Re: [Audyssey] Google Acquires Phonetic Arts for Speech Synthesis

2010-12-07 Thread Gary Whittington

Now this would be a grate tool for
Raceway, don't you think so Phil.

Even with creating games with a play by play system.
And able to  input say names in a editor program in the game.

Also, thinking of the ten Pin Alley game could use this for its name system.
Or any audio game where you can insert your own name for the main character.

Also, the idea of games where once can talk to certain characters to gather 
info, would help creating more levels in the game without additional 
recordings.

So, in effect added new levels to games can be done  quicker.

On of the old video games I enjoyed when still had sight was the
Star Trek 25th Annv.

While there was some shooting aspects to the game.
There was a lot of text being display, saying like shields down 80 percent.
And other talking characters.
But it would be great to use this tool to get hold of sound clips of say 
Spock and use that as the voice to generate more speech out put for a audio 
Star Trek game.


Great Job Phil in find this.

Crash
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 4:02 PM
Subject: Re: [Audyssey] Google Acquires Phonetic Arts for Speech Synthesis



I tried that link and it didn't work.
Here's another:
http://phonetic-arts.com/

- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 5:45 PM
Subject: [Audyssey] Google Acquires Phonetic Arts for Speech Synthesis



Hi Folks,
Google Acquires Phonetic Arts for Speech Synthesis
http://phonetic-arts.comphonetic arts Preview
Recorded dialogue is often only added late in a game's development and 
this
can make it difficult to design, pace and test scenes in the earlier 
stages

of production

PA Preview addresses this problem by providing a comprehensive system for
automatically generating the dialogue

Preview works by using Phonetic Arts state of the art Generator 
technology.

This can take any written sentence and generate its spoken equivalent



"We used PA Preview extensively as part of the alpha testing for 
Enslaved.
It worked amazingly well and allowed us to do a full alpha-testing 
program

with voices"
Tom Colvin Audio Director  Ninja Theory

"Many games today are developed under intense time pressure and rapid
production cycles. PA Preview has been invaluable to us, and meant we 
could

get convincing dialog much earlier than normal with our tight scheduling
requirements. This allowed us to jump ahead in our production schedule
without waiting on studio time or or talent availability for pick-ups."
Jesse Joudrey CTO  A.C.R.O.N.Y.M Games

"Our Developers typically don't get any audio, now they can not only hear
the dialogue at every stage of development, they can make changes they 
need

for a scene straight away"
Chris Nutall CTO  nDreams




Use Our Voices
PA Preview comes with a set of standard game character voices; with these
you can be up and generating in-game dialog straight away

We have characters ranging from secret agents, fantasy princesses, sports
commentators and many more. Here are some examples:

  Dirk:
  Riawenna

  Jasper
Use Your Own Voices
If you already have some recordings of a character (for example from a
previous game) you can use PA Adapt to adapt our voices to sound like 
your

character

Using as little as 200 lines, you can adapt the core voices and create as
many new voices as you wish


Control Expression
Our copycat facility gives developers the ability to make lines sound
exactly as they want.

Simply record the line yourself, and copycat generate the  speech in the
characters voice, but using your tone and inflection.

Script writers can use this to give a guide as to how they eventually 
want

the lines to sound in the game.

You can speed up and slow down the speech to suit the pace of the game

BUT CAN'T I JUST USE AN OFF THE SHELF TEXT-TO-SPEECH SYSTEM TO DO THIS?

Yes - but then your dialog will sound just like an off the shelf
text-to-speech system!
Advantages of Preview
Voices that can sound lively or animated like the final characters in a
game

Using PA Adapt, use existing recordings to make the voices sound like the
character voices that will finally be used

Control expression: our patented Copycat technology allows you to speak a
line in any style you want and Preview will copy that style but speak it
with the voice of the character

Ensure all the character names and places are pronounced correctly

Operation
Offline: Preview can be run in PA Studio, our powerful speech development
environment. Simply load in the script, process the lines and save the
generated audio for inclusion in the game as assets.

In-game: run Preview live in the game; simply make the lines available to
PA Engine and it will generate and stream the audio as needed.

Benefits
Create lines of dialog at any stage in game development

Allow script edits to be instantly loaded into the game

Ability to handle an unlimited number of 

Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread dark

this sounds amazing!

I've always felt the ui in time of conflict is probably the best example of 
a map overview I've ever seen in an accessible game.


I've beaten the computer on a few skill levels, and have just been waiting 
in the wings for more units, scenarios and other options to turn up.


So, this sounds amazing, and I'll deffinately be looking forward to it's 
release.


Beware the Grue!

Dark.
- Original Message - 
From: "Christopher Bartlett" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 11:59 PM
Subject: [Audyssey] Something incredible in the pipeline.



Over on the GMA games list, I asked a question about a delayed release for
the update of Time of Conflict.  We were expecting a release this fall, 
with

some nifty new unit types and some increased control over scenario design.



Well kids, David Greenwood is in process of producing a monster update 
that

looks, from the description like we will be able to create and play
arbitrarily complex combat simulations from any era, with user-definable
unit types.  I'm finally going to be able to design and play my Gettysburg
battle scenario that I've thought about for years, as well as Midway,
Guadalcanal, and possibly even theater-wide simulations such as Korea.



For this old-school war-gamer, this looks like the Holy Grail, a game with
sufficient complexity and flexibility to match the best of the board games
for sighted people, and even play well in the sighted strategic 
simulations

market.



David has already made the user interface break-throughs that make such a
sprawling game possible.  Now that he' adding in such user flexibility,
there is literally no limit other than your computer's power and your
imagination to what simulations you can create.



I forgot to mention, there will be multi-player for up to 5 players for
those who want to compete against humans.

In the interests of full disclosure, I have no financial connection with
GMA, and this message was not solicited by anyone, I'm just that excited.



Finally, he posted a call for folk interested in designing unit sets to
contact him.  I think he'd like to release some pre-created unit sets for
scenario design when the game comes out.  He states that it won' involve
programming, just text editing.  Since he liked my prototype for GMA Tank
Commander mission 5 enough to use elements from it, I am hoping to join in
this team.  I'd like to create some Napoleonic and/or Civil War era unit
sets for him.



Did I mention that I am phenomenally excited about all this?  I think 
that
if he delivers on what he is saying, it will be a break-through event in 
the

audio gaming market.  Other developers may wish to examine some of his
inte3rface choices if they wish to take on such a task.



   Christopher Bartlett *bounce* *bounce* *bounce*





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Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread dark
They're only really useful on a big map, where you've got more sea to cover 
than a fighter can fly across without crashing. On the smaller maps your 
best off just launching them from one of your cities.


Beware the Grue!

Dark.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 12:45 AM
Subject: Re: [Audyssey] Something incredible in the pipeline.



Hi,
I have a question regarding Time of Conflict...what good are the aircraft
carriers? I don't see they do us any good, really.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Monday, December 06, 2010 6:00 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Something incredible in the pipeline.

Over on the GMA games list, I asked a question about a delayed release for
the update of Time of Conflict.  We were expecting a release this fall, 
with

some nifty new unit types and some increased control over scenario design.



Well kids, David Greenwood is in process of producing a monster update 
that

looks, from the description like we will be able to create and play
arbitrarily complex combat simulations from any era, with user-definable
unit types.  I'm finally going to be able to design and play my Gettysburg
battle scenario that I've thought about for years, as well as Midway,
Guadalcanal, and possibly even theater-wide simulations such as Korea.



For this old-school war-gamer, this looks like the Holy Grail, a game with
sufficient complexity and flexibility to match the best of the board games
for sighted people, and even play well in the sighted strategic 
simulations

market.



David has already made the user interface break-throughs that make such a
sprawling game possible.  Now that he' adding in such user flexibility,
there is literally no limit other than your computer's power and your
imagination to what simulations you can create.



I forgot to mention, there will be multi-player for up to 5 players for
those who want to compete against humans.

In the interests of full disclosure, I have no financial connection with
GMA, and this message was not solicited by anyone, I'm just that excited.



Finally, he posted a call for folk interested in designing unit sets to
contact him.  I think he'd like to release some pre-created unit sets for
scenario design when the game comes out.  He states that it won' involve
programming, just text editing.  Since he liked my prototype for GMA Tank
Commander mission 5 enough to use elements from it, I am hoping to join in
this team.  I'd like to create some Napoleonic and/or Civil War era unit
sets for him.



Did I mention that I am phenomenally excited about all this?  I think 
that
if he delivers on what he is saying, it will be a break-through event in 
the

audio gaming market.  Other developers may wish to examine some of his
inte3rface choices if they wish to take on such a task.



   Christopher Bartlett *bounce* *bounce* *bounce*





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Re: [Audyssey] game objects in memory

2010-12-07 Thread Rynhardt Kruger
Hi Cara,

The reason I thought the 3d array would be faster is:
Lets say you want to check if the player object moves into a wall when it takes 
a step. In the case where every object 
has attributes for the 3d coordinate, you have to search through all the 
objects currently in the level and check if one 
of them is at the position of the players next position. If all the objects are 
stored in a 3d array, it requires only 
using the players next location as an array index and checking if an object 
occupies that array element. In 
languages like c or c++, getting an array element requires only the calculation 
of the correct offset in memory based on 
the array index and element size and referencing that location in memory. 
In this case I'd thought of storing wall-like elements in 
the array apposed to rooms.
Another way might be to (as you said) give each object bounding coordinates 
e.g. a left upper coordinate and a right 
lower coordinate and have all the objects in an array or other data structure. 
May be having rooms in stead of walls 
represented by objects will decrease the number of objects so the search time 
isn't so big?
A reason I like this method is that rooms can have interesting shapes e.g. a 
round room and that you can move a hole 
room to another location, possibly moving everything inside as well to create a 
vehicle like object.

Take care,

Rynhardt

* Cara Quinn  [101207 07:53]:
> Rynhardt;
> 
> -It occurred to me that I didn't completely answer your question in my last 
> note, so my apologies. :)
> 
> In my own personal opinion, yes, it's good to have map data in an array, as 
> well as using a flexible coordinate system as in my code example. HOwever, 
> even though game objects can still rely on a coordinate system to move within 
> the game, they can still be stored in an array as well.
> 
> I.E. one could use two arrays in-game; one to store the amount of active 
> entities and the other to represent rooms in a level. Within the rooms array, 
> game entities can freely move in 3D space using the usual 3D coordinate 
> system we're discussing.
> 
> this is one approach I personally like, but it's also not perfect in my 
> opinion.
> 
> For one thing, using one element of an array per room, can make it difficult 
> to accurately or easily map certain complex room layouts, though on the 
> up-side, it can be really easy to juggle and switch rooms around to cause 
> some really neat effects for cool game-play.
> 
> Perhaps my very fav mapping type would simply be to map out the entire space 
> with a coordinate system and simply take the 3D coordinate-based physics 
> approach and rely on collision management and such?
> 
> -Just my thoughts?
> 
> -Hope this comes closer to answering your questions / addressing your 
> comments?
> 
> Smiles,
> 
> Cara :)
> On Dec 6, 2010, at 5:22 PM, Cara Quinn wrote:
> 
> Hi Rynhardt;
> 
> ACtually collision detection really isn't that expensive. Here's some C++ for 
> checking two axis-aligned bounding boxes in 3D.
> 
> // set the lower and upper coordinates of each box
> // and set their position
> 
> Box A (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
> A.setPosition (3.0, 3.0, 3.0);
> 
> Box B (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
> B.setPosition (0.0, 0.0, 0.0);
> 
> // check to see if any part of the above boxes touch or overlap
> 
> if((A.lower.x <= B.upper.x && A.lower.y <= B.upper.y && A.lower.z <= 
> B.upper.z) && (A.upper.x >= B.lower.x && A.upper.y >= B.lower.y && A.upper.z 
> >= B.lower.z)) {
> 
> // Manage collision
> 
> }
> 
> In this case, the two boxes are not touching, as the bottom-most point of A 
> is at 2.0, 2.0, 2.0 and the top-most point of B is at 1.0, 1.0, 1.0 so 
> there's a length of one coordinate between them. Does this make sense??
> 
> The above code is all you need to detect whether two boxes in 3D space touch 
> or overlap each other. This really isn't overly intensive. YOu can also check 
> for collision of spheres easily too, but it is a bit more expensive than the 
> above, but it is equally simple, relying on the Pythagorus theorem. Basically 
> you can just check the length of the line between the centers of two spheres 
> and see if it's less than or greater than the radii of each sphere. So if the 
> two radii add up to (or are greater than) the distance you just found, then 
> the spheres are touching or overlapping.
> 
> On the subject of arrays, (depending on the type of array) it's not 
> necessarily any less expensive to access an array vs doing something like the 
> above every frame of a game, since the system may need to move through the 
> array to find what it needs, regardless of how easy it looks to the user. so 
> just because you can call an element of an array as in array[x] doesn't mean 
> the system doesn't need to do any work to access that element.
> 
> There are faster ways of storing data which are easier on the system in C++ 
> but I'm not as familiar with them as I'd like, so forgive me but I j

Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread Darren Harris
I wonder if david will do a futuristic version so we can go into space
explore and take control of planets etc? the map would have to be far far
bigger of course but assuming this works the potential is there now.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 07 December 2010 09:14
To: Gamers Discussion list
Subject: Re: [Audyssey] Something incredible in the pipeline.


this sounds amazing!

I've always felt the ui in time of conflict is probably the best example of 
a map overview I've ever seen in an accessible game.

I've beaten the computer on a few skill levels, and have just been waiting 
in the wings for more units, scenarios and other options to turn up.

So, this sounds amazing, and I'll deffinately be looking forward to it's 
release.

Beware the Grue!

Dark.
- Original Message - 
From: "Christopher Bartlett" 
To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 11:59 PM
Subject: [Audyssey] Something incredible in the pipeline.


> Over on the GMA games list, I asked a question about a delayed release 
> for the update of Time of Conflict.  We were expecting a release this 
> fall, with some nifty new unit types and some increased control over 
> scenario design.
>
>
>
> Well kids, David Greenwood is in process of producing a monster update
> that
> looks, from the description like we will be able to create and play
> arbitrarily complex combat simulations from any era, with user-definable
> unit types.  I'm finally going to be able to design and play my Gettysburg
> battle scenario that I've thought about for years, as well as Midway,
> Guadalcanal, and possibly even theater-wide simulations such as Korea.
>
>
>
> For this old-school war-gamer, this looks like the Holy Grail, a game 
> with sufficient complexity and flexibility to match the best of the 
> board games for sighted people, and even play well in the sighted 
> strategic simulations market.
>
>
>
> David has already made the user interface break-throughs that make 
> such a sprawling game possible.  Now that he' adding in such user 
> flexibility, there is literally no limit other than your computer's 
> power and your imagination to what simulations you can create.
>
>
>
> I forgot to mention, there will be multi-player for up to 5 players 
> for those who want to compete against humans.
>
> In the interests of full disclosure, I have no financial connection 
> with GMA, and this message was not solicited by anyone, I'm just that 
> excited.
>
>
>
> Finally, he posted a call for folk interested in designing unit sets 
> to contact him.  I think he'd like to release some pre-created unit 
> sets for scenario design when the game comes out.  He states that it 
> won' involve programming, just text editing.  Since he liked my 
> prototype for GMA Tank Commander mission 5 enough to use elements from 
> it, I am hoping to join in this team.  I'd like to create some 
> Napoleonic and/or Civil War era unit sets for him.
>
>
>
> Did I mention that I am phenomenally excited about all this?  I think
> that
> if he delivers on what he is saying, it will be a break-through event in 
> the
> audio gaming market.  Other developers may wish to examine some of his
> inte3rface choices if they wish to take on such a task.
>
>
>
>Christopher Bartlett *bounce* *bounce* *bounce*
>
>
>
>
>
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> If you want to leave the list, send E-mail to
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
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Re: [Audyssey] Creating game levels to scale?

2010-12-07 Thread NIcol
Hi Tom
You said:
"As soon as you open a door you can hear the monsters and equipment in the
room when it was silent before. As you pointed out even though you closed
the door again you can still hear the monsters moving around in there,
but they are muffled."
I tried out all the speaker settings in the game like 3d, sterio, etc.
Well, I do not know if there is something wrong with my pc, but when I
played shades of doom, if I close a door with monsters inside, I cannot hear
the monsters at all.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 06 December 2010 10:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating game levels to scale?

Hi Phil,

Yeah, that was what I was thinking. i just played through a couple
levels of Shades of Doom to get a handle on what David Greenwood did,
and it seams sounds are triggered by the doors themselves. As soon as
you open a door you can hear the monsters and equipment in the room
when it was silent before. As you pointed out even though you closed
the door again you can still hear the monsters moving around in there,
but they are muffled. I'd have to figure out how to code this into the
engine, but it sounds like a good idea.


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Re: [Audyssey] Creating game levels to scale?

2010-12-07 Thread NIcol
Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago, but I
can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I close the
door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: 06 December 2010 02:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating game levels to scale?

Hi Thomas,
I think the GMA engine keeps sounds inside a room quiet until you open a 
door between the two regions.
Then even if you close the door, the sounds in the room are audible.
So the sounds are triggered by opening doors if there is one instead of 
walking into a region.
If no door, then the distance fades sounds, but in a 2d you never hear 
sounds from rooms above.
You could put a variable on each door to identify that it was between region

1 and 2 and if opened, then that would trigger the visited flag and turn on 
the sounds to region 2.


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Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread dark
Well, it sounds like unit creation is in already, so having spaceships of 
various sorts would be easy enough, as would renaming areas of the map as 
galaxies etc.


The only additional thing you'd need is the ability to tinker with the 
naming of basic elements,  for instance planets instead of cities, and 
gas clouds instead of water (ie, areas where only special units could 
cross), pluss of course the ability to completely switch to an sfx set 
without getting rid of the original (though i assume David may include this 
in the new version anyway sinse presumably different units will have 
different attack and death sounds).


It will all depend upon how customizable david makes things.

Beware the Grue!

Dark.
- Original Message - 
From: "Darren Harris" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 11:10 AM
Subject: Re: [Audyssey] Something incredible in the pipeline.



I wonder if david will do a futuristic version so we can go into space
explore and take control of planets etc? the map would have to be far far
bigger of course but assuming this works the potential is there now.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 07 December 2010 09:14
To: Gamers Discussion list
Subject: Re: [Audyssey] Something incredible in the pipeline.


this sounds amazing!

I've always felt the ui in time of conflict is probably the best example 
of

a map overview I've ever seen in an accessible game.

I've beaten the computer on a few skill levels, and have just been waiting
in the wings for more units, scenarios and other options to turn up.

So, this sounds amazing, and I'll deffinately be looking forward to it's
release.

Beware the Grue!

Dark.
- Original Message - 
From: "Christopher Bartlett" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 11:59 PM
Subject: [Audyssey] Something incredible in the pipeline.



Over on the GMA games list, I asked a question about a delayed release
for the update of Time of Conflict.  We were expecting a release this
fall, with some nifty new unit types and some increased control over
scenario design.



Well kids, David Greenwood is in process of producing a monster update
that
looks, from the description like we will be able to create and play
arbitrarily complex combat simulations from any era, with user-definable
unit types.  I'm finally going to be able to design and play my 
Gettysburg

battle scenario that I've thought about for years, as well as Midway,
Guadalcanal, and possibly even theater-wide simulations such as Korea.



For this old-school war-gamer, this looks like the Holy Grail, a game
with sufficient complexity and flexibility to match the best of the
board games for sighted people, and even play well in the sighted
strategic simulations market.



David has already made the user interface break-throughs that make
such a sprawling game possible.  Now that he' adding in such user
flexibility, there is literally no limit other than your computer's
power and your imagination to what simulations you can create.



I forgot to mention, there will be multi-player for up to 5 players
for those who want to compete against humans.

In the interests of full disclosure, I have no financial connection
with GMA, and this message was not solicited by anyone, I'm just that
excited.



Finally, he posted a call for folk interested in designing unit sets
to contact him.  I think he'd like to release some pre-created unit
sets for scenario design when the game comes out.  He states that it
won' involve programming, just text editing.  Since he liked my
prototype for GMA Tank Commander mission 5 enough to use elements from
it, I am hoping to join in this team.  I'd like to create some
Napoleonic and/or Civil War era unit sets for him.



Did I mention that I am phenomenally excited about all this?  I think
that
if he delivers on what he is saying, it will be a break-through event in
the
audio gaming market.  Other developers may wish to examine some of his
inte3rface choices if they wish to take on such a task.



   Christopher Bartlett *bounce* *bounce* *bounce*





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Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread Darren Harris
That's true. But you'd need a much bigger map I thinkk as well. Planets
galaxies and star systems so think of it on that scale. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 07 December 2010 11:23
To: Gamers Discussion list
Subject: Re: [Audyssey] Something incredible in the pipeline.


Well, it sounds like unit creation is in already, so having spaceships of 
various sorts would be easy enough, as would renaming areas of the map as 
galaxies etc.

The only additional thing you'd need is the ability to tinker with the 
naming of basic elements,  for instance planets instead of cities, and 
gas clouds instead of water (ie, areas where only special units could 
cross), pluss of course the ability to completely switch to an sfx set 
without getting rid of the original (though i assume David may include this 
in the new version anyway sinse presumably different units will have 
different attack and death sounds).

It will all depend upon how customizable david makes things.

Beware the Grue!

Dark.
- Original Message - 
From: "Darren Harris" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 11:10 AM
Subject: Re: [Audyssey] Something incredible in the pipeline.


>I wonder if david will do a futuristic version so we can go into space  
>explore and take control of planets etc? the map would have to be far 
>far  bigger of course but assuming this works the potential is there 
>now.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of dark
> Sent: 07 December 2010 09:14
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Something incredible in the pipeline.
>
>
> this sounds amazing!
>
> I've always felt the ui in time of conflict is probably the best 
> example
> of
> a map overview I've ever seen in an accessible game.
>
> I've beaten the computer on a few skill levels, and have just been 
> waiting in the wings for more units, scenarios and other options to 
> turn up.
>
> So, this sounds amazing, and I'll deffinately be looking forward to 
> it's release.
>
> Beware the Grue!
>
> Dark.
> - Original Message -
> From: "Christopher Bartlett" 
> To: "'Gamers Discussion list'" 
> Sent: Monday, December 06, 2010 11:59 PM
> Subject: [Audyssey] Something incredible in the pipeline.
>
>
>> Over on the GMA games list, I asked a question about a delayed 
>> release for the update of Time of Conflict.  We were expecting a 
>> release this fall, with some nifty new unit types and some increased 
>> control over scenario design.
>>
>>
>>
>> Well kids, David Greenwood is in process of producing a monster 
>> update that looks, from the description like we will be able to 
>> create and play arbitrarily complex combat simulations from any era, 
>> with user-definable unit types.  I'm finally going to be able to 
>> design and play my Gettysburg
>> battle scenario that I've thought about for years, as well as Midway,
>> Guadalcanal, and possibly even theater-wide simulations such as Korea.
>>
>>
>>
>> For this old-school war-gamer, this looks like the Holy Grail, a game 
>> with sufficient complexity and flexibility to match the best of the 
>> board games for sighted people, and even play well in the sighted 
>> strategic simulations market.
>>
>>
>>
>> David has already made the user interface break-throughs that make 
>> such a sprawling game possible.  Now that he' adding in such user 
>> flexibility, there is literally no limit other than your computer's 
>> power and your imagination to what simulations you can create.
>>
>>
>>
>> I forgot to mention, there will be multi-player for up to 5 players 
>> for those who want to compete against humans.
>>
>> In the interests of full disclosure, I have no financial connection 
>> with GMA, and this message was not solicited by anyone, I'm just that 
>> excited.
>>
>>
>>
>> Finally, he posted a call for folk interested in designing unit sets 
>> to contact him.  I think he'd like to release some pre-created unit 
>> sets for scenario design when the game comes out.  He states that it 
>> won' involve programming, just text editing.  Since he liked my 
>> prototype for GMA Tank Commander mission 5 enough to use elements 
>> from it, I am hoping to join in this team.  I'd like to create some 
>> Napoleonic and/or Civil War era unit sets for him.
>>
>>
>>
>> Did I mention that I am phenomenally excited about all this?  I think 
>> that if he delivers on what he is saying, it will be a break-through 
>> event in the
>> audio gaming market.  Other developers may wish to examine some of his
>> inte3rface choices if they wish to take on such a task.
>>
>>
>>
>>Christopher Bartlett *bounce* *bounce* *bounce*
>>
>>
>>
>>
>>
>> ---
>> 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 upda

Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread dark

Well, it would depend upon how fast your ships are going of course.

Going at many times light speed as the ships of the treck universe do, it 
doesn't seem unrealistic to make the map the same size as normal,   
provided you grouped the planets, aka cities into realistic system 
locations, so for instance having the sol system with Earth, mars etc on top 
left corner at around coordinates 1, 120, then have the romulans over on the 
bottom right at 120 120.


Beware the Grue!

Dark.
- Original Message - 
From: "Darren Harris" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 11:40 AM
Subject: Re: [Audyssey] Something incredible in the pipeline.



That's true. But you'd need a much bigger map I thinkk as well. Planets
galaxies and star systems so think of it on that scale.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 07 December 2010 11:23
To: Gamers Discussion list
Subject: Re: [Audyssey] Something incredible in the pipeline.


Well, it sounds like unit creation is in already, so having spaceships of
various sorts would be easy enough, as would renaming areas of the map as
galaxies etc.

The only additional thing you'd need is the ability to tinker with the
naming of basic elements,  for instance planets instead of cities, and
gas clouds instead of water (ie, areas where only special units could
cross), pluss of course the ability to completely switch to an sfx set
without getting rid of the original (though i assume David may include 
this

in the new version anyway sinse presumably different units will have
different attack and death sounds).

It will all depend upon how customizable david makes things.

Beware the Grue!

Dark.
- Original Message - 
From: "Darren Harris" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 11:10 AM
Subject: Re: [Audyssey] Something incredible in the pipeline.



I wonder if david will do a futuristic version so we can go into space
explore and take control of planets etc? the map would have to be far
far  bigger of course but assuming this works the potential is there
now.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of dark
Sent: 07 December 2010 09:14
To: Gamers Discussion list
Subject: Re: [Audyssey] Something incredible in the pipeline.


this sounds amazing!

I've always felt the ui in time of conflict is probably the best
example
of
a map overview I've ever seen in an accessible game.

I've beaten the computer on a few skill levels, and have just been
waiting in the wings for more units, scenarios and other options to
turn up.

So, this sounds amazing, and I'll deffinately be looking forward to
it's release.

Beware the Grue!

Dark.
- Original Message -
From: "Christopher Bartlett" 
To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 11:59 PM
Subject: [Audyssey] Something incredible in the pipeline.



Over on the GMA games list, I asked a question about a delayed
release for the update of Time of Conflict.  We were expecting a
release this fall, with some nifty new unit types and some increased
control over scenario design.



Well kids, David Greenwood is in process of producing a monster
update that looks, from the description like we will be able to
create and play arbitrarily complex combat simulations from any era,
with user-definable unit types.  I'm finally going to be able to
design and play my Gettysburg
battle scenario that I've thought about for years, as well as Midway,
Guadalcanal, and possibly even theater-wide simulations such as Korea.



For this old-school war-gamer, this looks like the Holy Grail, a game
with sufficient complexity and flexibility to match the best of the
board games for sighted people, and even play well in the sighted
strategic simulations market.



David has already made the user interface break-throughs that make
such a sprawling game possible.  Now that he' adding in such user
flexibility, there is literally no limit other than your computer's
power and your imagination to what simulations you can create.



I forgot to mention, there will be multi-player for up to 5 players
for those who want to compete against humans.

In the interests of full disclosure, I have no financial connection
with GMA, and this message was not solicited by anyone, I'm just that
excited.



Finally, he posted a call for folk interested in designing unit sets
to contact him.  I think he'd like to release some pre-created unit
sets for scenario design when the game comes out.  He states that it
won' involve programming, just text editing.  Since he liked my
prototype for GMA Tank Commander mission 5 enough to use elements
from it, I am hoping to join in this team.  I'd like to create some
Napoleonic and/or Civil War era unit sets for him.



Did I mention that I am phenomenally excited about all this?  I think
that if he delivers on 

Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-07 Thread Shiny protector
I like hardware registration systems. It could defend Munawar, as know one 
could crack this game.
- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 7:15 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity



I, really hate hardware registration systems.
This final fight is really tuff. Ok, I blown up dark blaze. think that was 
easy. not when it regenerated and brought some friends with it.
- Original Message - 
From: "Shiny protector" 

To: ; "Gamers Discussion list" 
Sent: Monday, December 06, 2010 6:27 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D 
Velocity



I don't think the  registration  system should be changed just because you 
have to do system reboots. How ever, cheats, I'd say know. First of all, 
the game is hard as it is, and secondly, if Munawar were to do that, he'd 
have to make the easy difficulty level kind of easy and that would take 
the challenge away in my opinion.
- Original Message - 
From: "Alfredo" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 1:59 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D 
Velocity




Hello,
I think the next version of tdv should have difficulty levels and 
cheats, so you can get to play the game, if you cannot beat the final 
battles. I think there should be a change in the registration system. I 
was recently forced to do more than one system restore on my computer, 
but i think this is changing the hardware ID.


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__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

http://www.eset.com






__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

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[Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Phil Vlasak

Hi,
The hearing of sounds after closing a door worked in Windows XP but may not
work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound problems
with Vista and Windows 7 but he has not released it to the public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of the
features of the new engine such as better sound panning.
I said some of the features, as some other features require additional files
to work such as for mouse support.
Phil

- Original Message - 
From: "NIcol" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago, but I
can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I close the
door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.



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Re: [Audyssey] HELP WITH TDV PLEASE

2010-12-07 Thread Shiny protector

I think you might have to use the web installer to crash that problem.
- Original Message - 
From: "Mike Maslo" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 5:31 AM
Subject: [Audyssey] HELP WITH TDV PLEASE



Hi all:



Below is a error I got when I installed and tried to run tdv as a demo. I
was unable to launch the game at all. Any suggestions or help would be
appreciated.



Error log, created with build version 1.1.3991.34017:

Error base exception: System.BadImageFormatException: Could not load file 
or

assembly 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The module 
was

expected to contain an assembly manifest.

File name: 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9'

  at BPCSharedComponent.ExtendedAudio.DSound..cctor()



WRN: Assembly binding logging is turned OFF.

To enable assembly bind failure logging, set the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.

Note: There is some performance penalty associated with assembly bind
failure logging.

To turn this feature off, remove the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog].



Error Description: The type initializer for
'BPCSharedComponent.ExtendedAudio.DSound' threw an exception.

Stack trace:at 
BPCSharedComponent.ExtendedAudio.DSound.initialize(IntPtr

handle, Boolean m)

  at TDV.GUI..ctor()

  at TDV.Common.Main(String[] args)

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Re: [Audyssey] HELP WITH TDV PLEASE

2010-12-07 Thread Shiny protector
Everyone! Warning! Never! Ever! Play! With! Your! registry! Editor unless if 
you know what you are doing! I once played with it, and I messed up my 
computer.
- Original Message - 
From: "Alfredo" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 1:55 PM
Subject: Re: [Audyssey] HELP WITH TDV PLEASE



On 12/5/2010 9:31 PM, Mike Maslo wrote:

Hi all:



Below is a error I got when I installed and tried to run tdv as a demo. I
was unable to launch the game at all. Any suggestions or help would be
appreciated.



Error log, created with build version 1.1.3991.34017:

Error base exception: System.BadImageFormatException: Could not load file 
or

assembly 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The module 
was

expected to contain an assembly manifest.

File name: 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9'

at BPCSharedComponent.ExtendedAudio.DSound..cctor()



WRN: Assembly binding logging is turned OFF.

To enable assembly bind failure logging, set the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.

Note: There is some performance penalty associated with assembly bind
failure logging.

To turn this feature off, remove the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog].



Error Description: The type initializer for
'BPCSharedComponent.ExtendedAudio.DSound' threw an exception.

Stack trace:at 
BPCSharedComponent.ExtendedAudio.DSound.initialize(IntPtr

handle, Boolean m)

at TDV.GUI..ctor()

at TDV.Common.Main(String[] args)

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Hello,
Have you downloaded the slimDX files? That is what is missing. You may 
need to make sure you are running microsoft.net framework 3.5.

HTH

--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


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Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread Shiny protector

I might make a battel between Zooce.
- Original Message - 
From: "Christopher Bartlett" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 11:59 PM
Subject: [Audyssey] Something incredible in the pipeline.



Over on the GMA games list, I asked a question about a delayed release for
the update of Time of Conflict.  We were expecting a release this fall, 
with

some nifty new unit types and some increased control over scenario design.



Well kids, David Greenwood is in process of producing a monster update 
that

looks, from the description like we will be able to create and play
arbitrarily complex combat simulations from any era, with user-definable
unit types.  I'm finally going to be able to design and play my Gettysburg
battle scenario that I've thought about for years, as well as Midway,
Guadalcanal, and possibly even theater-wide simulations such as Korea.



For this old-school war-gamer, this looks like the Holy Grail, a game with
sufficient complexity and flexibility to match the best of the board games
for sighted people, and even play well in the sighted strategic 
simulations

market.



David has already made the user interface break-throughs that make such a
sprawling game possible.  Now that he' adding in such user flexibility,
there is literally no limit other than your computer's power and your
imagination to what simulations you can create.



I forgot to mention, there will be multi-player for up to 5 players for
those who want to compete against humans.

In the interests of full disclosure, I have no financial connection with
GMA, and this message was not solicited by anyone, I'm just that excited.



Finally, he posted a call for folk interested in designing unit sets to
contact him.  I think he'd like to release some pre-created unit sets for
scenario design when the game comes out.  He states that it won' involve
programming, just text editing.  Since he liked my prototype for GMA Tank
Commander mission 5 enough to use elements from it, I am hoping to join in
this team.  I'd like to create some Napoleonic and/or Civil War era unit
sets for him.



Did I mention that I am phenomenally excited about all this?  I think 
that
if he delivers on what he is saying, it will be a break-through event in 
the

audio gaming market.  Other developers may wish to examine some of his
inte3rface choices if they wish to take on such a task.



   Christopher Bartlett *bounce* *bounce* *bounce*





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Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread Darren Harris
Yes that would work, but wouldn't you need in effect 2 maps? 1 of the galaxy
and 1 for each system. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 07 December 2010 12:24
To: Gamers Discussion list
Subject: Re: [Audyssey] Something incredible in the pipeline.


Well, it would depend upon how fast your ships are going of course.

Going at many times light speed as the ships of the treck universe do, it 
doesn't seem unrealistic to make the map the same size as normal,   
provided you grouped the planets, aka cities into realistic system 
locations, so for instance having the sol system with Earth, mars etc on top

left corner at around coordinates 1, 120, then have the romulans over on the

bottom right at 120 120.

Beware the Grue!

Dark.
- Original Message - 
From: "Darren Harris" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 11:40 AM
Subject: Re: [Audyssey] Something incredible in the pipeline.


> That's true. But you'd need a much bigger map I thinkk as well. 
> Planets galaxies and star systems so think of it on that scale.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of dark
> Sent: 07 December 2010 11:23
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Something incredible in the pipeline.
>
>
> Well, it sounds like unit creation is in already, so having spaceships 
> of various sorts would be easy enough, as would renaming areas of the 
> map as galaxies etc.
>
> The only additional thing you'd need is the ability to tinker with the 
> naming of basic elements,  for instance planets instead of cities, 
> and gas clouds instead of water (ie, areas where only special units 
> could cross), pluss of course the ability to completely switch to an 
> sfx set without getting rid of the original (though i assume David may 
> include this in the new version anyway sinse presumably different 
> units will have different attack and death sounds).
>
> It will all depend upon how customizable david makes things.
>
> Beware the Grue!
>
> Dark.
> - Original Message -
> From: "Darren Harris" 
> To: "'Gamers Discussion list'" 
> Sent: Tuesday, December 07, 2010 11:10 AM
> Subject: Re: [Audyssey] Something incredible in the pipeline.
>
>
>>I wonder if david will do a futuristic version so we can go into space 
>>explore and take control of planets etc? the map would have to be far 
>>far  bigger of course but assuming this works the potential is there 
>>now.
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org 
>> [mailto:gamers-boun...@audyssey.org]
>> On Behalf Of dark
>> Sent: 07 December 2010 09:14
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Something incredible in the pipeline.
>>
>>
>> this sounds amazing!
>>
>> I've always felt the ui in time of conflict is probably the best 
>> example of
>> a map overview I've ever seen in an accessible game.
>>
>> I've beaten the computer on a few skill levels, and have just been 
>> waiting in the wings for more units, scenarios and other options to 
>> turn up.
>>
>> So, this sounds amazing, and I'll deffinately be looking forward to 
>> it's release.
>>
>> Beware the Grue!
>>
>> Dark.
>> - Original Message -
>> From: "Christopher Bartlett" 
>> To: "'Gamers Discussion list'" 
>> Sent: Monday, December 06, 2010 11:59 PM
>> Subject: [Audyssey] Something incredible in the pipeline.
>>
>>
>>> Over on the GMA games list, I asked a question about a delayed 
>>> release for the update of Time of Conflict.  We were expecting a 
>>> release this fall, with some nifty new unit types and some increased 
>>> control over scenario design.
>>>
>>>
>>>
>>> Well kids, David Greenwood is in process of producing a monster 
>>> update that looks, from the description like we will be able to 
>>> create and play arbitrarily complex combat simulations from any era, 
>>> with user-definable unit types.  I'm finally going to be able to 
>>> design and play my Gettysburg battle scenario that I've thought 
>>> about for years, as well as Midway, Guadalcanal, and possibly even 
>>> theater-wide simulations such as Korea.
>>>
>>>
>>>
>>> For this old-school war-gamer, this looks like the Holy Grail, a 
>>> game with sufficient complexity and flexibility to match the best of 
>>> the board games for sighted people, and even play well in the 
>>> sighted strategic simulations market.
>>>
>>>
>>>
>>> David has already made the user interface break-throughs that make 
>>> such a sprawling game possible.  Now that he' adding in such user 
>>> flexibility, there is literally no limit other than your computer's 
>>> power and your imagination to what simulations you can create.
>>>
>>>
>>>
>>> I forgot to mention, there will be multi-player for up to 5 players 
>>> for those who want to compete against humans.
>>>
>>> In the interests of full disclosure, I have no financi

Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Darren Duff
Hey Phil.

Any chance in the future that you will put cheats in Sarah? Maybe like sod
where you have to get so many points before the codes can be used?  I would
love to just have Sarah run around the place reeking havoc and giving all
the little ghosties a run for there money hahahahah! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 7:44 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA sound function was Creating game levels to scale?

Hi,
The hearing of sounds after closing a door worked in Windows XP but may not
work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound problems
with Vista and Windows 7 but he has not released it to the public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of the
features of the new engine such as better sound panning.
I said some of the features, as some other features require additional files
to work such as for mouse support.
Phil

- Original Message -
From: "NIcol" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?


> Hi Phil
> You said:
> "Then even if you close the door, the sounds in the room are audible."
> Well, I cannot comment about sarah as I played sarah too  long ago, but I
> can comment on shades of doom as I played it a lot.
> IN version 1.2, if I go out of a room containing equipment and I close the
> door, I cannot hear the sounds of that equipment at all.
> Unless David updated the GMA engine after releasing shades of doom 1.2.


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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Phil Vlasak

Hi Darren,
In the Sarah update I re-designed  how the spells work, giving you access to 
as many spells as you have energy for.
The "power ups" are the wands sprinkled through the castle. There are 10 in 
the current version and 16 in the update.


This includes the four founders wands that are very powerful and store lots 
of magical energy in them.

And one special wand from Merlin that is one of the new goals of the game.
If you don't find it, some really nasty things  start to happen.
Then I have added two more potions to brew and five new spells.

smiles,
Phil

- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:49 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
scale?




Hey Phil.

Any chance in the future that you will put cheats in Sarah? Maybe like sod
where you have to get so many points before the codes can be used?  I 
would

love to just have Sarah run around the place reeking havoc and giving all
the little ghosties a run for there money hahahahah!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 7:44 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA sound function was Creating game levels to scale?

Hi,
The hearing of sounds after closing a door worked in Windows XP but may 
not

work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound 
problems

with Vista and Windows 7 but he has not released it to the public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of the
features of the new engine such as better sound panning.
I said some of the features, as some other features require additional 
files

to work such as for mouse support.
Phil

- Original Message -
From: "NIcol" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago, but I
can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I close 
the

door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.



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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Darren Duff
Oh sweet! Any idea is to how long we will have to wait for this tresure? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 9:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?

Hi Darren,
In the Sarah update I re-designed  how the spells work, giving you access to
as many spells as you have energy for.
The "power ups" are the wands sprinkled through the castle. There are 10 in
the current version and 16 in the update.

This includes the four founders wands that are very powerful and store lots
of magical energy in them.
And one special wand from Merlin that is one of the new goals of the game.
If you don't find it, some really nasty things  start to happen.
Then I have added two more potions to brew and five new spells.

smiles,
Phil

- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:49 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?


> Hey Phil.
>
> Any chance in the future that you will put cheats in Sarah? Maybe like 
> sod where you have to get so many points before the codes can be used?  
> I would love to just have Sarah run around the place reeking havoc and 
> giving all the little ghosties a run for there money hahahahah!
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of Phil Vlasak
> Sent: Tuesday, December 07, 2010 7:44 AM
> To: Gamers Discussion list
> Subject: [Audyssey] GMA sound function was Creating game levels to scale?
>
> Hi,
> The hearing of sounds after closing a door worked in Windows XP but 
> may not work for everyone that has Vista and Windows 7.
> David has a new version of the engine that fixes some of the sound 
> problems with Vista and Windows 7 but he has not released it to the 
> public yet.
> I think he is working full time on Time of Conflict.
> The new engine is part of my Sarah update, and when I renamed the file 
> SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of 
> the features of the new engine such as better sound panning.
> I said some of the features, as some other features require additional 
> files to work such as for mouse support.
> Phil
>
> - Original Message -
> From: "NIcol" 
> To: "'Gamers Discussion list'" 
> Sent: Tuesday, December 07, 2010 6:21 AM
> Subject: Re: [Audyssey] Creating game levels to scale?
>
>
>> Hi Phil
>> You said:
>> "Then even if you close the door, the sounds in the room are audible."
>> Well, I cannot comment about sarah as I played sarah too  long ago, 
>> but I can comment on shades of doom as I played it a lot.
>> IN version 1.2, if I go out of a room containing equipment and I 
>> close the door, I cannot hear the sounds of that equipment at all.
>> Unless David updated the GMA engine after releasing shades of doom 1.2.
>
>
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If you 

[Audyssey] Iphone's Used on List

2010-12-07 Thread Kwasi Mensah
Hey guys,

What version of iPhones/iPod Touches are people on this list using? I
saw the email chain of people disappointed with papa sangre being
locked to iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I
would have thought that most people on the list would be using these
versions since they support VoiceOver, Zoom and Color Contrast.

Thanks
-kwasi

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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Phil Vlasak

Hi Darren,
I had hoped it would be finished a month ago but real life problems took all 
my spare time.
Just recently our furnace went out and we had to spend a week trying to get 
it fixed, while living with a few electric heaters.
So I had to put game development on the back burner while we blew out 
circuit breakers and had repair men check it out and try different things to 
get it fixed.

Then the Draconis site was down for two weeks.
The  game still hasn't gone to my beta testers.
I hope to get it done this week and send it to them but I can't predict how 
many bugs they will discover.


Sometimes real life sucks.
Phil

- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 10:25 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
scale?




Oh sweet! Any idea is to how long we will have to wait for this tresure?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 9:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?

Hi Darren,
In the Sarah update I re-designed  how the spells work, giving you access 
to

as many spells as you have energy for.
The "power ups" are the wands sprinkled through the castle. There are 10 
in

the current version and 16 in the update.

This includes the four founders wands that are very powerful and store 
lots

of magical energy in them.
And one special wand from Merlin that is one of the new goals of the game.
If you don't find it, some really nasty things  start to happen.
Then I have added two more potions to brew and five new spells.

smiles,
Phil

- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:49 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?



Hey Phil.

Any chance in the future that you will put cheats in Sarah? Maybe like
sod where you have to get so many points before the codes can be used?
I would love to just have Sarah run around the place reeking havoc and
giving all the little ghosties a run for there money hahahahah!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 7:44 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA sound function was Creating game levels to scale?

Hi,
The hearing of sounds after closing a door worked in Windows XP but
may not work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound
problems with Vista and Windows 7 but he has not released it to the
public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of
the features of the new engine such as better sound panning.
I said some of the features, as some other features require additional
files to work such as for mouse support.
Phil

- Original Message -
From: "NIcol" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago,
but I can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I
close the door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.



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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Lori Duncan
Awww Phil I really feel for you, it's 15 below freezing tonight and only 0dg 
now, I have my heating on and a thick cardy and I'm freezing, so goodness 
knows what it's been like for you!
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 3:37 PM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
scale?




Hi Darren,
I had hoped it would be finished a month ago but real life problems took 
all my spare time.
Just recently our furnace went out and we had to spend a week trying to 
get it fixed, while living with a few electric heaters.
So I had to put game development on the back burner while we blew out 
circuit breakers and had repair men check it out and try different things 
to get it fixed.

Then the Draconis site was down for two weeks.
The  game still hasn't gone to my beta testers.
I hope to get it done this week and send it to them but I can't predict 
how many bugs they will discover.


Sometimes real life sucks.
Phil

- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 10:25 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
scale?




Oh sweet! Any idea is to how long we will have to wait for this tresure?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 9:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?

Hi Darren,
In the Sarah update I re-designed  how the spells work, giving you access 
to

as many spells as you have energy for.
The "power ups" are the wands sprinkled through the castle. There are 10 
in

the current version and 16 in the update.

This includes the four founders wands that are very powerful and store 
lots

of magical energy in them.
And one special wand from Merlin that is one of the new goals of the 
game.

If you don't find it, some really nasty things  start to happen.
Then I have added two more potions to brew and five new spells.

smiles,
Phil

- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:49 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?



Hey Phil.

Any chance in the future that you will put cheats in Sarah? Maybe like
sod where you have to get so many points before the codes can be used?
I would love to just have Sarah run around the place reeking havoc and
giving all the little ghosties a run for there money hahahahah!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 7:44 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA sound function was Creating game levels to 
scale?


Hi,
The hearing of sounds after closing a door worked in Windows XP but
may not work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound
problems with Vista and Windows 7 but he has not released it to the
public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of
the features of the new engine such as better sound panning.
I said some of the features, as some other features require additional
files to work such as for mouse support.
Phil

- Original Message -
From: "NIcol" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago,
but I can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I
close the door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.



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Re: [Audyssey] Iphone's Used on List

2010-12-07 Thread Darren Duff
I'm using an iPod touch 3 gen here. Running iOS 4.2. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kwasi Mensah
Sent: Tuesday, December 07, 2010 10:30 AM
To: gamers@audyssey.org
Subject: [Audyssey] Iphone's Used on List

Hey guys,

What version of iPhones/iPod Touches are people on this list using? I saw
the email chain of people disappointed with papa sangre being locked to
iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I would have
thought that most people on the list would be using these versions since
they support VoiceOver, Zoom and Color Contrast.

Thanks
-kwasi

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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Darren Duff
Lol! Ain't that the way it is... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 10:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?

Hi Darren,
I had hoped it would be finished a month ago but real life problems took all
my spare time.
Just recently our furnace went out and we had to spend a week trying to get
it fixed, while living with a few electric heaters.
So I had to put game development on the back burner while we blew out
circuit breakers and had repair men check it out and try different things to
get it fixed.
Then the Draconis site was down for two weeks.
The  game still hasn't gone to my beta testers.
I hope to get it done this week and send it to them but I can't predict how
many bugs they will discover.

Sometimes real life sucks.
Phil

- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 10:25 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?


> Oh sweet! Any idea is to how long we will have to wait for this tresure?
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of Phil Vlasak
> Sent: Tuesday, December 07, 2010 9:16 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
> scale?
>
> Hi Darren,
> In the Sarah update I re-designed  how the spells work, giving you 
> access to as many spells as you have energy for.
> The "power ups" are the wands sprinkled through the castle. There are 
> 10 in the current version and 16 in the update.
>
> This includes the four founders wands that are very powerful and store 
> lots of magical energy in them.
> And one special wand from Merlin that is one of the new goals of the game.
> If you don't find it, some really nasty things  start to happen.
> Then I have added two more potions to brew and five new spells.
>
> smiles,
> Phil
>
> - Original Message -
> From: "Darren Duff" 
> To: "'Gamers Discussion list'" 
> Sent: Tuesday, December 07, 2010 8:49 AM
> Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
> scale?
>
>
>> Hey Phil.
>>
>> Any chance in the future that you will put cheats in Sarah? Maybe 
>> like sod where you have to get so many points before the codes can be
used?
>> I would love to just have Sarah run around the place reeking havoc 
>> and giving all the little ghosties a run for there money hahahahah!
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org 
>> [mailto:gamers-boun...@audyssey.org]
>> On Behalf Of Phil Vlasak
>> Sent: Tuesday, December 07, 2010 7:44 AM
>> To: Gamers Discussion list
>> Subject: [Audyssey] GMA sound function was Creating game levels to scale?
>>
>> Hi,
>> The hearing of sounds after closing a door worked in Windows XP but 
>> may not work for everyone that has Vista and Windows 7.
>> David has a new version of the engine that fixes some of the sound 
>> problems with Vista and Windows 7 but he has not released it to the 
>> public yet.
>> I think he is working full time on Time of Conflict.
>> The new engine is part of my Sarah update, and when I renamed the 
>> file SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me 
>> some of the features of the new engine such as better sound panning.
>> I said some of the features, as some other features require 
>> additional files to work such as for mouse support.
>> Phil
>>
>> - Original Message -
>> From: "NIcol" 
>> To: "'Gamers Discussion list'" 
>> Sent: Tuesday, December 07, 2010 6:21 AM
>> Subject: Re: [Audyssey] Creating game levels to scale?
>>
>>
>>> Hi Phil
>>> You said:
>>> "Then even if you close the door, the sounds in the room are audible."
>>> Well, I cannot comment about sarah as I played sarah too  long ago, 
>>> but I can comment on shades of doom as I played it a lot.
>>> IN version 1.2, if I go out of a room containing equipment and I 
>>> close the door, I cannot hear the sounds of that equipment at all.
>>> Unless David updated the GMA engine after releasing shades of doom 1.2.
>>
>>
>> ---
>> 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 

Re: [Audyssey] Iphone's Used on List

2010-12-07 Thread Kwasi Mensah
Interesting. How many people on this list actually rely on Apple's
accessibility tech to use their iPhone/iPod Touch?

On Tue, Dec 7, 2010 at 10:45 AM, Darren Duff  wrote:
> I'm using an iPod touch 3 gen here. Running iOS 4.2.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Kwasi Mensah
> Sent: Tuesday, December 07, 2010 10:30 AM
> To: gamers@audyssey.org
> Subject: [Audyssey] Iphone's Used on List
>
> Hey guys,
>
> What version of iPhones/iPod Touches are people on this list using? I saw
> the email chain of people disappointed with papa sangre being locked to
> iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I would have
> thought that most people on the list would be using these versions since
> they support VoiceOver, Zoom and Color Contrast.
>
> Thanks
> -kwasi
>
> ---
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> 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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>
>
>
> _ NOD32 EMON 5682 (20101207) information _
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> This message was checked by NOD32 antivirus system
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>
>
> ---
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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Shiny protector

Spoilers.
Their is a wand that is most powerful, even more powerful than the founders 
wands. Its called the elder wand. Even more powerful than Merlin.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 2:16 PM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
scale?




Hi Darren,
In the Sarah update I re-designed  how the spells work, giving you access 
to as many spells as you have energy for.
The "power ups" are the wands sprinkled through the castle. There are 10 
in the current version and 16 in the update.


This includes the four founders wands that are very powerful and store 
lots of magical energy in them.

And one special wand from Merlin that is one of the new goals of the game.
If you don't find it, some really nasty things  start to happen.
Then I have added two more potions to brew and five new spells.

smiles,
Phil

- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:49 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
scale?




Hey Phil.

Any chance in the future that you will put cheats in Sarah? Maybe like 
sod
where you have to get so many points before the codes can be used?  I 
would

love to just have Sarah run around the place reeking havoc and giving all
the little ghosties a run for there money hahahahah!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 7:44 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA sound function was Creating game levels to scale?

Hi,
The hearing of sounds after closing a door worked in Windows XP but may 
not

work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound 
problems

with Vista and Windows 7 but he has not released it to the public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of the
features of the new engine such as better sound panning.
I said some of the features, as some other features require additional 
files

to work such as for mouse support.
Phil

- Original Message -
From: "NIcol" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago, but 
I

can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I close 
the

door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.



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Re: [Audyssey] Iphone's Used on List

2010-12-07 Thread Lori Duncan
Hi I'm using an ipod 3gen I think with Itunes on windows and the j-tunes 
scripts
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 3:45 PM
Subject: Re: [Audyssey] Iphone's Used on List



I'm using an iPod touch 3 gen here. Running iOS 4.2.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kwasi Mensah
Sent: Tuesday, December 07, 2010 10:30 AM
To: gamers@audyssey.org
Subject: [Audyssey] Iphone's Used on List

Hey guys,

What version of iPhones/iPod Touches are people on this list using? I saw
the email chain of people disappointed with papa sangre being locked to
iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I would have
thought that most people on the list would be using these versions since
they support VoiceOver, Zoom and Color Contrast.

Thanks
-kwasi

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Re: [Audyssey] Iphone's Used on List

2010-12-07 Thread Lori Duncan
I do and the voice is really good, the english one better than U.S Samantha 
who sounds like she's angry with me
- Original Message - 
From: "Kwasi Mensah" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 3:50 PM
Subject: Re: [Audyssey] Iphone's Used on List



Interesting. How many people on this list actually rely on Apple's
accessibility tech to use their iPhone/iPod Touch?

On Tue, Dec 7, 2010 at 10:45 AM, Darren Duff  wrote:

I'm using an iPod touch 3 gen here. Running iOS 4.2.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kwasi Mensah
Sent: Tuesday, December 07, 2010 10:30 AM
To: gamers@audyssey.org
Subject: [Audyssey] Iphone's Used on List

Hey guys,

What version of iPhones/iPod Touches are people on this list using? I saw
the email chain of people disappointed with papa sangre being locked to
iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I would have
thought that most people on the list would be using these versions since
they support VoiceOver, Zoom and Color Contrast.

Thanks
-kwasi

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[Audyssey] problems with playing malinche games

2010-12-07 Thread Anouk Radix
Hi Everyone,
I have been away from the list for quite a qhile but since I am having a 
problem when trying to play games I thought I would ask if anyone else has 
experienced this.
I am using windows xp with jaws 11 and I have installed the newest version of 
frotz for windows, version 1.14 by david kinder. Recently I bought 3 games from 
Malinche games (z8 files) and downloaded a free one vanguard. I am having a 
problem with at least 2 of them (pinched in st petersburg and vanguard). When I 
type a command into the frotz command window the results dont get shown and 
nothing happens. It is as if text is just not being printed and I cant continue 
onward with the game at all.
According to Howard Sherman the writer behind malinche games the games have 
been extensively tested but I do remember from a few years ago that I also had 
this seem problem with another of his titles endgame.
The strange thing is that I dont get an error message at all.
Are there any other people on list who ordered a malinche game and experienced 
problems like this?
Greetings, Anouk,
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Re: [Audyssey] Moderated status for Chastity?

2010-12-07 Thread Eric Oyen
can I input my 2 cents worth here?

I've been lurking on this list for slightly more than a month and I have yet to 
hear any inappropriate, immoral or disgusting comments from anyone. However, my 
personal definitions for such are probably a little more liberal than most 
(except where society and the general public are concerned).

-Eric

On Dec 2, 2010, at 11:52 PM, Stephen wrote:

> I never saw any rude or inappropriate messages from chastity to this list.
> At 04:02 PM 12/3/2010, you wrote:
>> Hence why I said to say the least.
>> We are the Knights who say...Ni!
>> - Original Message - From: "Hayden Presley" 
>> To: "'Gamers Discussion list'" 
>> Sent: Thursday, December 02, 2010 8:18 PM
>> Subject: Re: [Audyssey] Moderated status for Chastity?
>> 
>> 
>>> Hi,
>>> Embarassing? Many of them were completely immoral and just downright
>>> disgusting and inappropriate.
>>> 
>>> Best Regards,
>>> Hayden
>>> 
>>> 
>>> -Original Message-
>>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>>> Behalf Of Bryan Peterson
>>> Sent: Thursday, December 02, 2010 7:14 PM
>>> To: Gamers Discussion list
>>> Subject: Re: [Audyssey] Moderated status for Chastity?
>>> 
>>> Reminds me of what happened last year where it seemed like every Email
>>> address on list got hacked or whatnot. Some of those messages I supposedly
>>> sent were embarrassing to say the least.
>>> We are the Knights who say...Ni!
>>> - Original Message - From: "Scott Chesworth" 
>>> 
>>> To: 
>>> Sent: Thursday, December 02, 2010 6:02 PM
>>> Subject: [Audyssey] Moderated status for Chastity?
>>> 
>>> 
 Hi mods,
 
 Would it be a wise move to place Chastity Morse's address on moderated
 status for the time being? From her previous posts, I'm totally
 convinced that she's not spamming intentionally and no doubt you've
 reached the same conclusion, but still, it seems wrong to assume that
 the entire list will have the foresight to ignore the links. Hopefully
 she'll be made aware of what's going through her account and find a
 fix soon.
 
 Not meaning to tread on any toes, just a thought from a humble lister.
 
 Cheers
 Scott
 
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You can mak

[Audyssey] kindle ap accessible?

2010-12-07 Thread Jason Boston
Is it with iTouch and VO?


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Re: [Audyssey] Creating game levels to scale?

2010-12-07 Thread Dennis Towne
Thomas,

Using a fixed set of arrays like you've mentioned below allows you
instant access to any element in the array, but it really limits what
you can do in terms of large scale constructs with many small items.

I'd recommend taking a look at how first person shooters construct
their game world, because they have arbitrarily large environments
with small sections that have very fine detail.  As I understand it,
they simply have an infinite coordinate system, then they put walls
and objects where they're needed to make things like the ground, edges
of the map, ceiling, etc.

The down side of doing a coordinate based system is that you have to
do some kind of edge or bump detection, so you know when you run into
a wall.  But for that cost, you get rid of the scaling issues you've
encountered, and you can make things arbitrarily free-form.

Good luck!

Dennis Towne
Alter Aeon MUD - http://www.alteraeon.com

On Sun, Dec 5, 2010 at 6:42 PM, Thomas Ward  wrote:
> Hello everyone,
>
> I was wondering if some gamers and especially other game developers
> could give me their input on this matter. Tonight I am sitting here
> doing a bit of work on the Genesis 3D engine when it ocurred to me I
> might be doing things the wrong way, or at least I don't have to do
> things the way I'm currently doing it.
>
> You see, when I draw a map of a game level I draw everything in it
> completely to scale. Like if I draw a chasm or lava pit, and let's say
> it is 10 feet in length, it ends up using at least 10 elements of the
> array to hold it in memory. Now, obviously the larger the level the
> more memory the game is going to use because everything is drawn
> completely to actual scale. This would be fine for games where the
> levels are small, where the levels are restricted to a 2d world, but
> tonight while working on the engine and creating a test level for Star
> Wars Mysteries of the Sith I soon realized that in order to draw 3d
> levels according to actual scale would be huge. Oh, the computers of
> today can certainly handle it as memory is no object its just the
> principle of the thing why create a (100, 100, 100) 3d array to store
> the game level when I could acomplish the same thing with a (10, 10,
> 10) array that has everything scaled down by a factor of 10.
>
> So to use my earlier example the chasm that is 10 feet in length would
> be reduced to 1, and therefore would only use up 1 element in the
> array. Therefore instead of the player taking a step of 1 he or she
> would move only 0.1 units per step. Things like that basically means
> that I could make the level 10 times smaller, saving memory, and still
> draw large objects and rooms.
>
> However, scaling things down isn't without its problems either. For
> example, since you can't store anything in an array that is smaller
> than 1 unit in size a door that would normally only be two or three
> feet wide would now be 10 feet wide because that is the smallest I
> could make it and store it in the array. Same would go for chasms,
> fire pits, and anything else. Basically, I'd have to make the jumps
> longer in order to clear a trap that was only three or four feet
> accross, but thanks to the weird skaling and technical issues with the
> array would be no smaller than 10 feet. Any thoughts on this?
>
> Cheers!
>
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Re: [Audyssey] problems with playing malinche games

2010-12-07 Thread Zachary Kline

Hi,
Your problem isn't with the game per se, it's with the program you're 
using to play it.  The latest versions of Frotz have an unfortunate 
problem when it comes to accessibility on Windows, perhaps something to do 
with the way text is rendered on screen.  I suggest Filfor as an 
alternative which is more readable.
To return to the subject of the games themselves, might I suggest that you 
avoid Malinch on general principles?  The company and developer have, 
well, a reputation in the interactive fiction community, and not the good 
kind.  I highly doubt your game experience will be worth your while.

Hope this helps,
Zack.


On Mon, 6 Dec 2010, Anouk Radix wrote:


Hi Everyone,
I have been away from the list for quite a qhile but since I am having a 
problem when trying to play games I thought I would ask if anyone else has 
experienced this.
I am using windows xp with jaws 11 and I have installed the newest version of 
frotz for windows, version 1.14 by david kinder. Recently I bought 3 games from 
Malinche games (z8 files) and downloaded a free one vanguard. I am having a 
problem with at least 2 of them (pinched in st petersburg and vanguard). When I 
type a command into the frotz command window the results dont get shown and 
nothing happens. It is as if text is just not being printed and I cant continue 
onward with the game at all.
According to Howard Sherman the writer behind malinche games the games have 
been extensively tested but I do remember from a few years ago that I also had 
this seem problem with another of his titles endgame.
The strange thing is that I dont get an error message at all.
Are there any other people on list who ordered a malinche game and experienced 
problems like this?
Greetings, Anouk,
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Re: [Audyssey] kindle ap accessible?

2010-12-07 Thread william lomas
Don't think so and this is the wrong list to be asking :)
but nope dont think it is 

On Dec 7, 2010, at 5:04 AM, Jason Boston wrote:

> Is it with iTouch and VO?
> 
> 
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Re: [Audyssey] problems with playing malinche games

2010-12-07 Thread dark
I must confess, I wasn't overly impressed with malinch's stuff myself, which 
is why I've not bought any though I've played their free titles and 
attempted a couple of demos (though not got far, actually i couldn't get 
past the first puzle in the first pentori demo).


I think the thing that narks me most about malinch and actually discourages 
me from playing is their website.


Advertizing and telling people about the game is one thing, but I don't want 
to have to waid through page after page of ridiculous self congratulations 
and smug reports about how much they think of themselves in order to 
download and try their games. for me this has the opposite effect to the 
intended one and actually puts me off their titles.


Beware the Grue!

Dark.
- Original Message - 
From: "Zachary Kline" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 4:17 PM
Subject: Re: [Audyssey] problems with playing malinche games



Hi,
Your problem isn't with the game per se, it's with the program you're 
using to play it.  The latest versions of Frotz have an unfortunate 
problem when it comes to accessibility on Windows, perhaps something to do 
with the way text is rendered on screen.  I suggest Filfor as an 
alternative which is more readable.
To return to the subject of the games themselves, might I suggest that you 
avoid Malinch on general principles?  The company and developer have, 
well, a reputation in the interactive fiction community, and not the good 
kind.  I highly doubt your game experience will be worth your while.

Hope this helps,
Zack.


On Mon, 6 Dec 2010, Anouk Radix wrote:


Hi Everyone,
I have been away from the list for quite a qhile but since I am having a 
problem when trying to play games I thought I would ask if anyone else 
has experienced this.
I am using windows xp with jaws 11 and I have installed the newest 
version of frotz for windows, version 1.14 by david kinder. Recently I 
bought 3 games from Malinche games (z8 files) and downloaded a free one 
vanguard. I am having a problem with at least 2 of them (pinched in st 
petersburg and vanguard). When I type a command into the frotz command 
window the results dont get shown and nothing happens. It is as if text 
is just not being printed and I cant continue onward with the game at 
all.
According to Howard Sherman the writer behind malinche games the games 
have been extensively tested but I do remember from a few years ago that 
I also had this seem problem with another of his titles endgame.

The strange thing is that I dont get an error message at all.
Are there any other people on list who ordered a malinche game and 
experienced problems like this?

Greetings, Anouk,
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[Audyssey] world of legends

2010-12-07 Thread NIcol
HI list
I would like to try out world of legends.
I read on  audiogames.net that Jacob Kruger is hosting the game,. 
I clicked on the download link and I get a page telling me: no input file
specified. I couldn't find a link to world of legends on www.pcsgames.net.
Jacob, if you are  still hosting  the game, please advise me how I can
download it.
Its much appreciated.
Many thanks.
Happy gaming.


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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Phil Vlasak

Hi SP,
I didn't write about that wand as it already is in the current version of 
the Sarah game.

Phil

- Original Message - 
From: "Shiny protector" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 10:58 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
scale?




Spoilers.
Their is a wand that is most powerful, even more powerful than the 
founders

wands. Its called the elder wand. Even more powerful than Merlin.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 2:16 PM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?



Hi Darren,
In the Sarah update I re-designed  how the spells work, giving you access
to as many spells as you have energy for.
The "power ups" are the wands sprinkled through the castle. There are 10
in the current version and 16 in the update.

This includes the four founders wands that are very powerful and store
lots of magical energy in them.
And one special wand from Merlin that is one of the new goals of the 
game.

If you don't find it, some really nasty things  start to happen.
Then I have added two more potions to brew and five new spells.

smiles,
Phil

- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:49 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?



Hey Phil.

Any chance in the future that you will put cheats in Sarah? Maybe like
sod
where you have to get so many points before the codes can be used?  I
would
love to just have Sarah run around the place reeking havoc and giving 
all

the little ghosties a run for there money hahahahah!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 7:44 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA sound function was Creating game levels to 
scale?


Hi,
The hearing of sounds after closing a door worked in Windows XP but may
not
work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound
problems
with Vista and Windows 7 but he has not released it to the public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of 
the

features of the new engine such as better sound panning.
I said some of the features, as some other features require additional
files
to work such as for mouse support.
Phil

- Original Message -
From: "NIcol" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago, but
I
can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I close
the
door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.



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Re: [Audyssey] Iphone's Used on List

2010-12-07 Thread Cara Quinn
I have a 3GS and a 4 (which I use exclusively).

If you'd like more info on the VIPhone group, which I moderate, (where there 
are almost 800 VI iPhone users) please do feel free to write me off-list.

Have a great day!…

Smiles,

Cara :)
On Dec 7, 2010, at 7:50 AM, Kwasi Mensah wrote:

Interesting. How many people on this list actually rely on Apple's
accessibility tech to use their iPhone/iPod Touch?

On Tue, Dec 7, 2010 at 10:45 AM, Darren Duff  wrote:
> I'm using an iPod touch 3 gen here. Running iOS 4.2.
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Kwasi Mensah
> Sent: Tuesday, December 07, 2010 10:30 AM
> To: gamers@audyssey.org
> Subject: [Audyssey] Iphone's Used on List
> 
> Hey guys,
> 
> What version of iPhones/iPod Touches are people on this list using? I saw
> the email chain of people disappointed with papa sangre being locked to
> iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I would have
> thought that most people on the list would be using these versions since
> they support VoiceOver, Zoom and Color Contrast.
> 
> Thanks
> -kwasi
> 
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Re: [Audyssey] how can i destroy targets in updated version of 3D velocity?

2010-12-07 Thread Petr Bláha
Yeah, i tried it for many times and the result is still the same - 
unfortunately.


Dne 7.12.2010 0:37, Hayden Presley napsal(a):

Hi Petr,
Tried restarting? I found that when I tried it the first time, I got the
same results. HTH!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Petr Bláha
Sent: Monday, December 06, 2010 1:48 PM
To: gamers@audyssey.org
Subject: [Audyssey] how can i destroy targets in updated version of 3D
velocity?

Hello all, i updated 3D velocyty today and now i am not able to destroy
targets by missiles usualy i destroyed as many targets as possible like
sam batteries, enemy battleship, guard towers, etc, but now it is not
possible, only with cruise missile.
So what is the problem? Can anyone tell me? Thanks for your hinds.


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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Thomas Ward
Hi Phil,

Yeah, i know how that goes. I've been attempting to get beta 17 of
MOTA ready, but now that the Christmas season has hit in full I'm busy
with other things like Christmas shopping, spending some time with my
family watching Christmas movies, and what little time is left over
for myself really isn't enough to sit down and work for three or four
hours straight on MOTA beta 17. So I've been working on other game
ideas etc. Just things like writing notes, reading the MOTS player's
guide, and things I can put down at a moments notice and not be up to
my elbos in work.

That said, the heating bug must have come to my place too. We have a
heater in our hallway that isn't putting out much heat. When you walk
by you can feel it getting hot, but  the hallway is still colde and
our bed room doesn't get very warm. I think the apartment manager is
probably going to have to replace it as it doesn't actually put out
any heat and still draws power. So for now we are going to have to
make do with an electric space heater from Wal-mart to keep from being
frozen.

Smile.


On 12/7/10, Phil Vlasak  wrote:
> Hi Darren,
> I had hoped it would be finished a month ago but real life problems took all
> my spare time.
> Just recently our furnace went out and we had to spend a week trying to get
> it fixed, while living with a few electric heaters.
> So I had to put game development on the back burner while we blew out
> circuit breakers and had repair men check it out and try different things to
> get it fixed.
> Then the Draconis site was down for two weeks.
> The  game still hasn't gone to my beta testers.
> I hope to get it done this week and send it to them but I can't predict how
> many bugs they will discover.
>
> Sometimes real life sucks.
> Phil

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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Phil Vlasak

Hi Thomas,
I should make a fix the furnace game.
Part one, the furnace sounds like it's haunted, stopping and starting ten 
times a minute.

Part two, It dies and there is no heat.
Step three, We run out to Target to buy electric heaters.
Step four, We blow the circuit breakers running the electric heaters.
Step five, We get a friend in to look at the furnace.
Step six, He can't figure out what is wrong.
Step seven, We get professionals in and they diagnose the problem.
Step eight, While the part is under warrantee, the shipping, installation, 
and cost of electric heaters is not.

Step nine We wait a week for the part to arrive.
Step ten we wait for the installer to arrive.
Step eleven, we wait while the part is installed.
Step twelve, They looked at the old part and it looks fine.
Could be microscopic cracks that open up only when the part is hot.
Step thirteen, The furnace is working but we have a dusty dirty house with 
lots of boxes and packing materials from the new part, the new flue, the new 
cap and the three electric heaters.

So that's what I've been doing for Thanksgiving.
Sounds a little like Alice's Restaurant!
smiles,
Phil 



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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Ben
Hi could you send me the stuff for mots - I can't get my copy to work, let
alone extract the dot gob files...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 07 December 2010 20:36
To: Gamers Discussion list
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?

Hi Phil,

Yeah, i know how that goes. I've been attempting to get beta 17 of
MOTA ready, but now that the Christmas season has hit in full I'm busy
with other things like Christmas shopping, spending some time with my
family watching Christmas movies, and what little time is left over
for myself really isn't enough to sit down and work for three or four
hours straight on MOTA beta 17. So I've been working on other game
ideas etc. Just things like writing notes, reading the MOTS player's
guide, and things I can put down at a moments notice and not be up to
my elbos in work.

That said, the heating bug must have come to my place too. We have a
heater in our hallway that isn't putting out much heat. When you walk
by you can feel it getting hot, but  the hallway is still colde and
our bed room doesn't get very warm. I think the apartment manager is
probably going to have to replace it as it doesn't actually put out
any heat and still draws power. So for now we are going to have to
make do with an electric space heater from Wal-mart to keep from being
frozen.

Smile.


On 12/7/10, Phil Vlasak  wrote:
> Hi Darren,
> I had hoped it would be finished a month ago but real life problems took
all
> my spare time.
> Just recently our furnace went out and we had to spend a week trying to
get
> it fixed, while living with a few electric heaters.
> So I had to put game development on the back burner while we blew out
> circuit breakers and had repair men check it out and try different things
to
> get it fixed.
> Then the Draconis site was down for two weeks.
> The  game still hasn't gone to my beta testers.
> I hope to get it done this week and send it to them but I can't predict
how
> many bugs they will discover.
>
> Sometimes real life sucks.
> Phil

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Re: [Audyssey] problems with playing malinche games

2010-12-07 Thread Anouk Radix

Hi,
Yeah this ha snothing to do with my problem though. I will try a different 
interpretter to see if that works better.

I do agree though malinches website is a mess.
Greetings, Anouk,
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 5:56 PM
Subject: Re: [Audyssey] problems with playing malinche games


I must confess, I wasn't overly impressed with malinch's stuff myself, 
which is why I've not bought any though I've played their free titles and 
attempted a couple of demos (though not got far, actually i couldn't get 
past the first puzle in the first pentori demo).


I think the thing that narks me most about malinch and actually 
discourages me from playing is their website.


Advertizing and telling people about the game is one thing, but I don't 
want to have to waid through page after page of ridiculous self 
congratulations and smug reports about how much they think of themselves 
in order to download and try their games. for me this has the opposite 
effect to the intended one and actually puts me off their titles.


Beware the Grue!

Dark.
- Original Message - 
From: "Zachary Kline" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 4:17 PM
Subject: Re: [Audyssey] problems with playing malinche games



Hi,
Your problem isn't with the game per se, it's with the program you're 
using to play it.  The latest versions of Frotz have an unfortunate 
problem when it comes to accessibility on Windows, perhaps something to 
do with the way text is rendered on screen.  I suggest Filfor as an 
alternative which is more readable.
To return to the subject of the games themselves, might I suggest that 
you avoid Malinch on general principles?  The company and developer have, 
well, a reputation in the interactive fiction community, and not the good 
kind.  I highly doubt your game experience will be worth your while.

Hope this helps,
Zack.


On Mon, 6 Dec 2010, Anouk Radix wrote:


Hi Everyone,
I have been away from the list for quite a qhile but since I am having a 
problem when trying to play games I thought I would ask if anyone else 
has experienced this.
I am using windows xp with jaws 11 and I have installed the newest 
version of frotz for windows, version 1.14 by david kinder. Recently I 
bought 3 games from Malinche games (z8 files) and downloaded a free one 
vanguard. I am having a problem with at least 2 of them (pinched in st 
petersburg and vanguard). When I type a command into the frotz command 
window the results dont get shown and nothing happens. It is as if text 
is just not being printed and I cant continue onward with the game at 
all.
According to Howard Sherman the writer behind malinche games the games 
have been extensively tested but I do remember from a few years ago that 
I also had this seem problem with another of his titles endgame.

The strange thing is that I dont get an error message at all.
Are there any other people on list who ordered a malinche game and 
experienced problems like this?

Greetings, Anouk,
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Re: [Audyssey] game objects in memory

2010-12-07 Thread Cara Quinn
Hi Rynhardt, in theory this sounds good, but I have a couple of questions for 
you.

What data types are you storing in your array? I.E. HOw are you showing that 
there is a wall and not air per se in a particular area? I'm assuming here, 
that we're talking about a full-scale map of the level.

Also, is your player moving in only 1 unit per frame?

I ask these because firstly, it sounds like you're simply treating the world as 
a very large array of described points in essence. (Which begins to sound 
exactly like a 3D coordinate system again) :) The exception being that you have 
labels for each point, which can really unnecessarily inflate the amount of 
data needed to render a map. Even just using a byte of data per coordinate, it 
inflates the map eight times larger than it needs to be rather than using a 
simpler collision-based model.

-And, incidentally, you'll still, in effect, need to use collision detection 
anyway, since the map is full-scale. I.E. if your player is moving at 5 
coordinates per second in a direction but that move rate isn't always the same, 
you'll still need to check to see if the path of the player will come into 
contact with some feature of the map. You'd need some form of collision 
detection for this. -Yes?…

To address your other point, about needing to move through each entity in the 
game each frame, you could simply use the current room as your bound for 
checking entities. There's no sense checking entities on the other side of the 
map.

Even if you simply used the player's radius instead, and did more detailed 
collision detection based on that, the math to check every entity's position in 
a level really wouldn't be anything for a modern machine.

I like your idea though, using perhaps an array of 8 bit integers, which could 
simply represent a full-scale environment with amazing detail, in the sense 
that one could simply test for a point anywhere on the map and instantly know 
what exactly was there. I.E. A point could contain air, water, be solid or not 
with numerous materials.

I question how much faster or less intensive this would really be in gameplay 
though. -But honestly, I'm not sure it really matters on the scale we're 
talking about here. I.E. we're not even actually rendering any of this in 
graphics so these shapes and structures we're testing against are purely 
hypothetical in the sense that a sphere is simply a 3F coordinate and another 
float for a radius. That's so little data to represent and so little math to 
manage, that it's nothing for a computer these days. -Know what I mean?…

I think it's really interesting though, as I've said, as it really sounds like 
your and other's full-scale approach is really beginning to blend with a raw 3D 
coord system anyway. :) I love the idea of symbolic representation of 'reality' 
and vice versa!… woohoo! :)

Have a totally awesome day!…

Smiles,

Cara :)
On Dec 7, 2010, at 2:30 AM, Rynhardt Kruger wrote:

Hi Cara,

The reason I thought the 3d array would be faster is:
Lets say you want to check if the player object moves into a wall when it takes 
a step. In the case where every object 
has attributes for the 3d coordinate, you have to search through all the 
objects currently in the level and check if one 
of them is at the position of the players next position. If all the objects are 
stored in a 3d array, it requires only 
using the players next location as an array index and checking if an object 
occupies that array element. In 
languages like c or c++, getting an array element requires only the calculation 
of the correct offset in memory based on 
the array index and element size and referencing that location in memory. 
In this case I'd thought of storing wall-like elements in 
the array apposed to rooms.
Another way might be to (as you said) give each object bounding coordinates 
e.g. a left upper coordinate and a right 
lower coordinate and have all the objects in an array or other data structure. 
May be having rooms in stead of walls 
represented by objects will decrease the number of objects so the search time 
isn't so big?
A reason I like this method is that rooms can have interesting shapes e.g. a 
round room and that you can move a hole 
room to another location, possibly moving everything inside as well to create a 
vehicle like object.

Take care,

Rynhardt

* Cara Quinn  [101207 07:53]:
> Rynhardt;
> 
> -It occurred to me that I didn't completely answer your question in my last 
> note, so my apologies. :)
> 
> In my own personal opinion, yes, it's good to have map data in an array, as 
> well as using a flexible coordinate system as in my code example. HOwever, 
> even though game objects can still rely on a coordinate system to move within 
> the game, they can still be stored in an array as well.
> 
> I.E. one could use two arrays in-game; one to store the amount of active 
> entities and the other to represent rooms in a level. Within the rooms array, 
> game entities can freel

Re: [Audyssey] Creating game levels to scale?

2010-12-07 Thread Thomas Ward
Hi Nicol,

I don't recall ever hearing the equipment after closing the door, but
i know you can usually hear the monsters in that room even with the
door closed, but they are muffled by a low-pass filter.

On 12/7/10, NIcol  wrote:
> Hi Phil
> You said:
> "Then even if you close the door, the sounds in the room are audible."
> Well, I cannot comment about sarah as I played sarah too  long ago, but I
> can comment on shades of doom as I played it a lot.
> IN version 1.2, if I go out of a room containing equipment and I close the
> door, I cannot hear the sounds of that equipment at all.
> Unless David updated the GMA engine after releasing shades of doom 1.2.

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Re: [Audyssey] Creating game levels to scale?

2010-12-07 Thread Thomas Ward
Hi Dennis,

Right. I'm aware of how a lot of mainstream developers do it, and when
we are talking any kind of game using graphics using a 3d coordinates
system is essential to make sure if the player has encountered a wall,
door, whatever.  On the other hand the way I'm doing it currently
using an array has a lot of advantages as it gives me instant access
to the information i need without performing a bounded box calculation
to see if the player has encountered anything.  It has disadvantages
too as it has limits and is good for spheres and other shapes that
aren't square or rectangular in design.

On 12/5/10, Dennis Towne  wrote:
> Thomas,
>
> Using a fixed set of arrays like you've mentioned below allows you
> instant access to any element in the array, but it really limits what
> you can do in terms of large scale constructs with many small items.
>
> I'd recommend taking a look at how first person shooters construct
> their game world, because they have arbitrarily large environments
> with small sections that have very fine detail.  As I understand it,
> they simply have an infinite coordinate system, then they put walls
> and objects where they're needed to make things like the ground, edges
> of the map, ceiling, etc.
>
> The down side of doing a coordinate based system is that you have to
> do some kind of edge or bump detection, so you know when you run into
> a wall.  But for that cost, you get rid of the scaling issues you've
> encountered, and you can make things arbitrarily free-form.
>
> Good luck!
>
> Dennis Towne
> Alter Aeon MUD - http://www.alteraeon.com
>
> On Sun, Dec 5, 2010 at 6:42 PM, Thomas Ward 
> wrote:
>> Hello everyone,
>>
>> I was wondering if some gamers and especially other game developers
>> could give me their input on this matter. Tonight I am sitting here
>> doing a bit of work on the Genesis 3D engine when it ocurred to me I
>> might be doing things the wrong way, or at least I don't have to do
>> things the way I'm currently doing it.
>>
>> You see, when I draw a map of a game level I draw everything in it
>> completely to scale. Like if I draw a chasm or lava pit, and let's say
>> it is 10 feet in length, it ends up using at least 10 elements of the
>> array to hold it in memory. Now, obviously the larger the level the
>> more memory the game is going to use because everything is drawn
>> completely to actual scale. This would be fine for games where the
>> levels are small, where the levels are restricted to a 2d world, but
>> tonight while working on the engine and creating a test level for Star
>> Wars Mysteries of the Sith I soon realized that in order to draw 3d
>> levels according to actual scale would be huge. Oh, the computers of
>> today can certainly handle it as memory is no object its just the
>> principle of the thing why create a (100, 100, 100) 3d array to store
>> the game level when I could acomplish the same thing with a (10, 10,
>> 10) array that has everything scaled down by a factor of 10.
>>
>> So to use my earlier example the chasm that is 10 feet in length would
>> be reduced to 1, and therefore would only use up 1 element in the
>> array. Therefore instead of the player taking a step of 1 he or she
>> would move only 0.1 units per step. Things like that basically means
>> that I could make the level 10 times smaller, saving memory, and still
>> draw large objects and rooms.
>>
>> However, scaling things down isn't without its problems either. For
>> example, since you can't store anything in an array that is smaller
>> than 1 unit in size a door that would normally only be two or three
>> feet wide would now be 10 feet wide because that is the smallest I
>> could make it and store it in the array. Same would go for chasms,
>> fire pits, and anything else. Basically, I'd have to make the jumps
>> longer in order to clear a trap that was only three or four feet
>> accross, but thanks to the weird skaling and technical issues with the
>> array would be no smaller than 10 feet. Any thoughts on this?
>>
>> Cheers!
>>
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Re: [Audyssey] Creating game levels to scale?

2010-12-07 Thread Thomas Ward
Hi Nicol,

What version of Windows are you running? I notice on XP Shades of Doom
works fine, but on Windows 7 the sounds don't work correctly.


On 12/7/10, NIcol  wrote:
> Hi Tom
> You said:
> "As soon as you open a door you can hear the monsters and equipment in the
> room when it was silent before. As you pointed out even though you closed
> the door again you can still hear the monsters moving around in there,
> but they are muffled."
> I tried out all the speaker settings in the game like 3d, sterio, etc.
> Well, I do not know if there is something wrong with my pc, but when I
> played shades of doom, if I close a door with monsters inside, I cannot hear
> the monsters at all.

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Re: [Audyssey] problems with playing malinche games

2010-12-07 Thread Kelly Sapergia

Hi,

I have to agree with Dark about this. I've tried the demo versions of 
Malinche's games, and wasn't impressed with any of them, mostly because I 
couldn't figure out how to solve the puzzles. As far as the advertising 
goes, I personally don't believe a word of it. The entry on Wikipedia about 
Malinche Entertainment discusses some contraversial issues about this 
company, and just reading that section alone made me decide not to buy their 
products. That's just my opinion, though. If you want to try them, I also 
recommend Filfre, from http://maher.filfre.net/filfre/.
I use this interpreter all the time when playing Z-Code games, including the 
classics from Infocom.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an affordable 
price, visit KJS Productions at: http://www.kjsproductions.com/.



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Re: [Audyssey] game objects in memory

2010-12-07 Thread Thomas Ward
Hi Cara,

Cara wrote:
What data types are you storing in your array? I.E. HOw are you
showing that there
is a wall and not air per se in a particular area? I'm assuming here, that we're
talking about a full-scale map of the level.

My responce:
At least the way I do it in g3D I have a header called surface.h which
has several defined surface types such as walls, doors, water,
ladders, ropes, vines, etc to reference different surfaces and objects
in the game world. There fore all I need to do is create a 3d array of
type int and fill it with these surface constants, and I can later
reference the array to find out what if anything is at any given point
on the map on demand. Since I have those surface constants it makes
referencing this stuff pretty easy.

Cara wrote:
I ask these because firstly, it sounds like you're simply treating the
world as a
very large array of described points in essence. (Which begins to
sound exactly like
a 3D coordinate system again) :) The exception being that you have
labels for each
point, which can really unnecessarily inflate the amount of data
needed to render
a map. Even just using a byte of data per coordinate, it inflates the
map eight times
larger than it needs to be rather than using a simpler collision-based model.

My response:
That's exactly the issue I encountered when creating levels of any
real size and complexity. That is one reason I was thinking of
shrinking the levels. The way I'm handling things really inflates the
amount of data to store the level in memory. It is something of a
CPU/memory hog when it really doesn't need to.  For that reason I
really and truly believe i need to implement a true 3d coordinates
system with proper colision detection to improve the engine.
That said, using an array as a colision detection system is a bit
easier because as you say everything is labeled. For example, if I
want to know if there is a wall 3 units away I can look along that
vector three coordinate units and see exactly what is there just by
referencing the array. It is simple, but is rather waistful of memory
and CPU power in the process.

Cara wrote:
-And, incidentally, you'll still, in effect, need to use collision
detection anyway,
since the map is full-scale. I.E. if your player is moving at 5
coordinates per second
in a direction but that move rate isn't always the same, you'll still
need to check
to see if the path of the player will come into contact with some feature of the
map. You'd need some form of collision detection for this. -Yes?…


My response:
Yes and no. Implementing a true colision detection system would
certainly be more appropriate, but I have managed without one. As I
said I managed to do it with a simpkle 3d array regardless of the
player's rate. Here is an an example of how I do it.

// Get the player's current direction, location, and speed
direction = player.IsDirection();
speed = player.IsSpeed();
x1 = player.IsX();
y1 = player.IsY();
z1 = player.IsZ();

// Calculate the player's new location
x2 = GetX(direction, x1, speed);
y2 = GetY(0, y1, speed);
z2 = GetZ(direction, z1, speed);

// Now return the surface at the specified coordinates
surface = world.IsSurface(x2, y2, z2);

Of course, I'm using internal functions from my G3D engine as my
example, but how it works is actually simple. The GetX(), GetY(), and
GetZ() functions simply takes the player's direction, speed,  and
coordinates and looks along that vector however many units the player
would travel in a certain frame. The new coordinates or position is
then passed off to my world object which has an array holding the game
world and finds out what if anything is there at that coordinates. As
I said earlier it works fine except for the fact it definitely
inflates the amount of data that needs to be stored to get colision
detection and you can't have more than one object in any given
position at a time.

Cara wrote:
I like your idea though, using perhaps an array of 8 bit integers,
which could simply
represent a full-scale environment with amazing detail, in the sense
that one could
simply test for a point anywhere on the map and instantly know what
exactly was there.
I.E. A point could contain air, water, be solid or not with numerous materials.

My response:
That's the upside alright and why I chose that method when creating
G3D. I just found it easier on the programmer to keep track of things
and doesn't require being a math major to figure out. Although, my
grades in math were decent in school I still have troubles with
geometry and trig without someone to refresh me on how to do this or
that from time to time. In fact, i often have to ask friends in the
know to help with me with math calculations in my programming as my
own math skills are fair, but not great.In fact, the first time I took
trig I almost flunked it just because I couldn't wrap my brain around
sins, cosins, tangents, etc. Although, I think as I get older I'm
becoming a little better at it because game programming has 

Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Hayden Presley
Hi Muhammed,
Where'd the "more power than Merlin" bit come from? I've never  heard that
at all.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 12:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?

Hi SP,
I didn't write about that wand as it already is in the current version of 
the Sarah game.
Phil

- Original Message - 
From: "Shiny protector" 
To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 10:58 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to 
scale?


> Spoilers.
> Their is a wand that is most powerful, even more powerful than the 
> founders
> wands. Its called the elder wand. Even more powerful than Merlin.
> - Original Message - 
> From: "Phil Vlasak" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, December 07, 2010 2:16 PM
> Subject: Re: [Audyssey] GMA sound function was Creating game levels to
> scale?
>
>
>> Hi Darren,
>> In the Sarah update I re-designed  how the spells work, giving you access
>> to as many spells as you have energy for.
>> The "power ups" are the wands sprinkled through the castle. There are 10
>> in the current version and 16 in the update.
>>
>> This includes the four founders wands that are very powerful and store
>> lots of magical energy in them.
>> And one special wand from Merlin that is one of the new goals of the 
>> game.
>> If you don't find it, some really nasty things  start to happen.
>> Then I have added two more potions to brew and five new spells.
>>
>> smiles,
>> Phil
>>
>> - Original Message - 
>> From: "Darren Duff" 
>> To: "'Gamers Discussion list'" 
>> Sent: Tuesday, December 07, 2010 8:49 AM
>> Subject: Re: [Audyssey] GMA sound function was Creating game levels to
>> scale?
>>
>>
>>> Hey Phil.
>>>
>>> Any chance in the future that you will put cheats in Sarah? Maybe like
>>> sod
>>> where you have to get so many points before the codes can be used?  I
>>> would
>>> love to just have Sarah run around the place reeking havoc and giving 
>>> all
>>> the little ghosties a run for there money hahahahah!
>>>
>>> -Original Message-
>>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
>>> On
>>> Behalf Of Phil Vlasak
>>> Sent: Tuesday, December 07, 2010 7:44 AM
>>> To: Gamers Discussion list
>>> Subject: [Audyssey] GMA sound function was Creating game levels to 
>>> scale?
>>>
>>> Hi,
>>> The hearing of sounds after closing a door worked in Windows XP but may
>>> not
>>> work for everyone that has Vista and Windows 7.
>>> David has a new version of the engine that fixes some of the sound
>>> problems
>>> with Vista and Windows 7 but he has not released it to the public yet.
>>> I think he is working full time on Time of Conflict.
>>> The new engine is part of my Sarah update, and when I renamed the file
>>> SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of 
>>> the
>>> features of the new engine such as better sound panning.
>>> I said some of the features, as some other features require additional
>>> files
>>> to work such as for mouse support.
>>> Phil
>>>
>>> - Original Message -
>>> From: "NIcol" 
>>> To: "'Gamers Discussion list'" 
>>> Sent: Tuesday, December 07, 2010 6:21 AM
>>> Subject: Re: [Audyssey] Creating game levels to scale?
>>>
>>>
>>>> Hi Phil
>>>> You said:
>>>> "Then even if you close the door, the sounds in the room are audible."
>>>> Well, I cannot comment about sarah as I played sarah too  long ago, but
>>>> I
>>>> can comment on shades of doom as I played it a lot.
>>>> IN version 1.2, if I go out of a room containing equipment and I close
>>>> the
>>>> door, I cannot hear the sounds of that equipment at all.
>>>> Unless David updated the GMA engine after releasing shades of doom 1.2.
>>>
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You

Re: [Audyssey] game objects in memory

2010-12-07 Thread Thomas Ward
Hi Cara,

Hmmm...I'm going to have to try that. When you put it like that it
looks pretty easy. Essentially, all I should have to do is create a
class to hold something like a wall and define its maximum x, y, and z
boundries and detect if the player comes into contact with any point
of the wall, door, whatever.  I've got to try this as it sounds
interesting.

Cheers!


On 12/6/10, Cara Quinn  wrote:
> Hi Rynhardt;
>
> ACtually collision detection really isn't that expensive. Here's some C++
> for checking two axis-aligned bounding boxes in 3D.
>
> // set the lower and upper coordinates of each box
> // and set their position
>
> Box A (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
> A.setPosition (3.0, 3.0, 3.0);
>
> Box B (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
> B.setPosition (0.0, 0.0, 0.0);
>
> // check to see if any part of the above boxes touch or overlap
>
> if((A.lower.x <= B.upper.x && A.lower.y <= B.upper.y && A.lower.z <=
> B.upper.z) && (A.upper.x >= B.lower.x && A.upper.y >= B.lower.y && A.upper.z
>>= B.lower.z)) {
>
> // Manage collision
>
> }
>
> In this case, the two boxes are not touching, as the bottom-most point of A
> is at 2.0, 2.0, 2.0 and the top-most point of B is at 1.0, 1.0, 1.0 so
> there's a length of one coordinate between them. Does this make sense?…
>
> The above code is all you need to detect whether two boxes in 3D space touch
> or overlap each other. This really isn't overly intensive. YOu can also
> check for collision of spheres easily too, but it is a bit more expensive
> than the above, but it is equally simple, relying on the Pythagorus theorem.
> Basically you can just check the length of the line between the centers of
> two spheres and see if it's less than or greater than the radii of each
> sphere. So if the two radii add up to (or are greater than) the distance you
> just found, then the spheres are touching or overlapping.
>
> On the subject of arrays, (depending on the type of array) it's not
> necessarily any less expensive to access an array vs doing something like
> the above every frame of a game, since the system may need to move through
> the array to find what it needs, regardless of how easy it looks to the
> user. so just because you can call an element of an array as in array[x]
> doesn't mean the system doesn't need to do any work to access that element.
>
> There are faster ways of storing data which are easier on the system in C++
> but I'm not as familiar with them as I'd like, so forgive me but I just know
> they're there, but have no explanation for you. :)
>
> Anyway, hope this sheds some light…
>
> Smiles,
>
> Cara :)

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Re: [Audyssey] problems with playing malinche games

2010-12-07 Thread Hayden Presley
Hi,
Also from what I've read on Audiogames, it seems as though all of Malinche's
stuff is some kind of murder mystery or thereabouts. Sure one or two are
good, but at least you look at Infocom, and you see they had several genres
of IF; if Malinche would do that I'd be greatful.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, December 07, 2010 10:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] problems with playing malinche games

I must confess, I wasn't overly impressed with malinch's stuff myself, which

is why I've not bought any though I've played their free titles and 
attempted a couple of demos (though not got far, actually i couldn't get 
past the first puzle in the first pentori demo).

I think the thing that narks me most about malinch and actually discourages 
me from playing is their website.

Advertizing and telling people about the game is one thing, but I don't want

to have to waid through page after page of ridiculous self congratulations 
and smug reports about how much they think of themselves in order to 
download and try their games. for me this has the opposite effect to the 
intended one and actually puts me off their titles.

Beware the Grue!

Dark.
- Original Message - 
From: "Zachary Kline" 
To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 4:17 PM
Subject: Re: [Audyssey] problems with playing malinche games


> Hi,
> Your problem isn't with the game per se, it's with the program you're 
> using to play it.  The latest versions of Frotz have an unfortunate 
> problem when it comes to accessibility on Windows, perhaps something to do

> with the way text is rendered on screen.  I suggest Filfor as an 
> alternative which is more readable.
> To return to the subject of the games themselves, might I suggest that you

> avoid Malinch on general principles?  The company and developer have, 
> well, a reputation in the interactive fiction community, and not the good 
> kind.  I highly doubt your game experience will be worth your while.
> Hope this helps,
> Zack.
>
>
> On Mon, 6 Dec 2010, Anouk Radix wrote:
>
>> Hi Everyone,
>> I have been away from the list for quite a qhile but since I am having a 
>> problem when trying to play games I thought I would ask if anyone else 
>> has experienced this.
>> I am using windows xp with jaws 11 and I have installed the newest 
>> version of frotz for windows, version 1.14 by david kinder. Recently I 
>> bought 3 games from Malinche games (z8 files) and downloaded a free one 
>> vanguard. I am having a problem with at least 2 of them (pinched in st 
>> petersburg and vanguard). When I type a command into the frotz command 
>> window the results dont get shown and nothing happens. It is as if text 
>> is just not being printed and I cant continue onward with the game at 
>> all.
>> According to Howard Sherman the writer behind malinche games the games 
>> have been extensively tested but I do remember from a few years ago that 
>> I also had this seem problem with another of his titles endgame.
>> The strange thing is that I dont get an error message at all.
>> Are there any other people on list who ordered a malinche game and 
>> experienced problems like this?
>> Greetings, Anouk,
>> ---
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Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-07 Thread Hayden Presley
Hi Muhammd,
My friend...I don't mean to brag about Freedom Scientific. But if you can
crack JAWS then you can crack this. It's really the exact same thing as BSC
games registration system, it'sjust set up differently on the surface.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Tuesday, December 07, 2010 6:43 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

I like hardware registration systems. It could defend Munawar, as know one 
could crack this game.
- Original Message - 
From: "peter Mahach" 
To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 7:15 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity


> I, really hate hardware registration systems.
> This final fight is really tuff. Ok, I blown up dark blaze. think that was

> easy. not when it regenerated and brought some friends with it.
> - Original Message - 
> From: "Shiny protector" 
> To: ; "Gamers Discussion list" 
> Sent: Monday, December 06, 2010 6:27 PM
> Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D 
> Velocity
>
>
>>I don't think the  registration  system should be changed just because you

>>have to do system reboots. How ever, cheats, I'd say know. First of all, 
>>the game is hard as it is, and secondly, if Munawar were to do that, he'd 
>>have to make the easy difficulty level kind of easy and that would take 
>>the challenge away in my opinion.
>> - Original Message - 
>> From: "Alfredo" 
>> To: "Gamers Discussion list" 
>> Sent: Monday, December 06, 2010 1:59 PM
>> Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D 
>> Velocity
>>
>>
>>> Hello,
>>> I think the next version of tdv should have difficulty levels and 
>>> cheats, so you can get to play the game, if you cannot beat the final 
>>> battles. I think there should be a change in the registration system. I 
>>> was recently forced to do more than one system restore on my computer, 
>>> but i think this is changing the hardware ID.
>>>
>>> ---
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>>
>>
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>> __ Information from ESET Smart Security, version of virus 
>> signature database 5266 (20100709) __
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Re: [Audyssey] problems with playing malinche games

2010-12-07 Thread Ben
Exactly Kelly.  I aggree

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kelly Sapergia
Sent: 07 December 2010 22:17
To: gamers@audyssey.org
Subject: Re: [Audyssey] problems with playing malinche games

Hi,

I have to agree with Dark about this. I've tried the demo versions of 
Malinche's games, and wasn't impressed with any of them, mostly because I 
couldn't figure out how to solve the puzzles. As far as the advertising 
goes, I personally don't believe a word of it. The entry on Wikipedia about 
Malinche Entertainment discusses some contraversial issues about this 
company, and just reading that section alone made me decide not to buy their

products. That's just my opinion, though. If you want to try them, I also 
recommend Filfre, from http://maher.filfre.net/filfre/.
I use this interpreter all the time when playing Z-Code games, including the

classics from Infocom.

Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an affordable 
price, visit KJS Productions at: http://www.kjsproductions.com/.


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Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread Hayden Presley
Hi Thomas,
I assume that what you're calling tanks are what David  alls armored units?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, December 06, 2010 9:01 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Something incredible in the pipeline.

Hi Hayden,

I don't know about you but i find the Aircraft carriers an invaluable
part of my task force. Their power is being able to move a lot of
fighters across the map and attack coastal defences before landing
troops.  For example, if their is a city you want to capture I'll send
a couple of fighters in to bomb the crap out of any tanks or troops in
the area and then send in my transports to capture the city. Sometimes
I will lose a few fighters doing this, but it softens up the enemy
defences so that my infantry and tanks don't get hammered when they
land boots on enemy soil.

The other tactical advantage carriers have is they can act as mobile
refueling stations. If you have fighters scouting an area deep behind
enemy lines chances are good they can't get back to one of your cities
to refuel. They can land on your carrier and get refueled before
taking off and continue to scout the enemy defences.

Finally, carriiers are power houses in a navel engagement. For
example, an enemy battleship was pounding my coastal defences and my
submarines and battleships were not in the area. Fortunately, I had a
carrier fully loaded nearby. Well, I managed to kick the crap out of
the battleship. I sent all 8 fighters in to bomb and blast the
battleship which seriously damaged it. Then, I moved the carrier
itself in to engage the battleship and it was sunk without hardly any
damage to the carrier. The only week point in my attack were the
fighters as they are unfortunately are too easy to shoot down.
However, if you have several aircraft and consider them expendable
losses you can usually pound the enemy into pudding which I certainly
did.

Of course the more carriers  you have in a group the more power you
have in numbers. I once attacked an enemy with four carrier groups and
32 fighters. Let's just say I lost about 12 fighters but every enemy
tank, soldier, and enemy aircraft in the immediate area was toast. I
totally cleared the island of enemy troops without landing a single
infantry unit on the island to capture it. I only sent my ground
forces in to take the cities and start production for my side.

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[Audyssey] Jedi Knight was GMA sound function

2010-12-07 Thread Thomas Ward
Hi Ben,

What exactly do you need? If it is sounds you want let me just say the
sounds for Mysteries of the Sith are absolute crap. They were recorded
at 11025 KHZ mono. I'm currently grabbing sounds from newer SW games
like Jedi Outcast, SithAcademy, etc as the force sounds, light sabers,
and so on are all 44100 KHZ  stereo. A massive improvement over the
older Jedi Knight games. The only thing I've decided to use from MOTS
is the dialog as that isn't replacable unfortunately. However, my
version is getting a huge sound upgrade as I'm grabbing all the
high-fi souns I can to replace their crappy ones.

As for the gob and goo files they are easy to open. There are plenty
of tools out there for Jedi Knight to unpack and repack the sounds,
music, etc. I'm thinking of modding the original game with some better
stuff just to have something to play around with while I'm working on
my updated clone.

On 12/7/10, Ben  wrote:
> Hi could you send me the stuff for mots - I can't get my copy to work, let
> alone extract the dot gob files...

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Re: [Audyssey] Something incredible in the pipeline.

2010-12-07 Thread Thomas Ward
Hi Hayden,

Yes, isn't that obvious? Armored units consists of tanks as well as
APCs and so on.

On 12/7/10, Hayden Presley  wrote:
> Hi Thomas,
> I assume that what you're calling tanks are what David  alls armored units?
>
> Best Regards,
> Hayden
>

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Re: [Audyssey] problems with playing malinche games

2010-12-07 Thread dark
Actually Haiden, the pentori games are fantasy, The first mile is horror, 
saint petersburg and sin city are spy/suspense fiction, and Endgame is naval 
thriller, the only card carrying murder mystery is greystone.


I've personally tried the pentori game demos, pluss the prequal and also the 
first mile demo, but once again I found myself not really able to get 
anywhere,  heck, I couldn't get out of the first room in the pentori 
first light demo.


I'd probably be more interested in their stuff if they weren't quite as 
self-promoting and smug generally.


Beware the Grue!

Dark.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 11:23 PM
Subject: Re: [Audyssey] problems with playing malinche games



Hi,
Also from what I've read on Audiogames, it seems as though all of 
Malinche's

stuff is some kind of murder mystery or thereabouts. Sure one or two are
good, but at least you look at Infocom, and you see they had several 
genres

of IF; if Malinche would do that I'd be greatful.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, December 07, 2010 10:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] problems with playing malinche games

I must confess, I wasn't overly impressed with malinch's stuff myself, 
which


is why I've not bought any though I've played their free titles and
attempted a couple of demos (though not got far, actually i couldn't get
past the first puzle in the first pentori demo).

I think the thing that narks me most about malinch and actually 
discourages

me from playing is their website.

Advertizing and telling people about the game is one thing, but I don't 
want


to have to waid through page after page of ridiculous self congratulations
and smug reports about how much they think of themselves in order to
download and try their games. for me this has the opposite effect to the
intended one and actually puts me off their titles.

Beware the Grue!

Dark.
- Original Message - 
From: "Zachary Kline" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 4:17 PM
Subject: Re: [Audyssey] problems with playing malinche games



Hi,
Your problem isn't with the game per se, it's with the program you're
using to play it.  The latest versions of Frotz have an unfortunate
problem when it comes to accessibility on Windows, perhaps something to 
do



with the way text is rendered on screen.  I suggest Filfor as an
alternative which is more readable.
To return to the subject of the games themselves, might I suggest that 
you



avoid Malinch on general principles?  The company and developer have,
well, a reputation in the interactive fiction community, and not the good
kind.  I highly doubt your game experience will be worth your while.
Hope this helps,
Zack.


On Mon, 6 Dec 2010, Anouk Radix wrote:


Hi Everyone,
I have been away from the list for quite a qhile but since I am having a
problem when trying to play games I thought I would ask if anyone else
has experienced this.
I am using windows xp with jaws 11 and I have installed the newest
version of frotz for windows, version 1.14 by david kinder. Recently I
bought 3 games from Malinche games (z8 files) and downloaded a free one
vanguard. I am having a problem with at least 2 of them (pinched in st
petersburg and vanguard). When I type a command into the frotz command
window the results dont get shown and nothing happens. It is as if text
is just not being printed and I cant continue onward with the game at
all.
According to Howard Sherman the writer behind malinche games the games
have been extensively tested but I do remember from a few years ago that
I also had this seem problem with another of his titles endgame.
The strange thing is that I dont get an error message at all.
Are there any other people on list who ordered a malinche game and
experienced problems like this?
Greetings, Anouk,
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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread Thomas Ward
Hi Phil,

In deed. Sounds like a mess. The classic ghost in the machine story.
Now, the amazing adventures of "Phantom of the Furnace" coming to a
website near you.

On 12/7/10, Phil Vlasak  wrote:
> Hi Thomas,
> I should make a fix the furnace game.
> Part one, the furnace sounds like it's haunted, stopping and starting ten
> times a minute.
> Part two, It dies and there is no heat.
> Step three, We run out to Target to buy electric heaters.
> Step four, We blow the circuit breakers running the electric heaters.
> Step five, We get a friend in to look at the furnace.
> Step six, He can't figure out what is wrong.
> Step seven, We get professionals in and they diagnose the problem.
> Step eight, While the part is under warrantee, the shipping, installation,
> and cost of electric heaters is not.
> Step nine We wait a week for the part to arrive.
> Step ten we wait for the installer to arrive.
> Step eleven, we wait while the part is installed.
> Step twelve, They looked at the old part and it looks fine.
> Could be microscopic cracks that open up only when the part is hot.
> Step thirteen, The furnace is working but we have a dusty dirty house with
> lots of boxes and packing materials from the new part, the new flue, the new
> cap and the three electric heaters.
> So that's what I've been doing for Thanksgiving.
> Sounds a little like Alice's Restaurant!
> smiles,
> Phil
>
>
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Re: [Audyssey] game objects in memory

2010-12-07 Thread Cara Quinn
Yes Thomas, this seems to be a different approach than the popular one people 
are taking here, in that it seems to kind of free up the programmer to use real 
physics and constant relatively low-cost collision detection without needing to 
worry so much on the exact position an entity will be in at any given time. 
I.E. let the detection routine do the work and deal with the touches on an 
entity by entity basis.

Touches and collisions can be dealt with uniquely, depending on the two or more 
entities touching. Each entity has it's own touch routines that get called and 
the correct results easily work for all the entities without so much 
forethought on the part of the developer. I.E. Let the entity itself check what 
touched it or create a short-lived object to represent the touch between two 
entities and act accordingly. -It can be a very cool paradigm…

In essence, the map now has only the barest coordinates representing the actual 
objects and the rest is just nothing! lol! So it's a whole lot less data to 
manage. the down-side in my opinion, is that each type of map element really 
needs to be defined in terms of active objects. I.E. a body of water really 
needs to be it's own entity with a bounding box or some shape. Admittedly, it 
could be represented with a really minimal amount of data, (three floats) but 
still, it's still another object like a wall or door.

Sizewise though, maps really are a lot smaller than the array-based paradigms 
we've been talking about now, and could be stored in files that are very small 
text files.

I kind of like a combo approach, myself, as I've said, where the map uses a 
straight 3D coordinate system, but still is divided into regions like rooms and 
such. Anyway, -Just some thoughts…

Smiles,

Cara :)
On Dec 7, 2010, at 3:23 PM, Thomas Ward wrote:

Hi Cara,

Hmmm...I'm going to have to try that. When you put it like that it
looks pretty easy. Essentially, all I should have to do is create a
class to hold something like a wall and define its maximum x, y, and z
boundries and detect if the player comes into contact with any point
of the wall, door, whatever.  I've got to try this as it sounds
interesting.

Cheers!


On 12/6/10, Cara Quinn  wrote:
> Hi Rynhardt;
> 
> ACtually collision detection really isn't that expensive. Here's some C++
> for checking two axis-aligned bounding boxes in 3D.
> 
> // set the lower and upper coordinates of each box
> // and set their position
> 
> Box A (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
> A.setPosition (3.0, 3.0, 3.0);
> 
> Box B (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
> B.setPosition (0.0, 0.0, 0.0);
> 
> // check to see if any part of the above boxes touch or overlap
> 
> if((A.lower.x <= B.upper.x && A.lower.y <= B.upper.y && A.lower.z <=
> B.upper.z) && (A.upper.x >= B.lower.x && A.upper.y >= B.lower.y && A.upper.z
>> = B.lower.z)) {
> 
> // Manage collision
> 
> }
> 
> In this case, the two boxes are not touching, as the bottom-most point of A
> is at 2.0, 2.0, 2.0 and the top-most point of B is at 1.0, 1.0, 1.0 so
> there's a length of one coordinate between them. Does this make sense?…
> 
> The above code is all you need to detect whether two boxes in 3D space touch
> or overlap each other. This really isn't overly intensive. YOu can also
> check for collision of spheres easily too, but it is a bit more expensive
> than the above, but it is equally simple, relying on the Pythagorus theorem.
> Basically you can just check the length of the line between the centers of
> two spheres and see if it's less than or greater than the radii of each
> sphere. So if the two radii add up to (or are greater than) the distance you
> just found, then the spheres are touching or overlapping.
> 
> On the subject of arrays, (depending on the type of array) it's not
> necessarily any less expensive to access an array vs doing something like
> the above every frame of a game, since the system may need to move through
> the array to find what it needs, regardless of how easy it looks to the
> user. so just because you can call an element of an array as in array[x]
> doesn't mean the system doesn't need to do any work to access that element.
> 
> There are faster ways of storing data which are easier on the system in C++
> but I'm not as familiar with them as I'd like, so forgive me but I just know
> they're there, but have no explanation for you. :)
> 
> Anyway, hope this sheds some light…
> 
> Smiles,
> 
> Cara :)

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If you wa

Re: [Audyssey] problems with playing malinche games

2010-12-07 Thread dark
I've just looked at the wikipedia artical and yee gods, that makes sherman 
look like a real and top class git,  in fact to use a term from his own 
game a b/st/rd opperator from hell ;D.


Threatening to sue an internet magazine for publishing bad reviews, then 
editing people's reviews to only show favourable comments is down write 
nasty!


I'd urge everyone to look at 
http://en.wikipedia.org/wiki/Malinche_Entertainment and have a serious  to 
see the controversy.


I will say though, with the really annoying style of his site I don't find 
this overly surprising.


Beware the Grue!

Dark.
- Original Message - 
From: "Kelly Sapergia" 

To: 
Sent: Tuesday, December 07, 2010 10:16 PM
Subject: Re: [Audyssey] problems with playing malinche games



Hi,

I have to agree with Dark about this. I've tried the demo versions of 
Malinche's games, and wasn't impressed with any of them, mostly because I 
couldn't figure out how to solve the puzzles. As far as the advertising 
goes, I personally don't believe a word of it. The entry on Wikipedia 
about Malinche Entertainment discusses some contraversial issues about 
this company, and just reading that section alone made me decide not to 
buy their products. That's just my opinion, though. If you want to try 
them, I also recommend Filfre, from http://maher.filfre.net/filfre/.
I use this interpreter all the time when playing Z-Code games, including 
the classics from Infocom.


Thanks.

Yours Sincerely,
Kelly John Sapergia
For information regarding my Internet radio shows, links to my favorite 
sites, and more, visit my personal website at http://www.ksapergia.net/.
If you need jingles, voiceovers and music for your project at an 
affordable price, visit KJS Productions at: 
http://www.kjsproductions.com/.



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[Audyssey] star wars and star trek

2010-12-07 Thread Josh Kennedy

Hi

I'd be interested in any good star wars games anyone on here produces. 
I'd like to test and play them. I also like star trek, and warcraft-like 
games like entombed, harry potter. oh speaking of harry potter. how 
about taking sounds and music from one of the harry potter pc or 
playstation games and making a free open source harry potter game at 
some point perhaps?

Josh

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[Audyssey] Star Wars: Imperial Academy

2010-12-07 Thread Phil Vlasak

Speaking of Star Wars,
Enlist in the Empire With Star Wars: Imperial Academy
By Dan Moren, Macworld

Once again, we return to a galaxy far, far away for the latest in Star Wars 
gaming. This week's entrant? The ngmoco and THQ Wireless joint venture, Star 
Wars: Imperial Academy, a title that puts you in the shoes of one of the 
Empire's "elite" stormtrooper corps. And by "elite" I mean "can't hit the 
broadside of a Star Destroyer."


As an Imperial, er, academic, you'll face off against other stormtroopers in 
a battle to the death, utilizing a variety of weapons at your disposal. 
Along the way you'll earn credits that allow you to purchase new weapons, 
armor, and special unlockable items (for example, allowing you to play as 
iconic characters such as Luke Skywalker, Han Solo, and Boba Fett).


In order to actually earn those credits, however, you'll need to compete 
online against other would-be stormtroopers from around the Internet in 
deathMatches of 4 players. You can play a global match against strangers, a 
private match against your friends, or hone your skills offline by fighting 
clones. The game takes advantage of ngmoco's Plus+ gamer system to allow you 
to register your scores on leaderboards, earn achievements, and compare your 
performance with friends.


Just in case you don't feel like earning your way up the ladder the hard 
way, you can also tap into your bank account and buy bundles of key cards 
that you can turn into power-ups and credits (to buy further equipment). 
Bundles start at 30 key cards for $5 and go all the way up to 800 keys for 
$50. Somehow, the idea of paying for upgrades feels very, well, Imperial.


The game scales for a variety of player skill levels, with features like 
auto-fire, adjustable look and move sensitivity, and direction pads that you 
can show or hide. Unfortunately, like many touchscreen FPS controls, the 
performance is somewhat frustrating compared to traditional physical input 
methods. However, its graphics are fairly impressive, tuned as they are for 
the iPhone 4 and fourth-generation iPod touch's Retina displays.


Star Wars: Imperial Academy is a free download and requires an iPhone or 
iPod touch running iOS 3.0 or later.

http://www.pcworld.com/businesscenter/article/212807/enlist_in_the_empire_with_star_wars_imperial_academy.html



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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread shaun everiss

well heating definately overides game development.
I had projects I needed to do this year and thought that after the 
new system died that well things would just suck generally and it 
would take ages to get back up but it turned out to all end nicely so no issue.

At 04:37 a.m. 8/12/2010, you wrote:

Hi Darren,
I had hoped it would be finished a month ago but real life problems 
took all my spare time.
Just recently our furnace went out and we had to spend a week trying 
to get it fixed, while living with a few electric heaters.
So I had to put game development on the back burner while we blew 
out circuit breakers and had repair men check it out and try 
different things to get it fixed.

Then the Draconis site was down for two weeks.
The  game still hasn't gone to my beta testers.
I hope to get it done this week and send it to them but I can't 
predict how many bugs they will discover.


Sometimes real life sucks.
Phil

- Original Message - From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 10:25 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to scale?



Oh sweet! Any idea is to how long we will have to wait for this tresure?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 9:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?

Hi Darren,
In the Sarah update I re-designed  how the spells work, giving you access to
as many spells as you have energy for.
The "power ups" are the wands sprinkled through the castle. There are 10 in
the current version and 16 in the update.

This includes the four founders wands that are very powerful and store lots
of magical energy in them.
And one special wand from Merlin that is one of the new goals of the game.
If you don't find it, some really nasty things  start to happen.
Then I have added two more potions to brew and five new spells.

smiles,
Phil

- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:49 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?



Hey Phil.

Any chance in the future that you will put cheats in Sarah? Maybe like
sod where you have to get so many points before the codes can be used?
I would love to just have Sarah run around the place reeking havoc and
giving all the little ghosties a run for there money hahahahah!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 7:44 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA sound function was Creating game levels to scale?

Hi,
The hearing of sounds after closing a door worked in Windows XP but
may not work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound
problems with Vista and Windows 7 but he has not released it to the
public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of
the features of the new engine such as better sound panning.
I said some of the features, as some other features require additional
files to work such as for mouse support.
Phil

- Original Message -
From: "NIcol" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago,
but I can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I
close the door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.



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Re: [Audyssey] GMA sound function was Creating game levels to scale?

2010-12-07 Thread shaun everiss
well its hot here well hottish but in this side of the world we are 
using airconditioning and are at the beach.

At 04:41 a.m. 8/12/2010, you wrote:
Awww Phil I really feel for you, it's 15 below freezing tonight and 
only 0dg now, I have my heating on and a thick cardy and I'm 
freezing, so goodness knows what it's been like for you!

- Original Message - From: "Phil Vlasak" 
To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 3:37 PM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to scale?



Hi Darren,
I had hoped it would be finished a month ago but real life problems 
took all my spare time.
Just recently our furnace went out and we had to spend a week 
trying to get it fixed, while living with a few electric heaters.
So I had to put game development on the back burner while we blew 
out circuit breakers and had repair men check it out and try 
different things to get it fixed.

Then the Draconis site was down for two weeks.
The  game still hasn't gone to my beta testers.
I hope to get it done this week and send it to them but I can't 
predict how many bugs they will discover.


Sometimes real life sucks.
Phil

- Original Message - From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 10:25 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to scale?



Oh sweet! Any idea is to how long we will have to wait for this tresure?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 9:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?

Hi Darren,
In the Sarah update I re-designed  how the spells work, giving you access to
as many spells as you have energy for.
The "power ups" are the wands sprinkled through the castle. There are 10 in
the current version and 16 in the update.

This includes the four founders wands that are very powerful and store lots
of magical energy in them.
And one special wand from Merlin that is one of the new goals of the game.
If you don't find it, some really nasty things  start to happen.
Then I have added two more potions to brew and five new spells.

smiles,
Phil

- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:49 AM
Subject: Re: [Audyssey] GMA sound function was Creating game levels to
scale?



Hey Phil.

Any chance in the future that you will put cheats in Sarah? Maybe like
sod where you have to get so many points before the codes can be used?
I would love to just have Sarah run around the place reeking havoc and
giving all the little ghosties a run for there money hahahahah!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Phil Vlasak
Sent: Tuesday, December 07, 2010 7:44 AM
To: Gamers Discussion list
Subject: [Audyssey] GMA sound function was Creating game levels to scale?

Hi,
The hearing of sounds after closing a door worked in Windows XP but
may not work for everyone that has Vista and Windows 7.
David has a new version of the engine that fixes some of the sound
problems with Vista and Windows 7 but he has not released it to the
public yet.
I think he is working full time on Time of Conflict.
The new engine is part of my Sarah update, and when I renamed the file
SOD.EXE it worked in my Shades of Doom 1.2 folder and gave me some of
the features of the new engine such as better sound panning.
I said some of the features, as some other features require additional
files to work such as for mouse support.
Phil

- Original Message -
From: "NIcol" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 6:21 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil
You said:
"Then even if you close the door, the sounds in the room are audible."
Well, I cannot comment about sarah as I played sarah too  long ago,
but I can comment on shades of doom as I played it a lot.
IN version 1.2, if I go out of a room containing equipment and I
close the door, I cannot hear the sounds of that equipment at all.
Unless David updated the GMA engine after releasing shades of doom 1.2.



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_ NOD32 EMON 5681 (20101207) information __

Re: [Audyssey] game objects in memory

2010-12-07 Thread Valiant8086
You might be able to make a separate array called immediateEnvironment or
something like that which will periodically be updated, maintaining a list
of only near by objects to be considered.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Rynhardt Kruger
Sent: Tuesday, December 07, 2010 5:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] game objects in memory

Hi Cara,

The reason I thought the 3d array would be faster is:
Lets say you want to check if the player object moves into a wall when it
takes a step. In the case where every object has attributes for the 3d
coordinate, you have to search through all the objects currently in the
level and check if one of them is at the position of the players next
position. If all the objects are stored in a 3d array, it requires only
using the players next location as an array index and checking if an object
occupies that array element. In languages like c or c++, getting an array
element requires only the calculation of the correct offset in memory based
on the array index and element size and referencing that location in memory.

In this case I'd thought of storing wall-like elements in the array apposed
to rooms.
Another way might be to (as you said) give each object bounding coordinates
e.g. a left upper coordinate and a right lower coordinate and have all the
objects in an array or other data structure. May be having rooms in stead of
walls represented by objects will decrease the number of objects so the
search time isn't so big?
A reason I like this method is that rooms can have interesting shapes e.g. a
round room and that you can move a hole room to another location, possibly
moving everything inside as well to create a vehicle like object.

Take care,

Rynhardt

* Cara Quinn  [101207 07:53]:
> Rynhardt;
> 
> -It occurred to me that I didn't completely answer your question in my 
> last note, so my apologies. :)
> 
> In my own personal opinion, yes, it's good to have map data in an array,
as well as using a flexible coordinate system as in my code example.
HOwever, even though game objects can still rely on a coordinate system to
move within the game, they can still be stored in an array as well.
> 
> I.E. one could use two arrays in-game; one to store the amount of active
entities and the other to represent rooms in a level. Within the rooms
array, game entities can freely move in 3D space using the usual 3D
coordinate system we're discussing.
> 
> this is one approach I personally like, but it's also not perfect in my
opinion.
> 
> For one thing, using one element of an array per room, can make it
difficult to accurately or easily map certain complex room layouts, though
on the up-side, it can be really easy to juggle and switch rooms around to
cause some really neat effects for cool game-play.
> 
> Perhaps my very fav mapping type would simply be to map out the entire
space with a coordinate system and simply take the 3D coordinate-based
physics approach and rely on collision management and such?
> 
> -Just my thoughts?
> 
> -Hope this comes closer to answering your questions / addressing your
comments?
> 
> Smiles,
> 
> Cara :)
> On Dec 6, 2010, at 5:22 PM, Cara Quinn wrote:
> 
> Hi Rynhardt;
> 
> ACtually collision detection really isn't that expensive. Here's some C++
for checking two axis-aligned bounding boxes in 3D.
> 
> // set the lower and upper coordinates of each box // and set their 
> position
> 
> Box A (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0); A.setPosition (3.0, 3.0, 
> 3.0);
> 
> Box B (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0); B.setPosition (0.0, 0.0, 
> 0.0);
> 
> // check to see if any part of the above boxes touch or overlap
> 
> if((A.lower.x <= B.upper.x && A.lower.y <= B.upper.y && A.lower.z <= 
> B.upper.z) && (A.upper.x >= B.lower.x && A.upper.y >= B.lower.y && 
> A.upper.z >= B.lower.z)) {
> 
> // Manage collision
> 
> }
> 
> In this case, the two boxes are not touching, as the bottom-most point of
A is at 2.0, 2.0, 2.0 and the top-most point of B is at 1.0, 1.0, 1.0 so
there's a length of one coordinate between them. Does this make sense??
> 
> The above code is all you need to detect whether two boxes in 3D space
touch or overlap each other. This really isn't overly intensive. YOu can
also check for collision of spheres easily too, but it is a bit more
expensive than the above, but it is equally simple, relying on the
Pythagorus theorem. Basically you can just check the length of the line
between the centers of two spheres and see if it's less than or greater than
the radii of each sphere. So if the two radii add up to (or are greater
than) the distance you just found, then the spheres are touching or
overlapping.
> 
> On the subject of arrays, (depending on the type of array) it's not
necessarily any less expensive to access an array vs doing something like
the above every frame of a game, since the system may need to move through
the array to find what it needs, reg

Re: [Audyssey] Creating game levels to scale?

2010-12-07 Thread NIcol
Hi Tom
I have xp pro.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 07 December 2010 11:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating game levels to scale?

Hi Nicol,

What version of Windows are you running? I notice on XP Shades of Doom
works fine, but on Windows 7 the sounds don't work correctly.



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Re: [Audyssey] world of legends

2010-12-07 Thread Jacob Kruger

Well, I never hosted it - sorry...?

Here's a download link for it anyway, since see do have a copy here, and the 
link on the review page seems broken:

http://dl.dropbox.com/u/13327195/world%20of%20legends.zip

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: "NIcol" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, December 07, 2010 8:05 PM
Subject: [Audyssey] world of legends



HI list
I would like to try out world of legends.
I read on  audiogames.net that Jacob Kruger is hosting the game,.
I clicked on the download link and I get a page telling me: no input file
specified. I couldn't find a link to world of legends on www.pcsgames.net.
Jacob, if you are  still hosting  the game, please advise me how I can
download it.
Its much appreciated.
Many thanks.
Happy gaming.


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