Re: [Audyssey] Swamp Characters/character profiles.

2011-11-03 Thread Jeremy Kaldobsky
I've finally come up with the first draft of the phrases I need.  For anyone 
who is interested, record yourself saying these 10 phrases and send them to me. 
 Please save each phrase as its own file so that I don't need to cut apart 1 
file into the separate pieces.  I haven't figured out how many different voices 
I will end up needing, but I will keep the best sounding ones.  I apologize in 
advance for anyone's recordings that I don't end up using.

Here are the 10 phrases to record.  On some of them you have a choice between a 
few options which basically mean the same thing.

"Hey", "Sup", or another short informal greeting.
"Over here"
"Follow me" or "This way"
"Roger that" or "Yes sir"
"No sir"
"Watch out!" or "Heads up!"
"I need ammo"
"Stay here" or "Stay put"
"Cover me"
"I'll cover you" or "I've got your back"

Thanks guys!


> I like the idea. But I was wondering
> whether it'd be possible to give each character certain
> atributes and certain proficiencies? Have it like Left 4
> Dead and have each character from a different background.
> Someone who was or is in the Military? Proficient with all
> the weapons, but if he was a sniper in the military, give
> him a precision weapon that he can aim at from long range,
> but requires more skill. Civilian character? Give him or her
> the ability to pick random things up and use them as
> weapons, since they wouldn't have any particular area of
> weaponry that they're good with. I feel this makes for more
> variety, along with the quests. It would change strategies a
> player could use. Just some ideas.. and I'll be waiting for
> those lines! 


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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

Well, before anyone jumps to conclusions and begins calling them lets
see what their developers say. The person I talked to was one of their
support representatives and she wasn't clear on all of the details.
Just that she thought that I had to sign a NDA agreement, and she
wasn't authorized to discuss it. My request has been passed along to
someone else, and they'd get back with me. So far nothing, but I
realize that perhaps they don't even know how they are going to handle
it yet. Its possible the API isn't ready, but she thought it was. So
I'm just waiting to see. In the meantime if SuperNova support isn't
there you can always fall back on SAPI support until we get that
support worked out.

As far as access to the material I of course agree with you 100%.
Dolphin isn't making it easy to gather competent information regarding
the SuperNova API, and if their screen reader isn't directly supported
by games and other products its their own fault. All the other screen
reader developers including Freedom Scientific have come forward and
offered what help they could to add screen reader support to my
products. So I'm not exactly sure where Dolphin's head is at, but they
are being too secretive and proprietary for my liking.

Cheers!


On 11/2/11, dark  wrote:
> Hi Tom.
>
> i'm glad the documentation is actually out, but certainly when i spoke to
> Dolphin there was none of this business about hiding the api, afterall it's
> not as if having it would let someone Hack supernova at some point.
>
> I'll have to talk to them again, sinse if a developer for a free products
> such as Aprone can't get easy access to it that would not be a good thing.
>
> At least the documentation is actually donewhich is further on than I
> thought things were.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Brandon,

To be honest I forgot to contact Serotek. System Access isn't a screen
reader I'm familiar with, and from what I can tell not exactly a
really popular one. However, I'll try and contact them today and see
if I can get a hold of their API documentation.

By the way, I had no problems with GW Micro. So please don't say that
I did when they were actually quite friendly and helpful about the API
documentation. They have an entire section of their website dedicated
to development, scripting, and creating stand alone apps that are
Window-eyes enabled. So I just wanted to point that out.

Cheers!


On 11/2/11, Brandon Misch  wrote:
> Hey thomas. i know that you had a hard time getting screen reading apis from
> gwMicro and dolphin but what about serotek? Did they give you a hard time
> too or were they open to giving you there api documentation? thought i would
> ask.

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Re: [Audyssey] swamp errors... :S

2011-11-03 Thread Oriol Gómez
I posted the debuglog on the forum, I'm guessing you didn't get it? :S
here is the debug log, though I don't think it says anything useful.
Starting program
Creating DirectSound...
Setting Coop level
Sound finished.
Version is 0.9b
Sapi is set to 0
Loading settings/progress
First 'sayit'
First sound test.
Load finished.
Starting us out.
Stopping any previous sounds
Loading multi1.


On 11/2/11, Jeremy Kaldobsky  wrote:
> Oriol, can you post the contents of your debuglog.txt file for me to see?
>
>
>> Hello everyone,
>> I recently downloaded the new game from Aprone, swamp.
>> But I am unable to play... I don't know if it's because of
>> the network
>> I'm on, but whenever I run the game and hit begin, it gets
>> stuck and
>> connecting and stays like that until I hit escape, at which
>> point it
>> brings me to the main menu again. If I try to begin from
>> there, it
>> will say file already open.
>> I'm using windows 7 sp1 64 bits.
>> Any thoughts?
>> Thanks! :D
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Michael,

Not sure what you are getting at here, but the Cereproc voices are
rather new, and I think their latest version of the Cereproc engine is
2.1.1. So obviously they have done some updating since they started
developing voices. How often or frequently they'll continue to update
is anyone's guess.

In general Cereproc is a Scottish company and they tend to focus on
U.K. voices. That is Scottish, Brittish English,Irish, etc. In fact,
they are the only ones who has a decent Irish voice, Kaitlin,  which
is a fairly decent voice which I own a copy of. They also have
American English, French, Spanish, Italian, and I believe German
voices available as well. The best way to see what is in their catalog
is to go to
http://www.cereproc.com
and see for yourself what they have available.

They offer two methods for using their voices. A developer can access
their Windows voices via the SAPI API or a developer can support them
directly through the Cereproc SDK. They also have Mac OS X voices
available for Mac users so it looks like Cereproc is now going
cross-platform with their voice engine as well.

As far as pricing goes they are a little on the expensive side. Last I
checked they want $41.99, $42 USD, per voice. That's a little more
expensive than the Cepstral voices, but not so expensive a person on a
fixed income like SSI couldn't afford them. Since they are a little
higher than I really want to pay that's why I don't own very many
Cereproc voices, but I don't have any complaints with them other than
they haven't yet upgraded to support 64-bit versions of Windows. For
me that would be a consideration in buying one of their voices now.

HTH


On 11/2/11, Michael Gauler  wrote:
> I have another question.
> I have used demo versions of Ivona voices and thus I know what they sound
> like and how they work.
> But what can you tell me about Cereproc voices in general, even if they are
> only 32 bit products?
> Are there updates to the products and do you get such information or are
> your voices years old by now?
> And what do you have to do when you bought one or more voices?
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi,

HWell, thanks for the info, but I really don't have any desire
to install and demo the voices from Koba. As I've said if I really
want to access those voices, at least the ones available from Freedom
Scientific, I'll start Jaws and use my new JFW screen reader support
to access the RealSpeak voices in my games. It is not a big deal to
me. I've got plenty of SAPI voices to fall back on for Jim Kitchens
games etc that strictly use SAPI support.

>From what information you've given me purchasing Vocalizer is not
worth my time. As I am primarily an American English speaking person
another German or Russian voice really wouldn't apply to me. Plus if
the voices sound worse than RealSpeak Direct voices then I'm
definitely not trying and buying. The Ivona voices like Kendra, Joey,
etc are more important to me than the RealSpeak voices such as Tom,
Jill, Samantha, Jennifer, etc  because they sound better in my
opinion. Why would I buy Vocalizer when I could have all the U.S. and
UK. Ivona voices for the price of two Vocalizer voices?

Cheers!


On 11/2/11, Michael Gauler  wrote:
> Hi Thomas,
> unfortunately that's not the end of the story.
> I can give the next piece of information only for German voices, so if you
> can't understand my language it is of no use to give you any voice samples.
> There is a site which does extensive voice comparison by recording three
> sentences with each voice ever created in German.
> This site offers the MP3 samples for listening and downloading.
> I am sure that you know that RealSpeak voices cover the German language. Up
> to now there have been two German voices. One male and one feemale. Both can
> be bought via nextup.com with a TextAloud license for $45 each. Every
> RealSpeak voice from nextup.com is a SAPI voice. The only requirement is
> the TextAloud license.
> But you might also know that the RealSpeak voices are also available for
> mobile devices and for Talks and maybe also Mobile Speak.
> I don't have a smartphone, but what I know is that the male German voice
> does sound differently in its smartphone version compared to the PC version,
> and it is not due to a bitrate or other quality setting difference.
> Furthermore RealSpeak and Vocalizer seem to be two different products.
> Thus the reason why JAWS doesn't offer the third German voice, or the second
> Russian one, which also applies to nextup.com.
> The worst about Vocalizer is not the high price, but the fact that the
> quality of the voices seems to be worse than the JAWS versions of the same
> voices.
> And voices like the Australian English ones and the Indian English voice
> can't be bought via the Koba online shop, but you have to request them, if
> you wanted them, while the RealSpeak variant of them is either available for
> JAWS without SAPI or from nextup.com with SAPI probably in better quality.
> If you have a computer with a virtual machine running, I'd suggest that you
> download the demo versions of Koba Speech 2 and listen for yourself, so you
> can compare one voice at a time without damaging your primary SAPI core when
> trial time of thirty days runs out or when the base Koba Engine is still
> unstable (might be still the case).
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi,

Yikes! That's crazy. Testing someone if they have the required C/C++
education just to download a SDK is very insulting. Its not that a
person couldn't pass the test, I'm sure I could, but for crying out
loud most people take a developer at their word. Nobody I know of is
quite that anal about their SDKs. For instance, if a person goes to
Microsoft's developer network, MSDN, anyone with a desire to can
freely download most of their SDKs. There are no tests, forms to fill
out, etc. The only annoying requirement is Microsoft's website wants
you to use there jenuine advantage tool to make sure you are running a
legal copy of windows. That's a bit obsessive security in my opinion,
but nowhere as rediculous as testing a developer on the spot if he or
she has the skills to use that particular SDK.

Cheers!


On 11/2/11, pitermach  wrote:
> This reminds me when I read about Hins releasing an sdk for the sense
> note takers. To get it though, you first have to send them  a message
> that you want it. Then they'll ask you some questions to check that you
> have the required C knowledge to program for the device, and if they
> deem you do, they'll finally send you the sdk and the documentations.
> Call me crazy, but isn't that a little overkill. Just because they built
> an overlay on Windows Mobile for their interface and programs doesn't
> mean you should go through that kind of testing.

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

Yeah, so true. In fact, as I have said before Ivona's Bryan and Amy
U.K. voices are actually superior to the RealSpeak Daniel and Emily
U.K. voices in terms of voice quality. The only complaint I have with
Ivona's voices---which is quite common with any high quality voice--is
they tend to lag if you are typing really fast. They just simply can't
keep up with the input/output. As a result they are good for playing
SAPI games like Jim Kitchens games, reading e-books, but suck if it
comes to day to day computer opperation.

So what I do with NVDA is use ESpeak as my default voice for composing
e-mails, writing documents, programming, etc and flip over to one of
the Ivona voices to read a document, e-mail, or play a game. That
works out well enough. ESpeak isn't my favorite voice, but it keeps up
with my high speed of typing where the Ivona voices can't.

Cheers!


On 11/2/11, dark  wrote:
> Hi Tom.
>
> It's good to know that if I ever end up with 64 byt windows which would make
> the freely useable version of scansoft daniel I use for sapi obviously
> problematic, I won't have to pay the earth to get a decent voice to replace
> it, sinse I certainly won't! be paying hundreds of dollars to scansoft.
>
> Beware the grue!
>
> dark.
>
>
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Re: [Audyssey] USA Games News

2011-11-03 Thread dark

Hi Tom.

This is very true, and in fact the reason I use orphius alan for Hal but 
realspeak daniel for sapi, even though Hal does have the daniel voice as 
under voacalizer, it is just too laggy.


The only problem is that as far as screen readers go, someone trying a 
screen reading program for the first time whether that is Hal, Jaws or 
whatever, will not know that problems with lag or lack of speed are due to 
the voice and not the program.


This came up quite recently. The lady who is training her guide dog at the 
same time I am worked very seriously in It before losing her site four years 
ago, so has a pretty major typing speed.


she said she'd tried Hal and jaws, but used jaws because she found Hal 
laggy, yet when I explained this was because Hal runs with the vocalizer 
daniel voice by default and showed her the speed of Orphius, she was most 
surprised, - I have in fact informed dolphin of this as well, but they 
just see the higher voice quality making the difference and ignore the lag 
issues.


I might actually suggest they put a warning somewhere in the setup wizard, 
just to let people know that the voice reaction speed of Vocalizer isn't the 
fault of the supernova program but of the voice.


I must confess, I stil! don't see why they didn't stick with the orphius 
natural voices. The orphius synthetic ones are pretty dire, but the natural 
ones like Alan, Carol, Brad and Lucy are a really nice compromise betwene 
quality and speed.


You can stil download them from Dolphin, but now they don't even ship with 
supernova by default for some reason.


Beware the grue!

dark. 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Quentin,

I have no idea what Dolphin is up to. Like you say the fact they are
so proprietary and secretive about the API makes one wonder how much
of the core functionality it exposes. With Jaws its API only exposes
the functions you absolutely need like JFWSayString(),
JFWStopSpeech(), etc.

About the other stuff lets take that off list. I think what we should
do is share information back and forth on what we've discovered and
exchange source code. I've pretty much decided to write my own
library/interface given the fact this is part of a commercial product
and I want the function names etc to all match the rest of the engine.
Plus to have the ability to recompile for 32-bit and 64-bit platforms
as needed. However, I don't see why we can't share source code,
ideas, etc to have two fully functional libraries available for use.

Cheers!

On 11/2/11, QuentinC  wrote:
> Hello Thomas,
>
> Do they want to have applications working with their screen reader or not ?
> Such an API is normally made for being publicly available. Look at
> twitter and google, they are commercial companies but their respective
> API are publicly available. Having to pay to use some of the services
> provided by the API is another problem. The API itself can always be
> downloaded freely.
> Dolphin  must understand that such an API is made to work with their
> screen reader and improve existing applications, not to break,
> decompile, crack it or whatever. Being so protective is suspect, it may
> proof that their API is bad made and that it allows to do too many
> things and/or enter too deeply in their proprietary code. That would be
> a valuable reason to protect it so much, otherwise I don't see what's
> the problem.
>
> To be honnest, I haven't considered potential legality issues. I already
> use JFW API for ages, and I'm sure FS completely don't care if I use it.
> Anyway, their API is so made that you are totally unable to break or
> crack something. You can just be collaborative and tell the API to say
> something, or run a script.
>
>
> Where I got my information: nothing is really secret there
> * JFW: it was a long time ago, in a french blind programming
> mailing-list. The creator of SoundRTS sent me a zip containing
> jfwapi.dll and corresponding header. Nowadays however, we shouldn't use
> jfwapi.dll anymore but use the COM interface directly. I got the
> information about the COM interface by using OLE explorer and my though
> was confirmed when I read say tools source later.
> * NVDA: I have nothing else that what is publicly available, and it's
> sufficient. Something is to mention, the return values of the functions
> are pretty unclear. I tested myself with my copy of NVDA to exactly
> clarify how it works exactly.
> * System access: I don't remember who sent me a zip containing the DLL
> and the headers, but it was by mail. Only recently I was able to ask
> somebody to test.
> * Window eye: I just allmost copied and translated from VB to C the code
> in say tools package by jamal. I asked somebody else to test it. I was
> unable to install window eye demo in a XP VM, the install systematically
> crashes. I'm not a window eye customer and don't want to be unless I'm
> obliged, so I never contacted them, I think this is rather impolite.
> I'm sure we can improve that part of the code.
>
> One interesting thing about my API is the following: if you quit jaws
> and start NVDA, then my code notice that jaws was exited and
> automatically connect to NVDA, without quitting the application using
> the API. It works also if you do the reverse, quitting NVDA and start
> jaws. For window eye and sytem access that thing doesn't work because I
> don't have any info on return values from the say functions.
>
>
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[Audyssey] swamp 0.9b

2011-11-03 Thread shaun everiss

Hi aprone.
Got the version 0.9b
The patch loaded just fine.
I got one small bug but was not able to reproduce it.
Somehow the walking action kept executing.
I was using the keyboard to alter my position instead of the mouse.
And I just kept walking round, loads of zombies came after me.
I had to exit and restart the program.



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Re: [Audyssey] USA Games News

2011-11-03 Thread shaun everiss

hmmm ivona is quite good.
I plan to buy the uk and us packages at some point which cost 99 bucks each.
They however donate to nvda at the same time, and this can be only good.
There is a promo code on nvda site, also those with klango can get a 
code, so if you know where to go, you can actually get things a bit cheaper.
You can buy all voices in each language pack, 100 us is not really 
that bad when there are 3-5 voices in each pack and this may be what 
I get when I go 64 bit.

At 11:37 a.m. 2/11/2011 +0100, you wrote:

I have another question.
I have used demo versions of Ivona voices and thus I know what they 
sound like and how they work.
But what can you tell me about Cereproc voices in general, even if 
they are only 32 bit products?
Are there updates to the products and do you get such information or 
are your voices years old by now?

And what do you have to do when you bought one or more voices?

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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Dark,

That's a very good point. I remember when I began using NVDA I didn't
like ESpeak very well so I tried using various SAPI voices. The screen
reader was slow, sluggish, and lagged a lot, or so I would have
assumed if I hadn't known this is typical behavior for SAPI voices. If
I used ESpeak, or the Eloquence update that has been floating around
the screen reader works fine. However, my point being it would be all
too easy to blame the screen reader for any lag, slowness, etc if I
wasn't aware some SAPI voices just are not very responsive to begin
with. However, I think we are beginning to drift off topic. :D

Cheers!

On 11/3/11, dark  wrote:
> Hi Tom.
>
> This is very true, and in fact the reason I use orphius alan for Hal but
> realspeak daniel for sapi, even though Hal does have the daniel voice as
> under voacalizer, it is just too laggy.
>
> The only problem is that as far as screen readers go, someone trying a
> screen reading program for the first time whether that is Hal, Jaws or
> whatever, will not know that problems with lag or lack of speed are due to
> the voice and not the program.
>
> This came up quite recently. The lady who is training her guide dog at the
> same time I am worked very seriously in It before losing her site four years
> ago, so has a pretty major typing speed.
>
> she said she'd tried Hal and jaws, but used jaws because she found Hal
> laggy, yet when I explained this was because Hal runs with the vocalizer
> daniel voice by default and showed her the speed of Orphius, she was most
> surprised, - I have in fact informed dolphin of this as well, but they
> just see the higher voice quality making the difference and ignore the lag
> issues.
>
> I might actually suggest they put a warning somewhere in the setup wizard,
> just to let people know that the voice reaction speed of Vocalizer isn't the
> fault of the supernova program but of the voice.
>
> I must confess, I stil! don't see why they didn't stick with the orphius
> natural voices. The orphius synthetic ones are pretty dire, but the natural
> ones like Alan, Carol, Brad and Lucy are a really nice compromise betwene
> quality and speed.
>
> You can stil download them from Dolphin, but now they don't even ship with
> supernova by default for some reason.
>
> Beware the grue!
>
> dark.
>
>
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Re: [Audyssey] Swamp, version 0.8b update

2011-11-03 Thread shaun everiss
I was able to play the game even on my old 2.1 sub speakers which was 
unusual I got a few kills.

my most was 4.
At 10:19 a.m. 2/11/2011 -0400, you wrote:

Just wear headphones and shoot toward the footsteps. You may waste a
couple of shots, but you'll eventually hit something, and you'll know
it.

Does that runtime error have something to do with an imperfect
connection to the server?

Signed:
Dakotah Rickard

On 11/2/11, Darren Duff  wrote:
> Ok. Zombies do growl when chasing you now but they do not do anything but
> walk when they are not. So it's kinda hard to hear them.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Jeremy Kaldobsky
> Sent: Tuesday, November 01, 2011 10:02 PM
> To: audyssey
> Subject: [Audyssey] Swamp, version 0.8b update
>
> I've just posted version 0.8b.  Assuming I haven't introduced any new bugs,
> I think people will be quite happy with the improvements.
>
> Changes from version 0.7b to 0.8b
> -
>
> - The item system has been removed for now, and now weapons have been moved
> up to the number keys.
> - To use the beacons, you now hold Shift while pressing the number keys.
> - Ammo is stored in each individual weapon, so if you loaded your pistol
> before switching to a shotgun then it will still be loaded when you switch
> back to it.
> - Loot carrying corpses can be heard from twice as far away now, so it is
> easier to find them.
> - When selecting a beacon, you will be told what direction you need to
> travel in.
> - Using the Shift A and D keys is finally fixed, so that it takes 
your mouse

> rotation into consideration.
> - Additional sounds have been added to multiplayer, including players being
> injured or killed.
> - The Assault Rifle has been added to the game.
> - Picking up a new gun will start it out loaded with 1 full clip.
> - If you normally would have found a second gun that you already have, it
> will be converted into extra ammo instead.
> - Pausing the Music should be remembered between games now.
> - Zombies are more likely to growl while chasing you.
> - The bug has been fixed that made gun shots go quiet at times.
> - I've fixed a few bugs that were crashing the game for people.
> - I've removed the announcements for when people join or leave the server.
>
> www.kaldobsky.com/audiogames/Swamp.zip
>
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Re: [Audyssey] Swamp Characters/character profiles.

2011-11-03 Thread shaun everiss

it sounds quite good.
Especially when the team stuff is in and I sertainly could do a few 
of the male roles.
However unless several people worked on this at once, then it would 
be a fricking hellish job to complete for just one person.

At 07:08 p.m. 2/11/2011 -0400, you wrote:

This is something I thought long and hard about writing on list,
because if people take it the wrong way, either it'll seem like a
complaint or it'll make people complain, which is really annoying.


I finally thought that it'd be ok, because what the heck. The good
outweighs potential bad.

I've been thinking about something. Right now, swamp has one person
carrying around six rather large weapons. Nothing new there. It's a
standard of FPS. Also, there's the one character voice.

What if there were voice acted out several different male and female
voice sets to choose from. These would have the injury/death sounds
but they'd also include simple stuff like yes, no, follow me, wait
here, I'm out of ammo, and so forth. That way, people could actually
cooperate without having to type a lot of stuff.

Also, as far as characters go, this was what I thought. What if there
was at the beginning a selection screen for character types which
would all have a .45 ACP pistol and some melee weapon of some type but
whose other weapons would differ. I was thinking melee, pistol,
primary, and secondary.

There would, of course, be some overlap, and if this was implemented
you'd no longer pick up weapons, but the character selection could be
on some maps or as an option etc.

Soldier: knife, pistol, assault rifle, and sniper rifle (Knife is fast
but short, sniper rifle is long range and holds only one bullet but
does high damage.)

Policeman: baton, pistol, shotgun, and mp5

Outdoorsman: axe, pistol, hunting rifle, and shotgun (axe is
relatively longrange melee)

Assassin: sword, pistol, sniper rifle, and crossbow (the crossbow is
silent to zombies but holds only one bolt at a time)

Berserker: Fists, pistol, assault rifle, mp5

These are templates, and there's a lot I didn't include for brevity.
Also, this is a way future consideration. The two things together,
voice profiles, and character types, could diversify an already
diverse and expanding game.

Signed:
Dakotah Rickard

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Re: [Audyssey] Swamp Characters/character profiles.

2011-11-03 Thread shaun everiss
I would be happy to record a set of stuffwell generic maybe us I 
could do but really one set or 2 maybe.

All I'd need is a list.
Though with enough speech synths you could do it, it all depends on 
what  exactly  needs doing.

At 04:21 p.m. 2/11/2011 -0700, you wrote:
I'll wait to see what others think of the class idea, but the voice 
idea is something that's already in the works actually.  I've been 
busy hunting down bugs, but soon I will be posting a list of phrases 
I need read, and volunteers can record themselves speaking them and 
mail them to me.  While in multiplayer you will be able to use a set 
of keys to quickly speak the phrases, and those around will hear 
them in the voice you chose.  This would be much faster than typing 
and would be a really neat effect I think.


I'm also working on a multiplayer quest system just to add a little 
bit more to the current setup.  A special item will spawn on the map 
and everyone's quest will be updated.  For example, it might say 
that you need to retrieve a gas can from the parking lot of the gas 
station.  Everyone has the same mission so as long as someone get 
there and finds it, every player hears the quest complete sound and 
hears the next quest.  These would be randomly generated and might 
give people something else to work on besides just killing zombies 
and finding ammo.


> This is something I thought long and
> hard about writing on list,
> because if people take it the wrong way, either it'll seem
> like a
> complaint or it'll make people complain, which is really
> annoying.
>
>
> I finally thought that it'd be ok, because what the heck.
> The good
> outweighs potential bad.
>
> I've been thinking about something. Right now, swamp has
> one person
> carrying around six rather large weapons. Nothing new
> there. It's a
> standard of FPS. Also, there's the one character voice.
>
> What if there were voice acted out several different male
> and female
> voice sets to choose from. These would have the
> injury/death sounds
> but they'd also include simple stuff like yes, no, follow
> me, wait
> here, I'm out of ammo, and so forth. That way, people could
> actually
> cooperate without having to type a lot of stuff.
>
> Also, as far as characters go, this was what I thought.
> What if there
> was at the beginning a selection screen for character types
> which
> would all have a .45 ACP pistol and some melee weapon of
> some type but
> whose other weapons would differ. I was thinking melee,
> pistol,
> primary, and secondary.
>
> There would, of course, be some overlap, and if this was
> implemented
> you'd no longer pick up weapons, but the character
> selection could be
> on some maps or as an option etc.
>
> Soldier: knife, pistol, assault rifle, and sniper rifle
> (Knife is fast
> but short, sniper rifle is long range and holds only one
> bullet but
> does high damage.)
>
> Policeman: baton, pistol, shotgun, and mp5
>
> Outdoorsman: axe, pistol, hunting rifle, and shotgun (axe
> is
> relatively longrange melee)
>
> Assassin: sword, pistol, sniper rifle, and crossbow (the
> crossbow is
> silent to zombies but holds only one bolt at a time)
>
> Berserker: Fists, pistol, assault rifle, mp5
>
> These are templates, and there's a lot I didn't include for
> brevity.
> Also, this is a way future consideration. The two things
> together,
> voice profiles, and character types, could diversify an
> already
> diverse and expanding game.
>
> Signed:
> Dakotah Rickard


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Re: [Audyssey] USA Games News

2011-11-03 Thread Michael Gauler

Thanks for the info.
I'll have to look into them soon.
And I'll probably contact them. They do sell German voices and French 
besides several different English ones.
Unfortunately they have a totally inaccessible demo on their site. Yes, you 
can listen to pre-recorded samples, but their interactive demo doesn't show 
up on any screen reader I know and thus it is inaccessible and I would like 
to get a bit more than some thirty seconds of speech as a sample before 
deciding to buy a voice.
But I am aware of them and maybe I'll get one of them later, same goes for 
Ivona, because their newer voices sound good. 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Michael Gauler

You are totally right.
I just wanted to show that new things are in development.
And maybe today it is "only" a Russian voice. But there are two things you 
should remember.
First one is that no one guarantees that a new British voice might not be 
developed in the future. And there is this supposed merger between Loquendo 
TTS and Nuance. So no one knows if this means all voices of both become 
available in one or both products (e.g. Vocalizer in Loquendo TTS, or all 
Loquendo voices in Vocalizer).
And the second thing is that no one knows if the RealSpeak Direct voices 
will be maintained indeffinitely or the nextup.com variants.
You as a person might have RealSpeak Direct voices for your own use, but 
what would happen if the next JAWS version removed them and the download 
capability from their site?
We (and I mean developer and end user alike) are totally uninformed in 
regards to the no merged company.
We know less than Microsoft discloses about their upcoming software or their 
sdks... 



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Re: [Audyssey] USA Games News

2011-11-03 Thread Thomas Ward
Hi Michael,

I see your point, but I don't think it is anything we have to worry
about right now. Not to mention there isn't anything we can do about
it or control if that happens. All we can do is wait and see what
happens regarding those voices.

For those of us who have the RealSpeak voices and they currently work
on Windows 7 etc we can probably fall back on those older voices for
several years to come even if the current RealSpeak voices for Jaws or
the ones for the Nextup products aren't updated. If someone is that
concerned/worried about it the best thing I can suggest is invest your
time and money into a different company like Cepstral or Ivona who is
keeping their customers up to date with technology changes and aren't
getting all proprietary with their voices.

Cheers!


On 11/3/11, Michael Gauler  wrote:
> You are totally right.
> I just wanted to show that new things are in development.
> And maybe today it is "only" a Russian voice. But there are two things you
> should remember.
> First one is that no one guarantees that a new British voice might not be
> developed in the future. And there is this supposed merger between Loquendo
> TTS and Nuance. So no one knows if this means all voices of both become
> available in one or both products (e.g. Vocalizer in Loquendo TTS, or all
> Loquendo voices in Vocalizer).
> And the second thing is that no one knows if the RealSpeak Direct voices
> will be maintained indeffinitely or the nextup.com variants.
> You as a person might have RealSpeak Direct voices for your own use, but
> what would happen if the next JAWS version removed them and the download
> capability from their site?
> We (and I mean developer and end user alike) are totally uninformed in
> regards to the no merged company.
> We know less than Microsoft discloses about their upcoming software or their
> sdks...
>
>
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Re: [Audyssey] Keyboard hooks Was Re: USA Games News

2011-11-03 Thread Thomas Ward
Hi Philip,

Would you mind sending me some example source code how to do this. I'm
clueless on how to set a low-level key hook, and it might save me time
and frustration researching this if you could just send me some source
code examples of how to do this.

As for the win32 keyboard events I know. They are slow and they suck
in any kind of fast action game so that would definitely not be my
first choice.  Fixing the problem with JFW and DirectInput is
definitely my goal here.

Thanks.

On 11/1/11, Philip Bennefall  wrote:
> Hi Thomas,
>
> There is an easy solution to fix this problem. I use it in BGT with no
> difficulties. You want to install a low level keyhook in the process using
> SetWindowsHookEx, and inside the hook callback you simply let all the
> keyboard events through. What happens then is that, since Jaws installs a
> low level keyhook as well, my own takes priority which means that I get
> control before Jaws does, and I can thus make the decision whether the key
> is supposed to be allowed through or not rather than leaving that choice up
> toJaws.
>
> Hope this helps you. And please do not! use the keyboard events from Win32,
> they are sluggish in comparison to Direct X and they have other issues like
> the automatic repeats and lack of certain keys without special work arounds
> etc.
>
> Kind regards
>
> Philip Bennefall
>
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, November 01, 2011 3:41 AM
> Subject: Re: [Audyssey] USA Games News
>
>
> Hi,
>
> Ah, that's still one of the issues I'm working on. When using Jaws for
> speech output there is a keyboard trapping issue I've not found a good
> way around yet. I did put the JFW demo to sleep and that seemed to
> work, but even though it frees up the keyboard its not as responsive
> as using say NVDA, because I think Jaws still tries to capture or trap
> the keyboard in the background. It is pretty problematic right now. I
> may have to switch over to standard keyboard events rather than using
> DirectX to fix that issue.
>
> However, as for ESpeak and Eloquence I don't think they fit well into
> a game environment, but its whatever works. With newer versions of
> Jaws like Jaws 12 there is plenty of RealSpeak Direct voices like Tom,
> Karen, Jennifer, Daniel, etc so all the user has to do is download and
> install a RealSpeak direct voice, set Jaws up to use that, and the
> game will use the RealSpeak voices instead of Eloquence. So hopefully
> it is things like that which will provide a better solution than just
> ESpeak or Eloquence.
>
> Cheers!
>
>
>
>
> On 10/31/11, pitermach  wrote:
>> This news article made me curious about something.
>> Have you been able to work around the jaws keyboard trap issue? I guess
>> you understand what I mean. Even then I'm not sure how well you could
>> play a game like MOTA with it running, since it does make the keyboard
>> sort of sluggish in some parts (scraping in a sound editor for instance)
>> Over all though i'm glad things are progressing. Being a NVDA user
>> myself I really like using it as speech output in games. You could argue
>> how Espeak/eloquence fits into a mood of a game, but hey. What ever
>> works for someone just works.
>>
>>
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h

Re: [Audyssey] Keyboard hooks Was Re: USA Games News

2011-11-03 Thread Philip Bennefall

Hi Thomas,

This is a snippet of code from the BGT engine, with some specifics taken out 
so that you get a bare bones example that still works. Just be sure to 
always call uninstall_keyhook from your cleanup procedure.


HHOOK g_hKeyboardHook=NULL;
bool hooked=false;

LRESULT CALLBACK LowLevelKeyboardProc( int nCode, WPARAM wParam, LPARAM 
lParam )

{
   return CallNextHookEx( g_hKeyboardHook, nCode, wParam, lParam);
}

bool install_keyhook()
{
if(hooked==true)
{
return false;
}
g_hKeyboardHook = SetWindowsHookEx( WH_KEYBOARD_LL,  LowLevelKeyboardProc, 
GetModuleHandle(NULL), 0 );

if(g_hKeyboardHook==NULL)
{
return false;
}
hooked=true;
return true;
}

bool uninstall_keyhook()
{
if(hooked==false)
{
return false;
}
UnhookWindowsHookEx( g_hKeyboardHook );
g_hKeyboardHook=NULL;
hooked=false;
return true;
}

Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Thursday, November 03, 2011 2:36 PM
Subject: Re: [Audyssey] Keyboard hooks Was Re: USA Games News


Hi Philip,

Would you mind sending me some example source code how to do this. I'm
clueless on how to set a low-level key hook, and it might save me time
and frustration researching this if you could just send me some source
code examples of how to do this.

As for the win32 keyboard events I know. They are slow and they suck
in any kind of fast action game so that would definitely not be my
first choice.  Fixing the problem with JFW and DirectInput is
definitely my goal here.

Thanks.

On 11/1/11, Philip Bennefall  wrote:

Hi Thomas,

There is an easy solution to fix this problem. I use it in BGT with no
difficulties. You want to install a low level keyhook in the process using
SetWindowsHookEx, and inside the hook callback you simply let all the
keyboard events through. What happens then is that, since Jaws installs a
low level keyhook as well, my own takes priority which means that I get
control before Jaws does, and I can thus make the decision whether the key
is supposed to be allowed through or not rather than leaving that choice 
up

toJaws.

Hope this helps you. And please do not! use the keyboard events from 
Win32,
they are sluggish in comparison to Direct X and they have other issues 
like
the automatic repeats and lack of certain keys without special work 
arounds

etc.

Kind regards

Philip Bennefall

- Original Message -
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, November 01, 2011 3:41 AM
Subject: Re: [Audyssey] USA Games News


Hi,

Ah, that's still one of the issues I'm working on. When using Jaws for
speech output there is a keyboard trapping issue I've not found a good
way around yet. I did put the JFW demo to sleep and that seemed to
work, but even though it frees up the keyboard its not as responsive
as using say NVDA, because I think Jaws still tries to capture or trap
the keyboard in the background. It is pretty problematic right now. I
may have to switch over to standard keyboard events rather than using
DirectX to fix that issue.

However, as for ESpeak and Eloquence I don't think they fit well into
a game environment, but its whatever works. With newer versions of
Jaws like Jaws 12 there is plenty of RealSpeak Direct voices like Tom,
Karen, Jennifer, Daniel, etc so all the user has to do is download and
install a RealSpeak direct voice, set Jaws up to use that, and the
game will use the RealSpeak voices instead of Eloquence. So hopefully
it is things like that which will provide a better solution than just
ESpeak or Eloquence.

Cheers!




On 10/31/11, pitermach  wrote:

This news article made me curious about something.
Have you been able to work around the jaws keyboard trap issue? I guess
you understand what I mean. Even then I'm not sure how well you could
play a game like MOTA with it running, since it does make the keyboard
sort of sluggish in some parts (scraping in a sound editor for instance)
Over all though i'm glad things are progressing. Being a NVDA user
myself I really like using it as speech output in games. You could argue
how Espeak/eloquence fits into a mood of a game, but hey. What ever
works for someone just works.


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htt

Re: [Audyssey] swamp speech

2011-11-03 Thread Valiant8086

Hi.
I got NVDA going with the game, that's a huge help at least, for now.

Sent with Thunderbird 3.1.14 portable.

On 11/3/2011 2:57 AM, Valiant8086 wrote:

Hi.
Do you think you could get JAWS support in Swamp? I'm afraid I can't 
understand Anna, and I haven't any other voices that are 64bit. The 
code to switch to other voices seems pretty simple to me, I have a 
program that I wrote doing it, if you could get support for switching 
voices in that would help too.


This is such an awesome game. I think people were trying to talk to me 
but I have no idea what they were saying because I can't even begin to 
understand Anna. Also I can't quite figure out how to tell the 
difference between people and zombies, going to go back through the 
read me I think to find out if I missed anything about how to do that. 
Being able to give equipment to your fellow players would be great too.


I still fail with my touch pad, not sure what it is, I think it's my 
specific touch pad needs a setting change. It either goes fast or slow 
but not anywhere in between lol. That little computer I bought is 
supposed to have an optical scroll thing, I'm not sure if that will 
move the pointer around or just scroll the screen. If it moves the 
pointer I bet I can play pretty well with that even if I can't get the 
touch screen to do well. It's probably going to get here tomorrow, so 
after I get English windows on it I'll probably be trying that out 
pretty quickly.





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Re: [Audyssey] Swamp Characters/character profiles.

2011-11-03 Thread Valiant8086
Here are my recordings. I changed a couple of the phrases to fit me 
better because I just couldn't say it right the way you asked. Hope it's 
all fine still, let me know if you'd like me to try again.

http://dl.dropbox.com/u/1586962/voiceovers%20for%20swamp.zip

Sent with Thunderbird 3.1.14 portable.

On 11/3/2011 3:37 AM, Jeremy Kaldobsky wrote:

I've finally come up with the first draft of the phrases I need.  For anyone 
who is interested, record yourself saying these 10 phrases and send them to me. 
 Please save each phrase as its own file so that I don't need to cut apart 1 
file into the separate pieces.  I haven't figured out how many different voices 
I will end up needing, but I will keep the best sounding ones.  I apologize in 
advance for anyone's recordings that I don't end up using.

Here are the 10 phrases to record.  On some of them you have a choice between a 
few options which basically mean the same thing.

"Hey", "Sup", or another short informal greeting.
"Over here"
"Follow me" or "This way"
"Roger that" or "Yes sir"
"No sir"
"Watch out!" or "Heads up!"
"I need ammo"
"Stay here" or "Stay put"
"Cover me"
"I'll cover you" or "I've got your back"

Thanks guys!



I like the idea. But I was wondering
whether it'd be possible to give each character certain
atributes and certain proficiencies? Have it like Left 4
Dead and have each character from a different background.
Someone who was or is in the Military? Proficient with all
the weapons, but if he was a sniper in the military, give
him a precision weapon that he can aim at from long range,
but requires more skill. Civilian character? Give him or her
the ability to pick random things up and use them as
weapons, since they wouldn't have any particular area of
weaponry that they're good with. I feel this makes for more
variety, along with the quests. It would change strategies a
player could use. Just some ideas.. and I'll be waiting for
those lines!


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Re: [Audyssey] Swamp Characters/character profiles.

2011-11-03 Thread Jeremy Kaldobsky
Thanks Valiant!

--- On Thu, 11/3/11, Valiant8086  wrote:

> From: Valiant8086 
> Subject: Re: [Audyssey] Swamp Characters/character profiles.
> To: "Gamers Discussion list" 
> Date: Thursday, November 3, 2011, 1:37 PM
> Here are my recordings. I changed a
> couple of the phrases to fit me 
> better because I just couldn't say it right the way you
> asked. Hope it's 
> all fine still, let me know if you'd like me to try again.
> http://dl.dropbox.com/u/1586962/voiceovers%20for%20swamp.zip
> 
> Sent with Thunderbird 3.1.14 portable.
> 
> On 11/3/2011 3:37 AM, Jeremy Kaldobsky wrote:
> > I've finally come up with the first draft of the
> phrases I need.  For anyone who is interested, record
> yourself saying these 10 phrases and send them to me. 
> Please save each phrase as its own file so that I don't need
> to cut apart 1 file into the separate pieces.  I
> haven't figured out how many different voices I will end up
> needing, but I will keep the best sounding ones.  I
> apologize in advance for anyone's recordings that I don't
> end up using.
> >
> > Here are the 10 phrases to record.  On some of
> them you have a choice between a few options which basically
> mean the same thing.
> >
> > "Hey", "Sup", or another short informal greeting.
> > "Over here"
> > "Follow me" or "This way"
> > "Roger that" or "Yes sir"
> > "No sir"
> > "Watch out!" or "Heads up!"
> > "I need ammo"
> > "Stay here" or "Stay put"
> > "Cover me"
> > "I'll cover you" or "I've got your back"
> >
> > Thanks guys!
> >
> >
> >> I like the idea. But I was wondering
> >> whether it'd be possible to give each character
> certain
> >> atributes and certain proficiencies? Have it like
> Left 4
> >> Dead and have each character from a different
> background.
> >> Someone who was or is in the Military? Proficient
> with all
> >> the weapons, but if he was a sniper in the
> military, give
> >> him a precision weapon that he can aim at from
> long range,
> >> but requires more skill. Civilian character? Give
> him or her
> >> the ability to pick random things up and use them
> as
> >> weapons, since they wouldn't have any particular
> area of
> >> weaponry that they're good with. I feel this makes
> for more
> >> variety, along with the quests. It would change
> strategies a
> >> player could use. Just some ideas.. and I'll be
> waiting for
> >> those lines!
> >
> > ---
> > Gamers mailing list __ Gamers@audyssey.org
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> > gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] HAPPY HALLOWEEN!

2011-11-03 Thread john
2011, the year halloween was canceled in my town. Hopefully this 
gets on the list by monday (our whole state took a massive 
blizzard, we've been out of power for a week and a half).


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[Audyssey] Swamp doesn't work

2011-11-03 Thread Richard Claridge
Hi Jeremy and all.
I have finally decided to give Swamp a go, but have got no further
than the first menu.
I tried it once and got an error, so I registered the dx7vb.dll as
instructed in the readme, but the same error came up. The registration
definitely worked as it told me it was successful.
I open the game, type my name as requested, toggle graphics on and
then enter on begin game and get the following.

Swamp
Run-time error '339':
Component 'mswinsck.ocx' or one of its dependencies not correctly
registered: a file is missing or invalid
OK

any help would be great.
Richard

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Re: [Audyssey] Swamp doesn't work

2011-11-03 Thread Jeremy Kaldobsky
Richard, follow those same registration instructions for the file mswinsck.ocx. 
 It seems that on your system that file isn't registered either.  Please let me 
know if that doesn't solve the issue.


> Hi Jeremy and all.
> I have finally decided to give Swamp a go, but have got no
> further
> than the first menu.
> I tried it once and got an error, so I registered the
> dx7vb.dll as
> instructed in the readme, but the same error came up. The
> registration
> definitely worked as it told me it was successful.
> I open the game, type my name as requested, toggle graphics
> on and
> then enter on begin game and get the following.
> 
> Swamp
> Run-time error '339':
> Component 'mswinsck.ocx' or one of its dependencies not
> correctly
> registered: a file is missing or invalid
> OK
> 
> any help would be great.
> Richard


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Re: [Audyssey] Swamp doesn't work

2011-11-03 Thread Richard Claridge
Thanks mate, that did it

Sent from my iPhone

On 3 Nov 2011, at 22:05, Jeremy Kaldobsky  wrote:

> Richard, follow those same registration instructions for the file 
> mswinsck.ocx.  It seems that on your system that file isn't registered 
> either.  Please let me know if that doesn't solve the issue.
> 
> 
>> Hi Jeremy and all.
>> I have finally decided to give Swamp a go, but have got no
>> further
>> than the first menu.
>> I tried it once and got an error, so I registered the
>> dx7vb.dll as
>> instructed in the readme, but the same error came up. The
>> registration
>> definitely worked as it told me it was successful.
>> I open the game, type my name as requested, toggle graphics
>> on and
>> then enter on begin game and get the following.
>> 
>> Swamp
>> Run-time error '339':
>> Component 'mswinsck.ocx' or one of its dependencies not
>> correctly
>> registered: a file is missing or invalid
>> OK
>> 
>> any help would be great.
>> Richard
> 
> 
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Re: [Audyssey] Swamp Characters/character profiles.

2011-11-03 Thread Dakotah Rickard
I had a thought. A few of the phrases you used wouldn't really fit,
but I was thinking of how to make it convenient to access these
phrases without giving people hellish key layout issues, and it came
to me. Make it one key, say the t key or the f key or something
relatively close at hand to the left hand, and when you press that, it
makes a radio mic activation sound to let you know you're ready, and
then you press a key that corresponds to a function, so say you want
people to hear "Fire" or "attack" or whatever, you press t and then
left click. Say you want people to follow your or advance or whatever,
you press t and then right click. Or "fall back" or "wait here" could
be t and then s. "I'm out of ammo" could be t and then r. tuff like
that. That way, even if you did have non function messages, it would
be a short list of f-keys or whatever rather than a whole load of
them, and it'd decrease the learning curve on the sounds. Learning
curve, after all, is a huge selling point of this game. The keys are
simple and really quite intuitive.

Signed:
Dakotah Rickard

On 11/3/11, Jeremy Kaldobsky  wrote:
> Thanks Valiant!
>
> --- On Thu, 11/3/11, Valiant8086  wrote:
>
>> From: Valiant8086 
>> Subject: Re: [Audyssey] Swamp Characters/character profiles.
>> To: "Gamers Discussion list" 
>> Date: Thursday, November 3, 2011, 1:37 PM
>> Here are my recordings. I changed a
>> couple of the phrases to fit me
>> better because I just couldn't say it right the way you
>> asked. Hope it's
>> all fine still, let me know if you'd like me to try again.
>> http://dl.dropbox.com/u/1586962/voiceovers%20for%20swamp.zip
>>
>> Sent with Thunderbird 3.1.14 portable.
>>
>> On 11/3/2011 3:37 AM, Jeremy Kaldobsky wrote:
>> > I've finally come up with the first draft of the
>> phrases I need.  For anyone who is interested, record
>> yourself saying these 10 phrases and send them to me.
>> Please save each phrase as its own file so that I don't need
>> to cut apart 1 file into the separate pieces.  I
>> haven't figured out how many different voices I will end up
>> needing, but I will keep the best sounding ones.  I
>> apologize in advance for anyone's recordings that I don't
>> end up using.
>> >
>> > Here are the 10 phrases to record.  On some of
>> them you have a choice between a few options which basically
>> mean the same thing.
>> >
>> > "Hey", "Sup", or another short informal greeting.
>> > "Over here"
>> > "Follow me" or "This way"
>> > "Roger that" or "Yes sir"
>> > "No sir"
>> > "Watch out!" or "Heads up!"
>> > "I need ammo"
>> > "Stay here" or "Stay put"
>> > "Cover me"
>> > "I'll cover you" or "I've got your back"
>> >
>> > Thanks guys!
>> >
>> >
>> >> I like the idea. But I was wondering
>> >> whether it'd be possible to give each character
>> certain
>> >> atributes and certain proficiencies? Have it like
>> Left 4
>> >> Dead and have each character from a different
>> background.
>> >> Someone who was or is in the Military? Proficient
>> with all
>> >> the weapons, but if he was a sniper in the
>> military, give
>> >> him a precision weapon that he can aim at from
>> long range,
>> >> but requires more skill. Civilian character? Give
>> him or her
>> >> the ability to pick random things up and use them
>> as
>> >> weapons, since they wouldn't have any particular
>> area of
>> >> weaponry that they're good with. I feel this makes
>> for more
>> >> variety, along with the quests. It would change
>> strategies a
>> >> player could use. Just some ideas.. and I'll be
>> waiting for
>> >> those lines!
>> >
>> > ---
>> > Gamers mailing list __ Gamers@audyssey.org
>> > If you want to leave the list, send E-mail to
>> > gamers-unsubscr...@audyssey.org.
>> > You can make changes or update your subscription via
>> the web, at
>> > http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> > All messages are archived and can be searched and read
>> at
>> > http://www.mail-archive.com/gamers@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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>> management of the list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
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Re: [Audyssey] Swamp Characters/character profiles.

2011-11-03 Thread Jeremy Kaldobsky
I Love this idea!


> I had a thought. A few of the phrases
> you used wouldn't really fit,
> but I was thinking of how to make it convenient to access
> these
> phrases without giving people hellish key layout issues,
> and it came
> to me. Make it one key, say the t key or the f key or
> something
> relatively close at hand to the left hand, and when you
> press that, it
> makes a radio mic activation sound to let you know you're
> ready, and
> then you press a key that corresponds to a function, so say
> you want
> people to hear "Fire" or "attack" or whatever, you press t
> and then
> left click. Say you want people to follow your or advance
> or whatever,
> you press t and then right click. Or "fall back" or "wait
> here" could
> be t and then s. "I'm out of ammo" could be t and then r.
> tuff like
> that. That way, even if you did have non function messages,
> it would
> be a short list of f-keys or whatever rather than a whole
> load of
> them, and it'd decrease the learning curve on the sounds.
> Learning
> curve, after all, is a huge selling point of this game. The
> keys are
> simple and really quite intuitive.
> 
> Signed:
> Dakotah Rickard


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[Audyssey] Swamp, version 1.0b is here

2011-11-03 Thread Jeremy Kaldobsky
Version 1.0b is finally here!  I haven't done as much as I wanted to, but I 
didn't want to wait any longer to release this next update.  The annoying gun 
and spawn bugs are finally gone.  Yay!

Changes from version 0.9b to 1.0b
-

- Once again tweaked the growl rate back of zombies.
- Page up and Page down now perform the same action as < and > for reviewing 
online chat messages.
- The B key repeats the direction you must go to reach your selected beacon.
- Fixed a few typos in the map locations.
- The way the server handles loot has been changed.
- Zombie AI has been tweaked in an attempt to solve the bug where you spawn in 
the middle of a huge group of zombies.
- Zombies are better at navigating so they don't get stuck to walls like they 
used to.
- Sounds for the guns have been tweaked to make it easier to locate the 
position of friends who are shooting.
- Benelli repeating shotgun added.
- I have put single player back in, though it has not been expanded upon at all 
yet.
- Fixed the gun bug that was muting the sounds at random.
- Three new zombie types have been added.  The Stalker, Matriarch, and Reaper.
- The Safe zone has been added to the multiplayer map.  Two guards stand watch 
outside to keep you safe while you're in there.
- I fixed the typo that would sometimes spawn players into the middle of zombie 
swarms, or spawn zombies near players.

www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Contacting Thomas Ward off list?

2011-11-03 Thread Thomas Ward
Hi Ryan,

No problem. I'll send you an e-mail shortly.

Cheers!


On 11/2/11, Ryan Conroy  wrote:
> Hi Tom,
>
> Can you send me an Email off list? I have an issue I'd rather not discuss on
> list..
>
> Thanks,
> Ryan
> 
> Penny Stock Jumping 3000%
> Sign up to the #1 voted penny stock newsletter for free today!
> http://thirdpartyoffers.juno.com/TGL3131/4eb1144f28bf6101ff9fst06vuc
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Re: [Audyssey] HAPPY HALLOWEEN!

2011-11-03 Thread Thomas Ward
Hi John,

Ouch! I bet that sucked royally. Although, as a mod I have to ask,
"what does this have to do with gaming?"

Cheers!


On 11/3/11, john  wrote:
> 2011, the year halloween was canceled in my town. Hopefully this
> gets on the list by monday (our whole state took a massive
> blizzard, we've been out of power for a week and a half).
>
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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-03 Thread Richard Sherman
HI,

Couple of questions:

1. What does the safe zone do?

2. You said there are 3 new types of zombies. Please list all the different 
types and the differences between them.

3. is it possible to have a key that would repeat what you just picked up? 
Sometimes just as it says this info, it might be interrupted and you don't 
really know what it was you just picked up.

Thanks for a really cool game. Looking forward to different missions

Rich
- Original Message - 
From: "Jeremy Kaldobsky" 
Sent: Thursday, November 03, 2011 7:13 PM


Version 1.0b is finally here!  I haven't done as much as I wanted to, but I 
didn't want to wait any longer to release this next update.  The annoying 
gun and spawn bugs are finally gone.  Yay!

Changes from version 0.9b to 1.0b
-

- Once again tweaked the growl rate back of zombies.
- Page up and Page down now perform the same action as < and > for reviewing 
online chat messages.
- The B key repeats the direction you must go to reach your selected beacon.
- Fixed a few typos in the map locations.
- The way the server handles loot has been changed.
- Zombie AI has been tweaked in an attempt to solve the bug where you spawn 
in the middle of a huge group of zombies.
- Zombies are better at navigating so they don't get stuck to walls like 
they used to.
- Sounds for the guns have been tweaked to make it easier to locate the 
position of friends who are shooting.
- Benelli repeating shotgun added.
- I have put single player back in, though it has not been expanded upon at 
all yet.
- Fixed the gun bug that was muting the sounds at random.
- Three new zombie types have been added.  The Stalker, Matriarch, and 
Reaper.
- The Safe zone has been added to the multiplayer map.  Two guards stand 
watch outside to keep you safe while you're in there.
- I fixed the typo that would sometimes spawn players into the middle of 
zombie swarms, or spawn zombies near players.

www.kaldobsky.com/audiogames/Swamp.zip


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