Re: [Audyssey] Treasure Hunt Cheat Codes

2009-12-13 Thread Kevin Weispfennig

It says when the cheat file has been generated.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 13, 2009 1:15 AM
Subject: [Audyssey] Treasure Hunt Cheat Codes



Hi all,

As I just registered the game, I am now looking for the cheat codes-the
associated page on audiogames.net goes thus:

Here's how to obtain the cheat codes:

Step 1: murder 200 guards and close the game
Step 2: look for cheats.txt in the Treasure Hunt root directory
Step 3: enter the codes at the control panel (pressing the p-key)

However, I have killed 200 guards, closed the game, and still see no file 
in

the root directory.

Best Regards,

Hayden





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Re: [Audyssey] thrown my the MOTA voice

2009-12-13 Thread Phil Vlasak

Hi Thomas,
I too like the new voice and that it speeds up game production is another 
plus.
I think people have gotten used to the Heather voice and hearing someone 
else in her place feel a sense of loss.

If that is the case how about making Heather the voice of the Amazons?
smiles,
Phil

- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Saturday, December 12, 2009 11:15 PM
Subject: Re: [Audyssey] thrown my the MOTA voice


You'd have to tinker with the voice's dictionary to get that right and 
even

then there's no guarantee it would work. I say stick with the voice as is
for the 1.0 release, then perhaps look at native speach APIs when you work
on the cross-platform version. I think Thomas right now is more concerned
with getting the game out! the! door! than making modifications like this,
which could easily be made at a later time once he's had time to recharge
his batteries.



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Re: [Audyssey] thrown my the MOTA voice

2009-12-13 Thread Phil Vlasak

Hi Thomas,
Another idea came to mind.
As you have the files in both voices how about putting both sets in the 
game.

Under setup you could have a voice choice setting.
Each Karen voice file could start with k- and each heather could start with 
h-
Then have a function that would add k- or h- to each playing of a voice 
file.
Of course you would have to get a patent on this idea to protect it from 
other unscrupulous game developers from using it.

smiles,
Phil 



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Re: [Audyssey] ending bosses in games

2009-12-13 Thread dark
Maybe there could be a pool of oil in the same room you could dip your sword 
in and light it on fire,  thus achieving head chopping and kneck seering 
at the same time,  pluss, flaming swords are just cool!


Beware the grue!

Dark.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 12:10 AM
Subject: Re: [Audyssey] ending bosses in games


I think Thomas is going to make bosses immune to bows, guns and things like 
that. Or at least he's considering it. So you'd need a sword. And who 
knows, the sword might have an enchantment to sear the Hydra's necks to 
prevent its heads from regenerating. So you wouldn't necessarily need a 
firebrand.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, December 12, 2009 5:03 PM
Subject: Re: [Audyssey] ending bosses in games



Problem with fighting the Hidra is, Heracles had to melt the necks
togheter-angela might have a problem wielding a firebrand and say, a
Shotgun, at the same time.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Friday, December 11, 2009 6:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] ending bosses in games

Hello Tom.
I completely understand the problem, but it strikes me there might be 
some

nice work arounds.

Generic person in armour sounds for instance,  ie, clanking footsteps
and ratling armour shouldn't I imagine be too much of a problem,   
maybe
you just need an audio speech file where the person declares themselves 
the

raised spirit of hercules or something similar.

About unhuman monsters, you might be able to just wing things with 
generic

mixing. You could do cila, --- the six headed dog monster for instance by
mixing appropriate barks,  or caribdis with a low distorted croke and
bubling sound.

A hydra might be harder,  though going on the basis that it's a
reptillian creature with 5 heads, five mixed growls pitched differently
might help.

I was always amazed by the fact that the majority of the noises Chubaka 
in
the starwars films makes were apparently recordings from a brown bear at 
a

zoo,  and E T's breething was apparently a recording of the sound
designer's wife who had a severely bad cold and chest infection at the
time,  snoring!

obviously your the designer here, but I do sometimes wonder if something 
of

an old time radio approach to sounds in this way might be helpful, 
particularly with fantasty creatures, just to get the most out of sound
libraries etc.

just tell me if I'm talking a load of rubbish though!

Beware the grue!

Dark.


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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread dark

hello Tom.

While this does make infinite amounts of sense,  my only concern is you 
yourself.


You mentioned wanting to get Mota out of your hair and work on other 
projects,  which is quite understandable given the multiple shinanigans 
you've had with the game.


While I certainly understand the logic of having the genesis engine in 
general in C++ for future work,  that does also mean more work and delay 
on Mota.


if your happy with this,  that's fine,  but I don't think anyone 
would blame you if you wanted to get Mota itself finished quicker, then move 
on to the C++ coding for the genesis engine, Stfc raceway, and designer of 
any future projects,  afterall, a few extra minutes installing for the 
user is rather different from months more coding for the developer.


Of course, it's entirely your decision,  I'm just conscious how much of 
your sweat and blood has already gone into the project thus far,  and I 
think it would be a terrible shame if you just burnt out mid way through due 
to complications and the game never got released.


Ultimately though, it's your game of course,  just know that not 
everyone who plays it is a rabid slave driver who expects you to code all 
day and night without rest!


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 1:39 AM
Subject: [Audyssey] Important MOTA Announcement



Hi everyone,
Over the passed few months many of you have reported to me a problem with 
Mysteries of the Ancients where it crashes suddenly and often times 
without warning. Some times an error will come up stating that a certain 
*.wav file could not be found, DirectX passes an illegal argument 
exception, and so on all of which seam to be related to Managed DirectX. 
I've confirmed this problem is related to Managed DirectX itself, not my 
games, from various sources so it is quite apparent that the Managed 
DirectX API for .NET programs needs to be taken out of the game and be 
replaced with something else much more stable and reliable. I agree that 
this should be done before Mysteries of the Ancients 1.0 is released. 
Obviously this will take some time, but there are various options and 
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply upgrade 
the existing Genesis Engine written in C# .NET with alternative sound and 
input APIs. Just off the top of my head there is FMOD,Earclang, the XNA 
Framework, and SlimDX just to name a few options here. While upgrading the 
engine to use one or more of these APIs wouldn't take too long I do wonder 
if that is the better solution for the project long term.
A better long term solution is to simply move away from C# .NET altogether 
and begin converting the code over to C++ now. Two of my projects STFC and 
USA Raceway are already in the process of being written in C++, and it 
would be in my long term interests to go ahead and switch the Genesis 
Engine and Mysteries of the Ancients to c++ now rather than wait to do it 
later on.
For one thing I've been in the process of converting the Genesis Engine 
over to C++ anyway as well as some on going projects like the new STFC and 
USA Raceway. Rather than go through the trouble of removing Managed 
DirectX from the .NET based engine, upgrading it for this one game, it 
makes more practical sense to save myself the time and work by completing 
the C++ version of the Genesis Engine. Once that task is completed I could 
conceivably produce a better more stable version of Mysteries of the 
Ancients  by using the newer and hopefully better C++ based game engine.
Another reason why I think Mysteries of the Ancients should be converted 
to C++ has to do with long term technical support on my end of things. 
Ever since I began releasing games based on Microsoft's .NET technology my 
number one technical support issue has been related to downloading, 
installing, and upgrading the various .NET components you need such as the 
.NET Framework and Managed DirectX. Were i to switch to C++ I could save 
both you and I a lot of work downloading, installing, and upgrading 
libraries as I would primarily use standard Windows libraries that would 
be found on any XP, Vista, or Windows 7 system. You should be able to just 
install and go without wondering if you have the absolutely latest DirectX 
or .NET Framework on your system. I think this is a much better user 
friendly setup and hopefully would require a lot less tech support from 
me.
Those are just some of the advantages of switching to C++ now. Others 
would include better system performance, better security, a wider 
availability of game related APIs, etc. Basically, C++ can't be beat when 
it comes to game programming, and now is clearly the time to strongly 
consider using it for this project as well as my on going and pending 
projects.
The one question I know many of you are as

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Hayden Presley
Hi Dark,
Almost exactly how I feel-in my opinion Thomas, you might aought get the 1.0
out there, and if and when you port the Genesis Engine over to C++, you
could use that for the 2.0 upgrade.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, December 13, 2009 7:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA Announcement

hello Tom.

While this does make infinite amounts of sense,  my only concern is you 
yourself.

You mentioned wanting to get Mota out of your hair and work on other 
projects,  which is quite understandable given the multiple shinanigans 
you've had with the game.

While I certainly understand the logic of having the genesis engine in 
general in C++ for future work,  that does also mean more work and delay

on Mota.

if your happy with this,  that's fine,  but I don't think anyone 
would blame you if you wanted to get Mota itself finished quicker, then move

on to the C++ coding for the genesis engine, Stfc raceway, and designer of 
any future projects,  afterall, a few extra minutes installing for the 
user is rather different from months more coding for the developer.

Of course, it's entirely your decision,  I'm just conscious how much of 
your sweat and blood has already gone into the project thus far,  and I 
think it would be a terrible shame if you just burnt out mid way through due

to complications and the game never got released.

Ultimately though, it's your game of course,  just know that not 
everyone who plays it is a rabid slave driver who expects you to code all 
day and night without rest!

Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 1:39 AM
Subject: [Audyssey] Important MOTA Announcement


> Hi everyone,
> Over the passed few months many of you have reported to me a problem with 
> Mysteries of the Ancients where it crashes suddenly and often times 
> without warning. Some times an error will come up stating that a certain 
> *.wav file could not be found, DirectX passes an illegal argument 
> exception, and so on all of which seam to be related to Managed DirectX. 
> I've confirmed this problem is related to Managed DirectX itself, not my 
> games, from various sources so it is quite apparent that the Managed 
> DirectX API for .NET programs needs to be taken out of the game and be 
> replaced with something else much more stable and reliable. I agree that 
> this should be done before Mysteries of the Ancients 1.0 is released. 
> Obviously this will take some time, but there are various options and 
> alternatives open to me at this point.
> There is a somewhat short term solution I could use where I simply upgrade

> the existing Genesis Engine written in C# .NET with alternative sound and 
> input APIs. Just off the top of my head there is FMOD,Earclang, the XNA 
> Framework, and SlimDX just to name a few options here. While upgrading the

> engine to use one or more of these APIs wouldn't take too long I do wonder

> if that is the better solution for the project long term.
> A better long term solution is to simply move away from C# .NET altogether

> and begin converting the code over to C++ now. Two of my projects STFC and

> USA Raceway are already in the process of being written in C++, and it 
> would be in my long term interests to go ahead and switch the Genesis 
> Engine and Mysteries of the Ancients to c++ now rather than wait to do it 
> later on.
> For one thing I've been in the process of converting the Genesis Engine 
> over to C++ anyway as well as some on going projects like the new STFC and

> USA Raceway. Rather than go through the trouble of removing Managed 
> DirectX from the .NET based engine, upgrading it for this one game, it 
> makes more practical sense to save myself the time and work by completing 
> the C++ version of the Genesis Engine. Once that task is completed I could

> conceivably produce a better more stable version of Mysteries of the 
> Ancients  by using the newer and hopefully better C++ based game engine.
> Another reason why I think Mysteries of the Ancients should be converted 
> to C++ has to do with long term technical support on my end of things. 
> Ever since I began releasing games based on Microsoft's .NET technology my

> number one technical support issue has been related to downloading, 
> installing, and upgrading the various .NET components you need such as the

> .NET Framework and Managed DirectX. Were i to switch to C++ I could save 
> both you and I a lot of work downloading, installing, and upgrading 
> libraries as I would primarily use standard Windows libraries that would 
> be found on any XP, Vista, or Windows 7 system. You should be able to just

> install and go without wondering if you have the absolutely latest DirectX

> or .NET Framework on yo

Re: [Audyssey] Treasure Hunt Cheat Codes

2009-12-13 Thread Hayden Presley
Exactly, and I've never gotten thatanouncement, even when I killed exactly
200 guards and closed the game.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kevin Weispfennig
Sent: Sunday, December 13, 2009 3:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Treasure Hunt Cheat Codes

It says when the cheat file has been generated.
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Sunday, December 13, 2009 1:15 AM
Subject: [Audyssey] Treasure Hunt Cheat Codes


> Hi all,
>
> As I just registered the game, I am now looking for the cheat codes-the
> associated page on audiogames.net goes thus:
>
> Here's how to obtain the cheat codes:
>
> Step 1: murder 200 guards and close the game
> Step 2: look for cheats.txt in the Treasure Hunt root directory
> Step 3: enter the codes at the control panel (pressing the p-key)
>
> However, I have killed 200 guards, closed the game, and still see no file 
> in
> the root directory.
>
> Best Regards,
>
> Hayden
>
>
>
>
>
> ---
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Hayden Presley
In that case, I  say you keep the wav files as they are.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Saturday, December 12, 2009 10:59 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

It's more work, however. What about having a function called speak. And that
way you could do all yoru checking in there, and you'd only have to write
that condition once instead of every time.
 I'm learning the hard way to put everything I use in to functions. Like
things such as play sounds and stuff. If I ever have a to swap in a new
audio system, that way I can just replace code in those functions instead of
having to change tons of lines of code.  Optomizations ftw


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 12, 2009 10:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

Hi Hayden,
Oh, that would not be very practical at all. You have no idea how much work
would go into developing two different speech systems like that. 
I'd litterally have to do double the work to support the speaking of wav
files and Sapi. It would be likethis for every single speech message in the
game including menus and such.

if (settings.sapi == false)
{
// Load files and play them back here.
}
if (settings.sapi == true)
{
// Speak a message with Sapi here.
}
That is quite a lot of work supporting Sapi and prerecorded speech files. It
would be best if we can settle this issue now so while I'm updating the
DirectX problem I can always take care of this speech issue to.

HTH



Hayden Presley wrote:
> Personally, I think it should be optional; if someone doesn't like the 
> wav files, they could turn on SAPI support in the options menu. 
> Personally, I think the wav files and voice are fine, but...
> Best Regards,
> Hayden
>   


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Mauricio Almeida
wav files for the win
-Mensagem original-
De: "Hayden Presley" 
Para: "'Gamers Discussion list'" 
Data: Domingo, 13 de Dezembro de 2009 08:41
Assunto: Re: [Audyssey] the switching of the voice in MOTA beta 10

In that case, I  say you keep the wav files as they are.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Saturday, December 12, 2009 10:59 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

It's more work, however. What about having a function called speak. And that
way you could do all yoru checking in there, and you'd only have to write
that condition once instead of every time.
 I'm learning the hard way to put everything I use in to functions. Like
things such as play sounds and stuff. If I ever have a to swap in a new
audio system, that way I can just replace code in those functions instead of
having to change tons of lines of code.  Optomizations ftw


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, December 12, 2009 10:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10

Hi Hayden,
Oh, that would not be very practical at all. You have no idea how much work
would go into developing two different speech systems like that.
I'd litterally have to do double the work to support the speaking of wav
files and Sapi. It would be likethis for every single speech message in the
game including menus and such.

if (settings.sapi == false)
{
// Load files and play them back here.
}
if (settings.sapi == true)
{
// Speak a message with Sapi here.
}
That is quite a lot of work supporting Sapi and prerecorded speech files. It
would be best if we can settle this issue now so while I'm updating the
DirectX problem I can always take care of this speech issue to.

HTH



Hayden Presley wrote:
> Personally, I think it should be optional; if someone doesn't like the
> wav files, they could turn on SAPI support in the options menu.
> Personally, I think the wav files and voice are fine, but...
> Best Regards,
> Hayden
>


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Jim Kitchen

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.  It is 
using wave files that takes so much programming.  For Basic it could be as easy 
as

if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be done and 
the other doesn't.  They are just sub say(a$) and say2(a$)  And look like

Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Treasure Hunt Cheat Codes

2009-12-13 Thread Munawar Bijani

Hi,
I think you have to enter the first code before the cheat counter starts 
ticking. It's been some time since I've looked at the code but I have a 
feeling that's probably the issue. Either way, once you enter the code, all 
the cheat codes are the same so you can ask someone who has the cheats file 
to be really nice and give it to you. :).

Munawar A. Bijani


--
From: "Hayden Presley" 
Sent: Sunday, December 13, 2009 9:39 AM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] Treasure Hunt Cheat Codes


Exactly, and I've never gotten thatanouncement, even when I killed exactly
200 guards and closed the game.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kevin Weispfennig
Sent: Sunday, December 13, 2009 3:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Treasure Hunt Cheat Codes

It says when the cheat file has been generated.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 13, 2009 1:15 AM
Subject: [Audyssey] Treasure Hunt Cheat Codes



Hi all,

As I just registered the game, I am now looking for the cheat codes-the
associated page on audiogames.net goes thus:

Here's how to obtain the cheat codes:

Step 1: murder 200 guards and close the game
Step 2: look for cheats.txt in the Treasure Hunt root directory
Step 3: enter the codes at the control panel (pressing the p-key)

However, I have killed 200 guards, closed the game, and still see no file
in
the root directory.

Best Regards,

Hayden





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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Willem

I agree dark.
Thomas has done a good job and as long as his part of the game is as bug 
free as he can get it, I think he should release mota and give out 
registration keys. This will take a lot of the pressure off him that has 
been building up for a while. It still makes sense to change the 
programming language of the game to c++, but maybe it would be better if 
it is done as a later bugfix release or something.


However if the c# release would give game crackers a way to for example 
find a way to crack the game, I agree with the idea to convert it to c++ 
first and then release it.


On 2009/12/13 03:14 PM, dark wrote:

hello Tom.

While this does make infinite amounts of sense,  my only concern 
is you yourself.


You mentioned wanting to get Mota out of your hair and work on other 
projects,  which is quite understandable given the multiple 
shinanigans you've had with the game.


While I certainly understand the logic of having the genesis engine in 
general in C++ for future work,  that does also mean more work and 
delay on Mota.


if your happy with this,  that's fine,  but I don't think 
anyone would blame you if you wanted to get Mota itself finished 
quicker, then move on to the C++ coding for the genesis engine, Stfc 
raceway, and designer of any future projects,  afterall, a few 
extra minutes installing for the user is rather different from months 
more coding for the developer.


Of course, it's entirely your decision,  I'm just conscious how 
much of your sweat and blood has already gone into the project thus 
far,  and I think it would be a terrible shame if you just burnt 
out mid way through due to complications and the game never got released.


Ultimately though, it's your game of course,  just know that not 
everyone who plays it is a rabid slave driver who expects you to code 
all day and night without rest!


Beware the grue!

Dark.



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Re: [Audyssey] Treasure Hunt Cheat Codes

2009-12-13 Thread Hayden Presley
What code are you talking about, and what is the cheat counter?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Munawar Bijani
Sent: Sunday, December 13, 2009 10:43 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Treasure Hunt Cheat Codes

Hi,
I think you have to enter the first code before the cheat counter starts 
ticking. It's been some time since I've looked at the code but I have a 
feeling that's probably the issue. Either way, once you enter the code, all 
the cheat codes are the same so you can ask someone who has the cheats file 
to be really nice and give it to you. :).
Munawar A. Bijani


--
From: "Hayden Presley" 
Sent: Sunday, December 13, 2009 9:39 AM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] Treasure Hunt Cheat Codes

> Exactly, and I've never gotten thatanouncement, even when I killed exactly
> 200 guards and closed the game.
> Best Regards,
> Hayden
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Kevin Weispfennig
> Sent: Sunday, December 13, 2009 3:22 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Treasure Hunt Cheat Codes
>
> It says when the cheat file has been generated.
> - Original Message - 
> From: "Hayden Presley" 
> To: "'Gamers Discussion list'" 
> Sent: Sunday, December 13, 2009 1:15 AM
> Subject: [Audyssey] Treasure Hunt Cheat Codes
>
>
>> Hi all,
>>
>> As I just registered the game, I am now looking for the cheat codes-the
>> associated page on audiogames.net goes thus:
>>
>> Here's how to obtain the cheat codes:
>>
>> Step 1: murder 200 guards and close the game
>> Step 2: look for cheats.txt in the Treasure Hunt root directory
>> Step 3: enter the codes at the control panel (pressing the p-key)
>>
>> However, I have killed 200 guards, closed the game, and still see no file
>> in
>> the root directory.
>>
>> Best Regards,
>>
>> Hayden
>>
>>
>>
>>
>>
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>
>
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[Audyssey] mota announcement?

2009-12-13 Thread william lomas
		hi can someone send me the mota announcement offlist as my email has  
been down

thanks will


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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Munawar Bijani

Hi Tom,
Converting your code to C++ could take even longer than a few months. While 
C#.NET is a C-style language, there are a lot of things you will do in C++ 
that you will not do in .NET. While it's entirely possible to convert your 
code, it's not just a matter of hitting "convert". Even from VB to C# is a 
lot of work.


SlimDX is extremely stable, and actually has more performance improvements 
over MDX. The developers have ran numerous tests to make sure SlimDX is not 
resource intensive and it has been proven to run a lot quicker than MDX. The 
performance improvement you're talking about between C++and C# isn't big 
enough to be noticeable by the average gamer. While C++ is a good language, 
converting code isn't ideal since you're not coding it from the ground up in 
C++, and as you probably guessed that can lead to missing critical points 
where memory must be freed and stray pointers cleaned up. I think you've 
already converted a project over to Java before which took a lot of your 
time. In the interests of getting the project done, I say you should upgrade 
to SlimDX (it's not difficult to do ever since they refactored the library,) 
find an affordable solution to secure your .NET code (Email me offlist if 
you'd like assistance,) and release it. The extra money you spend to secure 
your .NET code will be well worth the extra months it will take to convert 
your code to C++.


I do agree that C++ should be a language of choice for new development. I am 
also getting sick of the headakes involved with .NET; it's a good language, 
but in the end it is too version-specific. I find it so ironic that 
Microsoft released the .NET language, and then dropped support for the only 
interface it had to DirectX using .NET. It seems like even to Microsoft, 
.NET is just a "wrapper" language.

Munawar A. Bijani

--
From: "Thomas Ward" 
Sent: Saturday, December 12, 2009 8:39 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] Important MOTA Announcement


Hi everyone,
Over the passed few months many of you have reported to me a problem with 
Mysteries of the Ancients where it crashes suddenly and often times 
without warning. Some times an error will come up stating that a certain 
*.wav file could not be found, DirectX passes an illegal argument 
exception, and so on all of which seam to be related to Managed DirectX. 
I've confirmed this problem is related to Managed DirectX itself, not my 
games, from various sources so it is quite apparent that the Managed 
DirectX API for .NET programs needs to be taken out of the game and be 
replaced with something else much more stable and reliable. I agree that 
this should be done before Mysteries of the Ancients 1.0 is released. 
Obviously this will take some time, but there are various options and 
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply upgrade 
the existing Genesis Engine written in C# .NET with alternative sound and 
input APIs. Just off the top of my head there is FMOD,Earclang, the XNA 
Framework, and SlimDX just to name a few options here. While upgrading the 
engine to use one or more of these APIs wouldn't take too long I do wonder 
if that is the better solution for the project long term.
A better long term solution is to simply move away from C# .NET altogether 
and begin converting the code over to C++ now. Two of my projects STFC and 
USA Raceway are already in the process of being written in C++, and it 
would be in my long term interests to go ahead and switch the Genesis 
Engine and Mysteries of the Ancients to c++ now rather than wait to do it 
later on.
For one thing I've been in the process of converting the Genesis Engine 
over to C++ anyway as well as some on going projects like the new STFC and 
USA Raceway. Rather than go through the trouble of removing Managed 
DirectX from the .NET based engine, upgrading it for this one game, it 
makes more practical sense to save myself the time and work by completing 
the C++ version of the Genesis Engine. Once that task is completed I could 
conceivably produce a better more stable version of Mysteries of the 
Ancients  by using the newer and hopefully better C++ based game engine.
Another reason why I think Mysteries of the Ancients should be converted 
to C++ has to do with long term technical support on my end of things. 
Ever since I began releasing games based on Microsoft's .NET technology my 
number one technical support issue has been related to downloading, 
installing, and upgrading the various .NET components you need such as the 
.NET Framework and Managed DirectX. Were i to switch to C++ I could save 
both you and I a lot of work downloading, installing, and upgrading 
libraries as I would primarily use standard Windows libraries that would 
be found on any XP, Vista, or Windows 7 system. You should be able to just 
install and go without wondering if you have the absolutel

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Munawar Bijani

Hi,
As Liam stated in an earlier post, people will crack games no matter what. 
Even if it's in C++, it's not uncrackable.


--
From: "Willem" 
Sent: Sunday, December 13, 2009 11:44 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Important MOTA Announcement


I agree dark.
Thomas has done a good job and as long as his part of the game is as bug 
free as he can get it, I think he should release mota and give out 
registration keys. This will take a lot of the pressure off him that has 
been building up for a while. It still makes sense to change the 
programming language of the game to c++, but maybe it would be better if 
it is done as a later bugfix release or something.


However if the c# release would give game crackers a way to for example 
find a way to crack the game, I agree with the idea to convert it to c++ 
first and then release it.


On 2009/12/13 03:14 PM, dark wrote:

hello Tom.

While this does make infinite amounts of sense,  my only concern is 
you yourself.


You mentioned wanting to get Mota out of your hair and work on other 
projects,  which is quite understandable given the multiple 
shinanigans you've had with the game.


While I certainly understand the logic of having the genesis engine in 
general in C++ for future work,  that does also mean more work and 
delay on Mota.


if your happy with this,  that's fine,  but I don't think anyone 
would blame you if you wanted to get Mota itself finished quicker, then 
move on to the C++ coding for the genesis engine, Stfc raceway, and 
designer of any future projects,  afterall, a few extra minutes 
installing for the user is rather different from months more coding for 
the developer.


Of course, it's entirely your decision,  I'm just conscious how much 
of your sweat and blood has already gone into the project thus far,   
and I think it would be a terrible shame if you just burnt out mid way 
through due to complications and the game never got released.


Ultimately though, it's your game of course,  just know that not 
everyone who plays it is a rabid slave driver who expects you to code all 
day and night without rest!


Beware the grue!

Dark.



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Re: [Audyssey] ending bosses in games

2009-12-13 Thread Thomas Ward

Hi Hayden,
Actually, as of the current development test build only the sword can 
slay enemy bosses. So the only way to slay the hydra in the game is to 
use the enchanted sword. As it happens the hydra is underwater so a gun 
wouldn't really work their anyway.


*Smile*


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Re: [Audyssey] tarzan junior request.

2009-12-13 Thread Thomas Ward

Hi Hayden,
Only Giftenum. That's the only game I have from XL Studios.

Hayden Presley wrote:

Speaking of putting games up on your site, do you have plans  to put the
XLStudios games up there as well?
Best Regards,
Hayden
  



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Re: [Audyssey] Fighting wolves in MOTA

2009-12-13 Thread Thomas Ward

Hi Rich,
HmmmHave to say I haven't heard or experienced anything this strange 
before. I'll check it out though and see if I can duplicate the problem.


Richard Sherman wrote:

Hi,

I noticed something kind of strange happens when encountering a wolf. It 
only happens when I fight the wolf with my fists instead of shooting it. 
Let's say I am on spot 15 in room 4,I fight the wolf with my fists, and kill 
it. Then if I press the space bar on spots  12, 13, 14, 15, 16, no punch 
sound is heard. Move to any other spot, and the punch sounds. Leave the 
room, come back, still no punch sound heard on those spots. When no punch 
sound is heard, I can press the space bar multiple times, then check my 
strength. it is still at 100 percent. Move somewhere else to where the punch 
sound is heard, press the space bar multiple times, and the strength has 
decreased.


if the wolf is shot, the spaces do not seem to be affected.

it doesn't seem to effect game play as far as I can tell. One time, the wolf 
died just under the lever in room 4 and I was still able to press the enter 
key and activate the lever.


 just something kind of odd and thought I would mention it.

Weird, huh?

Anyone ever noticed or can duplicate this?

Thanks in advance.

rich 



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Re: [Audyssey] thrown my the MOTA voice

2009-12-13 Thread Thomas Ward

Hi Hayden,
Ummm...Not sure why you think Kerberos sounds wrong. I just checked the 
sounds menu and karen says the name correctly. The way it is suppose to 
be pronounced.



Hayden Presley wrote:

Come Charles, do you really dislike that voice that much? The one thing I
think needs work is the fact it say Kerberos's name wrong in the learn game
sounds menu.
  



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[Audyssey] downloading Dark destroyer

2009-12-13 Thread dark
Hi. 

Someone on the audiogames.net forum is asking where to download dark destroyer. 
I pointed him to the usa games site,  but he's said the file isn't there. 
Checking myself,  i find that it isn't. 

While I know Tom has the pb games on his server, is there any chance the links 
could be added to the free games page so people,  like this chap who's just 
discovered audiogames.net could download them more easily?

Beware the Grue! 

Dark.
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Thomas Ward

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav 
files any more for speech. That's just too much work supporting both. 
Keep in mind here I'm preparing to convert my code to C++ and while I am 
at it I could go ahead and rewrite the speech functions to use Sapi 
instead. I'm not going to do both. It is one way or the other. Not both.


*Smile*

Jim Kitchen wrote:

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.  
It is using wave files that takes so much programming.  For Basic it 
could be as easy as


if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be 
done and the other doesn't.  They are just sub say(a$) and say2(a$)  
And look like


Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] downloading Dark destroyer

2009-12-13 Thread Thomas Ward

Hi Dark,
The link for the PB Games is
http://www.usagamesinteractive.com/downloads/pb-games/
As for putting them on the free games page I fully intend to as soon as 
I can. The problem is, as usual, a question of time. I'm always so busy 
with this, that, and the other thing the web site gets put low on the 
priority list. Perhaps what I need to do is begin sscheduling web site 
days where instead of programming MOTA or whatever I don't work on 
anything but the web site. At least until it fully gets up and running 
again.


HTH

dark wrote:
Hi. 

Someone on the audiogames.net forum is asking where to download dark destroyer. I pointed him to the usa games site,  but he's said the file isn't there. Checking myself,  i find that it isn't. 


While I know Tom has the pb games on his server, is there any chance the links 
could be added to the free games page so people,  like this chap who's just 
discovered audiogames.net could download them more easily?

Beware the Grue! 


Dark.
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Re: [Audyssey] thrown my the MOTA voice

2009-12-13 Thread Charles Rivard
Speaking of saying that word correctly, I'll bet that Eloquence does not? 
Should it be something like sir ber ose?
---
In God we trust!
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 8:33 AM
Subject: Re: [Audyssey] thrown my the MOTA voice


Hi Hayden,
Ummm...Not sure why you think Kerberos sounds wrong. I just checked the
sounds menu and karen says the name correctly. The way it is suppose to
be pronounced.


Hayden Presley wrote:
> Come Charles, do you really dislike that voice that much? The one thing I
> think needs work is the fact it say Kerberos's name wrong in the learn 
> game
> sounds menu.
>


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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Allison Mervis
ith C++, and much of the code could be 
converted pretty easily from C# to C++. That would obviously save time. 
Still there would be quite a lot of manual coding by hand to fully convert 
the engine from one language to the other. How long that would actually 
take is anyone's guess. However, if I had to make an educated guess say 
three or four months for the conversion process if everything goes well.
Anyway, the point I want to make is that there are lots of ways of 
resolving our Managed DirectX issue. In the short term I certainly could 
upgrade the .NET based Genesis Engine, finish Mysteries of the Ancients, 
and have 1.0 out fairly quickly. However, I believe the long term 
solution, converting the game to C++, is the better solution. The 
advantages of converting the game to C++ far out way those of simply 
upgrading the current .NET engine and releasing it. While it takes longer 
it is ultimately what i feel I should do.
So for those of you who are in a rush to get this game please be patient 
and understand I'm only doing this for your best interests. I'd much 
rather take a few extra months developing this game if it is going to be 
easier to install, is more stable, and a better product rather than doing 
the quick and easy thing. As they say good things come to those who wait.


Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com


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Re: [Audyssey] thrown my the MOTA voice

2009-12-13 Thread Hayden Presley
No Eloquence doesn't pronounce it correctly.
Best Regards,
Haydenkerbaros

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Sunday, December 13, 2009 5:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] thrown my the MOTA voice

Speaking of saying that word correctly, I'll bet that Eloquence does not? 
Should it be something like sir ber ose?
---
In God we trust!
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 8:33 AM
Subject: Re: [Audyssey] thrown my the MOTA voice


Hi Hayden,
Ummm...Not sure why you think Kerberos sounds wrong. I just checked the
sounds menu and karen says the name correctly. The way it is suppose to
be pronounced.


Hayden Presley wrote:
> Come Charles, do you really dislike that voice that much? The one thing I
> think needs work is the fact it say Kerberos's name wrong in the learn 
> game
> sounds menu.
>


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Re: [Audyssey] thrown my the MOTA voice

2009-12-13 Thread Hayden Presley
Hmmm...hard to explain, but it sounds like the second e is pronounced
incorrectly. Oh well, it's fine.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 13, 2009 12:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] thrown my the MOTA voice

Hi Hayden,
Ummm...Not sure why you think Kerberos sounds wrong. I just checked the 
sounds menu and karen says the name correctly. The way it is suppose to 
be pronounced.


Hayden Presley wrote:
> Come Charles, do you really dislike that voice that much? The one thing I
> think needs work is the fact it say Kerberos's name wrong in the learn
game
> sounds menu.
>   


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Re: [Audyssey] tarzan junior request.

2009-12-13 Thread Hayden Presley
Hi Thomas,
I actually have the setup files for the other two if you want to put all
three on your site. Don't know how to get them to you though-I haven't quite
got sendspace to work yet, and I do think they are a bit big for eMail
attatchment.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 13, 2009 12:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] tarzan junior request.

Hi Hayden,
Only Giftenum. That's the only game I have from XL Studios.

Hayden Presley wrote:
> Speaking of putting games up on your site, do you have plans  to put the
> XLStudios games up there as well?
> Best Regards,
> Hayden
>   


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Re: [Audyssey] ending bosses in games

2009-12-13 Thread Hayden Presley
Cool.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 13, 2009 12:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] ending bosses in games

Hi Hayden,
Actually, as of the current development test build only the sword can 
slay enemy bosses. So the only way to slay the hydra in the game is to 
use the enchanted sword. As it happens the hydra is underwater so a gun 
wouldn't really work their anyway.

*Smile*


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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Jay Pellis
ome of the advantages of switching to C++ now. Others 
would include better system performance, better security, a wider 
availability of game related APIs, etc. Basically, C++ can't be beat when 
it comes to game programming, and now is clearly the time to strongly 
consider using it for this project as well as my on going and pending 
projects.
The one question I know many of you are asking is, "how long will all of 
this take?"
That is a difficult question to answer. Anything I would say here would 
be simply a guess at best. Do to the fact C# .NET is a C-Style language 
it obviously has a lot in common with C++, and much of the code could be 
converted pretty easily from C# to C++. That would obviously save time. 
Still there would be quite a lot of manual coding by hand to fully 
convert the engine from one language to the other. How long that would 
actually take is anyone's guess. However, if I had to make an educated 
guess say three or four months for the conversion process if everything 
goes well.
Anyway, the point I want to make is that there are lots of ways of 
resolving our Managed DirectX issue. In the short term I certainly could 
upgrade the .NET based Genesis Engine, finish Mysteries of the Ancients, 
and have 1.0 out fairly quickly. However, I believe the long term 
solution, converting the game to C++, is the better solution. The 
advantages of converting the game to C++ far out way those of simply 
upgrading the current .NET engine and releasing it. While it takes longer 
it is ultimately what i feel I should do.
So for those of you who are in a rush to get this game please be patient 
and understand I'm only doing this for your best interests. I'd much 
rather take a few extra months developing this game if it is going to be 
easier to install, is more stable, and a better product rather than doing 
the quick and easy thing. As they say good things come to those who wait.


Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com


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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi Dark,
Oh, I certainly do realize that. I think the major question is weather I 
should do the conversion now or later. If I do it later I'm only 
delaying what I plan to do anyway. I've already decided to rewrite the 
Genesis Engine in C++ for all of my future FPS and side-scroller 
projects. So the choice is I can either do it now developing it along 
side MOTA, testing it, debugging it, etc so that future games will get 
done quicker, or I can put it off until next year and still have to do 
it anyway. Personally, I'm of the opinion it is better in the long hall 
to go ahead and do it now so the conversion is done and over with. If I 
hurry up and get the game done now, using .NET, I'm just waisting time 
to get a few people off my back, to get the game out of my hair, and 
then will turn around in a year maybe two and convert it to C++ anyway. 
So it ends up putting off the inevitable.
Bottom line, I've already decided .NET is history as far as any new 
projects are concerned. Once the new  STFC comes out it will no longer 
use .NET, the development release of Raceway no longer uses .NET, and 
I'd prefer just to stop using .NET for MOTA as well. Make a clean and 
final break from that API. It is a good development API, has good 
languages, but based on personal experience isn't the best option for 
games unfortunately.


*Smile*


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[Audyssey] Lone Wolf Sound Pack

2009-12-13 Thread Ryan Strunk
Hello everyone,

I am looking for either of the Lone Wolf sound packs mentioned on
audiogames.net. However, neither of the links listed on the mods page appear
to work. Does anyone know where I can obtain either pack?

Thanks,
Ryan


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Re: [Audyssey] downloading Dark destroyer

2009-12-13 Thread dark

Thanks Tom, and sorry about the hastle.

I understand your busy, and that web site maintainence might not be high on 
your priorities list.


as far as old game download links go though, perhaps once they are coppied 
onto the respective audio game pages, that will at least make that situation 
less crucial, sinse people wl ave a nice pg and description plus a download 
link.


Maybe also, someone could help with the web design end of things to give you 
a break.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 7:03 PM
Subject: Re: [Audyssey] downloading Dark destroyer



Hi Dark,
The link for the PB Games is
http://www.usagamesinteractive.com/downloads/pb-games/
As for putting them on the free games page I fully intend to as soon as I 
can. The problem is, as usual, a question of time. I'm always so busy with 
this, that, and the other thing the web site gets put low on the priority 
list. Perhaps what I need to do is begin sscheduling web site days where 
instead of programming MOTA or whatever I don't work on anything but the 
web site. At least until it fully gets up and running again.


HTH

dark wrote:

Hi.
Someone on the audiogames.net forum is asking where to download dark 
destroyer. I pointed him to the usa games site,  but he's said the 
file isn't there. Checking myself,  i find that it isn't.
While I know Tom has the pb games on his server, is there any chance the 
links could be added to the free games page so people,  like this 
chap who's just discovered audiogames.net could download them more 
easily?


Beware the Grue!
Dark.
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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread dark
Well if it's something you invisage in the future anyway,  then fair 
enough.


I'm just conscious that more mota complications probably aren't what you 
want right now.


I can however distinctly see the point if you want to completely phase net 
out of everything.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 7:24 PM
Subject: Re: [Audyssey] Important MOTA Announcement



Hi Dark,
Oh, I certainly do realize that. I think the major question is weather I 
should do the conversion now or later. If I do it later I'm only delaying 
what I plan to do anyway. I've already decided to rewrite the Genesis 
Engine in C++ for all of my future FPS and side-scroller projects. So the 
choice is I can either do it now developing it along side MOTA, testing 
it, debugging it, etc so that future games will get done quicker, or I can 
put it off until next year and still have to do it anyway. Personally, I'm 
of the opinion it is better in the long hall to go ahead and do it now so 
the conversion is done and over with. If I hurry up and get the game done 
now, using .NET, I'm just waisting time to get a few people off my back, 
to get the game out of my hair, and then will turn around in a year maybe 
two and convert it to C++ anyway. So it ends up putting off the 
inevitable.
Bottom line, I've already decided .NET is history as far as any new 
projects are concerned. Once the new  STFC comes out it will no longer use 
.NET, the development release of Raceway no longer uses .NET, and I'd 
prefer just to stop using .NET for MOTA as well. Make a clean and final 
break from that API. It is a good development API, has good languages, but 
based on personal experience isn't the best option for games 
unfortunately.


*Smile*


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Re: [Audyssey] Lone Wolf Sound Pack

2009-12-13 Thread dark

Hi Ryan.

Tom has done a pretty amazing soundpack for the game taking from both the 
previous ones.


I hope Thom won't mind me poking around in his downloads directory, which he 
provided me the link fore,  but you can download the soundpack from 
http://www.usagamesinteractive.com/downloads/gma-games/LW-Sound-Pack.zip


Hth.

Beware the grue!

Dark.
- Original Message - 
From: "Ryan Strunk" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 13, 2009 7:24 PM
Subject: [Audyssey] Lone Wolf Sound Pack



Hello everyone,

I am looking for either of the Lone Wolf sound packs mentioned on
audiogames.net. However, neither of the links listed on the mods page 
appear

to work. Does anyone know where I can obtain either pack?

Thanks,
Ryan


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Re: [Audyssey] thrown my the MOTA voice

2009-12-13 Thread Thomas Ward

Hi Phil,
Well, what I'm thinking of doing is what Playing in the Dark did with 
Topspeed. I can put up different voices or language packs as they become 
available so people can use whatever voice or language they want.


Phil Vlasak wrote:

Hi Thomas,
Another idea came to mind.
As you have the files in both voices how about putting both sets in 
the game.

Under setup you could have a voice choice setting.
Each Karen voice file could start with k- and each heather could start 
with h-
Then have a function that would add k- or h- to each playing of a 
voice file.
Of course you would have to get a patent on this idea to protect it 
from other unscrupulous game developers from using it.

smiles,
Phil



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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi Willem,
No software product is 100% secure, but the .NET languages have a 
serious security flaw that can be exploited if not handled by the 
developer. Yeah, there are tools to make a .NET application more secure, 
but still the fact this security issue exists at all isn't helpful, and 
costs the developer more money to correct the problem. I'd just sooner 
remove this security issue, and make it a non-issue as soon as I could.


Willem wrote:

I agree dark.
Thomas has done a good job and as long as his part of the game is as 
bug free as he can get it, I think he should release mota and give out 
registration keys. This will take a lot of the pressure off him that 
has been building up for a while. It still makes sense to change the 
programming language of the game to c++, but maybe it would be better 
if it is done as a later bugfix release or something.


However if the c# release would give game crackers a way to for 
example find a way to crack the game, I agree with the idea to convert 
it to c++ first and then release it.



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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Mauricio Almeida
>>or .NET Framework on your system. I think this is a much better user
>>friendly setup and hopefully would require a lot less tech support from
>>me.
>>Those are just some of the advantages of switching to C++ now. Others
>>would include better system performance, better security, a wider
>>availability of game related APIs, etc. Basically, C++ can't be beat when
>>it comes to game programming, and now is clearly the time to strongly
>>consider using it for this project as well as my on going and pending
>>projects.
>>The one question I know many of you are asking is, "how long will all of
>>this take?"
>>That is a difficult question to answer. Anything I would say here would be
>>simply a guess at best. Do to the fact C# .NET is a C-Style language it
>>obviously has a lot in common with C++, and much of the code could be
>>converted pretty easily from C# to C++. That would obviously save time.
>>Still there would be quite a lot of manual coding by hand to fully convert
>>the engine from one language to the other. How long that would actually
>>take is anyone's guess. However, if I had to make an educated guess say
>>three or four months for the conversion process if everything goes well.
>>Anyway, the point I want to make is that there are lots of ways of
>>resolving our Managed DirectX issue. In the short term I certainly could
>>upgrade the .NET based Genesis Engine, finish Mysteries of the Ancients,
>>and have 1.0 out fairly quickly. However, I believe the long term
>>solution, converting the game to C++, is the better solution. The
>>advantages of converting the game to C++ far out way those of simply
>>upgrading the current .NET engine and releasing it. While it takes longer
>>it is ultimately what i feel I should do.
>>So for those of you who are in a rush to get this game please be patient
>>and understand I'm only doing this for your best interests. I'd much
>>rather take a few extra months developing this game if it is going to be
>>easier to install, is more stable, and a better product rather than doing
>>the quick and easy thing. As they say good things come to those who wait.
>>
>>Sincerely,
>>Thomas Ward
>>President of USA Games Interactive
>>http://www.usagamesinteractive.com
>>
>>
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Re: [Audyssey] Lone Wolf Sound Pack

2009-12-13 Thread Charles Rivard
And a good one it is, too.
---
In God we trust!
- Original Message - 
From: "dark" 
To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 9:41 AM
Subject: Re: [Audyssey] Lone Wolf Sound Pack


Hi Ryan.

Tom has done a pretty amazing soundpack for the game taking from both the
previous ones.

I hope Thom won't mind me poking around in his downloads directory, which he
provided me the link fore,  but you can download the soundpack from
http://www.usagamesinteractive.com/downloads/gma-games/LW-Sound-Pack.zip

Hth.

Beware the grue!

Dark.
- Original Message - 
From: "Ryan Strunk" 
To: "'Gamers Discussion list'" 
Sent: Sunday, December 13, 2009 7:24 PM
Subject: [Audyssey] Lone Wolf Sound Pack


> Hello everyone,
>
> I am looking for either of the Lone Wolf sound packs mentioned on
> audiogames.net. However, neither of the links listed on the mods page
> appear
> to work. Does anyone know where I can obtain either pack?
>
> Thanks,
> Ryan
>
>
> ---
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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi Munawar,
Thanks for the advice. Yeah, i know a conversion from C# .NET to C++ 
isn't quite as easy as I made it sound in my e-mail, but I've got a 
fairly good idea of what needs to be done to speed up that conversion 
process. Once I take care of the C++ specific stuff like the sound 
manager, input, timers, threads, etc converting the rest of the stuff 
should be fairly easy to convert. Most of my function calls in the .NET 
engine are  abstract interfaces for speech, sound, input, whatever so 
the key here is to write those abstract interfaces in C++ and the rest 
of the code should be a sinch to convert with only miner changes here 
and there as needed.
As it happens I did port the Genesis Engine to Java last year, and it 
took me about four months to create a working version in Java with a  
very early prototype of Mysteries of the Ancients. I'm going to assume I 
can make this conversion in more or less the same time window give or 
take a month for debugging and possably some extra research for this or 
that. It is always possible I might fall flat on my face here, but I 
think letting go of .NET is the best long term solution available to me.
Like you said Microsoft seams to have distanced themselves from .NET of 
late. Releasing Managed DirectX and dumping it for the XNA Framework was 
not only bad form, but some developers like me are concerned how much 
long term support Microsoft is going to lend for their .NET APIs. Every 
time I turn around they are releasing a new and improved .NET Framework 
with updated classes, methods, and so on which sounds good, but in 
actuality just ends up being bloatware. I remember once upon a time the 
first .NET framework was something around 99 MB, and now 4.0 is three 
times the size. I don't even use half of it, and that's a lot to 
download if you are someone over seas who has dialup or certain 
bandwidth restrictions.  Not to mention a bit confusing for some end users.
For example, I recently took care of a technical support problem where 
the person has Windows Vista, he knew Vista came with the .NET 
Framework, but he was running 3.0. However, MOTA was written using the 
3.5 version of the framework which meant he needed to update .NET. It 
was an easy problem to fix, but still are we as developers suppose to 
expect our customers to know the difference between .NET 1.1, 2.0, 3.0, 
3.5, or 4.0 and figure out which version they have?
As a developer I love .NET because of it's ease of use. It has very high 
level wrappers for the win32, API, and so on. Plus handling things like 
arrays, strings, etc are so much nicer in .NET. However, .NET certainly 
has its down side which isn't quite so nice. Which is why I'd just 
assume part ways with it for my games.


*Smile*


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Re: [Audyssey] Lone Wolf Sound Pack

2009-12-13 Thread Thomas Ward

Hi Ryan,
Sure can. My LW sound pack can be gotten at
http://www.usagamesinteractive.com/downloads/gma-games/

HTH


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Re: [Audyssey] Lone Wolf Sound Pack

2009-12-13 Thread Ryan Strunk
Got it. Thanks for the link.

Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, December 13, 2009 1:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Lone Wolf Sound Pack

Hi Ryan.

Tom has done a pretty amazing soundpack for the game taking from both the 
previous ones.

I hope Thom won't mind me poking around in his downloads directory, which he

provided me the link fore,  but you can download the soundpack from 
http://www.usagamesinteractive.com/downloads/gma-games/LW-Sound-Pack.zip

Hth.

Beware the grue!

Dark.
- Original Message - 
From: "Ryan Strunk" 
To: "'Gamers Discussion list'" 
Sent: Sunday, December 13, 2009 7:24 PM
Subject: [Audyssey] Lone Wolf Sound Pack


> Hello everyone,
>
> I am looking for either of the Lone Wolf sound packs mentioned on
> audiogames.net. However, neither of the links listed on the mods page 
> appear
> to work. Does anyone know where I can obtain either pack?
>
> Thanks,
> Ryan
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
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> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Jim Kitchen

Hi Thomas,

I just meant that if you already have the wave file speech stuff done, it would 
be very easy to add the sapi5 speech.

BFN

- Original Message -
Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav 
files any more for speech. That's just too much work supporting both. 
Keep in mind here I'm preparing to convert my code to C++ and while I am 
at it I could go ahead and rewrite the speech functions to use Sapi 
instead. I'm not going to do both. It is one way or the other. Not both.


*Smile*

Jim Kitchen wrote:

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.  
It is using wave files that takes so much programming.  For Basic it 
could be as easy as


if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be 
done and the other doesn't.  They are just sub say(a$) and say2(a$)  
And look like


Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA


Jim

C. E. O. Kitchen's Inc.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Munawar Bijani

Hi,
Agreed. It's sad because when .NET was first released it looked so 
promising, but I think the main factor the market will end up moving away 
from it is the same reason people don't favor Java: it's not  native code 
and can be decompiled using Reflector or Microsoft's own ILDisassembler into 
raw source code. It's good for large corporations because they have the 
money to spend on security, but it's too costly for lone developers. For 
instance, I've spent about $200 just for a security patch. Otherwise, the 
TDV source code would be all over the net.


--
From: "Thomas Ward" 
Sent: Sunday, December 13, 2009 2:24 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Important MOTA Announcement


Hi Dark,
Oh, I certainly do realize that. I think the major question is weather I 
should do the conversion now or later. If I do it later I'm only delaying 
what I plan to do anyway. I've already decided to rewrite the Genesis 
Engine in C++ for all of my future FPS and side-scroller projects. So the 
choice is I can either do it now developing it along side MOTA, testing 
it, debugging it, etc so that future games will get done quicker, or I can 
put it off until next year and still have to do it anyway. Personally, I'm 
of the opinion it is better in the long hall to go ahead and do it now so 
the conversion is done and over with. If I hurry up and get the game done 
now, using .NET, I'm just waisting time to get a few people off my back, 
to get the game out of my hair, and then will turn around in a year maybe 
two and convert it to C++ anyway. So it ends up putting off the 
inevitable.
Bottom line, I've already decided .NET is history as far as any new 
projects are concerned. Once the new  STFC comes out it will no longer use 
.NET, the development release of Raceway no longer uses .NET, and I'd 
prefer just to stop using .NET for MOTA as well. Make a clean and final 
break from that API. It is a good development API, has good languages, but 
based on personal experience isn't the best option for games 
unfortunately.


*Smile*


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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi,
Ah, that is the million dollar question isn't it? I ask myself that 
question all the time. I guess the best answer is I'm a believer in the 
Paradoxical Commandments. Kent M. Keith once said, "if you give the 
world your best you'll get kicked in the teeth. Give the world your best 
anyway."
If you have ever read Kent M. Keith's Paradoxical Commandments they make 
a lot of sense. They speak of how people should do the right thing 
regardless of what happens. Yeah, you'll be falsely accused of selfish 
motives, be kicked in the teeth, make your share of enemies, etc, but 
don't let those things stop you from doing the right thing anyway. It is 
doing good simply for the sake of doing good, and knowing at the end of 
the day you made a difference regardless if the good you do is appreciated.





Mauricio Almeida wrote:

alison, your post is totally "for the win" as people would say. Thomas,
being a developer with your talent, why do you still listen to immature
babys who want things half ready or with not as high quality, is
something i can't know.
  



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Re: [Audyssey] thrown my the MOTA voice

2009-12-13 Thread Thomas Ward

Hi Charles,
No, Eloquence gets it way wrong. It is suppose to be a hard c like the 
letter k and not a soft c like the letter s. If you were to say it 
correctly it would be ker-ber-us. People who haven't had classic 
literature in school or college often make this mistake.


HTH


Charles Rivard wrote:
> Speaking of saying that word correctly, I'll bet that Eloquence does 
not?

> Should it be something like sir ber ose?


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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Yohandy

I agree with this as well. no need for thomas to do so much extra work.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 13, 2009 9:37 AM
Subject: Re: [Audyssey] Important MOTA Announcement



Hi Dark,
Almost exactly how I feel-in my opinion Thomas, you might aought get the 
1.0

out there, and if and when you port the Genesis Engine over to C++, you
could use that for the 2.0 upgrade.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, December 13, 2009 7:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA Announcement

hello Tom.

While this does make infinite amounts of sense,  my only concern is 
you

yourself.

You mentioned wanting to get Mota out of your hair and work on other
projects,  which is quite understandable given the multiple 
shinanigans

you've had with the game.

While I certainly understand the logic of having the genesis engine in
general in C++ for future work,  that does also mean more work and 
delay


on Mota.

if your happy with this,  that's fine,  but I don't think anyone
would blame you if you wanted to get Mota itself finished quicker, then 
move


on to the C++ coding for the genesis engine, Stfc raceway, and designer of
any future projects,  afterall, a few extra minutes installing for the
user is rather different from months more coding for the developer.

Of course, it's entirely your decision,  I'm just conscious how much 
of
your sweat and blood has already gone into the project thus far,  and 
I
think it would be a terrible shame if you just burnt out mid way through 
due


to complications and the game never got released.

Ultimately though, it's your game of course,  just know that not
everyone who plays it is a rabid slave driver who expects you to code all
day and night without rest!

Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 1:39 AM
Subject: [Audyssey] Important MOTA Announcement



Hi everyone,
Over the passed few months many of you have reported to me a problem with
Mysteries of the Ancients where it crashes suddenly and often times
without warning. Some times an error will come up stating that a certain
*.wav file could not be found, DirectX passes an illegal argument
exception, and so on all of which seam to be related to Managed DirectX.
I've confirmed this problem is related to Managed DirectX itself, not my
games, from various sources so it is quite apparent that the Managed
DirectX API for .NET programs needs to be taken out of the game and be
replaced with something else much more stable and reliable. I agree that
this should be done before Mysteries of the Ancients 1.0 is released.
Obviously this will take some time, but there are various options and
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply 
upgrade



the existing Genesis Engine written in C# .NET with alternative sound and
input APIs. Just off the top of my head there is FMOD,Earclang, the XNA
Framework, and SlimDX just to name a few options here. While upgrading 
the


engine to use one or more of these APIs wouldn't take too long I do 
wonder



if that is the better solution for the project long term.
A better long term solution is to simply move away from C# .NET 
altogether


and begin converting the code over to C++ now. Two of my projects STFC 
and



USA Raceway are already in the process of being written in C++, and it
would be in my long term interests to go ahead and switch the Genesis
Engine and Mysteries of the Ancients to c++ now rather than wait to do it
later on.
For one thing I've been in the process of converting the Genesis Engine
over to C++ anyway as well as some on going projects like the new STFC 
and



USA Raceway. Rather than go through the trouble of removing Managed
DirectX from the .NET based engine, upgrading it for this one game, it
makes more practical sense to save myself the time and work by completing
the C++ version of the Genesis Engine. Once that task is completed I 
could



conceivably produce a better more stable version of Mysteries of the
Ancients  by using the newer and hopefully better C++ based game engine.
Another reason why I think Mysteries of the Ancients should be converted
to C++ has to do with long term technical support on my end of things.
Ever since I began releasing games based on Microsoft's .NET technology 
my



number one technical support issue has been related to downloading,
installing, and upgrading the various .NET components you need such as 
the



.NET Framework and Managed DirectX. Were i to switch to C++ I could save
both you and I a lot of work downloading, installing, and upgrading
libraries as I would primarily use standard Windows libraries that would
be fo

Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread dwillemv
I have thought about it a bit more and i still think wave files will do the 
job. If anyone doesnt like the voice or cant follow the language quickly, they 
can just make new voice files.

-original message-
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
From: Thomas Ward 
Date: 13/12/2009 8:52 pm

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav 
files any more for speech. That's just too much work supporting both. 
Keep in mind here I'm preparing to convert my code to C++ and while I am 
at it I could go ahead and rewrite the speech functions to use Sapi 
instead. I'm not going to do both. It is one way or the other. Not both.

*Smile*

Jim Kitchen wrote:
> Hi Thomas,
>
> You know adding the sapi5 support would be the easy part of speech.  
> It is using wave files that takes so much programming.  For Basic it 
> could be as easy as
>
> if sapi = true then
> say StuffToSay variable
> else
> do the wave file speech stuff
> end if
>
> I actually have two say sub routines.  One waits for the speech to be 
> done and the other doesn't.  They are just sub say(a$) and say2(a$)  
> And look like
>
> Sub say(a$)
> Voice.Speak a$
> End Sub
>
> Sub say2(a$)
> Voice.Speak a$, SVSFlagsAsync
> End Sub
>
> That would be pretty easy to add I would think.
>
> BFN
>
> Jim
>
> Kitchen's Inc, for games that are up to 110 percent funner to play.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
> ---
> Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Bryan Peterson
Well Thomas would have to leave the sound files unencripted which can be a 
recipe for a lot of trouble with people stealing his sounds and things like 
that. At least with Sapi they can use their own voices, but then you have 
the problem of some people's broken Sapis. And while the number seems to be 
comparitively small there would undoubtedly be more as time went on. And as 
he's also pointed out, using an OS' native speach API would probably make 
making the game cross platform, at least without a lot of extra work. It may 
be possible but I'm not enough of a programming whiz to know.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 4:24 PM
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10


I have thought about it a bit more and i still think wave files will do the 
job. If anyone doesnt like the voice or cant follow the language quickly, 
they can just make new voice files.


-original message-
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
From: Thomas Ward 
Date: 13/12/2009 8:52 pm

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav
files any more for speech. That's just too much work supporting both.
Keep in mind here I'm preparing to convert my code to C++ and while I am
at it I could go ahead and rewrite the speech functions to use Sapi
instead. I'm not going to do both. It is one way or the other. Not both.

*Smile*

Jim Kitchen wrote:

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.
It is using wave files that takes so much programming.  For Basic it
could be as easy as

if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be
done and the other doesn't.  They are just sub say(a$) and say2(a$)
And look like

Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi Munawar,
Yes, all too true. Back around 2002/2003 when I began learning .NET it 
clearly seamed to be the way to go. The way of the future and all that. 
The early .NET books on VB .NET and C# .NET praised .NET as some great 
and wonderful API which in many ways it was. However, after you have 
worked with .NET a while its disadvantages begin to come quite apparent.
For example, a lot of people here probably don't know I actually 
originally created STFC in C++ using LibSDL for sound and input on Red 
Hat Linux around 2002/2003. When .NET came out I immediately switched to 
C# .NET, rewrote the program for .NET, and released the .NET version we 
all know and love. However, over time I have really come to regret that 
decision for a number of reasons.
First, I tied STFC to a Windows API, and made the game and code too 
platform specific. I used Managed DirectX which is now not even being 
supported by Microsoft. All I really had to do back then was modify and 
recompile the game using Visual C++ and shipped the Windows version of 
the SDL libraries with it. I could have actually had a Windows and a 
Linux version of the game way back then. So there is greavence number one.
Second, when I began learning C# .NET and VB .NET I wasn't aware I 
needed to use obfuscation tools to protect my programs. I was well in to 
STFC's .NET rewrite  when someone asked me what program I was using for 
.NET obfuscation. At the time I was like, "what the heck are you talking 
about?"
Of course, it was explained to me I had to use an obfuscation tool like 
Dotfuscator to scramble my MSIL code so no one could reverse engineer my 
programs. Naturally, I was pretty miffed at Microsoft for leaving such 
an obvious and huge security risk open to hackers and crackers. So I had 
to whip out a hunk of change to secure my programs. That was greavence 
number two.
Third, there is the entire issue of Windows 32 byt and 64 byt additions. 
If you use a free tool like Visual C# 2008 Express you can't change the 
target platform easily, and it defaults to AnyCPU. This is major bad 
news as I've got experience the AnyCPU option often fails to work 
because if you use a managed library compiled for a different platform 
than .NET thinks you are running Crash City here we come. You can force 
Visual C# Express to compile for X86, or x64 but it is a matter of 
enabling a bunch of stuff they turned off by default. If you ask 
Microsoft how to do this they will lie and tell you the express versions 
can not be compiled for x86 or x64 target platforms, and you must 
purchase the professional version. I should know as that is what they 
told me, and i found out from someone else that Microsoft was lying 
through their teeth. Someone walked me through the steps setting up 
Visual C# Express for creating the x86and x64 target platforms, and it 
worked like a charm. So it is obvious Microsoft is using the ability to 
change the target platform in the IDE as a selling point for their 
professional versions even though we don't need to upgrade for that 
feature, and they know better than anyone that this ability is needed 
more than ever given the number of Windows 64 byt systems out there now. 
That's major greavence number three.
Fourth, there is the old problem of native code verses runtime code. 
With .NET even though the .NET Framework is powerful it still falls 
short of giving you full access to everything you may want or need for 
an application. You can't simply use DirectX without using a third-party 
API like SlimDX for sound/input support. There are plenty of other Win32 
API libraries like kernel32.dll or user32.dll you can't access unless 
you write a .NET wrapper for them. Why do this when a language like C++ 
can use them without any extra steps of writing a managed wrapper for 
them. That's greavence number four.
Fifth, with the growth of Mac OS and Linux these days it is a good idea 
to try and be as platform independent as possible. At least make the 
software product so it can be easily modified and ported to other 
platforms as needed. Originally this is one of the ideas behind the Mono 
Project using C# .NET. However, over time legal issues have arisen 
between the Mono Project's founders  and Microsoft making the future of 
.NET on non-Windows platforms very uncertain. Any developer might want 
to think twice about developing .NET based products for Mac OS and Linux 
given the legality of the open source Mono Project.  That's greavence 
number five.
Finally, .NET does a lot of things that are nice for newbies, but isn't 
so great for time critical programming. Most new programmers can take 
advantage of the .NET Framework's garbage collecter for cleaning up 
after the program, but that isn't always the best thing to do. Some 
applications will run better if the developer does his/her own garbage 
collection, memory management, and doesn't rely on some universal vacuum 
cleaner to clean up after his/her mess. It just seams more l

[Audyssey] important announcement for all list mem bers

2009-12-13 Thread Mauricio Almeida
Hello,  dear audyssey members,

I am sending everyone this e-mail to let you guys know taht I now
officially represent blind games brazil on this list.
What do we do? we translate free games to portuguese. some game games
already translated were dark destroyer, super egg hunt, tarzan junior,
top speed, technochock, etc.
The reason why i was chosen to represent  the group is my ability to
communicate in english and my whillingness to help my peopel to enjoy the
audiogames world.
I would like to officially apologgise for any comment made to any
member that might have been of some kind of offenssive nature. as of
now, I would like to re-start contacts with everyone, and look forward
to translating your games.
Please keep in mind taht the games in our site are there together with a
link to your web sites, and we do mention that you guys are the
developers, and we translators.

thank youl,

mauricio

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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread shaun everiss
yeah some sapis get broken.
I have broken mine and repaired it but unless you want to reformat or muck 
about which is what I eventually did I wouldn't recomend doing anything bar 
formatting.
although sapi doesn't really break unless you mangle something, hmph.
At 12:28 p.m. 14/12/2009, you wrote:
>Well Thomas would have to leave the sound files unencripted which can be a 
>recipe for a lot of trouble with people stealing his sounds and things like 
>that. At least with Sapi they can use their own voices, but then you have the 
>problem of some people's broken Sapis. And while the number seems to be 
>comparitively small there would undoubtedly be more as time went on. And as 
>he's also pointed out, using an OS' native speach API would probably make 
>making the game cross platform, at least without a lot of extra work. It may 
>be possible but I'm not enough of a programming whiz to know.
>Homer: Hey, uh, could you go across the street and get me a slice of pizza?
>Vender: No pizza. Only Khlav Kalash.
>- Original Message - From: 
>To: "Gamers Discussion list" 
>Sent: Sunday, December 13, 2009 4:24 PM
>Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
>
>
>>I have thought about it a bit more and i still think wave files will do the 
>>job. If anyone doesnt like the voice or cant follow the language quickly, 
>>they can just make new voice files.
>>
>>-original message-
>>Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
>>From: Thomas Ward 
>>Date: 13/12/2009 8:52 pm
>>
>>Hi Jim,
>>Yeah, but if I go ahead and put in Sapi support I'm not going to use wav
>>files any more for speech. That's just too much work supporting both.
>>Keep in mind here I'm preparing to convert my code to C++ and while I am
>>at it I could go ahead and rewrite the speech functions to use Sapi
>>instead. I'm not going to do both. It is one way or the other. Not both.
>>
>>*Smile*
>>
>>Jim Kitchen wrote:
>>>Hi Thomas,
>>>
>>>You know adding the sapi5 support would be the easy part of speech.
>>>It is using wave files that takes so much programming.  For Basic it
>>>could be as easy as
>>>
>>>if sapi = true then
>>>say StuffToSay variable
>>>else
>>>do the wave file speech stuff
>>>end if
>>>
>>>I actually have two say sub routines.  One waits for the speech to be
>>>done and the other doesn't.  They are just sub say(a$) and say2(a$)
>>>And look like
>>>
>>>Sub say(a$)
>>>Voice.Speak a$
>>>End Sub
>>>
>>>Sub say2(a$)
>>>Voice.Speak a$, SVSFlagsAsync
>>>End Sub
>>>
>>>That would be pretty easy to add I would think.
>>>
>>>BFN
>>>
>>>Jim
>>>
>>>Kitchen's Inc, for games that are up to 110 percent funner to play.
>>>
>>>j...@kitchensinc.net
>>>http://www.kitchensinc.net
>>>(440) 286-6920
>>>Chardon Ohio USA
>>>---
>>>Gamers mailing list __ Gamers@audyssey.org
>>>If you want to leave the list, send E-mail to
>>>gamers-unsubscr...@audyssey.org.
>>>You can make changes or update your subscription via the web, at
>>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>>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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Re: [Audyssey] the switching of the voice in MOTA beta 10

2009-12-13 Thread Bryan Peterson
Problem is it can be quite easy for an average computer schmoe to 
accidentally break something without even being aware of it until the next 
time they try to run a program dependent on the broken component. I myself 
have done this more times than I care to remember.

Homer: Hey, uh, could you go across the street and get me a slice of pizza?
Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 5:36 PM
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10



yeah some sapis get broken.
I have broken mine and repaired it but unless you want to reformat or muck 
about which is what I eventually did I wouldn't recomend doing anything 
bar formatting.

although sapi doesn't really break unless you mangle something, hmph.
At 12:28 p.m. 14/12/2009, you wrote:
Well Thomas would have to leave the sound files unencripted which can be a 
recipe for a lot of trouble with people stealing his sounds and things 
like that. At least with Sapi they can use their own voices, but then you 
have the problem of some people's broken Sapis. And while the number seems 
to be comparitively small there would undoubtedly be more as time went on. 
And as he's also pointed out, using an OS' native speach API would 
probably make making the game cross platform, at least without a lot of 
extra work. It may be possible but I'm not enough of a programming whiz to 
know.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - From: 
To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 4:24 PM
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10


I have thought about it a bit more and i still think wave files will do 
the job. If anyone doesnt like the voice or cant follow the language 
quickly, they can just make new voice files.


-original message-
Subject: Re: [Audyssey] the switching of the voice in MOTA beta 10
From: Thomas Ward 
Date: 13/12/2009 8:52 pm

Hi Jim,
Yeah, but if I go ahead and put in Sapi support I'm not going to use wav
files any more for speech. That's just too much work supporting both.
Keep in mind here I'm preparing to convert my code to C++ and while I am
at it I could go ahead and rewrite the speech functions to use Sapi
instead. I'm not going to do both. It is one way or the other. Not both.

*Smile*

Jim Kitchen wrote:

Hi Thomas,

You know adding the sapi5 support would be the easy part of speech.
It is using wave files that takes so much programming.  For Basic it
could be as easy as

if sapi = true then
say StuffToSay variable
else
do the wave file speech stuff
end if

I actually have two say sub routines.  One waits for the speech to be
done and the other doesn't.  They are just sub say(a$) and say2(a$)
And look like

Sub say(a$)
Voice.Speak a$
End Sub

Sub say2(a$)
Voice.Speak a$, SVSFlagsAsync
End Sub

That would be pretty easy to add I would think.

BFN

   Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] PKB Games

2009-12-13 Thread Hayden Presley
Hi All,

Does anyone know where to find PKB Games?

Best Regards,

Hayden

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[Audyssey] VIP GamesZone

2009-12-13 Thread Hayden Presley
Hi,

I had registered Superfootball recently, and it decides, heck, I don't want
to be registered anymore, let me unregister myself! How in the world do you
reregister the thing?

Best Regards,

Hayden

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Re: [Audyssey] PKB Games

2009-12-13 Thread Oriol Gómez
You don't find pkb games, you become it.
Pkb games is a group which I'm part of, we make games in autoit.
If you are a programmer you can join us, write to Peter.

On 12/14/09, Hayden Presley  wrote:
> Hi All,
>
> Does anyone know where to find PKB Games?
>
> Best Regards,
>
> Hayden
>
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