly, how do I determine my personal threat rating? For example, when am
looking at combat missions, I can see some serious ratings up in the 7100's
so I'm not quite sure if I can take those on or not, any thoughts?

Thanks.
Checked by AVG - www.avg.com 
Version: 9.0.700 / Virus Database: 270.14.45/2476 - Release Date: 11/02/09
07:51:00



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Re: [Audyssey] [SPAM] Re: [SPAM] Re: Friend foe and Threat rating in ce?

2009-11-02 Thread Darren Harris
Where do you get those drones from? I haven't found anywhere yet where I can
get one.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 02 November 2009 22:48
To: Gamers Discussion list
Subject: [SPAM] Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in
ce?


The mission screen threat rating hasn't been accessified yet,  but it's 
hopefully in the pipeline.

Also bare in mind though, that threat ratings are not absolutes, sinse their

gbased on total gun and hp comparisons.

If you've got drones, targiting modules or other aides they won't be counted

when the game works out threat rating.

Pluss, some high threat ships are only threatening because of their huge 
armour and shields.

i've managed to defeat a number of 26 rated ships because they were 
ultimately onling doing about 150 damage a hit (when they actually hit me 
and didn't attack my drone or miss), while I was doing much more.

Beware the Grue!

Dark.

Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 02, 2009 9:52 PM
Subject: Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in ce?


 The 1 to 26 is easy to work out. The threat rating I'm talking about 
 is on the mission screen.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of David Chittenden
 Sent: 02 November 2009 21:43
 To: Gamers Discussion list
 Subject: [SPAM] Re: [Audyssey] Friend foe and Threat rating in ce?


 Hello,

 For those who can see, the scanner shows different colours. Jaws is 
 not able to read the colours. I figure it out by the name such as 
 pirate, raider, black hand, etc.

 For the threat, look at the number from 0 to 26. The higher the 
 number, the more difficult.

 David Chittenden, MS, CRC, MRCAA


 Darren Harris wrote:
 Hi,

 Am wondering first, how you go about working out what is a friend and 
 what isn't on the scanner screen? I took a mission to destroy some 
 ore barges, the black hand ones were the enemy it seems but I shot at 
 a few private ones they gave me a bounty but also counted towards my 
 mission ratings. So is there a way of knowing what to and what not to 
 shoot at?

 Secondly, how do I determine my personal threat rating? For example, 
 when am looking at combat missions, I can see some serious ratings up 
 in the 7100's so I'm not quite sure if I can take those on or not, 
 any thoughts?

 Thanks.
 Checked by AVG - www.avg.com
 Version: 9.0.700 / Virus Database: 270.14.45/2476 - Release Date:
 11/02/09
 07:51:00



 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
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 subscription via the web, at 
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at 
 http://www.mail-archive.com/gam...@audyssey.org.
 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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 07:51:00



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Re: [Audyssey] [SPAM] Re: [SPAM] Re: Friend foe and Threat ratingin ce?

2009-11-02 Thread dark
combat drones are player made, so you either need to buy the schematics, get 
the resources and have the necessary skill to craft them yourself,  or 
just buy them from the player markit.


Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 02, 2009 10:51 PM
Subject: Re: [Audyssey] [SPAM] Re: [SPAM] Re: Friend foe and Threat ratingin 
ce?



Where do you get those drones from? I haven't found anywhere yet where I 
can

get one.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 02 November 2009 22:48
To: Gamers Discussion list
Subject: [SPAM] Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in
ce?


The mission screen threat rating hasn't been accessified yet,  but 
it's

hopefully in the pipeline.

Also bare in mind though, that threat ratings are not absolutes, sinse 
their


gbased on total gun and hp comparisons.

If you've got drones, targiting modules or other aides they won't be 
counted


when the game works out threat rating.

Pluss, some high threat ships are only threatening because of their huge
armour and shields.

i've managed to defeat a number of 26 rated ships because they were
ultimately onling doing about 150 damage a hit (when they actually hit me
and didn't attack my drone or miss), while I was doing much more.

Beware the Grue!

Dark.

Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 02, 2009 9:52 PM
Subject: Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in ce?



The 1 to 26 is easy to work out. The threat rating I'm talking about
is on the mission screen.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of David Chittenden
Sent: 02 November 2009 21:43
To: Gamers Discussion list
Subject: [SPAM] Re: [Audyssey] Friend foe and Threat rating in ce?


Hello,

For those who can see, the scanner shows different colours. Jaws is
not able to read the colours. I figure it out by the name such as
pirate, raider, black hand, etc.

For the threat, look at the number from 0 to 26. The higher the
number, the more difficult.

David Chittenden, MS, CRC, MRCAA


Darren Harris wrote:

Hi,

Am wondering first, how you go about working out what is a friend and
what isn't on the scanner screen? I took a mission to destroy some
ore barges, the black hand ones were the enemy it seems but I shot at
a few private ones they gave me a bounty but also counted towards my
mission ratings. So is there a way of knowing what to and what not to
shoot at?

Secondly, how do I determine my personal threat rating? For example,
when am looking at combat missions, I can see some serious ratings up
in the 7100's so I'm not quite sure if I can take those on or not,
any thoughts?

Thanks.
Checked by AVG - www.avg.com
Version: 9.0.700 / Virus Database: 270.14.45/2476 - Release Date:
11/02/09
07:51:00



---
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If you have any questions or concerns regarding the management of the

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Re: [Audyssey] [SPAM] Re: [SPAM] Re: Friend foe and Threat rating in ce?

2009-11-02 Thread shaun everiss
the player markets.
a drone can cost as little as 7 grand and as much as 30 for one, you can pay 
40-50 k for 5 or so and 100 k for 10.
after that it gets a bit pricy.
At 11:51 a.m. 3/11/2009, you wrote:
Where do you get those drones from? I haven't found anywhere yet where I can
get one.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 02 November 2009 22:48
To: Gamers Discussion list
Subject: [SPAM] Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in
ce?


The mission screen threat rating hasn't been accessified yet,  but it's 
hopefully in the pipeline.

Also bare in mind though, that threat ratings are not absolutes, sinse their

gbased on total gun and hp comparisons.

If you've got drones, targiting modules or other aides they won't be counted

when the game works out threat rating.

Pluss, some high threat ships are only threatening because of their huge 
armour and shields.

i've managed to defeat a number of 26 rated ships because they were 
ultimately onling doing about 150 damage a hit (when they actually hit me 
and didn't attack my drone or miss), while I was doing much more.

Beware the Grue!

Dark.

Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 02, 2009 9:52 PM
Subject: Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in ce?


 The 1 to 26 is easy to work out. The threat rating I'm talking about 
 is on the mission screen.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of David Chittenden
 Sent: 02 November 2009 21:43
 To: Gamers Discussion list
 Subject: [SPAM] Re: [Audyssey] Friend foe and Threat rating in ce?


 Hello,

 For those who can see, the scanner shows different colours. Jaws is 
 not able to read the colours. I figure it out by the name such as 
 pirate, raider, black hand, etc.

 For the threat, look at the number from 0 to 26. The higher the 
 number, the more difficult.

 David Chittenden, MS, CRC, MRCAA


 Darren Harris wrote:
 Hi,

 Am wondering first, how you go about working out what is a friend and 
 what isn't on the scanner screen? I took a mission to destroy some 
 ore barges, the black hand ones were the enemy it seems but I shot at 
 a few private ones they gave me a bounty but also counted towards my 
 mission ratings. So is there a way of knowing what to and what not to 
 shoot at?

 Secondly, how do I determine my personal threat rating? For example, 
 when am looking at combat missions, I can see some serious ratings up 
 in the 7100's so I'm not quite sure if I can take those on or not, 
 any thoughts?

 Thanks.
 Checked by AVG - www.avg.com
 Version: 9.0.700 / Virus Database: 270.14.45/2476 - Release Date:
 11/02/09
 07:51:00



 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
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 All messages are archived and can be searched and read at 
 http://www.mail-archive.com/gam...@audyssey.org.
 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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 07:51:00



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Re: [Audyssey] [SPAM] Re: [SPAM] Re: Friend foe and Threat rating in ce?

2009-11-02 Thread dark
Though if your careful, you shouldn't lose a drone in combat at early 
levels,  i've personally only lost one drone yet.


Beware the grue!

dark.
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 02, 2009 11:04 PM
Subject: Re: [Audyssey] [SPAM] Re: [SPAM] Re: Friend foe and Threat rating 
in ce?




the player markets.
a drone can cost as little as 7 grand and as much as 30 for one, you can 
pay 40-50 k for 5 or so and 100 k for 10.

after that it gets a bit pricy.
At 11:51 a.m. 3/11/2009, you wrote:
Where do you get those drones from? I haven't found anywhere yet where I 
can

get one.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 02 November 2009 22:48
To: Gamers Discussion list
Subject: [SPAM] Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in
ce?


The mission screen threat rating hasn't been accessified yet,  but 
it's

hopefully in the pipeline.

Also bare in mind though, that threat ratings are not absolutes, sinse 
their


gbased on total gun and hp comparisons.

If you've got drones, targiting modules or other aides they won't be 
counted


when the game works out threat rating.

Pluss, some high threat ships are only threatening because of their huge
armour and shields.

i've managed to defeat a number of 26 rated ships because they were
ultimately onling doing about 150 damage a hit (when they actually hit me
and didn't attack my drone or miss), while I was doing much more.

Beware the Grue!

Dark.

Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 02, 2009 9:52 PM
Subject: Re: [Audyssey] [SPAM] Re: Friend foe and Threat rating in ce?



The 1 to 26 is easy to work out. The threat rating I'm talking about
is on the mission screen.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of David Chittenden
Sent: 02 November 2009 21:43
To: Gamers Discussion list
Subject: [SPAM] Re: [Audyssey] Friend foe and Threat rating in ce?


Hello,

For those who can see, the scanner shows different colours. Jaws is
not able to read the colours. I figure it out by the name such as
pirate, raider, black hand, etc.

For the threat, look at the number from 0 to 26. The higher the
number, the more difficult.

David Chittenden, MS, CRC, MRCAA


Darren Harris wrote:

Hi,

Am wondering first, how you go about working out what is a friend and
what isn't on the scanner screen? I took a mission to destroy some
ore barges, the black hand ones were the enemy it seems but I shot at
a few private ones they gave me a bounty but also counted towards my
mission ratings. So is there a way of knowing what to and what not to
shoot at?

Secondly, how do I determine my personal threat rating? For example,
when am looking at combat missions, I can see some serious ratings up
in the 7100's so I'm not quite sure if I can take those on or not,
any thoughts?

Thanks.
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11/02/09
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Re: [Audyssey] mota help

2009-11-02 Thread Hayden Presley
Got ya.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 02, 2009 9:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota help

Hi Hayden,

Sigh...That is not what I meant. Technically beta 10 will contain all of 
the game levels, but they may not be totally complete. There may be 
miner adjustments required here and there, bug fixes, things that need 
to be rearranged, etc. The entire point of a beta is to test, fix, and 
do more testing until each and every aspect of the game operates more or 
less correctly. How does this effect you as a public beta tester?

Well, the answer is not much. While all of the levels may technically be 
there in the game only those with a product key will be able to unlock 
those levels and test them. Basically, that includes the private testers 
and myself. For the general public, yourself included, you'll have to 
settle for the demo until I begin shipping product keys. When the game 
is run in demo mode, as you have been doing for the last few months, all 
you get is level 1.

HTH

Hayden Presley wrote:
 So in other words, Beta 10 will just be level 1?
 Hayden
   


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Re: [Audyssey] 3D navigation

2009-11-02 Thread Yohandy

   Hi Thomas,
I certainly can't picture my room as a whole like that. I have never seen 
pictures as I've been blind since birth, so picturing the room that way is 
quite impossible. I can just picture the items in relation to each other. I 
too have spacial orientation issues. in fact I'm not good at mobility at 
all. I don't know why this is, and I'm very curious since I know friends 
that have been totally blind their entire lives and have no problems. for me 
to learn a new area it takes a lot of memorization and practice.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 4:56 PM
Subject: Re: [Audyssey] 3D navigation



Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers on 
this list do have serious difficulties with spacial orientation especially 
in games like Shades of Doom. As I don't seam to have this problem I can't 
help but wonder what is the cause. Why do they have difficulty when I do 
not?


I'm sure there is a root cause, and as a game developer it may help to 
discover what that issue is. Is it because I had sight for a long time and 
maybe many of them did not? Were they perhaps born with some inability to 
perceive spacial orientation such as yourself? Is there yet some other 
cause I haven't figured out yet?


I don't know what the answer is, but all i do know is how I am able to 
construct the world in my minds eye. Seeing as I did have sight for many 
years i generally know what things look like, and if someone describes 
something to me I can construct a rough aproximation of it in my mind with 
color, shape, and size. EVen if it doesn't look exactly as it is in real 
life I can put it in its context in the real world. Take my living room 
for example.


As I stand at the end of the hallway leading into the living room my mind 
is able to imagine mental a image of a room in 3d that is about 20 by 20 
feet with a ceiling 8 feet high. Off to my left is the doorway leading 
into the kitchen. Ahead of me is the front door, and to the right of that 
is the couch. Above the couch are shelves containing miscelanious items. 
Immediately to my right, directly in front of the couch, is an 
entertainment set with a dvd player, our cable box, and on top of that is 
our tv. Beside that is a telephone stand and a coat closet. To Further to 
my right, along the far wall are windows, and below them is a desk, 
shelves, and so on.


All of this I can see in my mind as one single image. I don't think of 
each item in the room as a single landmark or part of a whole, but i see 
the whole of it in my mind. I don't know if someone born blind would be 
able to do that or not. They certainly wouldn't be able to add color as I 
can if they have never seen colors before. Regardless of the answer I'm 
able to use that same mental image and apply it to games and see the 
levels the same way I can mentally see my living room.


dark wrote:

Hi tom.

do not judge perception of blind people in general by me at all, sinse my 
spacial awareness is actually worse than most people's,  
possibly due to some brain damage I suffered at birth.


I have absolutely no idea how to spacially relate one place I am in to 
another, construct any sort of map, or even basically understand 
rotational exercises.
Frequently when walking around I will perceive an object either by 
vision, touch or something else, and stil walk into it because my ability 
to judge distance is so extremely terrible.


I've learnt to get around this by use of memory, and synaesthesic 
representations of land marks in various senses from visual to auditory 
to tactile,  even smell.


In a game like Shades, I'll simply attempt to remember familiar land 
marks around the maze, useful sfx etc,  I also make use of the block 
graphics display.



My spacial difficulties are also why I cannot play games with a spacial 
overview involved, such as solitare, the scrabble style word puzles, and 
find battleships and mine sweeper tremendously difficult.


I certainly could not play chess without a physical board in front of me 
on which to constantly check the pieces,  by touch and vision.


all this being said though, these problemts are uniquely mine. i've met 
people with literally no working vision who have amazing sense of 
space,  take for example the blind painter, who could paint entirely 
by mental representation!



I am in no way an average model for spacial awareness, as when I was born 
I did suffer brain damage from oxygen starvation,  and after living 
for quite some time believe this is the area of my brain which was 
damaged.


All this being said though, i totally agree with you about the Gma 
engine, and find myself quite able to use land mark systems in games like 
Shades or Gma tank commander,  and if your engine works on a similar 
principle I'm confident I'll be able to make use 

[Audyssey] Entombed

2009-11-02 Thread Hayden Presley
Hi all,

A quick question about the fooors in Entombed; I am at floor 76, and am
trying to figure out exactly how many floors there are. Anyone have a rough
estimate of the number of floors in the dungeon?

Hayden

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[Audyssey] Entombed

2009-11-02 Thread Hayden Presley
Hi all,

A quick question about the fooors in Entombed; I am at floor 76, and am
trying to figure out exactly how many floors there are. Anyone have a rough
estimate of the number of floors in the dungeon?

Hayden

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Re: [Audyssey] Entombed

2009-11-02 Thread dark
Mmmm, do you mean floor 6 or floor 7, - last time I checked there were 
eight floors in the entire game, so going to floor seventy six would be 
seemingly impossible,  unless I've seriously missed something in the 
game.


Beware the grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 03, 2009 1:26 AM
Subject: [Audyssey] Entombed



Hi all,

A quick question about the fooors in Entombed; I am at floor 76, and am
trying to figure out exactly how many floors there are. Anyone have a 
rough

estimate of the number of floors in the dungeon?

Hayden

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Re: [Audyssey] 3D navigation

2009-11-02 Thread shaun everiss
hmmm my room, well it is semi square. like a borg ship, though its one of the 
large rooms in the house not the biggest but big enough, At 01:55 p.m. 
3/11/2009, you wrote:
   Hi Thomas,
I certainly can't picture my room as a whole like that. I have never seen 
pictures as I've been blind since birth, so picturing the room that way is 
quite impossible. I can just picture the items in relation to each other. I 
too have spacial orientation issues. in fact I'm not good at mobility at all. 
I don't know why this is, and I'm very curious since I know friends that have 
been totally blind their entire lives and have no problems. for me to learn a 
new area it takes a lot of memorization and practice.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 31, 2009 4:56 PM
Subject: Re: [Audyssey] 3D navigation


Hi Dark,

Yes, I do understand. Although, it seams to me that quite a few gamers on 
this list do have serious difficulties with spacial orientation especially in 
games like Shades of Doom. As I don't seam to have this problem I can't help 
but wonder what is the cause. Why do they have difficulty when I do not?

I'm sure there is a root cause, and as a game developer it may help to 
discover what that issue is. Is it because I had sight for a long time and 
maybe many of them did not? Were they perhaps born with some inability to 
perceive spacial orientation such as yourself? Is there yet some other cause 
I haven't figured out yet?

I don't know what the answer is, but all i do know is how I am able to 
construct the world in my minds eye. Seeing as I did have sight for many 
years i generally know what things look like, and if someone describes 
something to me I can construct a rough aproximation of it in my mind with 
color, shape, and size. EVen if it doesn't look exactly as it is in real life 
I can put it in its context in the real world. Take my living room for 
example.

As I stand at the end of the hallway leading into the living room my mind is 
able to imagine mental a image of a room in 3d that is about 20 by 20 feet 
with a ceiling 8 feet high. Off to my left is the doorway leading into the 
kitchen. Ahead of me is the front door, and to the right of that is the 
couch. Above the couch are shelves containing miscelanious items. Immediately 
to my right, directly in front of the couch, is an entertainment set with a 
dvd player, our cable box, and on top of that is our tv. Beside that is a 
telephone stand and a coat closet. To Further to my right, along the far wall 
are windows, and below them is a desk, shelves, and so on.

All of this I can see in my mind as one single image. I don't think of each 
item in the room as a single landmark or part of a whole, but i see the whole 
of it in my mind. I don't know if someone born blind would be able to do that 
or not. They certainly wouldn't be able to add color as I can if they have 
never seen colors before. Regardless of the answer I'm able to use that same 
mental image and apply it to games and see the levels the same way I can 
mentally see my living room.

dark wrote:
Hi tom.

do not judge perception of blind people in general by me at all, sinse my 
spacial awareness is actually worse than most people's,  possibly due to 
some brain damage I suffered at birth.

I have absolutely no idea how to spacially relate one place I am in to 
another, construct any sort of map, or even basically understand rotational 
exercises.
Frequently when walking around I will perceive an object either by vision, 
touch or something else, and stil walk into it because my ability to judge 
distance is so extremely terrible.

I've learnt to get around this by use of memory, and synaesthesic 
representations of land marks in various senses from visual to auditory to 
tactile,  even smell.

In a game like Shades, I'll simply attempt to remember familiar land marks 
around the maze, useful sfx etc,  I also make use of the block graphics 
display.


My spacial difficulties are also why I cannot play games with a spacial 
overview involved, such as solitare, the scrabble style word puzles, and 
find battleships and mine sweeper tremendously difficult.

I certainly could not play chess without a physical board in front of me on 
which to constantly check the pieces,  by touch and vision.

all this being said though, these problemts are uniquely mine. i've met 
people with literally no working vision who have amazing sense of space, 
 take for example the blind painter, who could paint entirely by mental 
representation!


I am in no way an average model for spacial awareness, as when I was born I 
did suffer brain damage from oxygen starvation,  and after living for 
quite some time believe this is the area of my brain which was damaged.

All this being said though, i totally agree with you about the Gma engine, 
and find myself quite able to use land 

Re: [Audyssey] Entombed

2009-11-02 Thread Hayden Presley
Oops...did I write 76? Must've forgot to erase the 7-it was a typo. Thanks
Dark.
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, November 02, 2009 7:39 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Entombed

Mmmm, do you mean floor 6 or floor 7, - last time I checked there were 
eight floors in the entire game, so going to floor seventy six would be 
seemingly impossible,  unless I've seriously missed something in the 
game.

Beware the grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 03, 2009 1:26 AM
Subject: [Audyssey] Entombed


 Hi all,

 A quick question about the fooors in Entombed; I am at floor 76, and am
 trying to figure out exactly how many floors there are. Anyone have a 
 rough
 estimate of the number of floors in the dungeon?

 Hayden

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 list,
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[Audyssey] Giftanum

2009-11-02 Thread Hayden Presley
Hi all,

Does anyone has a copy of the game Giftanum? If so, I'd appreciate it if you
could send it to me.

Hayden

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