Re: [Audyssey] Road to rage

2012-07-19 Thread Ben
Oh Tom. How wrong you are about it not being playable before the request :d
- I have been a tester for ages and months before I was playing the game
absolutely fine.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 18 July 2012 15:27
To: Gamers Discussion list
Subject: Re: [Audyssey] Road to rage

Hi Dakotah,

I agree with you. The way this game has been marketed definitely
accounts for lack of popularity. The first I heard of this game was
Saturday or Sunday. Although I vaguely recall a request for voice
actors, but I took that to assume the game wasn't playable and didn't
bother checking it out until the author/developer made an
announcement. Which brings us to the final issue. I generally respond
to posts from game developers, and if someone says so and so has a
game for download I often miss it because I don't necessarily read
every post on list.

Cheers!

On 7/18/12, Dakotah Rickard  wrote:
> The only reason I think that the game has been quietly present on list
> is because of the way it was marketed. This does not reflect, in my
> oppinion, poorly on the creator of the product. The trouble is that
> the first we heard about the game was that he needed voice talent. At
> that point, we only knew about the game in any more detail if we
> happened to listen to a couple of podcasts about the game or, perhaps,
> saw it on Audiogames.net, if it was posted there.
>
> The difference here, as I posted previously, is that Swamp was a
> playable game, then we received a request for voice talent. It's basic
> marketing that is actually quite odd that introducing a product with a
> request is not as effective as offering the product then making
> improvements based on requests for user contribution.
>
> Also, the game is still in beta, an alpha-ish beta, and I've only
> known about it for three full days and a little bit of today. There's
> not much to say about it because it is honestly a concept right now,
> and any complaints have already been registered.
>
> As a final note, I would appreciate it if the developer or at least
> someone associated with the developer would announce updates with a
> link as does Aprone with his games, because it makes it convenient to
> pull the game from the database.
>
> Other than that, I will make only one complaint. You start out with a
> pretty decent weapon. While this prevents camping, which means waiting
> at spawn points with a powerful gun to shoot people who arrive on-map
> relatively unarmed, it doesn't follow pretty much any other game. The
> MK14 is, I think, a battle rifle. It's got the third fastest rate of
> fire with pistols and shotguns as the only weapons below it and
> several above. I suggest that the player start out with either a
> pistol or a shotgun and that they be able to find the mk14, but I also
> know that ground-breaking ideas like starting out with a decent weapon
> make the game more popular, it's just that there's no point in using a
> pistol ever when you have a battle rifle and 20 clips of ammunition
> for it.
>
> As a wrap-up for the list, I say just talk about it. Get excited. The
> Road to Rage is a good concept, and it's going to grow. Don't let it
> leave you behind. Enjoy it.
>
> Signed:
> Dakotah Rickard

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Re: [Audyssey] Scansoft Realspeak Voices and 64-bit Windows

2012-07-19 Thread Ben
Would be awesome, but can we take this discusion offlist.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of goshawk on horseback
Sent: 18 July 2012 15:08
To: Gamers Discussion list
Subject: Re: [Audyssey] Scansoft Realspeak Voices and 64-bit Windows

can you use dropbox ok?
I could send you a version of them that way, the file is about 690MB.

Simon


- Original Message - 
From: "Ben" 
To: "'Gamers Discussion list'" 
Sent: Wednesday, July 18, 2012 1:53 PM
Subject: Re: [Audyssey] Scansoft Realspeak Voices and 64-bit Windows


Hang on tom, where do I get the full sapi compatible ones?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 18 July 2012 13:44
To: Gamers Discussion list
Subject: Re: [Audyssey] Scansoft Realspeak Voices and 64-bit Windows

Hi Ron,

That's not what I said. What I said is that the older version of the
Realspeak voices are full Sapi 5 voices that will work with Jaws, NVDA,
Openbook,games, Textaloud, etc. The newer Realspeak voices available on the
Freedom Scientific site only work with Jaws, Openbook, and Magic. That's the
difference.

Cheers!


On 7/17/12, Ron Kolesar  wrote:
> So they won't work with JAWS?
> Theyj'll only work with NVA?
> We can find our old CD-Rom with the god old 32 bit voice on it if you
> can get them to work in the new 64 bit processor world.
> Many Many Thanks.
>
>
>
> Ron and current Leader Dog boz who states "that a service dog beats a
> cane paws down any day of the week."

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Re: [Audyssey] Quest and Informer.

2012-07-19 Thread Ben
Where can i get inform 7 from tom? i'm having one of my lazy days i'm
afraid, and i can't be bothered to google it. :d

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 18 July 2012 16:45
To: Gamers Discussion list
Subject: Re: [Audyssey] Quest and Informer.

Hi Mike,

Informer? What is Informer? Do you mean Inform 7?

If you are talking about the Inform toolkit it is fairly straight
forward to use. You can write your code in Notepad, and then paste it
into the Inform 7 program to compile. Although, the Inform 7 program
is fairly screen reader friendly anyway. Plus the Inform language is
fairly easy to learn.

For example, the line
"Michael is a Man."
would create a new Man object named Michael. Writing something like
"Michael is in the living room."
would place our Michael character in the living room. Inform uses real
world syntax and language which makes it easier for non-programmers to
pick up and learn. You still have to write the code correctly, but
once you pick up the basic gist of how to do things it will be
extremely simple.


On 7/17/12, michael barnes  wrote:
> Hello, To all of those who have used Quest and Informer.
> I am trying to find out which one is the best tool kit to use if you
> are totally blind?
> Thanks!
>
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Re: [Audyssey] Train sims

2012-07-19 Thread Ben
I agree with you tom, it'd be awesome. Someone could make a new take on it
perhaps?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 18 July 2012 17:35
To: Gamers Discussion list
Subject: Re: [Audyssey] Train sims

Hi Shaun,

You are right to a point. Part of the attraction to train simulators
like Microsoft Train Simulator is the visual graphics. As you drive
your train you can get side views of houses, farms, forests, etc as
you pass them. We can sort of get this feeling by having the sound of
forests, farms, etc as we pass them but its just not the same as
looking at them.

The other attraction is that you can select the type of train you want
to drive. Everything from classic steam engines, to diesel engines,
and I believe some electric engines as well. That means that depending
on the type of engine you decided to select it can get pretty involved
in driving the train.

If you selected, for example, a steam engine you have to be careful
how much coal you transfer from the coal tender into the engine. if
you get the fires too hot the boilers will get too hot and explode. If
you don'tkeep the boiler hot enough your engine won't move fast enough
to make deliveries on time. You have to keep your eye on the pressure
gages to make sure you have a full head of steam to keep the engine
running, but not enough steam to cause the boilers to explode. Besides
that you need to break properly slow during curves, speed up on the
straight aways, and that's not easy because you need to have a good
idea when to start slowing the train before you reach the curve or
you'll wreck and so on. Let's just say its anything but simple driving
a classic steam engine.

I'm pretty sure a train simulator could be made accessible, but  I
don't know how much we'd get out of it because as I said earlier a lot
of the attraction for sighted players is the visual graphics. I
suppose some blind train enthusiasts might still like it, but I don't
know if anyone else would. I think I might like such a game since I
like old trains, and having a game driving a train during the old West
would be kind of cool.

Cheers!


On 7/18/12, shaun everiss  wrote:
> Hmmm there are 2 of them I know about.
> 1.  spoor sim.
> That is ok but was never developed after a sertain fashion.
> The other is by the pkd group, consisting of pkb dzk I think wisi and
> what was mtgames.
> The group died after a couple years stagnation.
> I backed up all the archive I think but who knows if I have it?
> It did almost the same as spoorsim did, and was really not that
> interesting to be truthfull.
> A lot of stuff was started but never completed to a satisfactory level.
> THere were a few soundpacks for lonewolf and trek but since locutis
> of borg has happily isimulated those and new ones are a bit better,
> there is not much point of them bar a few differences to each pack.
> I have a feeling I don't have this anymore I know that several sites
> of dubious nature in amongst their dubious and alegal contents may
> have a coppy of the game but to be honest all actual work stopped for
> ages due to constraints on the devs, so who knows.
> I don't know if I would like a trainsim, there would have to be more
> to it than just driving them round.
> its mostly a visual game, my friend with ms train sim says he can mod
> the engines, etc and drive them round tracks.
> Also do different views, crash the trains, race the trains, etc.
> Racing games are not in my forte unless they actually have the content.

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Re: [Audyssey] Help finding a board game.

2012-07-19 Thread Jim Kitchen

Hi Thomas,

You said;
"If memory serves me correctly all you have to do is create a new bas file in Visual 
Basic 6,"
Yeah, however I do not know how to do that, never have done it and have never 
seen anywhere how to do it.  I have just seen .bas files in projects from other 
people.

As far as modules, I just have 3 starter.frm files.  All use DirectX to play 
sounds, 1 uses VB6 key input, 1 uses DirectX key input and the third uses 
DirectX key and joystick input.  Then I just make a copy of the .frm, vbp and 
vbw files with the name of my new game.  All three have all of the subs that I 
use in all my games.  You know like change voice, adjust rate of speech, play 
wave files etc etc.  And of course one can very easily copy and paste code 
straight anywhere into the VB6 frm while in the VB6 IDE.  And I do also have 
public and private variables, functions etc.

Guess like we were saying, just all kinds of different ways of writing code to 
do the same things.  I mean all of my Windows games were written this way.

BFN

- Original Message -
Hi Jim,

I bet. It sounds to me like you just put all your code directly into
the main form, the frm file, instead of breaking your games up into
reusable modules. Its actually quite easy to create reusable bas
files. If memory serves me correctly all you have to do is create a
new bas file in Visual Basic 6, and as long as your subs and functions
are set to public then the rest of your program can access them. For
example, here is a sample function.

Public Function AddNumbers(num1 As Integer, num2 As Integer) As Integer
result as Integer = num1 + num2
return result
End Function

Because this function is specifically set to public access your entire
Visual Basic application can access this function in any form or bas
module.The advantage of putting your code in bas modules is if you
have x number of programs that require access to the AddNumbers()
function  you can simply copy the correct bas file into your new
project and add it to your project in the VB 6 IDE.

To give you a better idea how a trained Visual Basic developer would
design a game we basically split each component of the game up into
modules that handle a specific area of the game. One might handle just
audio, another just keyboard input, another joystick input,another one
contains common functions, etc. In this way we aren't cramming the
entire program into the main form. In fact, the main form simply is
there to draw the window, and call sub Main() wherever it is placed in
the program. The rest of the code for the game is split up among
several bas modules. You can have both internal functions that only
are visible to the current module by setting them to private, and
public functions visible to your entire program simply by specifying
they are public.

VB.net handles things a bit differently. Since VB.net is more object
oriented you have to create a class module, and then use the import
statement to import a class module in your code. However, since you
aren't familiar with VB.net I won't bore you with all the differences
between VB 6 and VB.net.

Cheers!


Jim

BASIC programmers never die, they GOSUB and don't RETURN.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Road to rage

2012-07-19 Thread Dakotah Rickard
Right, but it was not announced on0list as a playable game, which is
the reason for the unpopularity. I'm not the best at keeping up with
my audyssey e-ails, but I know that I'd have jumped on the chance to
learn more about and play this game after hearing about it on the web
radio show where I first heard of it.

And as for comparing it to Swamp, it is hard not to do that. Right
now, it feels like there's tension between the control schemes in
place, sort of a "Try both" mind set, which is fine. It's a beta,
after all, and I'm sure that it'll be more smoothed out and detailed
once it's a full release.

If we're going to compare TRTR to Swamp, let's do it fairly. When
Swamp was in beta, there was no weapon specs documentation. People
complained endlessly about the radar. The control scheme for movement
stayed the same, but other stuff changed pretty regularly. There were
a lot of bugs to deal with. That sounds pretty similar to Road to Rage
at this point in development. And there's one more comparison I want
to make. The sounds for Swamp were not at all finalized, een in full
releases, so the fact that the ambience is loud or the different guns
or bleeps are odd to some people is just a signal to try new sounds.
That'll probably happen.

Comparison is good, if we keep everything in perspective. Don't be
afraid to make something better by standing it next to another thing.
Offense shouldn't be an issue, nor should pride, so long as we who
compare are neither offensive nor overly prideful in return.

Enjoy the games, both of them, and see their differences and
similarities. Don't expect The Road to Rage to be a PVP application of
the Swamp engine. Take it in on it's own merits, of which there are
plenty, and as I said before, enjoy the game.

Signed:
Dakotah Rickard

On 7/19/12, Ben  wrote:
> Oh Tom. How wrong you are about it not being playable before the request :d
> - I have been a tester for ages and months before I was playing the game
> absolutely fine.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: 18 July 2012 15:27
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Road to rage
>
> Hi Dakotah,
>
> I agree with you. The way this game has been marketed definitely
> accounts for lack of popularity. The first I heard of this game was
> Saturday or Sunday. Although I vaguely recall a request for voice
> actors, but I took that to assume the game wasn't playable and didn't
> bother checking it out until the author/developer made an
> announcement. Which brings us to the final issue. I generally respond
> to posts from game developers, and if someone says so and so has a
> game for download I often miss it because I don't necessarily read
> every post on list.
>
> Cheers!
>
> On 7/18/12, Dakotah Rickard  wrote:
>> The only reason I think that the game has been quietly present on list
>> is because of the way it was marketed. This does not reflect, in my
>> oppinion, poorly on the creator of the product. The trouble is that
>> the first we heard about the game was that he needed voice talent. At
>> that point, we only knew about the game in any more detail if we
>> happened to listen to a couple of podcasts about the game or, perhaps,
>> saw it on Audiogames.net, if it was posted there.
>>
>> The difference here, as I posted previously, is that Swamp was a
>> playable game, then we received a request for voice talent. It's basic
>> marketing that is actually quite odd that introducing a product with a
>> request is not as effective as offering the product then making
>> improvements based on requests for user contribution.
>>
>> Also, the game is still in beta, an alpha-ish beta, and I've only
>> known about it for three full days and a little bit of today. There's
>> not much to say about it because it is honestly a concept right now,
>> and any complaints have already been registered.
>>
>> As a final note, I would appreciate it if the developer or at least
>> someone associated with the developer would announce updates with a
>> link as does Aprone with his games, because it makes it convenient to
>> pull the game from the database.
>>
>> Other than that, I will make only one complaint. You start out with a
>> pretty decent weapon. While this prevents camping, which means waiting
>> at spawn points with a powerful gun to shoot people who arrive on-map
>> relatively unarmed, it doesn't follow pretty much any other game. The
>> MK14 is, I think, a battle rifle. It's got the third fastest rate of
>> fire with pistols and shotguns as the only weapons below it and
>> several above. I suggest that the player start out with either a
>> pistol or a shotgun and that they be able to find the mk14, but I also
>> know that ground-breaking ideas like starting out with a decent weapon
>> make the game more popular, it's just that there's no point in using a
>> pistol ever when you have a battle rifle and 20 clips of ammunit

Re: [Audyssey] Problem with real speak install

2012-07-19 Thread Thomas Ward
Hi Greg,

Strange. The only thing I can figure here is that there is something
wrong with the RSSolo.cab file. Including my own testing of the new
setup file a number of people have wrote back saying that it worked
fine for them. So I'm inclined to believe the msi file I created isn't
the problem and the problem is likely to do with a damaged cab file on
your end.

What I'd do if yI were you is find your Ealspeak Solo installation cd
and recopy the RSSolo.cab file to a temp directory as discussed in the
documentation and try the setup again. Perhaps when you copied the
RSSolo.cab file the first time it didn't properly copy or it copied
with errors.

Cheers!

On 7/18/12, Greg Wocher  wrote:
> Hello all,
> I tried using Thomas's real speak patch and I get this error:
> Installer Information
> The file
> 'rssolo_synth_112mrf16.hdr.A9FB9463_8A9B_49D2_82
> A1_D0DEEE4056A1' cannot be installed because the file
> cannot be found in cabinet file 'RSSolo.cab'. This could
> indicate a network error, an error reading from the
> CD-ROM, or a problem with this package.
> OK
> Anyone have any suggestions?
> Thanks,
> Greg Wocher
>
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Re: [Audyssey] Road to rage

2012-07-19 Thread Thomas Ward
Hi Ben,

That may be, but the fact is that nothing was said to that effect on
the Audyssey list up until a couple of days ago. The first I heard of
the game was voice requests, and nothing was said at that time that
there was a playable demo etc. The next time the game came up people
were wondering why the game wasn't getting much attention. Well, what
can you expect when people weren't made aware that a demo had been
released, the developers were not posting regular messages here on the
subject, and there was very little information out here on the game?

Cheers!

On 7/19/12, Ben  wrote:
> Oh Tom. How wrong you are about it not being playable before the request :d
> - I have been a tester for ages and months before I was playing the game
> absolutely fine.
>

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Re: [Audyssey] Help finding a board game.

2012-07-19 Thread Thomas Ward
Hi Jim,

Yeah, there are many many ways to do the same thing. Some times its
not the best way to do something, but it works which is what counts.

As far as creating bas files its been so long since I've used VB 6 I'm
not sure I accurately remember how to do it myself. In Visual Basic
.net I just press alt+p, open the Project menu, and arrow down to New
File. Then, I can add a new file to the project. As I recall VB 6 is
similar but the menus are a bit different which is where the problem
lies. I know how to add a bas file, but can't remember the VB 6 menus
accurately since I've been using VB .net for at least the last eight
years or so.

Cheers!

On 7/19/12, Jim Kitchen  wrote:
> Hi Thomas,
>
> You said;
> "If memory serves me correctly all you have to do is create a new bas file
> in Visual Basic 6,"
> Yeah, however I do not know how to do that, never have done it and have
> never seen anywhere how to do it.  I have just seen .bas files in projects
> from other people.
>
> As far as modules, I just have 3 starter.frm files.  All use DirectX to play
> sounds, 1 uses VB6 key input, 1 uses DirectX key input and the third uses
> DirectX key and joystick input.  Then I just make a copy of the .frm, vbp
> and vbw files with the name of my new game.  All three have all of the subs
> that I use in all my games.  You know like change voice, adjust rate of
> speech, play wave files etc etc.  And of course one can very easily copy and
> paste code straight anywhere into the VB6 frm while in the VB6 IDE.  And I
> do also have public and private variables, functions etc.
>
> Guess like we were saying, just all kinds of different ways of writing code
> to do the same things.  I mean all of my Windows games were written this
> way.
>
> BFN
>
> - Original Message -
> Hi Jim,
>
> I bet. It sounds to me like you just put all your code directly into
> the main form, the frm file, instead of breaking your games up into
> reusable modules. Its actually quite easy to create reusable bas
> files. If memory serves me correctly all you have to do is create a
> new bas file in Visual Basic 6, and as long as your subs and functions
> are set to public then the rest of your program can access them. For
> example, here is a sample function.
>
> Public Function AddNumbers(num1 As Integer, num2 As Integer) As Integer
>   result as Integer = num1 + num2
>   return result
> End Function
>
> Because this function is specifically set to public access your entire
> Visual Basic application can access this function in any form or bas
> module.The advantage of putting your code in bas modules is if you
> have x number of programs that require access to the AddNumbers()
> function  you can simply copy the correct bas file into your new
> project and add it to your project in the VB 6 IDE.
>
> To give you a better idea how a trained Visual Basic developer would
> design a game we basically split each component of the game up into
> modules that handle a specific area of the game. One might handle just
> audio, another just keyboard input, another joystick input,another one
> contains common functions, etc. In this way we aren't cramming the
> entire program into the main form. In fact, the main form simply is
> there to draw the window, and call sub Main() wherever it is placed in
> the program. The rest of the code for the game is split up among
> several bas modules. You can have both internal functions that only
> are visible to the current module by setting them to private, and
> public functions visible to your entire program simply by specifying
> they are public.
>
> VB.net handles things a bit differently. Since VB.net is more object
> oriented you have to create a class module, and then use the import
> statement to import a class module in your code. However, since you
> aren't familiar with VB.net I won't bore you with all the differences
> between VB 6 and VB.net.
>
> Cheers!
>
>
>  Jim
>
> BASIC programmers never die, they GOSUB and don't RETURN.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Train sims

2012-07-19 Thread Thomas Ward
Hi Shaun,

I don't know about racing trains. That sounds a bit goofy to me, but I
do like the idea of a realistic train sim. Especially, one where a
person gets to drive old steam trains.

As I indicated in my prior post steam  trains require a lot of hands
on management. You have to manage the amount of coal used for your
trip, keep the fires at a steady temp, monitor the pressure in the
boiler, and of course plan your stops where you are going to take on
more coal and water to complete your trip. From what I've seen from
Spor Sim etc it totaly lacks this hands on management of driving a
train which is why it seems a bit boring.

The other thing Spor Sim etc lack is being able to file destinations
and routes. You might have to pick up a load of coal in Utah, drive it
to Pittsburgh, and unload it at various steel factories. From
Pittsburgh you might have to transport several steel bars to New York
City to build office and high rise apartment buildings. Those kinds of
runs are far from boring and would give the game player something to
do besides just drive the train around.

Last but not least is hazards. One frequent problem for trains is
running into snow drifts that covers the tracks high up in the
mountains. Some of the trains crew have to get down and shovel away
the snow before the train can pass. Having hazards like this at random
points along the route would make things a bit more interesting too.

Cheers!

On 7/18/12, shaun everiss  wrote:
> Well I think in that case our sims were just not developed enough then.
> I am still in the market for a sim, if its that envolved as you say
> it should, I'd like missions, races, other things like that the
> ability to fiddle with my controls and also freely go anywhere.
> have different views, etc.
> Not sure if I'd pay for that would have to be something special.
>
> At 12:34 p.m. 18/07/2012 -0400, you wrote:
>>Hi Shaun,
>>
>>You are right to a point. Part of the attraction to train simulators
>>like Microsoft Train Simulator is the visual graphics. As you drive
>>your train you can get side views of houses, farms, forests, etc as
>>you pass them. We can sort of get this feeling by having the sound of
>>forests, farms, etc as we pass them but its just not the same as
>>looking at them.
>>
>>The other attraction is that you can select the type of train you want
>>to drive. Everything from classic steam engines, to diesel engines,
>>and I believe some electric engines as well. That means that depending
>>on the type of engine you decided to select it can get pretty involved
>>in driving the train.
>>
>>If you selected, for example, a steam engine you have to be careful
>>how much coal you transfer from the coal tender into the engine. if
>>you get the fires too hot the boilers will get too hot and explode. If
>>you don'tkeep the boiler hot enough your engine won't move fast enough
>>to make deliveries on time. You have to keep your eye on the pressure
>>gages to make sure you have a full head of steam to keep the engine
>>running, but not enough steam to cause the boilers to explode. Besides
>>that you need to break properly slow during curves, speed up on the
>>straight aways, and that's not easy because you need to have a good
>>idea when to start slowing the train before you reach the curve or
>>you'll wreck and so on. Let's just say its anything but simple driving
>>a classic steam engine.
>>
>>I'm pretty sure a train simulator could be made accessible, but  I
>>don't know how much we'd get out of it because as I said earlier a lot
>>of the attraction for sighted players is the visual graphics. I
>>suppose some blind train enthusiasts might still like it, but I don't
>>know if anyone else would. I think I might like such a game since I
>>like old trains, and having a game driving a train during the old West
>>would be kind of cool.
>>
>>Cheers!
>>
>>
>>On 7/18/12, shaun everiss  wrote:
>> > Hmmm there are 2 of them I know about.
>> > 1.  spoor sim.
>> > That is ok but was never developed after a sertain fashion.
>> > The other is by the pkd group, consisting of pkb dzk I think wisi and
>> > what was mtgames.
>> > The group died after a couple years stagnation.
>> > I backed up all the archive I think but who knows if I have it?
>> > It did almost the same as spoorsim did, and was really not that
>> > interesting to be truthfull.
>> > A lot of stuff was started but never completed to a satisfactory level.
>> > THere were a few soundpacks for lonewolf and trek but since locutis
>> > of borg has happily isimulated those and new ones are a bit better,
>> > there is not much point of them bar a few differences to each pack.
>> > I have a feeling I don't have this anymore I know that several sites
>> > of dubious nature in amongst their dubious and alegal contents may
>> > have a coppy of the game but to be honest all actual work stopped for
>> > ages due to constraints on the devs, so who knows.
>> > I don't know if I would like a trainsim, there would have t

Re: [Audyssey] Quest and Informer.

2012-07-19 Thread Thomas Ward
Hi Ben,

Everything you need to begin using Inform can be found at
http://www.inform7.com
including books, tutorials, and the Inform 7 developer tools for
various platforms.

On 7/19/12, Ben  wrote:
> Where can i get inform 7 from tom? i'm having one of my lazy days i'm
> afraid, and i can't be bothered to google it. :d

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Re: [Audyssey] Problem with real speak install

2012-07-19 Thread Phil Vlasak

Hi Thomas,
It is possible that Greg thought you included the RSSolo.cab  file with the 
install.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, July 19, 2012 9:17 AM
Subject: Re: [Audyssey] Problem with real speak install



Hi Greg,

Strange. The only thing I can figure here is that there is something
wrong with the RSSolo.cab file. Including my own testing of the new
setup file a number of people have wrote back saying that it worked
fine for them. So I'm inclined to believe the msi file I created isn't
the problem and the problem is likely to do with a damaged cab file on
your end.

What I'd do if yI were you is find your Ealspeak Solo installation cd
and recopy the RSSolo.cab file to a temp directory as discussed in the
documentation and try the setup again. Perhaps when you copied the
RSSolo.cab file the first time it didn't properly copy or it copied
with errors.

Cheers!

On 7/18/12, Greg Wocher  wrote:

Hello all,
I tried using Thomas's real speak patch and I get this error:
Installer Information
The file
'rssolo_synth_112mrf16.hdr.A9FB9463_8A9B_49D2_82
A1_D0DEEE4056A1' cannot be installed because the file
cannot be found in cabinet file 'RSSolo.cab'. This could
indicate a network error, an error reading from the
CD-ROM, or a problem with this package.
OK
Anyone have any suggestions?
Thanks,
Greg Wocher

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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1424 / Virus Database: 2437/5141 - Release Date: 07/19/12




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Re: [Audyssey] Problem with real speak install

2012-07-19 Thread Thomas Ward
Hi Phil,

Yeah, that is always possible. Of course that is one reason why people
should read the instructions provided with the setup as it
specifically states that you have to copy the RSSolo.cab file from
your Realspeak Solo disc to a temporary location, copy the patched msi
file into the same directory, and then run setup. If people fail to
read the instructions in the Readme file then its their own fault if
it doesn't work. However, Greg's problem could be something else other
than failure to follow the directions correctly, and I don't want to
jump to conclusions without knowing more.  :D

On 7/19/12, Phil Vlasak  wrote:
> Hi Thomas,
> It is possible that Greg thought you included the RSSolo.cab  file with the
>
> install.
> Phil
>

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[Audyssey] Zombies, Run! Accessible

2012-07-19 Thread Christina
Hi.
In case any of you are still wondering about Zombies, Run!, it is now
accessible with a work-around.  You can sign up for a Zombielink account at
www.zombiesrungame.com
You enter your Zombielink user info into the app on your phone.  Then, when
you assign supplies online, the base on your phone gets updated.  This will
allow you to go through all 23 story missions.
The Zombielink info input is at the top of the Settings screen on the phone.
Christina



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[Audyssey] Story/Exercise Apps?

2012-07-19 Thread Christina
Hi.
Do any of you know of any apps similar to Zombies, Run?  Exersizing is so
much more interesting when there's a story to go along with it.
Thanks.
Christina



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[Audyssey] Thursday's games at www.Out-Of-Sight.net

2012-07-19 Thread Charles Rivard
Here are the games scheduled for Thursday, July 19th:


Logos
8:00 PM eastern
Hosted by Julie and Sherry
Location: Game Zone
Join Julie and Sherry at 8:00 PM in the Game Zone for a new game called Logo's. 
Test your knowledge against t.v commercials and brand names. This game takes 
t.v trivia to a whole new level. Hope to see you all there so we can put you on 
a team. 


Musical Bingo
9:15 PM eastern
Hosted by Julie, Sherry, and Patti 
Location: Game Zone
Join Julie Sherry, and Patti in the game zone at 9:15 PM eastern for an 
entertaining hour of Musical Bingo.

Do you remember your hits of the 80's? Still bopping along to the sounds of the 
swinging 60's? Do you remember old and new movie theme's? Can you identify 
cartoon characters or t.v theme's? Then this is the place for you.

Yes it's here the all new Musical Bingo. The first team to call a bingo wins.

Have a fantastic day! 


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ALWAYS Proud of their Country!
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Re: [Audyssey] Problem with real speak install

2012-07-19 Thread Greg Wocher

Hello,
No I read the instructions just fine.  I copied it and your .msi file to 
a temp directory and tried to install.  I got that error.

Thanks,
Greg W.
On 7/19/2012 11:25 AM, Thomas Ward wrote:

Hi Phil,

Yeah, that is always possible. Of course that is one reason why people
should read the instructions provided with the setup as it
specifically states that you have to copy the RSSolo.cab file from
your Realspeak Solo disc to a temporary location, copy the patched msi
file into the same directory, and then run setup. If people fail to
read the instructions in the Readme file then its their own fault if
it doesn't work. However, Greg's problem could be something else other
than failure to follow the directions correctly, and I don't want to
jump to conclusions without knowing more.  :D

On 7/19/12, Phil Vlasak  wrote:

Hi Thomas,
It is possible that Greg thought you included the RSSolo.cab  file with the

install.
Phil


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[Audyssey] sryth

2012-07-19 Thread Nicol
Hi all
To play sryth, do I have to manually roll a dice and keep stats in excel or
does the sryth game do the dice rolling and stats keeping automatically for
me?



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Re: [Audyssey] sryth

2012-07-19 Thread Christina
Hi.
I haven't played that game in years but, as far as I remember, it does all
the rolling for you.
Character creation can take a bit if you don't like your initial stats.  In
that case, just have Sryth roll you some more.
Christina


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nicol
Sent: Thursday, July 19, 2012 3:51 PM
To: gamers@audyssey.org
Subject: [Audyssey] sryth

Hi all
To play sryth, do I have to manually roll a dice and keep stats in excel or
does the sryth game do the dice rolling and stats keeping automatically for
me?



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[Audyssey] oil slicks in super deekout

2012-07-19 Thread Nicol
Hi all
Has anybody been able to kill the robot with an oil slick?
I wait until the robot is very close to me then I press s for oil slick but
the robot doesn't walk into the oil slick.



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[Audyssey] swamp trucksitting

2012-07-19 Thread john
I'm currently in the middle of a stripmall mission, with two 
people sitting and two of us working. I'd love to know what's 
being done to help with a situation like this. I dont really like 
the prospect of getting half the rep/exp I should be.


Any information is greatly apreciated,
John.

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Re: [Audyssey] Train sims

2012-07-19 Thread shaun everiss

Pkb sim came close though we didn't have the control spoorsim did.
I mean we loosly though there was a group of us some made things some 
like me tested.

In the end it got down to stationary factories, fields, etc.
station notifications, doors open and close, pasenger numbers, etc.
However movable objects, hold ups hazards etc never happened.
I'd like  sims, missions etc.
Something like train smashes and other stuff.
The knowhow is already there for making the sim in a simple autoit 
form its not much, quite crappy and bad but still there.
I'd like  a full train sim, from steamtrains to dezels, electrics, 
monorails, etc.

Also to long hall train trips simular to bigrig.
Hmmm jim i wander if you could make a train big rig style game, I 
don't think you would have to change that much, ofcause it wouldn't 
be much of a sim.
I'd like a bigrig type trucker game where you did it in a sim, ie 
drove a truck.

Though you still have to think on your hours and fuel etc.

At 10:03 a.m. 19/07/2012 -0400, you wrote:

Hi Shaun,

I don't know about racing trains. That sounds a bit goofy to me, but I
do like the idea of a realistic train sim. Especially, one where a
person gets to drive old steam trains.

As I indicated in my prior post steam  trains require a lot of hands
on management. You have to manage the amount of coal used for your
trip, keep the fires at a steady temp, monitor the pressure in the
boiler, and of course plan your stops where you are going to take on
more coal and water to complete your trip. From what I've seen from
Spor Sim etc it totaly lacks this hands on management of driving a
train which is why it seems a bit boring.

The other thing Spor Sim etc lack is being able to file destinations
and routes. You might have to pick up a load of coal in Utah, drive it
to Pittsburgh, and unload it at various steel factories. From
Pittsburgh you might have to transport several steel bars to New York
City to build office and high rise apartment buildings. Those kinds of
runs are far from boring and would give the game player something to
do besides just drive the train around.

Last but not least is hazards. One frequent problem for trains is
running into snow drifts that covers the tracks high up in the
mountains. Some of the trains crew have to get down and shovel away
the snow before the train can pass. Having hazards like this at random
points along the route would make things a bit more interesting too.

Cheers!

On 7/18/12, shaun everiss  wrote:
> Well I think in that case our sims were just not developed enough then.
> I am still in the market for a sim, if its that envolved as you say
> it should, I'd like missions, races, other things like that the
> ability to fiddle with my controls and also freely go anywhere.
> have different views, etc.
> Not sure if I'd pay for that would have to be something special.
>
> At 12:34 p.m. 18/07/2012 -0400, you wrote:
>>Hi Shaun,
>>
>>You are right to a point. Part of the attraction to train simulators
>>like Microsoft Train Simulator is the visual graphics. As you drive
>>your train you can get side views of houses, farms, forests, etc as
>>you pass them. We can sort of get this feeling by having the sound of
>>forests, farms, etc as we pass them but its just not the same as
>>looking at them.
>>
>>The other attraction is that you can select the type of train you want
>>to drive. Everything from classic steam engines, to diesel engines,
>>and I believe some electric engines as well. That means that depending
>>on the type of engine you decided to select it can get pretty involved
>>in driving the train.
>>
>>If you selected, for example, a steam engine you have to be careful
>>how much coal you transfer from the coal tender into the engine. if
>>you get the fires too hot the boilers will get too hot and explode. If
>>you don'tkeep the boiler hot enough your engine won't move fast enough
>>to make deliveries on time. You have to keep your eye on the pressure
>>gages to make sure you have a full head of steam to keep the engine
>>running, but not enough steam to cause the boilers to explode. Besides
>>that you need to break properly slow during curves, speed up on the
>>straight aways, and that's not easy because you need to have a good
>>idea when to start slowing the train before you reach the curve or
>>you'll wreck and so on. Let's just say its anything but simple driving
>>a classic steam engine.
>>
>>I'm pretty sure a train simulator could be made accessible, but  I
>>don't know how much we'd get out of it because as I said earlier a lot
>>of the attraction for sighted players is the visual graphics. I
>>suppose some blind train enthusiasts might still like it, but I don't
>>know if anyone else would. I think I might like such a game since I
>>like old trains, and having a game driving a train during the old West
>>would be kind of cool.
>>
>>Cheers!
>>
>>
>>On 7/18/12, shaun everiss  wrote:
>> > Hmmm there are 2 of them I know about.
>> > 1.  spoor sim.
>>

Re: [Audyssey] Train sims

2012-07-19 Thread Ron Kolesar

If you want a truck driving game?
Please check out the following on line role playing game.
the name of the game is called
truckingsim.
the address is at
www.truckingsim.com
Then when you sign in to the page for the first time, you'll need to create 
a password which only you and the designer will know, then make up a 
username that everyone will know you as.
If you decide to join us, check out the trucking company called Smoooth 
riders.
Give our boss lady Miss Velvet and private e-mail or pm and she'll show you 
a e-mail subscription for only smooth riders drivers.

Hope this is helpful.
The only bad thing about the web page is that there's no sound effects.
But each contract is different and you will have to budget your funds when 
you start out and you will have to make decisions along the way.

So if you join us?
Best of luck.



Ron and current Leader Dog boz who states
"that a service dog beats a cane paws down any day of the week."
-Original Message- 
From: shaun everiss

Sent: Thursday, July 19, 2012 6:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Train sims

Pkb sim came close though we didn't have the control spoorsim did.
I mean we loosly though there was a group of us some made things some
like me tested.
In the end it got down to stationary factories, fields, etc.
station notifications, doors open and close, pasenger numbers, etc.
However movable objects, hold ups hazards etc never happened.
I'd like  sims, missions etc.
Something like train smashes and other stuff.
The knowhow is already there for making the sim in a simple autoit
form its not much, quite crappy and bad but still there.
I'd like  a full train sim, from steamtrains to dezels, electrics,
monorails, etc.
Also to long hall train trips simular to bigrig.
Hmmm jim i wander if you could make a train big rig style game, I
don't think you would have to change that much, ofcause it wouldn't
be much of a sim.
I'd like a bigrig type trucker game where you did it in a sim, ie
drove a truck.
Though you still have to think on your hours and fuel etc.

At 10:03 a.m. 19/07/2012 -0400, you wrote:

Hi Shaun,

I don't know about racing trains. That sounds a bit goofy to me, but I
do like the idea of a realistic train sim. Especially, one where a
person gets to drive old steam trains.

As I indicated in my prior post steam  trains require a lot of hands
on management. You have to manage the amount of coal used for your
trip, keep the fires at a steady temp, monitor the pressure in the
boiler, and of course plan your stops where you are going to take on
more coal and water to complete your trip. From what I've seen from
Spor Sim etc it totaly lacks this hands on management of driving a
train which is why it seems a bit boring.

The other thing Spor Sim etc lack is being able to file destinations
and routes. You might have to pick up a load of coal in Utah, drive it
to Pittsburgh, and unload it at various steel factories. From
Pittsburgh you might have to transport several steel bars to New York
City to build office and high rise apartment buildings. Those kinds of
runs are far from boring and would give the game player something to
do besides just drive the train around.

Last but not least is hazards. One frequent problem for trains is
running into snow drifts that covers the tracks high up in the
mountains. Some of the trains crew have to get down and shovel away
the snow before the train can pass. Having hazards like this at random
points along the route would make things a bit more interesting too.

Cheers!

On 7/18/12, shaun everiss  wrote:
> Well I think in that case our sims were just not developed enough then.
> I am still in the market for a sim, if its that envolved as you say
> it should, I'd like missions, races, other things like that the
> ability to fiddle with my controls and also freely go anywhere.
> have different views, etc.
> Not sure if I'd pay for that would have to be something special.
>
> At 12:34 p.m. 18/07/2012 -0400, you wrote:
>>Hi Shaun,
>>
>>You are right to a point. Part of the attraction to train simulators
>>like Microsoft Train Simulator is the visual graphics. As you drive
>>your train you can get side views of houses, farms, forests, etc as
>>you pass them. We can sort of get this feeling by having the sound of
>>forests, farms, etc as we pass them but its just not the same as
>>looking at them.
>>
>>The other attraction is that you can select the type of train you want
>>to drive. Everything from classic steam engines, to diesel engines,
>>and I believe some electric engines as well. That means that depending
>>on the type of engine you decided to select it can get pretty involved
>>in driving the train.
>>
>>If you selected, for example, a steam engine you have to be careful
>>how much coal you transfer from the coal tender into the engine. if
>>you get the fires too hot the boilers will get too hot and explode. If
>>you don'tkeep the boiler hot enough your engine won't move fast enough

Re: [Audyssey] swamp trucksitting

2012-07-19 Thread Dakotah Rickard
The way I see it, there's only two ways to make missioning viable with
over 1200 players and not all of them being able to communicate. The
20 slot losers.txt file is now basically a waste of time, no offense,
and despite its good intentions, the alert command can make truck
sitting very, very easy.

The only two ways I can see of fixing the problem are to allow leaders
to prescreen their mission companions or kick out unwanted ones. The
prescreening method would involve some sort of list with a checkbox
style system so the team leader could decide who should go and who
should stay. The other method is pretty simple, as well. It would
involve being able to access a list of those who have joined and
remove unwanted elements. in either method, there should be a way to
make a mission no longer joinable so that you don't get someone who
came aboard in the last second before launching.

As far as the Swamp game's realism, it would increase. It is
completely reasonable to say that a team leader would have the
discression to go out and trust their safety to whomever they would
like, whether it's a friend or just a good fighter.

And as one final comment, I would like to offer the suggestion that
the "Last Man Standing" and "Sniper Proving Grounds" missions, and any
similar missions, should be an exception to this methodology as the
gain in reputation should not be lessened and the competition should
not be shrunken simply because some person wants to exclude others.

In any case, I do agree that something should be done. I hope that I
and others do not seem pushy. It's just that the player base is so
large and diverse that some control over missions should be allowed.

Signed:
Dakotah Rickard

On 7/19/12, john  wrote:
> I'm currently in the middle of a stripmall mission, with two
> people sitting and two of us working. I'd love to know what's
> being done to help with a situation like this. I dont really like
> the prospect of getting half the rep/exp I should be.
>
> Any information is greatly apreciated,
> John.
>
> ---
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Re: [Audyssey] oil slicks in super deekout

2012-07-19 Thread john
It takes some strategy and very good timing. The key is to make 
sure your running straight away from the bot, drop the slick (it 
goes in the last square you were) and make sure the bot hits it. 
This essentially requires you to be near the robot but not get
eaten, which is easier said than done. I have managed it several 
times however, and I suggest you use invisibility if you can.



- Original Message -
From: "Nicol" I wait until the robot is very close to me then I press s for oil 
slick but

the robot doesn't walk into the oil slick.



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Re: [Audyssey] swamp trucksitting

2012-07-19 Thread Dallas O'Brien
i think this is being worked on already, and its looking like it will
be some kind of screening.
but thats when he gets time to work on swamp. lol.
dallas


On 20/07/2012, Dakotah Rickard  wrote:
> The way I see it, there's only two ways to make missioning viable with
> over 1200 players and not all of them being able to communicate. The
> 20 slot losers.txt file is now basically a waste of time, no offense,
> and despite its good intentions, the alert command can make truck
> sitting very, very easy.
>
> The only two ways I can see of fixing the problem are to allow leaders
> to prescreen their mission companions or kick out unwanted ones. The
> prescreening method would involve some sort of list with a checkbox
> style system so the team leader could decide who should go and who
> should stay. The other method is pretty simple, as well. It would
> involve being able to access a list of those who have joined and
> remove unwanted elements. in either method, there should be a way to
> make a mission no longer joinable so that you don't get someone who
> came aboard in the last second before launching.
>
> As far as the Swamp game's realism, it would increase. It is
> completely reasonable to say that a team leader would have the
> discression to go out and trust their safety to whomever they would
> like, whether it's a friend or just a good fighter.
>
> And as one final comment, I would like to offer the suggestion that
> the "Last Man Standing" and "Sniper Proving Grounds" missions, and any
> similar missions, should be an exception to this methodology as the
> gain in reputation should not be lessened and the competition should
> not be shrunken simply because some person wants to exclude others.
>
> In any case, I do agree that something should be done. I hope that I
> and others do not seem pushy. It's just that the player base is so
> large and diverse that some control over missions should be allowed.
>
> Signed:
> Dakotah Rickard
>
> On 7/19/12, john  wrote:
>> I'm currently in the middle of a stripmall mission, with two
>> people sitting and two of us working. I'd love to know what's
>> being done to help with a situation like this. I dont really like
>> the prospect of getting half the rep/exp I should be.
>>
>> Any information is greatly apreciated,
>> John.
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
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>> http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> http://www.mail-archive.com/gamers@audyssey.org.
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>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
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Re: [Audyssey] swamp trucksitting

2012-07-19 Thread Steady Goh
Hi Jeremy and other swamp players, A suggestion to deal with truck sitters. 
How about making it something like the lms mission where the player's 
mission time count down? Start off with 10 minutes. That should be more than 
enough to find at least 1 crate in any warehouse mission. Each crate found 
adds 3 minutes to the clock with no cap. Then all we have to do is to wait 
for them to run out of time. And no, killing zombies doesn't add on time. we 
don't need players who just keep shooting and saying they are providing 
cover for others. Thanks but no thanks.

锦发/Steady Goh
- Original Message - 
From: "john" 

To: "gamers" 
Sent: Friday, July 20, 2012 5:14 AM
Subject: [Audyssey] swamp trucksitting


I'm currently in the middle of a stripmall mission, with two people 
sitting and two of us working. I'd love to know what's being done to help 
with a situation like this. I dont really like the prospect of getting 
half the rep/exp I should be.


Any information is greatly apreciated,
John.

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Re: [Audyssey] Quest and Informer.

2012-07-19 Thread rishi mack
what is informe?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, July 19, 2012 10:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Quest and Informer.

Hi Ben,

Everything you need to begin using Inform can be found at
http://www.inform7.com
including books, tutorials, and the Inform 7 developer tools for
various platforms.

On 7/19/12, Ben  wrote:
> Where can i get inform 7 from tom? i'm having one of my lazy days i'm
> afraid, and i can't be bothered to google it. :d

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