Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Clement Chou
No problem... interesting discussions are my thing. :D lol But I think you 
hit on a good point about how customizable quake is. I would've just liked 
to see something built from the ground up is all, not countless mods for an 
already existing game. but I'll take what we've gotten now.. because there's 
no use longing after what we don't have at least at the moment. I need to 
get all the quake mods again and start playing... time was when I was 
actually kind of good at the game. lol
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 6:54 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of 
theAncientsConsiderations



Hi Clement,

Actually the weapons in Quake can have any kind of properties you'd like.

The reason the sniper rifle allows you to sight players so far away is that 
I coded it to actually change the audio threshold of your avatar so you 
could hear your targeting beeps further away. You might have noticed that 
you would only have a very small window of targeting when sighting someone 
at a great distance because of perspective. This is how a sighted gamer 
plays as well.


anyway, as I said to Paul, AQ can be completely rewritten and customized 
because in order to work with AQ you need to use Quake C which is a quite 
powerful language considering it is only for quake.


anyway, thanks for starting an interesting discussion!

Smiles,

Cara :)
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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread shaun everiss
hmmm I wander if this device could be used outside games or the 
blindness community for stuff in general.

You are sertainly for inovation.
heck if this thing works in general I may even get friends that game 
or at least listen to stuff in 3d to get one of these babbies.


At 11:49 AM 5/5/2013, you wrote:

Hi Jeremy,

wow, that sounds really interesting. I often read about software 
using such a device, but nothing yet which could be used by blind 
users. I'm really looking forward to your project, even though I 
have quite a wait before me if you have to send one of the device to 
me I guess. Well, as long as it gets here in one piece it's alright 
I guess. *grins*


I think this is a great idea you had there! Good luck on your 
progress and thanks for the extra work you did to keep the cost as 
low as possible!


Best regards
Sarah


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Re: [Audyssey] Games and Ivona

2013-05-04 Thread shaun everiss

no they are locked.
and you can only use 1 voice at one time anyway.

At 08:00 AM 5/5/2013, you wrote:

I was wondering, if you download the Ivona voices in Klango, are they
available to other applications? You can get them for free that way,
although every time I ever tried to download them it was painfully
slow, so I gave up. If I could use them as Sappi 5 voices, though, I
may try again.

On 5/4/13, Thomas Ward  wrote:
> Hi Dan,
>
> Well, if you are willing to spend the money the Ivona voices work with
> Windows 7 64-bit and Windows 8 64-bit systems, and are about the
> closest you can get to human sounding voices. The voices from Cepstral
> also work with 64-bit Windows as well, but they are rather choppy and
> I've actually had issues installing them on some computers. So in my
> opinion the Ivona voices is a better deal.
>
> On 5/4/13, dan cook  wrote:
>> this is useful as I was just about to ask what voices you guys would
>> recommend for a 64 bit system.
>>
>>
>
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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi Clement,

That's true, but the point I was making that it is all relative. If
someone has the money or the desire to buy a number of SAPI voices
they can usually find one for each type of game that sounds
appropriate for the type of ambiance they want. Its certainly not a
perfect solution, but then again nothing ever is.

I agree that inflection is definitely a problem, and no matter how
high a quality the voice is inflection will always be a problem with
TTS systems. Although, I think some of the Apple voices do a pretty
good job at faking it. Its just a shame Apple hasn't ported them to
Windows platforms. :D

However, as has already been said from a cost analysis getting real
world actors to read every menu, button, status message, item, and
monster in the game can get quite expensive. Between the fact that we
are dealing with a very small community of gamers and the rate of
piracy a developer such myself has to weigh the costs of paying for
high quality voice acting verses what I will earn in sales. There is
no assurance if I pay out say two or three hundred in professional
voice actors that gamers will be lining up to buy the game at $30
each. However, if I use SAPI and lower the price to $20 people will be
less likely to pirate it so its a question of cost analysis and trying
to get the most effective solution for your dollar.

Cheers!


On 5/4/13, Clement Chou  wrote:
> Well, then you also have to assume that the gamer in question has that many
>
> voices in the first place. lol It would be nice to be able to find a voice
> for each situation, but I find the issue then lies in inflection. Even with
>
> a deep voice, tts can only read things a certain way... and if a player in
> an rpg is streaming or giving commands, I'd much rather hear it with good
> feeling and inflection. But that's what I get for being a voice-acting
> nerd... lol. But of course, that's all my personal taste... and I do
> understand the cost implications and all the rest of it as well.

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Re: [Audyssey] Games and Ivona

2013-05-04 Thread Thomas Ward
Hi Chris,

I'll agree the new SAPI voices on Windows 8 are fantastic. I agree I
wouldn't recommend a new Windows 8 user purchasing the Ivona voices
since the new SAPI voices are good enough. However, many people like
myself purchased a Windows 7 64-bit machine a year or so back, and
since the only 64-bit voices available on the system at the time were
Anna I got some of the Ivona voices to replace Anna. Now, the
situation is very different, but I will still use the voices I
purchased as well as the new Windows 8 voices. :D

Cheers!


On 5/4/13, Chris H  wrote:
> Hey I wouldn't even use Ivona on Windows 8 as the voices shipped are
> superior in sound and quality.
>
>
> Christopher Hallsworth
> E-mail and Facebook:
> challswor...@sky.com
> Skype:
> chrishallsworth7266
> Twitter:
> http://www.twitter.com/@christopherh40
> Find my blog at
> challsworth2.wordpress.com

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Re: [Audyssey] Dodge City desparatos

2013-05-04 Thread Thomas Ward
Hi Nicole,

I'm sure I and a number of other people can help, but what questions
are you having specifically. Short of writing a step by step
walkthrough of the game if you could tell us where you are getting
stuck we might be able to help you better.

Cheers!


On 5/4/13, Nicole white  wrote:
> i have tried to figure out this game. i absolutely can't.
> Is there someone who could please help me out with that.
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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Jeremy Kaldobsky
Clement, the details surrounding the RPG are a little more fuzzy, which is why 
I've left them out.  The headset had to be developed first so the game is still 
in its most primitive stages where anything could still be changed.

One notable feature of the RPG is that I'm trying to build the entire game 
using accessible tools, which I'm designing first of course.  The goal is to be 
able to say that the community has access to the exact same tools that were 
used to create the game, proving that custom adventures, monsters, and maps can 
be made that match the rest of the game in terms of quality and complexity.  
People will be able to set up their own servers running their own custom map 
and campaigns.  I say map instead of maps because the game engine turns all of 
the map data into a single map rather than needing to split it up like many 
games do.  If we compare this to Swamp maps, I believe I previously figured out 
that this game could run a map more than a million times the size.  So you'd 
basically die of old age before being able to explore it all, but then again 
you'd die of old age before being able to design such a map.

--- On Sat, 5/4/13, Clement Chou  wrote:

> From: Clement Chou 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 8:00 PM
> Well, I'm definitely excited to see
> what this will turn out to look like! Wish we knew more
> about the rpg though... and I can't believe you got that
> much into a headtracking piece of equipment and are selling
> it for 50 bucks. Guess we'll see how it turns out though!

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Re: [Audyssey] Dodge City desparatos

2013-05-04 Thread Charles Rivard

Only if you are less vague.

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- Original Message - 
From: "Nicole white" 

To: "Games list\" 
Sent: Saturday, May 04, 2013 1:15 PM
Subject: [Audyssey] Dodge City desparatos



i have tried ot figure out this game. i absolutely can't.
Is there someone who could please help me out with that.
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Re: [Audyssey] Dodge City desparatos

2013-05-04 Thread michael barnes

Hello, Nicole.
What do you need help with?

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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Jeremy Kaldobsky
Phil, a vibrating element does sound like a cool addition, but the device is 
already designed and ready to be sold.  I'm just waiting on additional parts to 
build the first group to be placed online for sale.

If other devices could be purchased, they wouldn't work with my game.  They 
would have their own unique way of communicating so they wouldn't be 
interchangable with software written to use the See Munkey.


--- On Sat, 5/4/13, Phil Vlasak  wrote:

> From: Phil Vlasak 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 8:45 PM
> Hi Jeremy,
> The See Munkey sounds like a fantastic idea. Does something
> like this already exists? If we buy that would it work with
> your game?
> I'm joking. I would want to wait for yours, but some
> impatient people are likely to ask that question.
> I do request an additional bit of hardware. Could you add a
> vibrating element so the game would have force feedback?
> If you got shot then the thing would vibrate hard and
> gradually slow down indicating your blood leaving your
> body.
> For aiming for a head shot, you could move your head until
> all coordinates are on another head, then the vibrating
> element would quickly shake to indicate you are on target.
> Thanks for all your work.
> Phil


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[Audyssey] Magicassette, new text adventure game, out now

2013-05-04 Thread Tyler
Hello! This is Tyler Zahnke; musician, programmer, gamer, writer. My new game, 
Magicassette, is out now, and can be played in a browser with no additional 
software. It is a text 
adventure game, but it's a little more choose-your-own-adventure than the 
old-time Infocom games. It 
was designed using Mediawiki, the same software that runs Wikipedia, Ifwiki, 
Ardrana, and many 
other sites you guys may be familiar with.
http://magicassette.editthis.info
Tyler Z

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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Allan Thompson
Very cool! 
Thanks for ansewring my question.

al


"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Jeremy Kaldobsky 
  To: Gamers Discussion list 
  Sent: Saturday, May 04, 2013 8:41 PM
  Subject: Re: [Audyssey] Some updates on what I'm up to,since I forget to keep 
audyssey in the loop.


  Allan, I'm glad you like the plan!  :D

  The physical See Munkey head set should work on any version of Windows, Mac, 
or Linux.  I have not personally tested it on very many systems but the 
hardware it is built with was chosen because it works on them all.  If I run 
into any OS that it doesn't work on, I'll be sure to let people know.

  The software side of things will be a bit different.  The key mapping program 
I've thrown together, called Munkey Mapper, is designed for Windows.  It 
currently works on XP, Vista, Windows 7, and Windows 8.  It should also work on 
Windows 95 but I don't think that will be helpful to many people.  Since any 
other developer can write their own software, I'm sure it wouldn't be long 
before someone would release their own mouse and keyboard mapping software for 
Mac or Linux.  In fact, I fully expect my windows based mapping software to be 
replaced by one created by another developer!  We have some incredibly talented 
programmers around here, and any one of them could put together their own 
mapper that has more bells and whistles than mine does, plus we all know I'm 
not the poster child for polishing software before releasing it!  Haha!  :D

  Basically we'll still have the same situation where some games won't work on 
certain operating systems, just because of the preferences of the games' 
designers.  The See Munkey itself won't cause any of those limitations though.

  - Aprone
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Re: [Audyssey] Message for Draconis.

2013-05-04 Thread Ryan Conroy
Good point, but I don't think you understand what I mean. You can not post your 
scores in chess to an online score board. I'm talking about the score boards 
here, not the value of a game. Of course the old titles are still great, they
're classics. My point is, why should we go back to the older games, just to 
post scores. Who knows if Draconis is planning to release Alien Outback again 
as an upgrade. If he did though, I'm sure no one would use the score boards to 
post their scores anymore, they're want to play the new version, and give the 
old one a break. There's no compitition if no one's posting scores, and if an 
upgrade comes out they're going to want to compete in it.

-- Original Message --
From: "Charles Rivard" 
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Message for Draconis.
Date: Sat, 4 May 2013 20:18:18 -0500

Something to think about:  Does the age of a game decrease from its value? 
Personally, I don't care how old a game is if it is a good game.  Chess has 
withstood the test of time.  Why?  Because it is a good strategy game. 
Alien Outback is an excellent game.  If you base your game selections on the 
age of the games, you're sure shorting yourself of a lot of fun!

---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Ryan Conroy" 
To: 
Sent: Saturday, May 04, 2013 7:48 PM
Subject: Re: [Audyssey] Message for Draconis.


> Hey Sarah,
>
> I completely agree. I'm sure lots of people would post their scores from 
> the new ChangeReaction, seeing on how it's new. If you want to compete on 
> ChangeReaction though, you need to go back to the old one.
> As you said, most of their older titles support the score server like 
> alien Outback, PBX all tables, Dynoman which is one of my favorites, but 
> no one wants to play the old stuff. They're still fun in all, but how are 
> we going to see how the boards are really used if we're just trying it 
> games that are years old? I for one, can't wait to see what else Draconis 
> comes out with, but we should update the boards to present, and not test 
> how offen theire used with games from the past.
> -- Original Message --
> From: "Sarah Haake" 
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] Message for Draconis.
> Date: Sun, 5 May 2013 02:37:51 +0200
>
> Hi,
>
> yeah, I also would like to be able to post scores with the new version. 
> Josh
> stated that he wanted to see how the scoreboards are used before adding it
> to new games, but I think this approach is a bit tricky. Not all older
> titles have score posting to start with. And now that the new game is out,
> people want to play the new game which can't send scores, so naturally
> scoreboards are not used. I hope you can see what I mean here. I actually
> have the same problem. I love the new change reaction and play it often, 
> but
> to be able to send scores and show that I will use the boards I have to 
> play
> older titles which I don't want to play as much right now. Difficult
> situation I think.
>
> Best regards
> Sarah
>
>
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> 
> Transformation of America?
> Stocks soar--but some wealthy citizens are preparing for huge changes
> http://thirdpartyoffers.juno.com/TGL3131/5185ac84effce2c845856st02vuc
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Transformation of America?
Stocks soar--but some wealthy citizens are preparing for huge ch

Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Christina
Hi.
This sounds awesome!
Thanks for the update.
Christina



-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy
Kaldobsky
Sent: Saturday, May 04, 2013 7:34 PM
To: Gamers Discussion list
Subject: [Audyssey] Some updates on what I'm up to, since I forget to keep
audyssey in the loop.

Hey guys,

I spend most of my time on the audiogames.net forum, and every now and
then I'm reminded that I've shared news with them but forgot to post it here
as well.  My apologies, people of the audyssey list!  :D  LOL.

After my 2.9 patch for Swamp I began working on a new project.  To make
a long story short, I learned I was going to need to get a second job in 2
months so I wanted to make the most of them.  I officially ended development
on Swamp and have dedicated myself to getting some stuff accomplished in the
2 months I have left.  After I get the additional job I will have a lot less
time available to work on projects, so I don't know how that will impact my
efforts as a game developer.

The new project can actually be thought of as 2 separate, but linked,
projects.  My new game is going to be an RPG based in the Daytona/Castaways
storyline.  It will take place many years after the Daytona game, and you
will learn what happened to the leader from the end of the Castaways game.

The mouse hardware requirement for Swamp was a terribly unpopular move
for a very very long time.  Using the word unpopular may even be an
understatement, ROFL!  Well that battle was fought and won, and I feel the
audio games community is a better place now that the mouse is an accepted
tool for gaming.  This opens up more options for game developers, and that
is always a good thing!  Well this RPG is going to follow in those foot
steps and require a new piece of hardware.  In a move that will go down in
audio games' history as an epic mistake, or as a revolution, my RPG will
require players to have a 3D head tracking headset I have named the See
Munkey.  (I still crack a smile when I say See Munkey out loud.)  While
wearing the headset in the RPG you can simply move your head around to move
the head of your in-game character.  This will give a more natural playing
experience plus allow you to easily look up or down to get a 3D feeling of
your
 surroundings.  To determine the locations of sounds in the real world, we
naturally move our heads to see how the sounds will change.  This gives us
far more data than we can get from being perfectly still, which is how we
normally are in games.  I'm trying to give players that same advantage
inside of the game world.

Development of this device has burned through 3 weeks, which is more
than I planned for.  The good news is that I not only have a working
prototype but I've already ordered a shipment of parts to produce 13 more.
More detailed information about the "Munkey" will show up once I'm ready to
sell them but here are the basics:

The device clips on to your existing headphones, or clips on to a
plastic headband that comes with it in case you use ear buds instead of
headphones.  It does not produce sound to replace your headphones, which is
a common misconception, but rather tracks the orientation of your head in
all 3 axis.  This data can be read by games and programs to customize the
experience.  This is similar to how a game can be designed to receive input
from a mouse or a joystick.

The device can be used by other developers!  If these do find their way
into the hands of many players, it will be a brand new tool for developers.
It is my understanding that BGT is already set up to handle serial
communications, which means programmers who use BGT will be able to
incorporate the headset immediately into their own projects.  Other
developers can easily look up how to read and write to the device using
serial communication, which will give them the same ability.

Games that aren't designed for the headset won't suddenly become 3D when
you use it.  This is the same as playing a game that isn't designed to work
with a joystick or mouse.  Separate software can be used to map the See
Munkey to the mouse or keys though, which means you can have an interesting
new way to play even those games.  As an example, Swamp is not designed to
use the headset yet I was still able to play using it.  I mapped turning my
head to the mouse X-axis, forward to tilting my head down, and backward to
tilting my head back.  I didn't do it at the time, but I could have also
made tilting my head left or right to perhaps side step, reload my weapon,
or toggle the radar.  It wouldn't replace the need for the keyboard, but it
was definitely a new playing experience!

So yeah, that's pretty much what I've been doing lately.

I'll answer some questions before they're even asked:
Q: How much will it cost?
A: The device will be $50 plus between $4 and $8 in shipping, depending on
where you live.  Since I haven't shipped any out yet I don't know the exact

Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Cara Quinn
Jeremy, Awesome! I'd love to see about incorporating using this with the iPhone.

I'm currently working on a little something which uses the compass / 
accelerometers etc for motion like you describe in a first-person situation. 
-And yes, I do my own calculations, but I'd sure also dig a device doing it for 
me as well! :)

Kudos to you for your efforts in creating a device like this! Woohoo!

Totally love your idea! Thanks for sharing it!

Smiles,

Cara :)
---
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http://www.onemodelplace.com/CaraQuinn

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On May 4, 2013, at 4:33 PM, Jeremy Kaldobsky  wrote:

Hey guys,

   I spend most of my time on the audiogames.net forum, and every now and then 
I'm reminded that I've shared news with them but forgot to post it here as 
well.  My apologies, people of the audyssey list!  :D  LOL.

   After my 2.9 patch for Swamp I began working on a new project.  To make a 
long story short, I learned I was going to need to get a second job in 2 months 
so I wanted to make the most of them.  I officially ended development on Swamp 
and have dedicated myself to getting some stuff accomplished in the 2 months I 
have left.  After I get the additional job I will have a lot less time 
available to work on projects, so I don't know how that will impact my efforts 
as a game developer.

   The new project can actually be thought of as 2 separate, but linked, 
projects.  My new game is going to be an RPG based in the Daytona/Castaways 
storyline.  It will take place many years after the Daytona game, and you will 
learn what happened to the leader from the end of the Castaways game.

   The mouse hardware requirement for Swamp was a terribly unpopular move for a 
very very long time.  Using the word unpopular may even be an understatement, 
ROFL!  Well that battle was fought and won, and I feel the audio games 
community is a better place now that the mouse is an accepted tool for gaming.  
This opens up more options for game developers, and that is always a good 
thing!  Well this RPG is going to follow in those foot steps and require a new 
piece of hardware.  In a move that will go down in audio games' history as an 
epic mistake, or as a revolution, my RPG will require players to have a 3D head 
tracking headset I have named the See Munkey.  (I still crack a smile when I 
say See Munkey out loud.)  While wearing the headset in the RPG you can simply 
move your head around to move the head of your in-game character.  This will 
give a more natural playing experience plus allow you to easily look up or down 
to get a 3D feeling of your
surroundings.  To determine the locations of sounds in the real world, we 
naturally move our heads to see how the sounds will change.  This gives us far 
more data than we can get from being perfectly still, which is how we normally 
are in games.  I'm trying to give players that same advantage inside of the 
game world.

   Development of this device has burned through 3 weeks, which is more than I 
planned for.  The good news is that I not only have a working prototype but 
I've already ordered a shipment of parts to produce 13 more.  More detailed 
information about the "Munkey" will show up once I'm ready to sell them but 
here are the basics:

   The device clips on to your existing headphones, or clips on to a plastic 
headband that comes with it in case you use ear buds instead of headphones.  It 
does not produce sound to replace your headphones, which is a common 
misconception, but rather tracks the orientation of your head in all 3 axis.  
This data can be read by games and programs to customize the experience.  This 
is similar to how a game can be designed to receive input from a mouse or a 
joystick.

   The device can be used by other developers!  If these do find their way into 
the hands of many players, it will be a brand new tool for developers.  It is 
my understanding that BGT is already set up to handle serial communications, 
which means programmers who use BGT will be able to incorporate the headset 
immediately into their own projects.  Other developers can easily look up how 
to read and write to the device using serial communication, which will give 
them the same ability.

   Games that aren't designed for the headset won't suddenly become 3D when you 
use it.  This is the same as playing a game that isn't designed to work with a 
joystick or mouse.  Separate software can be used to map the See Munkey to the 
mouse or keys though, which means you can have an interesting new way to play 
even those games.  As an example, Swamp is not designed to use the headset yet 
I was still able to play using it.  I mapped turning my head to the mouse 
X-axis, forward to tilting my head down, and backward to tilting my head back.  
I didn't do it at the time, but I could have also made tilting my head left or 
right to perhaps side step, reload my weapon, or toggle the radar.  It wouldn't 
replace the 

Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Clement Chou
Well, I'm definitely excited to see what this will turn out to look like! 
Wish we knew more about the rpg though... and I can't believe you got that 
much into a headtracking piece of equipment and are selling it for 50 bucks. 
Guess we'll see how it turns out though!
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 4:33 PM
Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep 
audyssey in the loop.




Hey guys,

   I spend most of my time on the audiogames.net forum, and every now and 
then I'm reminded that I've shared news with them but forgot to post it 
here as well.  My apologies, people of the audyssey list!  :D  LOL.


   After my 2.9 patch for Swamp I began working on a new project.  To make 
a long story short, I learned I was going to need to get a second job in 2 
months so I wanted to make the most of them.  I officially ended 
development on Swamp and have dedicated myself to getting some stuff 
accomplished in the 2 months I have left.  After I get the additional job 
I will have a lot less time available to work on projects, so I don't know 
how that will impact my efforts as a game developer.


   The new project can actually be thought of as 2 separate, but linked, 
projects.  My new game is going to be an RPG based in the 
Daytona/Castaways storyline.  It will take place many years after the 
Daytona game, and you will learn what happened to the leader from the end 
of the Castaways game.


   The mouse hardware requirement for Swamp was a terribly unpopular move 
for a very very long time.  Using the word unpopular may even be an 
understatement, ROFL!  Well that battle was fought and won, and I feel the 
audio games community is a better place now that the mouse is an accepted 
tool for gaming.  This opens up more options for game developers, and that 
is always a good thing!  Well this RPG is going to follow in those foot 
steps and require a new piece of hardware.  In a move that will go down in 
audio games' history as an epic mistake, or as a revolution, my RPG will 
require players to have a 3D head tracking headset I have named the See 
Munkey.  (I still crack a smile when I say See Munkey out loud.)  While 
wearing the headset in the RPG you can simply move your head around to 
move the head of your in-game character.  This will give a more natural 
playing experience plus allow you to easily look up or down to get a 3D 
feeling of your
surroundings.  To determine the locations of sounds in the real world, we 
naturally move our heads to see how the sounds will change.  This gives us 
far more data than we can get from being perfectly still, which is how we 
normally are in games.  I'm trying to give players that same advantage 
inside of the game world.


   Development of this device has burned through 3 weeks, which is more 
than I planned for.  The good news is that I not only have a working 
prototype but I've already ordered a shipment of parts to produce 13 more. 
More detailed information about the "Munkey" will show up once I'm ready 
to sell them but here are the basics:


   The device clips on to your existing headphones, or clips on to a 
plastic headband that comes with it in case you use ear buds instead of 
headphones.  It does not produce sound to replace your headphones, which 
is a common misconception, but rather tracks the orientation of your head 
in all 3 axis.  This data can be read by games and programs to customize 
the experience.  This is similar to how a game can be designed to receive 
input from a mouse or a joystick.


   The device can be used by other developers!  If these do find their way 
into the hands of many players, it will be a brand new tool for 
developers.  It is my understanding that BGT is already set up to handle 
serial communications, which means programmers who use BGT will be able to 
incorporate the headset immediately into their own projects.  Other 
developers can easily look up how to read and write to the device using 
serial communication, which will give them the same ability.


   Games that aren't designed for the headset won't suddenly become 3D 
when you use it.  This is the same as playing a game that isn't designed 
to work with a joystick or mouse.  Separate software can be used to map 
the See Munkey to the mouse or keys though, which means you can have an 
interesting new way to play even those games.  As an example, Swamp is not 
designed to use the headset yet I was still able to play using it.  I 
mapped turning my head to the mouse X-axis, forward to tilting my head 
down, and backward to tilting my head back.  I didn't do it at the time, 
but I could have also made tilting my head left or right to perhaps side 
step, reload my weapon, or toggle the radar.  It wouldn't replace the need 
for the keyboard, but it was definitely a new playing experience!


So yeah, that's pretty much what I've been doing lately.

I'll answe

[Audyssey] Dodge City desparatos

2013-05-04 Thread Nicole white
i have tried ot figure out this game. i absolutely can't.
Is there someone who could please help me out with that.
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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Phil Vlasak

Hi Jeremy,
The See Munkey sounds like a fantastic idea. Does something like this 
already exists? If we buy that would it work with your game?
I'm joking. I would want to wait for yours, but some impatient people are 
likely to ask that question.
I do request an additional bit of hardware. Could you add a vibrating 
element so the game would have force feedback?
If you got shot then the thing would vibrate hard and gradually slow down 
indicating your blood leaving your body.
For aiming for a head shot, you could move your head until all coordinates 
are on another head, then the vibrating element would quickly shake to 
indicate you are on target.

Thanks for all your work.
Phil

- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 7:33 PM
Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep 
audyssey in the loop.




Hey guys,

   I spend most of my time on the audiogames.net forum, and every now and 
then I'm reminded that I've shared news with them but forgot to post it 
here as well.  My apologies, people of the audyssey list!  :D  LOL.


   After my 2.9 patch for Swamp I began working on a new project.  To make 
a long story short, I learned I was going to need to get a second job in 2 
months so I wanted to make the most of them.  I officially ended 
development on Swamp and have dedicated myself to getting some stuff 
accomplished in the 2 months I have left.  After I get the additional job 
I will have a lot less time available to work on projects, so I don't know 
how that will impact my efforts as a game developer.


   The new project can actually be thought of as 2 separate, but linked, 
projects.  My new game is going to be an RPG based in the 
Daytona/Castaways storyline.  It will take place many years after the 
Daytona game, and you will learn what happened to the leader from the end 
of the Castaways game.


   The mouse hardware requirement for Swamp was a terribly unpopular move 
for a very very long time.  Using the word unpopular may even be an 
understatement, ROFL!  Well that battle was fought and won, and I feel the 
audio games community is a better place now that the mouse is an accepted 
tool for gaming.  This opens up more options for game developers, and that 
is always a good thing!  Well this RPG is going to follow in those foot 
steps and require a new piece of hardware.  In a move that will go down in 
audio games' history as an epic mistake, or as a revolution, my RPG will 
require players to have a 3D head tracking headset I have named the See 
Munkey.  (I still crack a smile when I say See Munkey out loud.)  While 
wearing the headset in the RPG you can simply move your head around to 
move the head of your in-game character.  This will give a more natural 
playing experience plus allow you to easily look up or down to get a 3D 
feeling of your
surroundings.  To determine the locations of sounds in the real world, we 
naturally move our heads to see how the sounds will change.  This gives us 
far more data than we can get from being perfectly still, which is how we 
normally are in games.  I'm trying to give players that same advantage 
inside of the game world.


   Development of this device has burned through 3 weeks, which is more 
than I planned for.  The good news is that I not only have a working 
prototype but I've already ordered a shipment of parts to produce 13 more. 
More detailed information about the "Munkey" will show up once I'm ready 
to sell them but here are the basics:


   The device clips on to your existing headphones, or clips on to a 
plastic headband that comes with it in case you use ear buds instead of 
headphones.  It does not produce sound to replace your headphones, which 
is a common misconception, but rather tracks the orientation of your head 
in all 3 axis.  This data can be read by games and programs to customize 
the experience.  This is similar to how a game can be designed to receive 
input from a mouse or a joystick.


   The device can be used by other developers!  If these do find their way 
into the hands of many players, it will be a brand new tool for 
developers.  It is my understanding that BGT is already set up to handle 
serial communications, which means programmers who use BGT will be able to 
incorporate the headset immediately into their own projects.  Other 
developers can easily look up how to read and write to the device using 
serial communication, which will give them the same ability.


   Games that aren't designed for the headset won't suddenly become 3D 
when you use it.  This is the same as playing a game that isn't designed 
to work with a joystick or mouse.  Separate software can be used to map 
the See Munkey to the mouse or keys though, which means you can have an 
interesting new way to play even those games.  As an example, Swamp is not 
designed to use the headset yet I was still able to play using it.  I 
mapped turn

Re: [Audyssey] alter

2013-05-04 Thread wayne17a
Thanks I will give that a try tomorrow 

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Keith
Sent: Saturday, May 04, 2013 9:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] alter

To shoot a message to one specific person type tell (player name) message

To turn various groups on type the group name:  example

type questinfo to turn on the quest information channnel

gossip for the general gossip channel

chat for the general chat channel

newbie for the newbie channel

just like the tell command, you need to type the channel name and then your
message, leaving out a specific person's name:  example:

chat how do I find out more info on channels and talking with people?

HTH

Keith
- Original Message -
From: "wayne17a" 
To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 8:30 PM
Subject: [Audyssey] alter


> Hi list as a newbee on alter how do I get to talk to other gamers on alter
> the commands would be very good and again thanks for the gifts people are
> sending me sorry for not replying but this email says it all thanks in
> advance
>
> Wayne c
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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> list,
> please send E-mail to gamers-ow...@audyssey.org. 


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Re: [Audyssey] alter

2013-05-04 Thread Keith

To shoot a message to one specific person type
tell (player name) message

To turn various groups on type the group name:  example

type questinfo to turn on the quest information channnel

gossip for the general gossip channel

chat for the general chat channel

newbie for the newbie channel

just like the tell command, you need to type the channel name and then your 
message, leaving out a specific person's name:  example:


chat how do I find out more info on channels and talking with people?

HTH

Keith
- Original Message - 
From: "wayne17a" 

To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 8:30 PM
Subject: [Audyssey] alter



Hi list as a newbee on alter how do I get to talk to other gamers on alter
the commands would be very good and again thanks for the gifts people are
sending me sorry for not replying but this email says it all thanks in
advance

Wayne c

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list,
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

2013-05-04 Thread Cara Quinn
Hi Clement,

Actually the weapons in Quake can have any kind of properties you'd like.

The reason the sniper rifle allows you to sight players so far away is that I 
coded it to actually change the audio threshold of your avatar so you could 
hear your targeting beeps further away. You might have noticed that you would 
only have a very small window of targeting when sighting someone at a great 
distance because of perspective. This is how a sighted gamer plays as well.

anyway, as I said to Paul, AQ can be completely rewritten and customized 
because in order to work with AQ you need to use Quake C which is a quite 
powerful language considering it is only for quake.

anyway, thanks for starting an interesting discussion!

Smiles,

Cara :)
---
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On May 4, 2013, at 12:37 PM, Clement Chou  wrote:

Actually, that rifle was one of the things I loved about Jedi Quake when I 
tried it. I got pretty good with it at one point, but haven't played AQ in so 
long... should probably give it a go again. I just wish we had more multiplayer 
fps titles. I've said before that I think Swamp's base combat and weapons would 
translate wonderfully to a pvp game. But it's been a dream of mine to be able 
to enjoy something as complex and strategic as Counterstrike for a long time, 
which is why I wish weapons in games like AQ would have different properties 
other than just rate of fire and amount of shots that it can hold, etc. The 
remaining thing for me too... all the audio fps titles I've played require too 
many shots to kill an enemy. In a mainstream shooter, it's possible if you're 
skilled enough to pick people off with one shot or two that are well-placed. I 
wish there'd be some way to implement more precise aiming. Targetting headshots 
is something that happens in regular shooters all the time, yet there hasn't 
been an implementation of that in any sort of form that I'm aware of. Swamp in 
particular, with the whole zombie thing would probably benefit greatly from a 
head shot  mechanic, given the fact that in most contemporary fiction zombies 
die the fastest when shot in the head.
- Original Message - From: "Cara Quinn" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 12:38 PM
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
AncientsConsiderations


Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?

I specifically created it so that it did three things to address all of your 
points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down 
the control key behavior! lol! And yes, I and other players successfully and 
routinely tagged players from long distances and occasionally even got off a 
second shot too. Many of us could also dispatch them without them knowing what 
the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.

Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Cara Quinn
Paul, you're right.

when a player was above you you would hear a rising tone and a falling tone 
would sound when a player was below you.

What you and others may not know is that you could enable the mouse so you 
could fluidly look up, down, or left / right to move or target as well.

So head shots were actually possible though there was no accessibility features 
implemented to make this easier for VI players.

Since Audio quake is itself a mod of Quake, in order to create mods of Audio 
Quake you must actually know how to code the game. You need to use Quake C  to 
do this so it's actually quite a nice easy way of coding yet not coding the 
game! lol!

What I mean is that while you could create new game elements from the ground up 
you didn't need to if you didn't want to. You could also simply just rely on 
game elements which were already created.

this made game modding quite fun and rewarding.

Anyway, I guess my point is that more things are possible with quake and its 
three current accessible mods. Really the sky is the limit and I hope people 
still consider working with it.

Smiles,

Cara :)
---
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On May 4, 2013, at 2:58 PM, Paul Lemm  wrote:

Not sure how Jeremy planned to use the vertical axis, but I think (although
it wasn't exactly for head shots) in audio quake since there could be
enemies on different heights you had the standard  left and right stereo
panning  for aiming left and right and then 2 bleeps  that sounded at
different  speeds until you lined them up for the vertical axis.  Have
played many main stream zombie games such as resident evil and have always
loved the ability to head shot and take out a zombie with just one shot,
there's just  something very satisfying about it lol. I know Jeremy's not
planning on any more updates to swamp but maybe if he did as a compromise to
not make it seem to complex  that people don't want to try it maybe there
could be that head shot choice just when using the sniper. Even without the
head shots though swamp is still an amazing game  and to me feels like
playing a main stream game   already and I look forward to seeing what
Jeremy produces next.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou
Sent: 04 May 2013 22:16
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of
theAncientsConsiderations

I think I remember you telling me that at some point. And honestly, the
problem with audiogamers... is that a lot of people, not all but a fair few,
want things to be easy. What audio gamers consider a difficult game would be
standard affair for mainstream gamers, and I think that headshot aspect
should've remained in, especially since it wasn't technically necessary. I'm
curious though... how would you have people centre the sound in both
horrizontal and vertical planes? Most headphones can't handle up and down
all that well when panning sounds, at least, not that I know... I was
thinking to have some sort of elongated sound for when you were lined up for
a headshot. That's how I would've done it. I've just always found that to be
an aspect of fps games that've been missing in audio shooters and would add
so much more skill and challenge.


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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Phil Vlasak

Hi Jeremy,
I looked up 3d headsets and found a KickStarter one,
Developer kit for the Oculus Rift - the first truly immersive virtual
reality headset for video games.
It only costs $500.
http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game
I guess I'll wait for yours.
Smiles
Phil


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Re: [Audyssey] Message for Draconis.

2013-05-04 Thread Lisa Hayes
I agree here monopoly's been round for seemingly ever and it's still 
popular.

Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Sunday, May 05, 2013 11:18 AM
Subject: Re: [Audyssey] Message for Draconis.


Something to think about:  Does the age of a game decrease from its value? 
Personally, I don't care how old a game is if it is a good game.  Chess 
has withstood the test of time.  Why?  Because it is a good strategy game. 
Alien Outback is an excellent game.  If you base your game selections on 
the age of the games, you're sure shorting yourself of a lot of fun!


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Ryan Conroy" 

To: 
Sent: Saturday, May 04, 2013 7:48 PM
Subject: Re: [Audyssey] Message for Draconis.



Hey Sarah,

I completely agree. I'm sure lots of people would post their scores from 
the new ChangeReaction, seeing on how it's new. If you want to compete on 
ChangeReaction though, you need to go back to the old one.
As you said, most of their older titles support the score server like 
alien Outback, PBX all tables, Dynoman which is one of my favorites, but 
no one wants to play the old stuff. They're still fun in all, but how are 
we going to see how the boards are really used if we're just trying it 
games that are years old? I for one, can't wait to see what else Draconis 
comes out with, but we should update the boards to present, and not test 
how offen theire used with games from the past.

-- Original Message --
From: "Sarah Haake" 
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Message for Draconis.
Date: Sun, 5 May 2013 02:37:51 +0200

Hi,

yeah, I also would like to be able to post scores with the new version. 
Josh
stated that he wanted to see how the scoreboards are used before adding 
it

to new games, but I think this approach is a bit tricky. Not all older
titles have score posting to start with. And now that the new game is 
out,

people want to play the new game which can't send scores, so naturally
scoreboards are not used. I hope you can see what I mean here. I actually
have the same problem. I love the new change reaction and play it often, 
but
to be able to send scores and show that I will use the boards I have to 
play

older titles which I don't want to play as much right now. Difficult
situation I think.

Best regards
Sarah


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[Audyssey] alter

2013-05-04 Thread wayne17a
Hi list as a newbee on alter how do I get to talk to other gamers on alter
the commands would be very good and again thanks for the gifts people are
sending me sorry for not replying but this email says it all thanks in
advance 

Wayne c

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Re: [Audyssey] Message for Draconis.

2013-05-04 Thread Desiree Oudinot
So you can actually have both versions of Change Reaction installed on
the same computer? I didn't know this. I thought that the new one
would simply overwrite the old, much as Super Egg Hunt Plus overwrites
other versions. In that case, it makes perfect sense, but I actually
prefer some of the sounds in the old Change Reaction. That's not meant
as an insult, I just happen to like the old sound when you couldn't
place a coin in a particular stack, plus I like the main menu music
better in the older version, to say nothing of the easter egg that
could be unlocked if you typed in a certain phrase. As i said, I'm not
complaining at all. I like the new version, and the three modes expand
it far beyond what it was originally. While I'm giving feedback,
though, I will say that the new Draconus intro is much better than the
older one. That one was too long.

On 5/4/13, Ryan Conroy  wrote:
> Hello,
>
> I was just wondering about score boards again.. Some people are going to
> wanna post scores like I do, and no one seems to have this oppinion, but I
> actually started the old change reaction, just to post my score. Don't get
> me wrong, I think the new one is a lot better, and a major upgrade. I like
> the new game moads, and all that. I guess what I'm wondering is, is it
> Difficult to add boards into the new ChangeReaction, and all/some of your
> future titles? I mean, if you have the score server already, why not just
> put the boards as an option? Hopefully I'll get some feedback from the rest
> of the list about this, but I love competing online against others to see if
> I can beat their scores.
>
> Thanks,
> Ryan
>
> 
> Fast, Secure, NetZero 4G Mobile Broadband. Try it.
> http://www.netzero.net/?refcd=NZINTISP0512T4GOUT2
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Re: [Audyssey] Message for Draconis.

2013-05-04 Thread Draconis
Hello Ryan, Sarah, Charles, and all,

We are seriously considering building new scoreboards to work with the new game 
engine. This is not a trivial undertaking, and certainly not one that we wish 
to take unless the boards are going to be used by enough gamers.

Supporting the boards on multiple platforms, and with the features we wish to, 
will take some time, but is not entirely out of the question. As we stated 
previously, though, seeing use from gamers of the boards we have now would help 
support the notion of doing so.

While, personally, I'd love to just have support for the boards in all new 
titles, we need to make sure it is worth the time and effort put into 
implementing it.

Hope this makes sense.


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Re: [Audyssey] Message for Draconis.

2013-05-04 Thread Charles Rivard
Something to think about:  Does the age of a game decrease from its value? 
Personally, I don't care how old a game is if it is a good game.  Chess has 
withstood the test of time.  Why?  Because it is a good strategy game. 
Alien Outback is an excellent game.  If you base your game selections on the 
age of the games, you're sure shorting yourself of a lot of fun!


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Ryan Conroy" 

To: 
Sent: Saturday, May 04, 2013 7:48 PM
Subject: Re: [Audyssey] Message for Draconis.



Hey Sarah,

I completely agree. I'm sure lots of people would post their scores from 
the new ChangeReaction, seeing on how it's new. If you want to compete on 
ChangeReaction though, you need to go back to the old one.
As you said, most of their older titles support the score server like 
alien Outback, PBX all tables, Dynoman which is one of my favorites, but 
no one wants to play the old stuff. They're still fun in all, but how are 
we going to see how the boards are really used if we're just trying it 
games that are years old? I for one, can't wait to see what else Draconis 
comes out with, but we should update the boards to present, and not test 
how offen theire used with games from the past.

-- Original Message --
From: "Sarah Haake" 
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Message for Draconis.
Date: Sun, 5 May 2013 02:37:51 +0200

Hi,

yeah, I also would like to be able to post scores with the new version. 
Josh

stated that he wanted to see how the scoreboards are used before adding it
to new games, but I think this approach is a bit tricky. Not all older
titles have score posting to start with. And now that the new game is out,
people want to play the new game which can't send scores, so naturally
scoreboards are not used. I hope you can see what I mean here. I actually
have the same problem. I love the new change reaction and play it often, 
but
to be able to send scores and show that I will use the boards I have to 
play

older titles which I don't want to play as much right now. Difficult
situation I think.

Best regards
Sarah


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Re: [Audyssey] Message for Draconis.

2013-05-04 Thread Ryan Conroy
Hey Sarah,

I completely agree. I'm sure lots of people would post their scores from the 
new ChangeReaction, seeing on how it's new. If you want to compete on 
ChangeReaction though, you need to go back to the old one.
As you said, most of their older titles support the score server like alien 
Outback, PBX all tables, Dynoman which is one of my favorites, but no one wants 
to play the old stuff. They're still fun in all, but how are we going to see 
how the boards are really used if we're just trying it games that are years 
old? I for one, can't wait to see what else Draconis comes out with, but we 
should update the boards to present, and not test how offen theire used with 
games from the past.
-- Original Message --
From: "Sarah Haake" 
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Message for Draconis.
Date: Sun, 5 May 2013 02:37:51 +0200

Hi,

yeah, I also would like to be able to post scores with the new version. Josh 
stated that he wanted to see how the scoreboards are used before adding it 
to new games, but I think this approach is a bit tricky. Not all older 
titles have score posting to start with. And now that the new game is out, 
people want to play the new game which can't send scores, so naturally 
scoreboards are not used. I hope you can see what I mean here. I actually 
have the same problem. I love the new change reaction and play it often, but 
to be able to send scores and show that I will use the boards I have to play 
older titles which I don't want to play as much right now. Difficult 
situation I think.

Best regards
Sarah


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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread dan cook
Wow Jeremy!
This sounds fantastic and I'll definitely be ordering one when it
comes out or at most when there's definitely games using it. :D

On 5/5/13, Allan Thompson  wrote:
> Hi,
> My mouth literally dropped open in shock when reading this. This is such a
> brilliant idea words can't cover it.
> Thank you for sharing this information. I will definetley  buy one of these
> when it becomes available.
>
> My question is, will this work on any pc and OS?
>
> al
>
>
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.
>   - Original Message -
>   From: Jeremy Kaldobsky
>   To: Gamers Discussion list
>   Sent: Saturday, May 04, 2013 7:33 PM
>   Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep
> audyssey in the loop.
>
>
>   Hey guys,
>
>   I spend most of my time on the audiogames.net forum, and every now and
> then I'm reminded that I've shared news with them but forgot to post it here
> as well.  My apologies, people of the audyssey list!  :D  LOL.
>
>   After my 2.9 patch for Swamp I began working on a new project.  To
> make a long story short, I learned I was going to need to get a second job
> in 2 months so I wanted to make the most of them.  I officially ended
> development on Swamp and have dedicated myself to getting some stuff
> accomplished in the 2 months I have left.  After I get the additional job I
> will have a lot less time available to work on projects, so I don't know how
> that will impact my efforts as a game developer.
>
>   The new project can actually be thought of as 2 separate, but linked,
> projects.  My new game is going to be an RPG based in the Daytona/Castaways
> storyline.  It will take place many years after the Daytona game, and you
> will learn what happened to the leader from the end of the Castaways game.
>
>   The mouse hardware requirement for Swamp was a terribly unpopular move
> for a very very long time.  Using the word unpopular may even be an
> understatement, ROFL!  Well that battle was fought and won, and I feel the
> audio games community is a better place now that the mouse is an accepted
> tool for gaming.  This opens up more options for game developers, and that
> is always a good thing!  Well this RPG is going to follow in those foot
> steps and require a new piece of hardware.  In a move that will go down in
> audio games' history as an epic mistake, or as a revolution, my RPG will
> require players to have a 3D head tracking headset I have named the See
> Munkey.  (I still crack a smile when I say See Munkey out loud.)  While
> wearing the headset in the RPG you can simply move your head around to move
> the head of your in-game character.  This will give a more natural playing
> experience plus allow you to easily look up or down to get a 3D feeling of
> your
>surroundings.  To determine the locations of sounds in the real world, we
> naturally move our heads to see how the sounds will change.  This gives us
> far more data than we can get from being perfectly still, which is how we
> normally are in games.  I'm trying to give players that same advantage
> inside of the game world.
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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Jeremy Kaldobsky
Allan, I'm glad you like the plan!  :D

The physical See Munkey head set should work on any version of Windows, Mac, or 
Linux.  I have not personally tested it on very many systems but the hardware 
it is built with was chosen because it works on them all.  If I run into any OS 
that it doesn't work on, I'll be sure to let people know.

The software side of things will be a bit different.  The key mapping program 
I've thrown together, called Munkey Mapper, is designed for Windows.  It 
currently works on XP, Vista, Windows 7, and Windows 8.  It should also work on 
Windows 95 but I don't think that will be helpful to many people.  Since any 
other developer can write their own software, I'm sure it wouldn't be long 
before someone would release their own mouse and keyboard mapping software for 
Mac or Linux.  In fact, I fully expect my windows based mapping software to be 
replaced by one created by another developer!  We have some incredibly talented 
programmers around here, and any one of them could put together their own 
mapper that has more bells and whistles than mine does, plus we all know I'm 
not the poster child for polishing software before releasing it!  Haha!  :D

Basically we'll still have the same situation where some games won't work on 
certain operating systems, just because of the preferences of the games' 
designers.  The See Munkey itself won't cause any of those limitations though.

- Aprone

--- On Sat, 5/4/13, Allan Thompson  wrote:

> From: Allan Thompson 
> Subject: Re: [Audyssey] Some updates on what I'm up to, since I forget to 
> keep audyssey in the loop.
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 8:35 PM
> Hi,
> My mouth literally dropped open in shock when reading this.
> This is such a brilliant idea words can't cover it. 
> Thank you for sharing this information. I will
> definetley  buy one of these when it becomes
> available.
> 
> My question is, will this work on any pc and
> OS?   
> 
> al
> 
> 
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.


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Re: [Audyssey] Message for Draconis.

2013-05-04 Thread Sarah Haake

Hi,

yeah, I also would like to be able to post scores with the new version. Josh 
stated that he wanted to see how the scoreboards are used before adding it 
to new games, but I think this approach is a bit tricky. Not all older 
titles have score posting to start with. And now that the new game is out, 
people want to play the new game which can't send scores, so naturally 
scoreboards are not used. I hope you can see what I mean here. I actually 
have the same problem. I love the new change reaction and play it often, but 
to be able to send scores and show that I will use the boards I have to play 
older titles which I don't want to play as much right now. Difficult 
situation I think.


Best regards
Sarah


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[Audyssey] Message for Draconis.

2013-05-04 Thread Ryan Conroy
Hello,

I was just wondering about score boards again.. Some people are going to wanna 
post scores like I do, and no one seems to have this oppinion, but I actually 
started the old change reaction, just to post my score. Don't get me wrong, I 
think the new one is a lot better, and a major upgrade. I like the new game 
moads, and all that. I guess what I'm wondering is, is it Difficult to add 
boards into the new ChangeReaction, and all/some of your future titles? I mean, 
if you have the score server already, why not just put the boards as an option? 
Hopefully I'll get some feedback from the rest of the list about this, but I 
love competing online against others to see if I can beat their scores.

Thanks,
Ryan


Fast, Secure, NetZero 4G Mobile Broadband. Try it.
http://www.netzero.net/?refcd=NZINTISP0512T4GOUT2
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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Allan Thompson
Hi,
My mouth literally dropped open in shock when reading this. This is such a 
brilliant idea words can't cover it. 
Thank you for sharing this information. I will definetley  buy one of these 
when it becomes available.

My question is, will this work on any pc and OS?   

al


"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Jeremy Kaldobsky 
  To: Gamers Discussion list 
  Sent: Saturday, May 04, 2013 7:33 PM
  Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep 
audyssey in the loop.


  Hey guys,

  I spend most of my time on the audiogames.net forum, and every now and 
then I'm reminded that I've shared news with them but forgot to post it here as 
well.  My apologies, people of the audyssey list!  :D  LOL.

  After my 2.9 patch for Swamp I began working on a new project.  To make a 
long story short, I learned I was going to need to get a second job in 2 months 
so I wanted to make the most of them.  I officially ended development on Swamp 
and have dedicated myself to getting some stuff accomplished in the 2 months I 
have left.  After I get the additional job I will have a lot less time 
available to work on projects, so I don't know how that will impact my efforts 
as a game developer.

  The new project can actually be thought of as 2 separate, but linked, 
projects.  My new game is going to be an RPG based in the Daytona/Castaways 
storyline.  It will take place many years after the Daytona game, and you will 
learn what happened to the leader from the end of the Castaways game.

  The mouse hardware requirement for Swamp was a terribly unpopular move 
for a very very long time.  Using the word unpopular may even be an 
understatement, ROFL!  Well that battle was fought and won, and I feel the 
audio games community is a better place now that the mouse is an accepted tool 
for gaming.  This opens up more options for game developers, and that is always 
a good thing!  Well this RPG is going to follow in those foot steps and require 
a new piece of hardware.  In a move that will go down in audio games' history 
as an epic mistake, or as a revolution, my RPG will require players to have a 
3D head tracking headset I have named the See Munkey.  (I still crack a smile 
when I say See Munkey out loud.)  While wearing the headset in the RPG you can 
simply move your head around to move the head of your in-game character.  This 
will give a more natural playing experience plus allow you to easily look up or 
down to get a 3D feeling of your
   surroundings.  To determine the locations of sounds in the real world, we 
naturally move our heads to see how the sounds will change.  This gives us far 
more data than we can get from being perfectly still, which is how we normally 
are in games.  I'm trying to give players that same advantage inside of the 
game world.
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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Sarah Haake

Hi Jeremy,

wow, that sounds really interesting. I often read about software using such 
a device, but nothing yet which could be used by blind users. I'm really 
looking forward to your project, even though I have quite a wait before me 
if you have to send one of the device to me I guess. Well, as long as it 
gets here in one piece it's alright I guess. *grins*


I think this is a great idea you had there! Good luck on your progress and 
thanks for the extra work you did to keep the cost as low as possible!


Best regards
Sarah


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Re: [Audyssey] asmodean.net down

2013-05-04 Thread Raul A. Gallegos

Hi, I can reach it fine. May have been a temporary dns glitch.

--
Raul A. Gallegos
I must say I'm glad I know sign language, It's pretty handy. - Sheldon 
Cooper

Twitter and Facebook user ID: rau47

On 5/4/2013 3:53 AM, enes wrote:

hi,
www.asmodean.net seems to be down  at the moment
is it just on my end or is it a server issue?

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[Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-04 Thread Jeremy Kaldobsky
Hey guys,

I spend most of my time on the audiogames.net forum, and every now and then 
I'm reminded that I've shared news with them but forgot to post it here as 
well.  My apologies, people of the audyssey list!  :D  LOL.

After my 2.9 patch for Swamp I began working on a new project.  To make a 
long story short, I learned I was going to need to get a second job in 2 months 
so I wanted to make the most of them.  I officially ended development on Swamp 
and have dedicated myself to getting some stuff accomplished in the 2 months I 
have left.  After I get the additional job I will have a lot less time 
available to work on projects, so I don't know how that will impact my efforts 
as a game developer.

The new project can actually be thought of as 2 separate, but linked, 
projects.  My new game is going to be an RPG based in the Daytona/Castaways 
storyline.  It will take place many years after the Daytona game, and you will 
learn what happened to the leader from the end of the Castaways game.

The mouse hardware requirement for Swamp was a terribly unpopular move for 
a very very long time.  Using the word unpopular may even be an understatement, 
ROFL!  Well that battle was fought and won, and I feel the audio games 
community is a better place now that the mouse is an accepted tool for gaming.  
This opens up more options for game developers, and that is always a good 
thing!  Well this RPG is going to follow in those foot steps and require a new 
piece of hardware.  In a move that will go down in audio games' history as an 
epic mistake, or as a revolution, my RPG will require players to have a 3D head 
tracking headset I have named the See Munkey.  (I still crack a smile when I 
say See Munkey out loud.)  While wearing the headset in the RPG you can simply 
move your head around to move the head of your in-game character.  This will 
give a more natural playing experience plus allow you to easily look up or down 
to get a 3D feeling of your
 surroundings.  To determine the locations of sounds in the real world, we 
naturally move our heads to see how the sounds will change.  This gives us far 
more data than we can get from being perfectly still, which is how we normally 
are in games.  I'm trying to give players that same advantage inside of the 
game world.

Development of this device has burned through 3 weeks, which is more than I 
planned for.  The good news is that I not only have a working prototype but 
I've already ordered a shipment of parts to produce 13 more.  More detailed 
information about the "Munkey" will show up once I'm ready to sell them but 
here are the basics:

The device clips on to your existing headphones, or clips on to a plastic 
headband that comes with it in case you use ear buds instead of headphones.  It 
does not produce sound to replace your headphones, which is a common 
misconception, but rather tracks the orientation of your head in all 3 axis.  
This data can be read by games and programs to customize the experience.  This 
is similar to how a game can be designed to receive input from a mouse or a 
joystick.

The device can be used by other developers!  If these do find their way 
into the hands of many players, it will be a brand new tool for developers.  It 
is my understanding that BGT is already set up to handle serial communications, 
which means programmers who use BGT will be able to incorporate the headset 
immediately into their own projects.  Other developers can easily look up how 
to read and write to the device using serial communication, which will give 
them the same ability.

Games that aren't designed for the headset won't suddenly become 3D when 
you use it.  This is the same as playing a game that isn't designed to work 
with a joystick or mouse.  Separate software can be used to map the See Munkey 
to the mouse or keys though, which means you can have an interesting new way to 
play even those games.  As an example, Swamp is not designed to use the headset 
yet I was still able to play using it.  I mapped turning my head to the mouse 
X-axis, forward to tilting my head down, and backward to tilting my head back.  
I didn't do it at the time, but I could have also made tilting my head left or 
right to perhaps side step, reload my weapon, or toggle the radar.  It wouldn't 
replace the need for the keyboard, but it was definitely a new playing 
experience!

So yeah, that's pretty much what I've been doing lately.

I'll answer some questions before they're even asked:
Q: How much will it cost?
A: The device will be $50 plus between $4 and $8 in shipping, depending on 
where you live.  Since I haven't shipped any out yet I don't know the exact 
shipping prices yet.  I'll update that once I've sent out a few and know the 
exact rates.

Q: Where will you sell these?
A: My website will be set up with a special page to sell these once I'm ready 
to do so.

Q: Can I pre-order one?
A: No, I will not accept pre-orders.

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Paul Lemm
Ok, your right that's already sounding like a lot of programming, definitely
more complex than my spectrum programming knowledge lol. Looking forward to
hearing more about the other project he's working on though.



-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou
Sent: 04 May 2013 23:22
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations

I'm no programmer at all, but from what I understand it would be a little on
the complicated side since you would have to implement health and recode the
server to handle multiple players that can take damage from each other, and
there's probably other things I'm missing out on. But it would be nice... 
however, I think I remember Aprone saying at some point that he wasn't
intending to work on that particular area, as Road to Rage was already the
multiplayer pvp shooter. But I'm still hoping he'll change his mind at some
point. lol
- Original Message -
From: "Paul Lemm" 
To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 3:23 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations


> The closest thing I've ever done to programming is following the 
> instructions  from a book to write the most basic of games on my old 
> spectrum  128k( now I'm showing  my age lol), so I really don't have 
> the first idea about programming  but since swamp is  such a good game 
> and completed ,  (and excuse my complete ignorance here as I really 
> don't know the first thing about programming) but would it be very 
> difficult to take out the zombies and replace with PVP? Totally 
> appreciate  though  that it's not all about programming and it might 
> just be a direction that Jeremy doesn't want the game to go but I just 
> wondered theoretically if  it would be  huge to make a change like 
> that and then release it as a separate game?
>


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[Audyssey] Getting the red fern?

2013-05-04 Thread Bryan Peterson
Ok, so I'm attempting to cure Ol' Blue of his Distemper. The apothecary 
in Vemarken told me I needed to find a red fern, which apparently can be 
found in swamps. So while I'm at it I went to the Pollywog Swamp where 
the Mugwump is, since that's where some folks told me to go whenI asked 
this question on the Newbie channel. I was told the fern can be found in 
the cave where the Mugwump is but so far I haven't found it. Any tips? 
And if I do find it who do I give it to, Ol' Blue or his owner?


--
But thou must!


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Re: [Audyssey] to Desiree regarding Ivona voices

2013-05-04 Thread Curt Taubert

I think there $40. Not sure though.

Curt Taubert
skype: curt_taubert
twitter: curt78Curt Taubert

On 5/4/2013 4:42 PM, Desiree Oudinot wrote:

Ah, ok. I thought that might be the case. Thanks. I've heard they're
less expensive than most other commercial TTS voices anyway.

On 5/4/13, Curt Taubert  wrote:

unfortunately no, you have to either get a demo or pay for the voices to
use them for other applications.

--
Curt Taubert
skype: curt_taubert
twitter: curt78Curt Taubert


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Paul Lemm
The praise is all much deserved, its truly an amazing game.

I don't follow the  audio games.net group so although  generally   the info
is passed over here  by someone  at some stage  it's not always straight
away and sometimes stuff is missed, I did hear a rumour that it might be
some sort of RPG, which would be good but I'm sure whatever it is I'll be
looking forward to playing it and look forward to hearing more about the
project.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy
Kaldobsky
Sent: 04 May 2013 23:14
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations

At that early stage it wasn't a very polished idea, so it was going to rely
on firing first to know how close you were to a headshot.  Basically you'd
fire and hear a different impact sound based on how low or high you had hit
on the zombie.  Well, that was the plan anyway and the idea was trashed
before even making it far enough in to have sounds for it.  I don't even
think Kai was working on Swamp sounds yet when the feature was cut.

Thank you for the compliments.  I think here in the audio game community,
saying a game feels mainstream is among the highest expressions of praise
possible!  :D

I should write something up about my current project.  I've informed many
people from the audiogames.net group but I don't remember ever saying
anything here on audyssey.  I could use a code break right now, so I'll toss
something together so that people at least know what I'm working on these
days.

- Aprone

--- On Sat, 5/4/13, Clement Chou  wrote:


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Clement Chou
I'm no programmer at all, but from what I understand it would be a little on 
the complicated side since you would have to implement health and recode the 
server to handle multiple players that can take damage from each other, and 
there's probably other things I'm missing out on. But it would be nice... 
however, I think I remember Aprone saying at some point that he wasn't 
intending to work on that particular area, as Road to Rage was already the 
multiplayer pvp shooter. But I'm still hoping he'll change his mind at some 
point. lol
- Original Message - 
From: "Paul Lemm" 

To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 3:23 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof 
theAncientsConsiderations




The closest thing I've ever done to programming is following the
instructions  from a book to write the most basic of games on my old
spectrum  128k( now I'm showing  my age lol), so I really don't have the
first idea about programming  but since swamp is  such a good game and
completed ,  (and excuse my complete ignorance here as I really don't know
the first thing about programming) but would it be very difficult to take
out the zombies and replace with PVP? Totally appreciate  though  that 
it's

not all about programming and it might just be a direction that Jeremy
doesn't want the game to go but I just wondered theoretically if  it would
be  huge to make a change like that and then release it as a separate 
game?





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Re: [Audyssey] Quake / 3D FPS games -was- Re: MysteriesoftheAncientsConsiderations

2013-05-04 Thread Clement Chou
I would love to hear about it.. because especially lately I find myself 
paying much more attention to things going on here than on the forum. lol
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 3:14 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: 
MysteriesoftheAncientsConsiderations



At that early stage it wasn't a very polished idea, so it was going to rely 
on firing first to know how close you were to a headshot.  Basically you'd 
fire and hear a different impact sound based on how low or high you had hit 
on the zombie.  Well, that was the plan anyway and the idea was trashed 
before even making it far enough in to have sounds for it.  I don't even 
think Kai was working on Swamp sounds yet when the feature was cut.


Thank you for the compliments.  I think here in the audio game community, 
saying a game feels mainstream is among the highest expressions of praise 
possible!  :D


I should write something up about my current project.  I've informed many 
people from the audiogames.net group but I don't remember ever saying 
anything here on audyssey.  I could use a code break right now, so I'll toss 
something together so that people at least know what I'm working on these 
days.


- Aprone


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Paul Lemm
The closest thing I've ever done to programming is following the
instructions  from a book to write the most basic of games on my old
spectrum  128k( now I'm showing  my age lol), so I really don't have the
first idea about programming  but since swamp is  such a good game and
completed ,  (and excuse my complete ignorance here as I really don't know
the first thing about programming) but would it be very difficult to take
out the zombies and replace with PVP? Totally appreciate  though  that it's
not all about programming and it might just be a direction that Jeremy
doesn't want the game to go but I just wondered theoretically if  it would
be  huge to make a change like that and then release it as a separate game?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou
Sent: 04 May 2013 22:54
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations

The beeps would've been what I would use. And Swamp definitely feels like a
mainstream game... definitely no disagreement there, and I love it. I just
think it's a shame that there couldn't be another multiplayer fps with as
much refinement and as many weapons worked into it as Swamp already has. The
groundwork for what could potentially be a competetive shooting game is
there, but it doesn't work like that from a programming perspective. But we
can hope for an eventual game like that. At least, I can. lol Shooters are
the style of game that's fascinated me the most, and playing online against
multiple other people is something I've always liked the concept of. I would
love nothing more than to be able to sink my teeth into something like call
of Duty.
- Original Message -
From: "Paul Lemm" 
To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 2:58 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations


> Not sure how Jeremy planned to use the vertical axis, but I think 
> (although it wasn't exactly for head shots) in audio quake since there 
> could be enemies on different heights you had the standard  left and 
> right stereo panning  for aiming left and right and then 2 bleeps  
> that sounded at different  speeds until you lined them up for the 
> vertical axis.  Have played many main stream zombie games such as 
> resident evil and have always loved the ability to head shot and take 
> out a zombie with just one shot, there's just  something very 
> satisfying about it lol. I know Jeremy's not planning on any more 
> updates to swamp but maybe if he did as a compromise to not make it 
> seem to complex  that people don't want to try it maybe there could be 
> that head shot choice just when using the sniper. Even without the 
> head shots though swamp is still an amazing game  and to me feels like
> playing a main stream game   already and I look forward to seeing what
> Jeremy produces next.
>
>


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Jeremy Kaldobsky
At that early stage it wasn't a very polished idea, so it was going to rely on 
firing first to know how close you were to a headshot.  Basically you'd fire 
and hear a different impact sound based on how low or high you had hit on the 
zombie.  Well, that was the plan anyway and the idea was trashed before even 
making it far enough in to have sounds for it.  I don't even think Kai was 
working on Swamp sounds yet when the feature was cut.

Thank you for the compliments.  I think here in the audio game community, 
saying a game feels mainstream is among the highest expressions of praise 
possible!  :D

I should write something up about my current project.  I've informed many 
people from the audiogames.net group but I don't remember ever saying anything 
here on audyssey.  I could use a code break right now, so I'll toss something 
together so that people at least know what I'm working on these days.

- Aprone

--- On Sat, 5/4/13, Clement Chou  wrote:

> From: Clement Chou 
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof 
> theAncientsConsiderations
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 5:54 PM
> The beeps would've been what I would
> use. And Swamp definitely feels like a mainstream game...
> definitely no disagreement there, and I love it. I just
> think it's a shame that there couldn't be another
> multiplayer fps with as much refinement and as many weapons
> worked into it as Swamp already has. The groundwork for what
> could potentially be a competetive shooting game is there,
> but it doesn't work like that from a programming
> perspective. But we can hope for an eventual game like that.
> At least, I can. lol Shooters are the style of game that's
> fascinated me the most, and playing online against multiple
> other people is something I've always liked the concept of.
> I would love nothing more than to be able to sink my teeth
> into something like call of Duty.
> - Original Message - From: "Paul Lemm" 
> To: "'Gamers Discussion list'" 
> Sent: Saturday, May 04, 2013 2:58 PM
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re:
> Mysteriesof theAncientsConsiderations
> 
> 
> > Not sure how Jeremy planned to use the vertical axis,
> but I think (although
> > it wasn't exactly for head shots) in audio quake since
> there could be
> > enemies on different heights you had the standard 
> left and right stereo
> > panning  for aiming left and right and then 2
> bleeps  that sounded at
> > different  speeds until you lined them up for the
> vertical axis.  Have
> > played many main stream zombie games such as resident
> evil and have always
> > loved the ability to head shot and take out a zombie
> with just one shot,
> > there's just  something very satisfying about it
> lol. I know Jeremy's not
> > planning on any more updates to swamp but maybe if he
> did as a compromise to
> > not make it seem to complex  that people don't
> want to try it maybe there
> > could be that head shot choice just when using the
> sniper. Even without the
> > head shots though swamp is still an amazing game 
> and to me feels like
> > playing a main stream game   already and
> I look forward to seeing what
> > Jeremy produces next.


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Clement Chou
The beeps would've been what I would use. And Swamp definitely feels like a 
mainstream game... definitely no disagreement there, and I love it. I just 
think it's a shame that there couldn't be another multiplayer fps with as 
much refinement and as many weapons worked into it as Swamp already has. The 
groundwork for what could potentially be a competetive shooting game is 
there, but it doesn't work like that from a programming perspective. But we 
can hope for an eventual game like that. At least, I can. lol Shooters are 
the style of game that's fascinated me the most, and playing online against 
multiple other people is something I've always liked the concept of. I would 
love nothing more than to be able to sink my teeth into something like call 
of Duty.
- Original Message - 
From: "Paul Lemm" 

To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 2:58 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof 
theAncientsConsiderations



Not sure how Jeremy planned to use the vertical axis, but I think 
(although

it wasn't exactly for head shots) in audio quake since there could be
enemies on different heights you had the standard  left and right stereo
panning  for aiming left and right and then 2 bleeps  that sounded at
different  speeds until you lined them up for the vertical axis.  Have
played many main stream zombie games such as resident evil and have always
loved the ability to head shot and take out a zombie with just one shot,
there's just  something very satisfying about it lol. I know Jeremy's not
planning on any more updates to swamp but maybe if he did as a compromise 
to

not make it seem to complex  that people don't want to try it maybe there
could be that head shot choice just when using the sniper. Even without 
the

head shots though swamp is still an amazing game  and to me feels like
playing a main stream game   already and I look forward to seeing what
Jeremy produces next.





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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Paul Lemm
Not sure how Jeremy planned to use the vertical axis, but I think (although
it wasn't exactly for head shots) in audio quake since there could be
enemies on different heights you had the standard  left and right stereo
panning  for aiming left and right and then 2 bleeps  that sounded at
different  speeds until you lined them up for the vertical axis.  Have
played many main stream zombie games such as resident evil and have always
loved the ability to head shot and take out a zombie with just one shot,
there's just  something very satisfying about it lol. I know Jeremy's not
planning on any more updates to swamp but maybe if he did as a compromise to
not make it seem to complex  that people don't want to try it maybe there
could be that head shot choice just when using the sniper. Even without the
head shots though swamp is still an amazing game  and to me feels like
playing a main stream game   already and I look forward to seeing what
Jeremy produces next.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou
Sent: 04 May 2013 22:16
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of
theAncientsConsiderations

I think I remember you telling me that at some point. And honestly, the
problem with audiogamers... is that a lot of people, not all but a fair few,
want things to be easy. What audio gamers consider a difficult game would be
standard affair for mainstream gamers, and I think that headshot aspect
should've remained in, especially since it wasn't technically necessary. I'm
curious though... how would you have people centre the sound in both
horrizontal and vertical planes? Most headphones can't handle up and down
all that well when panning sounds, at least, not that I know... I was
thinking to have some sort of elongated sound for when you were lined up for
a headshot. That's how I would've done it. I've just always found that to be
an aspect of fps games that've been missing in audio shooters and would add
so much more skill and challenge.


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Re: [Audyssey] to Desiree regarding Ivona voices

2013-05-04 Thread Desiree Oudinot
Ah, ok. I thought that might be the case. Thanks. I've heard they're
less expensive than most other commercial TTS voices anyway.

On 5/4/13, Curt Taubert  wrote:
> unfortunately no, you have to either get a demo or pay for the voices to
> use them for other applications.
>
> --
> Curt Taubert
> skype: curt_taubert
> twitter: curt78Curt Taubert
>
>
> ---
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Clement Chou
I think I remember you telling me that at some point. And honestly, the 
problem with audiogamers... is that a lot of people, not all but a fair few, 
want things to be easy. What audio gamers consider a difficult game would be 
standard affair for mainstream gamers, and I think that headshot aspect 
should've remained in, especially since it wasn't technically necessary. I'm 
curious though... how would you have people centre the sound in both 
horrizontal and vertical planes? Most headphones can't handle up and down 
all that well when panning sounds, at least, not that I know... I was 
thinking to have some sort of elongated sound for when you were lined up for 
a headshot. That's how I would've done it. I've just always found that to be 
an aspect of fps games that've been missing in audio shooters and would add 
so much more skill and challenge.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 2:19 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of 
theAncientsConsiderations



Clement, Swamp almost had a headshot aspect to it, but early in development 
I took decided against that feature because it increased the difficulty for 
players.  The original idea was that moving the mouse vertically would line 
up head shots, so you had to center the sound on both axis.  In those early 
days I was still fighting tooth and nail to even get people to accept the 
mouse, so I limited the game to a single horizontal axis.




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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

2013-05-04 Thread Jeremy Kaldobsky
Clement, Swamp almost had a headshot aspect to it, but early in development I 
took decided against that feature because it increased the difficulty for 
players.  The original idea was that moving the mouse vertically would line up 
head shots, so you had to center the sound on both axis.  In those early days I 
was still fighting tooth and nail to even get people to accept the mouse, so I 
limited the game to a single horizontal axis.

> From: Clement Chou 
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
> AncientsConsiderations
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 3:37 PM
> Actually, that rifle was one of the
> things I loved about Jedi Quake when I tried it. I got
> pretty good with it at one point, but haven't played AQ in
> so long... should probably give it a go again. I just wish
> we had more multiplayer fps titles. I've said before that I
> think Swamp's base combat and weapons would translate
> wonderfully to a pvp game. But it's been a dream of mine to
> be able to enjoy something as complex and strategic as
> Counterstrike for a long time, which is why I wish weapons
> in games like AQ would have different properties other than
> just rate of fire and amount of shots that it can hold, etc.
> The remaining thing for me too... all the audio fps titles
> I've played require too many shots to kill an enemy. In a
> mainstream shooter, it's possible if you're skilled enough
> to pick people off with one shot or two that are
> well-placed. I wish there'd be some way to implement more
> precise aiming. Targetting headshots is something that
> happens in regular shooters all the time, yet there hasn't
> been an implementation of that in any sort of form that I'm
> aware of. Swamp in particular, with the whole zombie thing
> would probably benefit greatly from a head shot 
> mechanic, given the fact that in most contemporary fiction
> zombies die the fastest when shot in the head.


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[Audyssey] to Desiree regarding Ivona voices

2013-05-04 Thread Curt Taubert
unfortunately no, you have to either get a demo or pay for the voices to 
use them for other applications.


--
Curt Taubert
skype: curt_taubert
twitter: curt78Curt Taubert


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Re: [Audyssey] Hey.

2013-05-04 Thread Paul Lemm
Hi, didn't really follow the previous post in that much detail, and not
saying I agree or disagree but can understand peoples views on the subject
(especially the dev's on this site) but as someone said before it was just
your views that you expressed  and you even started this new email
apologising , so although I can't speak for everyone I'm sure that we're all
still friends  and that if you need help with audio games in the future then
well this is an email group about audio games so I'm sure you'll get help
from others  and I know if I can help I will.

Regards 

Paul Lemm


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Nicole white
Sent: 04 May 2013 06:49
To: Games list\
Subject: [Audyssey] Hey.

my apologies to the community if i have offended anyone.
Are we all still friends on here?
i kind of needed help with something.
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[Audyssey] Intruducing my Alter Aeon character

2013-05-04 Thread Sarah Haake

Hi all,

since there is much talk about Alter Aeon on this list right now and it 
seems like quite a few people on here are playing the game, I thought I 
could quickly introduce my character.


So, my name on there is Adreana, I'm a first class warrior with thief as 
second, necro as third, cleric as fourth and mage as fifth class. Currently 
I'm working my way through the quests on Archais.


So, if anyone once to say hi in game or needs some help on the newbie 
quests, feel free to send me a tell there.


Happy gaming and best regards
Sarah


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Re: [Audyssey] alter aeon

2013-05-04 Thread wayne17a
Thank you dennis that helps but how do I chat to other players and
can I say thank you all for the gifts and sorry that I have not responded
but I don't know how to chat yet


-wayne cOriginal Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Dennis Towne
Sent: Saturday, May 04, 2013 3:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] alter aeon

Wayne,

Alter Aeon runs all the time and can't be shut off.  The game saves itself,
and when you log off your character it's automatically saved.
You don't need to save manually, because the game always takes care of it
for you.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Sat, May 4, 2013 at 11:34 AM, wayne17a  wrote:
> Hi all game players os alter can you please tell me can the game be 
> saved at any point and if yes how thanks in advance
>
> Wayne c

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Re: [Audyssey] Games and Ivona

2013-05-04 Thread Desiree Oudinot
I was wondering, if you download the Ivona voices in Klango, are they
available to other applications? You can get them for free that way,
although every time I ever tried to download them it was painfully
slow, so I gave up. If I could use them as Sappi 5 voices, though, I
may try again.

On 5/4/13, Thomas Ward  wrote:
> Hi Dan,
>
> Well, if you are willing to spend the money the Ivona voices work with
> Windows 7 64-bit and Windows 8 64-bit systems, and are about the
> closest you can get to human sounding voices. The voices from Cepstral
> also work with 64-bit Windows as well, but they are rather choppy and
> I've actually had issues installing them on some computers. So in my
> opinion the Ivona voices is a better deal.
>
> On 5/4/13, dan cook  wrote:
>> this is useful as I was just about to ask what voices you guys would
>> recommend for a 64 bit system.
>>
>>
>
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

2013-05-04 Thread Clement Chou
Actually, that rifle was one of the things I loved about Jedi Quake when I 
tried it. I got pretty good with it at one point, but haven't played AQ in 
so long... should probably give it a go again. I just wish we had more 
multiplayer fps titles. I've said before that I think Swamp's base combat 
and weapons would translate wonderfully to a pvp game. But it's been a dream 
of mine to be able to enjoy something as complex and strategic as 
Counterstrike for a long time, which is why I wish weapons in games like AQ 
would have different properties other than just rate of fire and amount of 
shots that it can hold, etc. The remaining thing for me too... all the audio 
fps titles I've played require too many shots to kill an enemy. In a 
mainstream shooter, it's possible if you're skilled enough to pick people 
off with one shot or two that are well-placed. I wish there'd be some way to 
implement more precise aiming. Targetting headshots is something that 
happens in regular shooters all the time, yet there hasn't been an 
implementation of that in any sort of form that I'm aware of. Swamp in 
particular, with the whole zombie thing would probably benefit greatly from 
a head shot  mechanic, given the fact that in most contemporary fiction 
zombies die the fastest when shot in the head.
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 12:38 PM
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
AncientsConsiderations



Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?


I specifically created it so that it did three things to address all of your 
points. :)


• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold 
down the control key behavior! lol! And yes, I and other players 
successfully and routinely tagged players from long distances and 
occasionally even got off a second shot too. Many of us could also dispatch 
them without them knowing what the heck just happened. ;)


I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.


Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.


Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.


Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara



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Re: [Audyssey] Games and Ivona

2013-05-04 Thread Chris H
Hey I wouldn't even use Ivona on Windows 8 as the voices shipped are 
superior in sound and quality.



Christopher Hallsworth
E-mail and Facebook:
challswor...@sky.com
Skype:
chrishallsworth7266
Twitter:
http://www.twitter.com/@christopherh40
Find my blog at
challsworth2.wordpress.com

On 04/05/2013 19:35, Thomas Ward wrote:

Hi Dan,

Well, if you are willing to spend the money the Ivona voices work with
Windows 7 64-bit and Windows 8 64-bit systems, and are about the
closest you can get to human sounding voices. The voices from Cepstral
also work with 64-bit Windows as well, but they are rather choppy and
I've actually had issues installing them on some computers. So in my
opinion the Ivona voices is a better deal.

On 5/4/13, dan cook  wrote:

this is useful as I was just about to ask what voices you guys would
recommend for a 64 bit system.




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[Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the Ancients Considerations

2013-05-04 Thread Cara Quinn
Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?

I specifically created it so that it did three things to address all of your 
points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down 
the control key behavior! lol! And yes, I and other players successfully and 
routinely tagged players from long distances and occasionally even got off a 
second shot too. Many of us could also dispatch them without them knowing what 
the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.

Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 4, 2013, at 9:48 AM, Clement Chou  wrote:

The trouble with translating 3d fps games into pure audio is that you are going 
to miss a lot of the precision that you can get by visual observation. I'm not 
saying audio quake was bad, just not as precise as I would like it to be. It 
was a lot of fun, but too often I found myself and saw other people just 
holding down the control key while trying to aim with the arrow keys. It isn't 
really a design thing, and I think Audio Quake and road to Rage have tapped 
into something good. And sniping doesn't work as complexly in audio shooters as 
in sighted ones. Sure you have long range rifles, but I've never been able to 
snipe from somewhere far and above my opponent. And I think that aiming could 
be refined a bit more as well, so that it isn't just centre your opponent by 
turning and then just mashing the fire button. If you watch videos or watch 
sighted people playing games like Call of Duty or Counterstrike, the shots 
don't come nearly as often... because for one, ammo is scarce... and for 
another, there are more precise aiming and or lock on features. Just some 
thoughts. Having said that though, I love Audio Quake and Road to Rage... 
because they're the closest we've gotten to those types of games. There are 
just things that could be taken further is all. We could always discuss this 
offlist as well since this is somewhat of a pet interest of mine too, I'm just 
not a programmer. lol
- Original Message - From: "Cara Quinn" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


> HI Clement,
> 
> I'm curious why you're saying that Audio Quake was 'too lucky?"
> 
> The original (pre-Jedi Quake) version is Quake itself with only the adaptive 
> features in place to allow VI players to play the game.
> 
> Can you clarify your comments a bit for me? I ask as the first-person 3D 
> genre is obviously a pet interest of mine. ;)
> 
> So I'm curious to hear more feedback on how this has worked for other VI 
> players.
> 
> thanks so much!
> 
> Smiles,
> 
> Cara :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 


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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Cara Quinn
Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?

I specifically created it so that it did three things to address all of your 
points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down 
the control key behavior! lol! And yes, I and other players successfully and 
routinely tagged players from long distances and occasionally even got off a 
second shot too. Many of us could also dispatch them without them knowing what 
the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.

Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 4, 2013, at 9:48 AM, Clement Chou  wrote:

The trouble with translating 3d fps games into pure audio is that you are going 
to miss a lot of the precision that you can get by visual observation. I'm not 
saying audio quake was bad, just not as precise as I would like it to be. It 
was a lot of fun, but too often I found myself and saw other people just 
holding down the control key while trying to aim with the arrow keys. It isn't 
really a design thing, and I think Audio Quake and road to Rage have tapped 
into something good. And sniping doesn't work as complexly in audio shooters as 
in sighted ones. Sure you have long range rifles, but I've never been able to 
snipe from somewhere far and above my opponent. And I think that aiming could 
be refined a bit more as well, so that it isn't just centre your opponent by 
turning and then just mashing the fire button. If you watch videos or watch 
sighted people playing games like Call of Duty or Counterstrike, the shots 
don't come nearly as often... because for one, ammo is scarce... and for 
another, there are more precise aiming and or lock on features. Just some 
thoughts. Having said that though, I love Audio Quake and Road to Rage... 
because they're the closest we've gotten to those types of games. There are 
just things that could be taken further is all. We could always discuss this 
offlist as well since this is somewhat of a pet interest of mine too, I'm just 
not a programmer. lol
- Original Message - From: "Cara Quinn" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


> HI Clement,
> 
> I'm curious why you're saying that Audio Quake was 'too lucky?"
> 
> The original (pre-Jedi Quake) version is Quake itself with only the adaptive 
> features in place to allow VI players to play the game.
> 
> Can you clarify your comments a bit for me? I ask as the first-person 3D 
> genre is obviously a pet interest of mine. ;)
> 
> So I'm curious to hear more feedback on how this has worked for other VI 
> players.
> 
> thanks so much!
> 
> Smiles,
> 
> Cara :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 


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Re: [Audyssey] alter aeon

2013-05-04 Thread Bryan Peterson

Type Quit and hit Enter. The game will automatically save.

But thou must!

On 5/4/2013 12:34 PM, wayne17a wrote:

Hi all game players os alter can you please tell me can the game be saved at
any point and if yes how thanks in advance

Wayne c

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Re: [Audyssey] alter aeon

2013-05-04 Thread Dennis Towne
Wayne,

Alter Aeon runs all the time and can't be shut off.  The game saves
itself, and when you log off your character it's automatically saved.
You don't need to save manually, because the game always takes care of
it for you.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Sat, May 4, 2013 at 11:34 AM, wayne17a  wrote:
> Hi all game players os alter can you please tell me can the game be saved at
> any point and if yes how thanks in advance
>
> Wayne c

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Re: [Audyssey] Games and Ivona

2013-05-04 Thread Thomas Ward
Hi Dan,

Well, if you are willing to spend the money the Ivona voices work with
Windows 7 64-bit and Windows 8 64-bit systems, and are about the
closest you can get to human sounding voices. The voices from Cepstral
also work with 64-bit Windows as well, but they are rather choppy and
I've actually had issues installing them on some computers. So in my
opinion the Ivona voices is a better deal.

On 5/4/13, dan cook  wrote:
> this is useful as I was just about to ask what voices you guys would
> recommend for a 64 bit system.
>
>

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[Audyssey] alter aeon

2013-05-04 Thread wayne17a
Hi all game players os alter can you please tell me can the game be saved at
any point and if yes how thanks in advance

Wayne c

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Re: [Audyssey] Games and Ivona

2013-05-04 Thread dan cook
this is useful as I was just about to ask what voices you guys would
recommend for a 64 bit system.



On 5/4/13, Thomas Ward  wrote:
> Hi Chris,
>
> Yes, the Ivona voices are some of the best I've ever had the pleasure
> of using. As I mentioned to Dark over on the Forum I like using Ivona
> Joey as my play by play announcer in Jim's Football because it sounds
> so human and just sounds right as a play by play announcer.  Ivona Amy
> would probably make a good Lara Croft substitute for a Tomb Raider
> game. :D
>
> Cheers!
>
>
> On 5/4/13, Chris H  wrote:
>> Good evening all.
>> Speaking of Sapi Output, I am finding Ivona Tts to work superior with
>> games that use Sapi as output. I use Amy which is one of the British
>> voices.
>> Chris.
>> --
>>
>> Christopher Hallsworth
>> E-mail and Facebook:
>> challswor...@sky.com
>> Skype:
>> chrishallsworth7266
>> Twitter:
>> http://www.twitter.com/@christopherh40
>> Find my blog at
>> challsworth2.wordpress.com
>>
>> ---
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>>
>
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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Clement Chou
Well, then you also have to assume that the gamer in question has that many 
voices in the first place. lol It would be nice to be able to find a voice 
for each situation, but I find the issue then lies in inflection. Even with 
a deep voice, tts can only read things a certain way... and if a player in 
an rpg is streaming or giving commands, I'd much rather hear it with good 
feeling and inflection. But that's what I get for being a voice-acting 
nerd... lol. But of course, that's all my personal taste... and I do 
understand the cost implications and all the rest of it as well.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 10:33 AM
Subject: Re: [Audyssey] Why SAPI Output is Superior



Hi Charles,

That's definitely an advantage of SAPI output. Now, I happen to really
like Ivona Amy, she is probably the best British female SAPI voice
I've ever heard, but given your dislike for foreign accents it
wouldn't be ideal for you personally. The way those British voices say
things are slightly different than American voices and that is a turn
off for some people. The best solution therefore is to let people use
whatever they want.

Now, Philip has a point about atmosphere, but then again if a person
has a large number of SAPI voices they can often get a voice to suit
the atmosphere they are looking for. For instance,in Entombed I use
Realspeak Daniel, because I think a deep British voice is appropriate
for an RPG. For Jim's Football I use something like Realspeak Tom or
perhaps Ivona Joey because they make good sports announcers. If I were
playing a game like Tomb Raider and it had SAPI support I'd probably
use Ivona Amy since it is a good British female voice. Bottom line,
with the right voices a gamer can find the voice to suit the mood so
to speak. It doesn't have to be as bad as Microsoft Sam trying to be a
play by play announcer in Jim's Football or the narrator in Entombed.
Its all up to the player what they want in the end. :D

Cheers!



On 5/4/13, Charles Rivard  wrote:
This is purely personal, but I hate hearing to "press entuh" instead of 
to
"press enter". or to "stot game" rather than to "start game".  This is 
why I


prefer SAPI, as long as I am selecting the voice to be used.  With
prerecorded speech, this cannot be done.

---
Shepherds are the best beasts, but Labs are a close second.


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[Audyssey] Moderator Close Topic Zone BBS

2013-05-04 Thread Thomas Ward
Hi all,

Please, let's close the Zone BBS topic. It has nothing to do with
games. Let's steer things back to gaming shall we? :D

Cheers!

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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi Charles,

That's definitely an advantage of SAPI output. Now, I happen to really
like Ivona Amy, she is probably the best British female SAPI voice
I've ever heard, but given your dislike for foreign accents it
wouldn't be ideal for you personally. The way those British voices say
things are slightly different than American voices and that is a turn
off for some people. The best solution therefore is to let people use
whatever they want.

Now, Philip has a point about atmosphere, but then again if a person
has a large number of SAPI voices they can often get a voice to suit
the atmosphere they are looking for. For instance,in Entombed I use
Realspeak Daniel, because I think a deep British voice is appropriate
for an RPG. For Jim's Football I use something like Realspeak Tom or
perhaps Ivona Joey because they make good sports announcers. If I were
playing a game like Tomb Raider and it had SAPI support I'd probably
use Ivona Amy since it is a good British female voice. Bottom line,
with the right voices a gamer can find the voice to suit the mood so
to speak. It doesn't have to be as bad as Microsoft Sam trying to be a
play by play announcer in Jim's Football or the narrator in Entombed.
Its all up to the player what they want in the end. :D

Cheers!



On 5/4/13, Charles Rivard  wrote:
> This is purely personal, but I hate hearing to "press entuh" instead of to
> "press enter". or to "stot game" rather than to "start game".  This is why I
>
> prefer SAPI, as long as I am selecting the voice to be used.  With
> prerecorded speech, this cannot be done.
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi Charles,

That's the size of it. I've only been working on the prototype for two
days and I now have a basic menu system in place, have all the basic
status messages in place, and have a very very preliminary test level
written to move around in. A lot of that is due in part to the fact I
am not spending time on recording, editing, and preparing several
hundred speech files before sitting down to code. The usual two or
three days spent on preparing speech files were spent on actual
coding, and the results speak for themselves.

Cheers!


On 5/4/13, Charles Rivard  wrote:
> Let's see:  You're going to cut the cost, cut the size, improve the
> performance, make it more to the gamer's liking as far as speech is
> concerned, and decrease the development time.  No complaint from this end,
> anyway.  (grin)
>
> ---
> Shepherds are the best beasts, but Labs are a close second.

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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Charles Rivard
This is purely personal, but I hate hearing to "press entuh" instead of to 
"press enter". or to "stot game" rather than to "start game".  This is why I 
prefer SAPI, as long as I am selecting the voice to be used.  With 
prerecorded speech, this cannot be done.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 10:37 AM
Subject: Re: [Audyssey] Why SAPI Output is Superior



Hi Thomas,

I just wanted to respond with a few spontaneous thoughts based on my own 
experiences with sapi versus prerecorded audio.


Mostly I agree with your points. But for my own part I find that using 
synthetic speech, whether it be prerecorded or generated on the fly by a 
sapi controlled engine, greatly detracts from the atmosphere. Imagine if 
you will, that you are in a shadowy temple with a faint sound of wind, 
distant screams from the depths of a dungeon far below, haunting music 
with reverberating strings, and an equally dramatic narrative performed by 
Microsoft Mike. A bit of a contrast.


To take a less extreme example, in my upcoming title the atmosphere is 
generally quite dramatic and with a dark undertone most of the time. 
Therefore, when I recorded my speech files I spoke in a very low voice 
even for such trivial things as numbers and status messages. I knew in 
what context my voice was going to be played, and was able to adapt it to 
really blend in with the rest of the scene that I was trying to create. A 
speech engine could never achieve that. So I think that in terms of 
atmosphere and dramatic effect, prerecorded speech is far superior than a 
tts engine. There are, of course, numerous cases where the advantages of 
tts output greatly outweigh the pros of prerecorded material, such as when 
there is absolutely no way for you to know what content that may need to 
be spoken. But if, as in the case of Mota, you are using prerecorded 
speech files that just contain tts generated content anyway then these 
have absolutely no advantage so I would not disagree with your decision to 
use sapi if you aren't interested in getting a voice talent to record your 
files. In short, I feel that prerecorded voice files are only advantageous 
if you actually have a real voice for the game.


As for ease of coding - that has never really bothered me. It is trivial 
to design wrapper classes that can take a number, or a filename etc using 
overloaded methods, and rendering that with the available speech files 
asynchronously in the same thread so that one doesn't have to care about 
synchronization. So with a careful design you can get it down to a one 
liner just like you would with sapi. What I find annoying with sapi is 
that I can never be sure what the final output will actually sound like. 
Many of the commercial voices have quite a bit of delay during their 
initial buffering for each new phrase. When you speak the same phrase for 
the second time they are usually faster, but the fact that there is so 
much variation between voices makes it difficult to judge in advance how 
the game will actually perform if that makes sense. I tend to use sapi 
extensively for prototyping a game, but once I reach a stage where I start 
to consider a potential release date my first priority is to rip out sapi 
and replace it with real human speech.


In summary, I think that if you want to get something out quickly and 
without spending any money then sapi is definitely the right way to go. If 
on the other hand you are interested in maintaining a great atmosphere and 
you want to make sure the game sounds and performs the same everywhere, 
I'd recommend a voice actor. Best of luck, and sorry about the extremely 
lengthy ramble!


Kind regards,

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

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:07 PM
Subject: [Audyssey] Why SAPI Output is Superior


Hi everyone,

This morning I had some time on my hands so I began really working on
Mysteries of the Ancients, the new version, and decided to add SAPI 5
support to help expedite the development process.  What I discovered
when I compiled and ran this very early prototype is that the SAPI
support works far better than any release before, and I realized to my
amazement it really is the best solution for speaking menus, status
messages, etc for a number of reasons.

1. It takes less development time to call a single function to pass a
string of text to a SAPI speak function than it does to record, edit,
load, and play a speech clip. Basically, if you got a game idea in
mind you can really speed up the process just by using the SAPI voices
installed on the machine.

2. It saves drive space, takes up less CPU power, and less memory.  In
the last beta of Mysteries of the Ancients,beta 22, the Speech
directory was 36 MB. Now, of course, using SAPI it will take up less
drive space as we

Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Draconis
Hi Charles,

Yes. I developed the other 9 tables, and the bulk of the work involved in the 
PBX engine.

On May 4, 2013, at 1:17 PM, Charles Rivard  wrote:

> If memory serves me correctly, James North came up with ESP Pinball Classic. 
> Adora Entertainment, Josh who I can't remember the last name of at the 
> moment, created the other 9 tables.
> 
> ---
> Shepherds are the best beasts, but Labs are a close second.
> - Original Message - From: "hayden presley" 
> To: "'Gamers Discussion list'" 
> Sent: Saturday, May 04, 2013 10:19 AM
> Subject: Re: [Audyssey] Mysteries of the Ancients Considerations
> 
> 
>> You know, I do find it interesting that his two pinball games remain to this
>> day the only two we have. I am a little surprised that nobody has ever
>> attempted to create one since.
>> 
>> Best Regards,
>> Hayden
>> 
>> 
>> -Original Message-
>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
>> Sent: Saturday, May 04, 2013 3:42 AM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Mysteries of the Ancients Considerations
>> 
>> Hi Clement,
>> 
>> Exactly. The mouse demo was suppose to give gamers an idea of how Max
>> Shrapnel was to be controlled, and to give them a little practice using the
>> mouse as Max Shrapnel was to be largely played using the mouse much like
>> Swamp is today.  Of course, I remember people wined and complained about
>> lack of keyboard support back then as they did with Che over Rail Racer and
>> Jeremy over Swamp until a majority found out they actually  liked it. Lol.
>> 
>> Anyway, I think a lot of people forget what a great innovator James North
>> really was. He created Alien Outback before Justin and Dan came out with
>> Troopanum. He came out with Dynaman before Phil came out with Pac-Man Talks
>> for Windows. He created Monkey Business and I think it was the very first
>> attempt at an audio FPS game. He wrote Pinball Classic and it still remains
>> only one of two pinball games for the blind. He came out with his rendition
>> of Montezuma's Revenge in 2004 which is the very first audio 2d
>> side-scroller with a vertical and horizontal axis of movement. Shall I
>> continue?
>> 
>> The point is James North created a lot of firsts, and this community would
>> be a lot worse off without his contributions. Oh, sure Troopanum would have
>> come along, and I'm sure Phil would have released Pac-Man Talks for Windows
>> as he did. Someone would have come up with a 2d side-scroller eventually,
>> but all of these things were done in the first few years of the audio game
>> industry and James North was the one cranking out new games and new ideas
>> that other devs hadn't thought about yet.
>> 
>> Cheers!
>> 
>> 
>> On 5/4/13, Clement Chou  wrote:
>>> Hi Tom.
>>> The way I understood it.. that mouse demo was going to be one of the
>>> features of Max Shrapnel in terms of how it was controlled. I'm not
>>> sure how
>>> 
>>> into that style of multiplayer pvp shooter you are similar to things
>>> like Counterstrike or Unreal Tournament, but it would be great to see
>>> something like that some time down the road. Not saying right now, of
>>> course, just a suggestion for a possible project. Max Shrapnel, when I
>>> read the features list James put up on Alchemy, was my dream game...
>>> because that was at the peak of the hype at the time which was
>>> Counterstrike 1.6, probably one of the most popular multiplayer shooters
>> out there.
>> 
>> ---
>> 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://www.mail-archive.com/gamers@audyssey.org.
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>> please send E-mail to gamers-ow...@audyssey.org.
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>> 
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> 
> 
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Charles Rivard
If memory serves me correctly, James North came up with ESP Pinball Classic. 
Adora Entertainment, Josh who I can't remember the last name of at the 
moment, created the other 9 tables.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "hayden presley" 

To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 10:19 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


You know, I do find it interesting that his two pinball games remain to 
this

day the only two we have. I am a little surprised that nobody has ever
attempted to create one since.

Best Regards,
Hayden


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, May 04, 2013 3:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations

Hi Clement,

Exactly. The mouse demo was suppose to give gamers an idea of how Max
Shrapnel was to be controlled, and to give them a little practice using 
the

mouse as Max Shrapnel was to be largely played using the mouse much like
Swamp is today.  Of course, I remember people wined and complained about
lack of keyboard support back then as they did with Che over Rail Racer 
and

Jeremy over Swamp until a majority found out they actually  liked it. Lol.

Anyway, I think a lot of people forget what a great innovator James North
really was. He created Alien Outback before Justin and Dan came out with
Troopanum. He came out with Dynaman before Phil came out with Pac-Man 
Talks

for Windows. He created Monkey Business and I think it was the very first
attempt at an audio FPS game. He wrote Pinball Classic and it still 
remains
only one of two pinball games for the blind. He came out with his 
rendition

of Montezuma's Revenge in 2004 which is the very first audio 2d
side-scroller with a vertical and horizontal axis of movement. Shall I
continue?

The point is James North created a lot of firsts, and this community would
be a lot worse off without his contributions. Oh, sure Troopanum would 
have
come along, and I'm sure Phil would have released Pac-Man Talks for 
Windows

as he did. Someone would have come up with a 2d side-scroller eventually,
but all of these things were done in the first few years of the audio game
industry and James North was the one cranking out new games and new ideas
that other devs hadn't thought about yet.

Cheers!


On 5/4/13, Clement Chou  wrote:

Hi Tom.
The way I understood it.. that mouse demo was going to be one of the
features of Max Shrapnel in terms of how it was controlled. I'm not
sure how

into that style of multiplayer pvp shooter you are similar to things
like Counterstrike or Unreal Tournament, but it would be great to see
something like that some time down the road. Not saying right now, of
course, just a suggestion for a possible project. Max Shrapnel, when I
read the features list James put up on Alchemy, was my dream game...
because that was at the peak of the hype at the time which was
Counterstrike 1.6, probably one of the most popular multiplayer shooters

out there.

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Re: [Audyssey] Games and Ivona

2013-05-04 Thread Thomas Ward
Hi Chris,

Yes, the Ivona voices are some of the best I've ever had the pleasure
of using. As I mentioned to Dark over on the Forum I like using Ivona
Joey as my play by play announcer in Jim's Football because it sounds
so human and just sounds right as a play by play announcer.  Ivona Amy
would probably make a good Lara Croft substitute for a Tomb Raider
game. :D

Cheers!


On 5/4/13, Chris H  wrote:
> Good evening all.
> Speaking of Sapi Output, I am finding Ivona Tts to work superior with
> games that use Sapi as output. I use Amy which is one of the British
> voices.
> Chris.
> --
>
> Christopher Hallsworth
> E-mail and Facebook:
> challswor...@sky.com
> Skype:
> chrishallsworth7266
> Twitter:
> http://www.twitter.com/@christopherh40
> Find my blog at
> challsworth2.wordpress.com
>
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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Charles Rivard
Let's see:  You're going to cut the cost, cut the size, improve the 
performance, make it more to the gamer's liking as far as speech is 
concerned, and decrease the development time.  No complaint from this end, 
anyway.  (grin)


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 10:07 AM
Subject: [Audyssey] Why SAPI Output is Superior



Hi everyone,

This morning I had some time on my hands so I began really working on
Mysteries of the Ancients, the new version, and decided to add SAPI 5
support to help expedite the development process.  What I discovered
when I compiled and ran this very early prototype is that the SAPI
support works far better than any release before, and I realized to my
amazement it really is the best solution for speaking menus, status
messages, etc for a number of reasons.

1. It takes less development time to call a single function to pass a
string of text to a SAPI speak function than it does to record, edit,
load, and play a speech clip. Basically, if you got a game idea in
mind you can really speed up the process just by using the SAPI voices
installed on the machine.

2. It saves drive space, takes up less CPU power, and less memory.  In
the last beta of Mysteries of the Ancients,beta 22, the Speech
directory was 36 MB. Now, of course, using SAPI it will take up less
drive space as well as be a smaller download.  I also noticed looking
at the over all system performance that it uses less memory so that's
another reason to use SAPI.

3. Its customizable. This probably goes without saying, but using SAPI
voices you can change the voice, pitch, rate, and volume of the
default voice in the Control Panel meaning if you don't like the
default voice you can always switch to a different one or buy a better
one.

This was always a bit of a problem in prior test releases. The voice
was too fast, too slow, it had an accent, or whatever and I was going
crazy trying to find a voice that everyone liked. So using SAPI you,
the end user, can set it up anyway you like in the Windows Control
Panel.

4. Its very inexpensive. If you hire voice actors to read the menus,
status messages, items, etc that can cost lots of money not to mention
require time to edit and use. Even if a developer uses Acapela Heather
or Nuance Tom legally the developer is suppose to pay royalties for
the use of that voice in a commercial product. This way the developer
isn't using the voices directly and the customer fits the bill for any
high quality voices like Ivona, Nuance TTS, Cepstral, etc.

5. Its very dynamic and flexible. With prerecorded speech there is
always the problem of speaking dynamic content like a player's name or
speaking a message with a number of variables involved. Here you just
create a message string using the dynamic content, give it to sAPI,
and forget about it.

For example, in my wrestling game there are a number of messages of
play by play action like this. "John Cena quickly moves forward, picks
up the Rock, and slams him to the mat." In a case like this the speech
output has to be flexible enough to use the same message from match to
match only substituting the name of the performers in the match. You
can't really do that easily with prerecorded speech clips, but you can
easily do it with SAPI just by using a couple of string variables in
place of the performers name. Therefore it doesn't matter who is in
the match it will always speak the information no matter what, and the
developer doesn't have to spend a month writing a bunch of if
statements to load this or that speech clip on demand. :D

So I think after seeing the results in person I think I am going to be
using SAPI output from now on in my Windows games. I only regret I
didn't do this earlier. I could have saved myself a lot of wasted time
and energy trying to make prerecorded speech clips.

Cheers!

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[Audyssey] Moderator Stop Hijacking Threads

2013-05-04 Thread Thomas Ward
Hi everyone,

I noticed the last few days people have been hijacking various threads
left and right and when reading them they have gone in 15 different
directions without anyone stopping to change the subject line. This is
not only confusing for a list member, but it is difficult to moderate
because there is no logic to the posts.

For example,I asked a various serious question about Mysteries of the
Ancients a few days ago, and now when I open that thread I see people
talking about James North, there is a discussion about 3d FPS games,
and so on. If you have something to say on a different topic for
heaven's sake please change the subject line and stop hijacking
threads. Its frustrating to open a message thinking it is about one
thing and discover the contents of the message is about something
totally different and unrelated to the subject at hand.

Thanks.

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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Philip Bennefall
Yes, that makes perfect sense. I do a similar thing in my games during the 
early stages of development. I prototype with sapi, and then rip it out. 
That works extremely well for my own projects.


Once again, best of luck.

Kind regards,

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

To: ; "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 6:58 PM
Subject: Re: [Audyssey] Why SAPI Output is Superior


Hi Philip,

No, I was talking more about the entire process of creating and
editing the files. The coding itself I have gotten down to a fairly
straight forward process after having been using the engine since the
early days of MOTA and slowly adding to, improving, and building up
the speech functionality of the engine itself.

The nice thing about this is that I have a choice. I can certainly
roll out 1.0 using SAPI, and if I want to invest in a voice actor it
wouldn't be a huge problem to rip out SAPI and use prerecorded speech
later on since all those functions and classes exist to do things like
speak menus, speak numbers,status messages, whatever.  Its more or
less a matter of replacing one with the other. However, I don't have
any good speech files already created, not interested in hiring
someone to do it, and I am not going to take the time to record and
edit speech clips of SAPI voices when I can use those voices directly.
:D

Cheers!

On 5/4/13, Philip Bennefall  wrote:

Absolutely. I thought you were saying that it was easier in terms of code.
If you are refering to the process of creating the files, then I agree.
Though it is relatively easy to automate the splicing, so that all you 
have


to do is fine tune individual files here and there.

Kind regards,

Philip Bennefall



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[Audyssey] Games and Ivona

2013-05-04 Thread Chris H

Good evening all.
Speaking of Sapi Output, I am finding Ivona Tts to work superior with 
games that use Sapi as output. I use Amy which is one of the British voices.

Chris.
--

Christopher Hallsworth
E-mail and Facebook:
challswor...@sky.com
Skype:
chrishallsworth7266
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Re: [Audyssey] Issues wiht Zone BBS.

2013-05-04 Thread Clement Chou
Not sure why you're trying to sort it out on this list... this discussion 
isn't game-related and should probably be taken somewhere else.
- Original Message - 
From: "Nicole white" 

To: "Games list\" 
Sent: Saturday, May 04, 2013 8:34 AM
Subject: [Audyssey] Issues wiht Zone BBS.


One i time, i had created an account and had accidentally gotten into a 
heated battle with the administrators. IN the discussion they have banned 
me for supposedly trying to create multiple account that i have never 
done.

Coule yo uplease straighten this out and try to get me back over there.
i had borrowed an email address of a friend which they took as me trying 
to use both addresses.

Could someone please get me back over there?
---



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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Clement Chou
The trouble with translating 3d fps games into pure audio is that you are 
going to miss a lot of the precision that you can get by visual observation. 
I'm not saying audio quake was bad, just not as precise as I would like it 
to be. It was a lot of fun, but too often I found myself and saw other 
people just holding down the control key while trying to aim with the arrow 
keys. It isn't really a design thing, and I think Audio Quake and road to 
Rage have tapped into something good. And sniping doesn't work as complexly 
in audio shooters as in sighted ones. Sure you have long range rifles, but 
I've never been able to snipe from somewhere far and above my opponent. And 
I think that aiming could be refined a bit more as well, so that it isn't 
just centre your opponent by turning and then just mashing the fire button. 
If you watch videos or watch sighted people playing games like Call of Duty 
or Counterstrike, the shots don't come nearly as often... because for one, 
ammo is scarce... and for another, there are more precise aiming and or lock 
on features. Just some thoughts. Having said that though, I love Audio Quake 
and Road to Rage... because they're the closest we've gotten to those types 
of games. There are just things that could be taken further is all. We could 
always discuss this offlist as well since this is somewhat of a pet interest 
of mine too, I'm just not a programmer. lol
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



HI Clement,

I'm curious why you're saying that Audio Quake was 'too lucky?"

The original (pre-Jedi Quake) version is Quake itself with only the 
adaptive features in place to allow VI players to play the game.


Can you clarify your comments a bit for me? I ask as the first-person 3D 
genre is obviously a pet interest of mine. ;)


So I'm curious to hear more feedback on how this has worked for other VI 
players.


thanks so much!

Smiles,

Cara :)
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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi Philip,

No, I was talking more about the entire process of creating and
editing the files. The coding itself I have gotten down to a fairly
straight forward process after having been using the engine since the
early days of MOTA and slowly adding to, improving, and building up
the speech functionality of the engine itself.

The nice thing about this is that I have a choice. I can certainly
roll out 1.0 using SAPI, and if I want to invest in a voice actor it
wouldn't be a huge problem to rip out SAPI and use prerecorded speech
later on since all those functions and classes exist to do things like
speak menus, speak numbers,status messages, whatever.  Its more or
less a matter of replacing one with the other. However, I don't have
any good speech files already created, not interested in hiring
someone to do it, and I am not going to take the time to record and
edit speech clips of SAPI voices when I can use those voices directly.
:D

Cheers!

On 5/4/13, Philip Bennefall  wrote:
> Absolutely. I thought you were saying that it was easier in terms of code.
> If you are refering to the process of creating the files, then I agree.
> Though it is relatively easy to automate the splicing, so that all you have
>
> to do is fine tune individual files here and there.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi Josh,

That's pretty much what I was considering. Linux has a speech API
called Speech Dispatcher that looks simple enough to support, and is
the closest thing to SAPI on open source platforms. The way I figure
it when I port to Linux and Mac OS I'll simply write wrapper classes
for the various TTS  APIs, and cross compile.

Cheers!


On 5/4/13, Draconis  wrote:
> Hi Tom,
>
> Regarding the cross-platform challenge…
>
> It isn't really that big of a deal. We developed a TTS wrapper in the game
> engine. The Windows and Mac compilations simply hook into the OS's native
> TTS system, which is NSSpeechSynthesizer on Mac and SAPI on Windows. I think
> that part of the engine was developed in about a day. Very straightforward,
> with the main work the pre-planning of the wrapper class.
>
> The main drawback we have found to TTS, is that we're finding that many
> third-party voices have bugs or cases where they do not adhere to the native
> system they are hooking into. Fortunately, the folks over at Assistiveware
> were fantastic about working with us to fix their bugs, which they have now
> done. Not sure how the Windows side will play out, but we know that a few
> TTS voices have issues playing nice with the SAPI system.
>

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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Philip Bennefall
Absolutely. I thought you were saying that it was easier in terms of code. 
If you are refering to the process of creating the files, then I agree. 
Though it is relatively easy to automate the splicing, so that all you have 
to do is fine tune individual files here and there.


Kind regards,

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

To: ; "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 6:45 PM
Subject: Re: [Audyssey] Why SAPI Output is Superior


Hi Philip,

Well, SAPI is easier because I don't have to record and edit a bunch
of new speech clips for the game. I've elected not to port it to Linux
or Mac OS right away so SAPI is ideal for what I am doing. If I do
decide to port it to another platform in the future I can write a
similar wrapper class for Speech Dispatcher etc and use the native TTS
engines for that platform. Make sense?

Cheers!


On 5/4/13, Philip Bennefall  wrote:

Hi Thomas,

I agree with all your points here. As I said in my prior post, if you 
don't


want to invest a lot of money in voices for the game then sapi is 
definitely


the way forward. However, one thing confuses me. You say you have already
written such wrapper classes, and given that, why is sapi any easier in
terms of coding? Sure there is a small amount of time required initially 
but


it's a trivial implementation that benefits you a great deal throughout 
the


entire coding process, especially when you have cross platform in mind. 
What


I mean is, sapi forces you to do less work but if you've already done that
work, that is no longer an issue.

All in all, I think you have made the right decision given the 
parameters -


no money spent, and maximum time efficiency.

Kind regards,

Philip Bennefall



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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi Philip,

Well, SAPI is easier because I don't have to record and edit a bunch
of new speech clips for the game. I've elected not to port it to Linux
or Mac OS right away so SAPI is ideal for what I am doing. If I do
decide to port it to another platform in the future I can write a
similar wrapper class for Speech Dispatcher etc and use the native TTS
engines for that platform. Make sense?

Cheers!


On 5/4/13, Philip Bennefall  wrote:
> Hi Thomas,
>
> I agree with all your points here. As I said in my prior post, if you don't
>
> want to invest a lot of money in voices for the game then sapi is definitely
>
> the way forward. However, one thing confuses me. You say you have already
> written such wrapper classes, and given that, why is sapi any easier in
> terms of coding? Sure there is a small amount of time required initially but
>
> it's a trivial implementation that benefits you a great deal throughout the
>
> entire coding process, especially when you have cross platform in mind. What
>
> I mean is, sapi forces you to do less work but if you've already done that
> work, that is no longer an issue.
>
> All in all, I think you have made the right decision given the parameters -
>
> no money spent, and maximum time efficiency.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Draconis
Hi Tom,

Regarding the cross-platform challenge…

It isn't really that big of a deal. We developed a TTS wrapper in the game 
engine. The Windows and Mac compilations simply hook into the OS's native TTS 
system, which is NSSpeechSynthesizer on Mac and SAPI on Windows. I think that 
part of the engine was developed in about a day. Very straightforward, with the 
main work the pre-planning of the wrapper class.

The main drawback we have found to TTS, is that we're finding that many 
third-party voices have bugs or cases where they do not adhere to the native 
system they are hooking into. Fortunately, the folks over at Assistiveware were 
fantastic about working with us to fix their bugs, which they have now done. 
Not sure how the Windows side will play out, but we know that a few TTS voices 
have issues playing nice with the SAPI system.

On May 4, 2013, at 12:30 PM, Thomas Ward  wrote:

> Hi Philip,
> 
> When it comes to over all atmosphere you are right. A human voice is
> always superior, but I haven't been doing that with any of my games.
> With my original draft of STFC I used Neosspeach Kate, then Realspeak
> Karen, and in many of the betas of MOTA I was using Acapela Heather.
> Since all of these games were essentially using prerecorded clips of
> SAPI voices anyway I was essentially doing a lot of unnecessary work
> recording,editing, and then using the wav files of synth voices when I
> could have used them directly.
> 
> Now, my voice isn't very good, and do to some physical impairments it
> is impossible for me to speak clearly and I would never use it for a
> professional game. Unfortunately, that means I would have to hire out
> to someone else to do the voice clips and I don't really want to spend
> a great deal of money on a game like Mysteries of the Ancients just to
> get realistic human speech. Perhaps if the game sells well I could
> consider reinvesting some of that money in voice acting etc, but for a
> preliminary release SAPI is definitely the best way to go.
> 
> As far as wrapper classes that's pretty much what I was doing from
> betas 1 to 22. I had a function called SpeakNumber() that would take a
> number and do all the loading and processing of number files which
> works pretty well. However, that required some extra work developing
> those wrapper classes in order to get the same functionality I have
> with SAPI right away.
> 
> There is one other issue you didn't mention and that is cross-platform
> support. There really aren't any good cross-platform TTS solutions.
> ESpeak, Festival, etc are all pretty bad and using prerecorded speech
> clips is a great way to support Windows, Linux, Mac, and iOS, etc all
> with the same speech and from that perspective it is easier to deal
> with than a specific API like SAPI.
> 
> Cheers!
> 
> 
> On 5/4/13, Philip Bennefall  wrote:
>> Hi Thomas,
>> 
>> I just wanted to respond with a few spontaneous thoughts based on my own
>> experiences with sapi versus prerecorded audio.
>> 
>> Mostly I agree with your points. But for my own part I find that using
>> synthetic speech, whether it be prerecorded or generated on the fly by a
>> sapi controlled engine, greatly detracts from the atmosphere. Imagine if you
>> 
>> will, that you are in a shadowy temple with a faint sound of wind, distant
>> screams from the depths of a dungeon far below, haunting music with
>> reverberating strings, and an equally dramatic narrative performed by
>> Microsoft Mike. A bit of a contrast.
>> 
>> To take a less extreme example, in my upcoming title the atmosphere is
>> generally quite dramatic and with a dark undertone most of the time.
>> Therefore, when I recorded my speech files I spoke in a very low voice even
>> 
>> for such trivial things as numbers and status messages. I knew in what
>> context my voice was going to be played, and was able to adapt it to really
>> 
>> blend in with the rest of the scene that I was trying to create. A speech
>> engine could never achieve that. So I think that in terms of atmosphere and
>> 
>> dramatic effect, prerecorded speech is far superior than a tts engine. There
>> 
>> are, of course, numerous cases where the advantages of tts output greatly
>> outweigh the pros of prerecorded material, such as when there is absolutely
>> 
>> no way for you to know what content that may need to be spoken. But if, as
>> in the case of Mota, you are using prerecorded speech files that just
>> contain tts generated content anyway then these have absolutely no advantage
>> 
>> so I would not disagree with your decision to use sapi if you aren't
>> interested in getting a voice talent to record your files. In short, I feel
>> 
>> that prerecorded voice files are only advantageous if you actually have a
>> real voice for the game.
>> 
>> As for ease of coding - that has never really bothered me. It is trivial to
>> 
>> design wrapper classes that can take a number, or a filename etc using
>> overloaded methods, and rendering that with the 

Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Philip Bennefall

Hi Thomas,

I agree with all your points here. As I said in my prior post, if you don't 
want to invest a lot of money in voices for the game then sapi is definitely 
the way forward. However, one thing confuses me. You say you have already 
written such wrapper classes, and given that, why is sapi any easier in 
terms of coding? Sure there is a small amount of time required initially but 
it's a trivial implementation that benefits you a great deal throughout the 
entire coding process, especially when you have cross platform in mind. What 
I mean is, sapi forces you to do less work but if you've already done that 
work, that is no longer an issue.


All in all, I think you have made the right decision given the parameters - 
no money spent, and maximum time efficiency.


Kind regards,

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

To: ; "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 6:30 PM
Subject: Re: [Audyssey] Why SAPI Output is Superior


Hi Philip,

When it comes to over all atmosphere you are right. A human voice is
always superior, but I haven't been doing that with any of my games.
With my original draft of STFC I used Neosspeach Kate, then Realspeak
Karen, and in many of the betas of MOTA I was using Acapela Heather.
Since all of these games were essentially using prerecorded clips of
SAPI voices anyway I was essentially doing a lot of unnecessary work
recording,editing, and then using the wav files of synth voices when I
could have used them directly.

Now, my voice isn't very good, and do to some physical impairments it
is impossible for me to speak clearly and I would never use it for a
professional game. Unfortunately, that means I would have to hire out
to someone else to do the voice clips and I don't really want to spend
a great deal of money on a game like Mysteries of the Ancients just to
get realistic human speech. Perhaps if the game sells well I could
consider reinvesting some of that money in voice acting etc, but for a
preliminary release SAPI is definitely the best way to go.

As far as wrapper classes that's pretty much what I was doing from
betas 1 to 22. I had a function called SpeakNumber() that would take a
number and do all the loading and processing of number files which
works pretty well. However, that required some extra work developing
those wrapper classes in order to get the same functionality I have
with SAPI right away.

There is one other issue you didn't mention and that is cross-platform
support. There really aren't any good cross-platform TTS solutions.
ESpeak, Festival, etc are all pretty bad and using prerecorded speech
clips is a great way to support Windows, Linux, Mac, and iOS, etc all
with the same speech and from that perspective it is easier to deal
with than a specific API like SAPI.

Cheers!


On 5/4/13, Philip Bennefall  wrote:

Hi Thomas,

I just wanted to respond with a few spontaneous thoughts based on my own
experiences with sapi versus prerecorded audio.

Mostly I agree with your points. But for my own part I find that using
synthetic speech, whether it be prerecorded or generated on the fly by a
sapi controlled engine, greatly detracts from the atmosphere. Imagine if 
you


will, that you are in a shadowy temple with a faint sound of wind, distant
screams from the depths of a dungeon far below, haunting music with
reverberating strings, and an equally dramatic narrative performed by
Microsoft Mike. A bit of a contrast.

To take a less extreme example, in my upcoming title the atmosphere is
generally quite dramatic and with a dark undertone most of the time.
Therefore, when I recorded my speech files I spoke in a very low voice 
even


for such trivial things as numbers and status messages. I knew in what
context my voice was going to be played, and was able to adapt it to 
really


blend in with the rest of the scene that I was trying to create. A speech
engine could never achieve that. So I think that in terms of atmosphere 
and


dramatic effect, prerecorded speech is far superior than a tts engine. 
There


are, of course, numerous cases where the advantages of tts output greatly
outweigh the pros of prerecorded material, such as when there is 
absolutely


no way for you to know what content that may need to be spoken. But if, as
in the case of Mota, you are using prerecorded speech files that just
contain tts generated content anyway then these have absolutely no 
advantage


so I would not disagree with your decision to use sapi if you aren't
interested in getting a voice talent to record your files. In short, I 
feel


that prerecorded voice files are only advantageous if you actually have a
real voice for the game.

As for ease of coding - that has never really bothered me. It is trivial 
to


design wrapper classes that can take a number, or a filename etc using
overloaded methods, and rendering that with the available speech files
asynchronously in the same thread so that one doesn't have to care about
s

Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi Josh,

That's pretty much how I feel about it myself. If I am going to have a
game character like Arizona Smith say something in the game like "got
it" then obviously I'll hire a voice actor to do the voices since that
is a real person. However, for very generic stuff that would show up
as text in a video game like menus, status messages, level info, etc
I'll use SAPI to speak it. Its a real inexpensive and flexible system
for speaking generic game content. While I take Philip's point about
over all ambiance I still think SAPI is less work and less headaches
to deal with.

Cheers!


On 5/4/13, Draconis  wrote:
> Hi Tom,
>
> Full agreement here. We have started using SAPI in our new game engine as
> well, as has been evident in ChangeReaction 2 and SilverDollar. We use a
> very simple formula for deciding what should or should not be presented with
> TTS. That is, if this was a video game and the information being presented
> would be text on the screen, that information should be presented with TTS.
> Otherwise, human voices should be used.
>
> In the main menus for both CR and SD, we do have a human voice for the main
> options, because we are thinking of these options more as icons.
>
> Likewise, in CR, the coins in a video game would be graphically represented,
> hence they are named by a human voice during game play.
>
> We resisted using TTS for a long time. In fact, we weren't using it at all
> in early betas of CR2. In the end, the dubious benefits are far outweighed
> by the drawbacks of using human voices for every bit of textual output.
>

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[Audyssey] Zone BBS

2013-05-04 Thread Nicole white

Wht on earth did yo ujust say?
i cannot figure out Dodge City Desperados Game and wish that  
someone should teach this game to me.


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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi Philip,

When it comes to over all atmosphere you are right. A human voice is
always superior, but I haven't been doing that with any of my games.
With my original draft of STFC I used Neosspeach Kate, then Realspeak
Karen, and in many of the betas of MOTA I was using Acapela Heather.
Since all of these games were essentially using prerecorded clips of
SAPI voices anyway I was essentially doing a lot of unnecessary work
recording,editing, and then using the wav files of synth voices when I
could have used them directly.

Now, my voice isn't very good, and do to some physical impairments it
is impossible for me to speak clearly and I would never use it for a
professional game. Unfortunately, that means I would have to hire out
to someone else to do the voice clips and I don't really want to spend
a great deal of money on a game like Mysteries of the Ancients just to
get realistic human speech. Perhaps if the game sells well I could
consider reinvesting some of that money in voice acting etc, but for a
preliminary release SAPI is definitely the best way to go.

As far as wrapper classes that's pretty much what I was doing from
betas 1 to 22. I had a function called SpeakNumber() that would take a
number and do all the loading and processing of number files which
works pretty well. However, that required some extra work developing
those wrapper classes in order to get the same functionality I have
with SAPI right away.

There is one other issue you didn't mention and that is cross-platform
support. There really aren't any good cross-platform TTS solutions.
ESpeak, Festival, etc are all pretty bad and using prerecorded speech
clips is a great way to support Windows, Linux, Mac, and iOS, etc all
with the same speech and from that perspective it is easier to deal
with than a specific API like SAPI.

Cheers!


On 5/4/13, Philip Bennefall  wrote:
> Hi Thomas,
>
> I just wanted to respond with a few spontaneous thoughts based on my own
> experiences with sapi versus prerecorded audio.
>
> Mostly I agree with your points. But for my own part I find that using
> synthetic speech, whether it be prerecorded or generated on the fly by a
> sapi controlled engine, greatly detracts from the atmosphere. Imagine if you
>
> will, that you are in a shadowy temple with a faint sound of wind, distant
> screams from the depths of a dungeon far below, haunting music with
> reverberating strings, and an equally dramatic narrative performed by
> Microsoft Mike. A bit of a contrast.
>
> To take a less extreme example, in my upcoming title the atmosphere is
> generally quite dramatic and with a dark undertone most of the time.
> Therefore, when I recorded my speech files I spoke in a very low voice even
>
> for such trivial things as numbers and status messages. I knew in what
> context my voice was going to be played, and was able to adapt it to really
>
> blend in with the rest of the scene that I was trying to create. A speech
> engine could never achieve that. So I think that in terms of atmosphere and
>
> dramatic effect, prerecorded speech is far superior than a tts engine. There
>
> are, of course, numerous cases where the advantages of tts output greatly
> outweigh the pros of prerecorded material, such as when there is absolutely
>
> no way for you to know what content that may need to be spoken. But if, as
> in the case of Mota, you are using prerecorded speech files that just
> contain tts generated content anyway then these have absolutely no advantage
>
> so I would not disagree with your decision to use sapi if you aren't
> interested in getting a voice talent to record your files. In short, I feel
>
> that prerecorded voice files are only advantageous if you actually have a
> real voice for the game.
>
> As for ease of coding - that has never really bothered me. It is trivial to
>
> design wrapper classes that can take a number, or a filename etc using
> overloaded methods, and rendering that with the available speech files
> asynchronously in the same thread so that one doesn't have to care about
> synchronization. So with a careful design you can get it down to a one liner
>
> just like you would with sapi. What I find annoying with sapi is that I can
>
> never be sure what the final output will actually sound like. Many of the
> commercial voices have quite a bit of delay during their initial buffering
> for each new phrase. When you speak the same phrase for the second time they
>
> are usually faster, but the fact that there is so much variation between
> voices makes it difficult to judge in advance how the game will actually
> perform if that makes sense. I tend to use sapi extensively for prototyping
>
> a game, but once I reach a stage where I start to consider a potential
> release date my first priority is to rip out sapi and replace it with real
> human speech.
>
> In summary, I think that if you want to get something out quickly and
> without spending any money then sapi is definitely the right way to go

Re: [Audyssey] Issues wiht Zone BBS.

2013-05-04 Thread Thomas Ward
Hi Nicole,

Look, to begin with this message is off topic for this list. Second, I
don't know the administrators of the Zone BBS so I don't know how much
my word would sway them even if I were inclined to help you with the
Zone BBS issue. You really should email the admins yourself and see if
you can get the situation straightened out with them as they are the
only ones who can really help you with this particular problem.

Cheers!



On 5/4/13, Nicole white  wrote:
> One i time, i had created an account and had accidentally gotten into a
> heated battle with the administrators. IN the discussion they have banned me
> for supposedly trying to create multiple account that i have never done.
> Coule yo uplease straighten this out and try to get me back over there.
> i had borrowed an email address of a friend which they took as me trying to
> use both addresses.
> Could someone please get me back over there?
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Re: [Audyssey] Issues wiht Zone BBS.

2013-05-04 Thread Dennis Towne
Nicole,

The zone BBS has its own admin, and it's own way of handling
administrative problems.  If you have a problem with the BBS, please
work it out with them.  This list is for discussing audio games, not
helping people get unbanned from bulletin board accounts.


Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


On Sat, May 4, 2013 at 8:34 AM, Nicole white  wrote:
> One i time, i had created an account and had accidentally gotten into a 
> heated battle with the administrators. IN the discussion they have banned me 
> for supposedly trying to create multiple account that i have never done.
> Coule yo uplease straighten this out and try to get me back over there.
> i had borrowed an email address of a friend which they took as me trying to 
> use both addresses.
> Could someone please get me back over there?

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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread Draconis
Hi Shaun,

You are incorrect on a couple points.

First, James sold ESP Softworks to Adora because of the treatment he was 
getting from the community. He decided he wanted out, because it had escalated 
to such a degree. So your assertion that the trouble started with Alchemy is 
incorrect.

He started Alchemy, thinking that perhaps he would give the community a second 
chance, and try to cope better with them. This did not happen, obviously.

James was relatively open about the development of PB2, and the delays it was 
experiencing as I recall. So, whether he was communicative or not, it didn't 
make any difference in terms of the treatment he received.

As I said previously, I don't agree with everything James did, but I do think 
the community has not taken responsibility for driving out one of its best 
founding developers.

On May 4, 2013, at 5:35 AM, shaun everiss  wrote:

> there is no disputing that tom.
> The espsoftworks era was good.
> he cranked everything out.
> when he went to alchemy was the time things went south.
> I am sure if he stayed with esp he would continue as is but maybe he was 
> bored with that.
> 
> At 08:41 PM 5/4/2013, you wrote:
>> Hi Clement,
>> 
>> Exactly. The mouse demo was suppose to give gamers an idea of how Max
>> Shrapnel was to be controlled, and to give them a little practice
>> using the mouse as Max Shrapnel was to be largely played using the
>> mouse much like Swamp is today.  Of course, I remember people wined
>> and complained about lack of keyboard support back then as they did
>> with Che over Rail Racer and Jeremy over Swamp until a majority found
>> out they actually  liked it. Lol.
>> 
>> Anyway, I think a lot of people forget what a great innovator James
>> North really was. He created Alien Outback before Justin and Dan came
>> out with Troopanum. He came out with Dynaman before Phil came out with
>> Pac-Man Talks for Windows. He created Monkey Business and I think it
>> was the very first attempt at an audio FPS game. He wrote Pinball
>> Classic and it still remains only one of two pinball games for the
>> blind. He came out with his rendition of Montezuma's Revenge in 2004
>> which is the very first audio 2d side-scroller with a vertical and
>> horizontal axis of movement. Shall I continue?
>> 
>> The point is James North created a lot of firsts, and this community
>> would be a lot worse off without his contributions. Oh, sure Troopanum
>> would have come along, and I'm sure Phil would have released Pac-Man
>> Talks for Windows as he did. Someone would have come up with a 2d
>> side-scroller eventually, but all of these things were done in the
>> first few years of the audio game industry and James North was the one
>> cranking out new games and new ideas that other devs hadn't thought
>> about yet.
>> 
>> Cheers!
>> 
>> 
>> On 5/4/13, Clement Chou  wrote:
>> > Hi Tom.
>> > The way I understood it.. that mouse demo was going to be one of the
>> > features of Max Shrapnel in terms of how it was controlled. I'm not sure 
>> > how
>> >
>> > into that style of multiplayer pvp shooter you are similar to things like
>> > Counterstrike or Unreal Tournament, but it would be great to see something
>> > like that some time down the road. Not saying right now, of course, just a
>> > suggestion for a possible project. Max Shrapnel, when I read the features
>> > list James put up on Alchemy, was my dream game... because that was at the
>> > peak of the hype at the time which was Counterstrike 1.6, probably one of
>> > the most popular multiplayer shooters out there.
>> 
>> ---
>> 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://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> 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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Re: [Audyssey] Issues wiht Zone BBS.

2013-05-04 Thread hayden presley
I wouldn't worry about it. I've not had your exact issues, but I've recently
resigned up after a lengthy hiatis and found things basically the same as I
left them--vey inappropriate and needlessly clnky.

Best Regards,
Hayden


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Nicole white
Sent: Saturday, May 04, 2013 10:35 AM
To: Games list\
Subject: [Audyssey] Issues wiht Zone BBS.

One i time, i had created an account and had accidentally gotten into a
heated battle with the administrators. IN the discussion they have banned me
for supposedly trying to create multiple account that i have never done.
Coule yo uplease straighten this out and try to get me back over there.
i had borrowed an email address of a friend which they took as me trying to
use both addresses.
Could someone please get me back over there?
---
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send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Draconis
Hi Tom,

Full agreement here. We have started using SAPI in our new game engine as well, 
as has been evident in ChangeReaction 2 and SilverDollar. We use a very simple 
formula for deciding what should or should not be presented with TTS. That is, 
if this was a video game and the information being presented would be text on 
the screen, that information should be presented with TTS. Otherwise, human 
voices should be used.

In the main menus for both CR and SD, we do have a human voice for the main 
options, because we are thinking of these options more as icons.

Likewise, in CR, the coins in a video game would be graphically represented, 
hence they are named by a human voice during game play.

We resisted using TTS for a long time. In fact, we weren't using it at all in 
early betas of CR2. In the end, the dubious benefits are far outweighed by the 
drawbacks of using human voices for every bit of textual output.

On May 4, 2013, at 11:07 AM, Thomas Ward  wrote:

> Hi everyone,
> 
> This morning I had some time on my hands so I began really working on
> Mysteries of the Ancients, the new version, and decided to add SAPI 5
> support to help expedite the development process.  What I discovered
> when I compiled and ran this very early prototype is that the SAPI
> support works far better than any release before, and I realized to my
> amazement it really is the best solution for speaking menus, status
> messages, etc for a number of reasons.
> 
> 1. It takes less development time to call a single function to pass a
> string of text to a SAPI speak function than it does to record, edit,
> load, and play a speech clip. Basically, if you got a game idea in
> mind you can really speed up the process just by using the SAPI voices
> installed on the machine.
> 
> 2. It saves drive space, takes up less CPU power, and less memory.  In
> the last beta of Mysteries of the Ancients,beta 22, the Speech
> directory was 36 MB. Now, of course, using SAPI it will take up less
> drive space as well as be a smaller download.  I also noticed looking
> at the over all system performance that it uses less memory so that's
> another reason to use SAPI.
> 
> 3. Its customizable. This probably goes without saying, but using SAPI
> voices you can change the voice, pitch, rate, and volume of the
> default voice in the Control Panel meaning if you don't like the
> default voice you can always switch to a different one or buy a better
> one.
> 
> This was always a bit of a problem in prior test releases. The voice
> was too fast, too slow, it had an accent, or whatever and I was going
> crazy trying to find a voice that everyone liked. So using SAPI you,
> the end user, can set it up anyway you like in the Windows Control
> Panel.
> 
> 4. Its very inexpensive. If you hire voice actors to read the menus,
> status messages, items, etc that can cost lots of money not to mention
> require time to edit and use. Even if a developer uses Acapela Heather
> or Nuance Tom legally the developer is suppose to pay royalties for
> the use of that voice in a commercial product. This way the developer
> isn't using the voices directly and the customer fits the bill for any
> high quality voices like Ivona, Nuance TTS, Cepstral, etc.
> 
> 5. Its very dynamic and flexible. With prerecorded speech there is
> always the problem of speaking dynamic content like a player's name or
> speaking a message with a number of variables involved. Here you just
> create a message string using the dynamic content, give it to sAPI,
> and forget about it.
> 
> For example, in my wrestling game there are a number of messages of
> play by play action like this. "John Cena quickly moves forward, picks
> up the Rock, and slams him to the mat." In a case like this the speech
> output has to be flexible enough to use the same message from match to
> match only substituting the name of the performers in the match. You
> can't really do that easily with prerecorded speech clips, but you can
> easily do it with SAPI just by using a couple of string variables in
> place of the performers name. Therefore it doesn't matter who is in
> the match it will always speak the information no matter what, and the
> developer doesn't have to spend a month writing a bunch of if
> statements to load this or that speech clip on demand. :D
> 
> So I think after seeing the results in person I think I am going to be
> using SAPI output from now on in my Windows games. I only regret I
> didn't do this earlier. I could have saved myself a lot of wasted time
> and energy trying to make prerecorded speech clips.
> 
> Cheers!
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If 

Re: [Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Philip Bennefall

Hi Thomas,

I just wanted to respond with a few spontaneous thoughts based on my own 
experiences with sapi versus prerecorded audio.


Mostly I agree with your points. But for my own part I find that using 
synthetic speech, whether it be prerecorded or generated on the fly by a 
sapi controlled engine, greatly detracts from the atmosphere. Imagine if you 
will, that you are in a shadowy temple with a faint sound of wind, distant 
screams from the depths of a dungeon far below, haunting music with 
reverberating strings, and an equally dramatic narrative performed by 
Microsoft Mike. A bit of a contrast.


To take a less extreme example, in my upcoming title the atmosphere is 
generally quite dramatic and with a dark undertone most of the time. 
Therefore, when I recorded my speech files I spoke in a very low voice even 
for such trivial things as numbers and status messages. I knew in what 
context my voice was going to be played, and was able to adapt it to really 
blend in with the rest of the scene that I was trying to create. A speech 
engine could never achieve that. So I think that in terms of atmosphere and 
dramatic effect, prerecorded speech is far superior than a tts engine. There 
are, of course, numerous cases where the advantages of tts output greatly 
outweigh the pros of prerecorded material, such as when there is absolutely 
no way for you to know what content that may need to be spoken. But if, as 
in the case of Mota, you are using prerecorded speech files that just 
contain tts generated content anyway then these have absolutely no advantage 
so I would not disagree with your decision to use sapi if you aren't 
interested in getting a voice talent to record your files. In short, I feel 
that prerecorded voice files are only advantageous if you actually have a 
real voice for the game.


As for ease of coding - that has never really bothered me. It is trivial to 
design wrapper classes that can take a number, or a filename etc using 
overloaded methods, and rendering that with the available speech files 
asynchronously in the same thread so that one doesn't have to care about 
synchronization. So with a careful design you can get it down to a one liner 
just like you would with sapi. What I find annoying with sapi is that I can 
never be sure what the final output will actually sound like. Many of the 
commercial voices have quite a bit of delay during their initial buffering 
for each new phrase. When you speak the same phrase for the second time they 
are usually faster, but the fact that there is so much variation between 
voices makes it difficult to judge in advance how the game will actually 
perform if that makes sense. I tend to use sapi extensively for prototyping 
a game, but once I reach a stage where I start to consider a potential 
release date my first priority is to rip out sapi and replace it with real 
human speech.


In summary, I think that if you want to get something out quickly and 
without spending any money then sapi is definitely the right way to go. If 
on the other hand you are interested in maintaining a great atmosphere and 
you want to make sure the game sounds and performs the same everywhere, I'd 
recommend a voice actor. Best of luck, and sorry about the extremely lengthy 
ramble!


Kind regards,

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

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:07 PM
Subject: [Audyssey] Why SAPI Output is Superior


Hi everyone,

This morning I had some time on my hands so I began really working on
Mysteries of the Ancients, the new version, and decided to add SAPI 5
support to help expedite the development process.  What I discovered
when I compiled and ran this very early prototype is that the SAPI
support works far better than any release before, and I realized to my
amazement it really is the best solution for speaking menus, status
messages, etc for a number of reasons.

1. It takes less development time to call a single function to pass a
string of text to a SAPI speak function than it does to record, edit,
load, and play a speech clip. Basically, if you got a game idea in
mind you can really speed up the process just by using the SAPI voices
installed on the machine.

2. It saves drive space, takes up less CPU power, and less memory.  In
the last beta of Mysteries of the Ancients,beta 22, the Speech
directory was 36 MB. Now, of course, using SAPI it will take up less
drive space as well as be a smaller download.  I also noticed looking
at the over all system performance that it uses less memory so that's
another reason to use SAPI.

3. Its customizable. This probably goes without saying, but using SAPI
voices you can change the voice, pitch, rate, and volume of the
default voice in the Control Panel meaning if you don't like the
default voice you can always switch to a different one or buy a better
one.

This was always a bit of a problem in prior test releases. The voice
was too fa

[Audyssey] Issues wiht Zone BBS.

2013-05-04 Thread Nicole white
One i time, i had created an account and had accidentally gotten into a heated 
battle with the administrators. IN the discussion they have banned me for 
supposedly trying to create multiple account that i have never done.
Coule yo uplease straighten this out and try to get me back over there.
i had borrowed an email address of a friend which they took as me trying to use 
both addresses.
Could someone please get me back over there?
---
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Re: [Audyssey] Mysteries of the Ancients Considerations

2013-05-04 Thread hayden presley
You know, I do find it interesting that his two pinball games remain to this
day the only two we have. I am a little surprised that nobody has ever
attempted to create one since.

Best Regards,
Hayden


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward
Sent: Saturday, May 04, 2013 3:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations

Hi Clement,

Exactly. The mouse demo was suppose to give gamers an idea of how Max
Shrapnel was to be controlled, and to give them a little practice using the
mouse as Max Shrapnel was to be largely played using the mouse much like
Swamp is today.  Of course, I remember people wined and complained about
lack of keyboard support back then as they did with Che over Rail Racer and
Jeremy over Swamp until a majority found out they actually  liked it. Lol.

Anyway, I think a lot of people forget what a great innovator James North
really was. He created Alien Outback before Justin and Dan came out with
Troopanum. He came out with Dynaman before Phil came out with Pac-Man Talks
for Windows. He created Monkey Business and I think it was the very first
attempt at an audio FPS game. He wrote Pinball Classic and it still remains
only one of two pinball games for the blind. He came out with his rendition
of Montezuma's Revenge in 2004 which is the very first audio 2d
side-scroller with a vertical and horizontal axis of movement. Shall I
continue?

The point is James North created a lot of firsts, and this community would
be a lot worse off without his contributions. Oh, sure Troopanum would have
come along, and I'm sure Phil would have released Pac-Man Talks for Windows
as he did. Someone would have come up with a 2d side-scroller eventually,
but all of these things were done in the first few years of the audio game
industry and James North was the one cranking out new games and new ideas
that other devs hadn't thought about yet.

Cheers!


On 5/4/13, Clement Chou  wrote:
> Hi Tom.
> The way I understood it.. that mouse demo was going to be one of the 
> features of Max Shrapnel in terms of how it was controlled. I'm not 
> sure how
>
> into that style of multiplayer pvp shooter you are similar to things 
> like Counterstrike or Unreal Tournament, but it would be great to see 
> something like that some time down the road. Not saying right now, of 
> course, just a suggestion for a possible project. Max Shrapnel, when I 
> read the features list James put up on Alchemy, was my dream game... 
> because that was at the peak of the hype at the time which was 
> Counterstrike 1.6, probably one of the most popular multiplayer shooters
out there.

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[Audyssey] Why SAPI Output is Superior

2013-05-04 Thread Thomas Ward
Hi everyone,

This morning I had some time on my hands so I began really working on
Mysteries of the Ancients, the new version, and decided to add SAPI 5
support to help expedite the development process.  What I discovered
when I compiled and ran this very early prototype is that the SAPI
support works far better than any release before, and I realized to my
amazement it really is the best solution for speaking menus, status
messages, etc for a number of reasons.

1. It takes less development time to call a single function to pass a
string of text to a SAPI speak function than it does to record, edit,
load, and play a speech clip. Basically, if you got a game idea in
mind you can really speed up the process just by using the SAPI voices
installed on the machine.

2. It saves drive space, takes up less CPU power, and less memory.  In
the last beta of Mysteries of the Ancients,beta 22, the Speech
directory was 36 MB. Now, of course, using SAPI it will take up less
drive space as well as be a smaller download.  I also noticed looking
at the over all system performance that it uses less memory so that's
another reason to use SAPI.

3. Its customizable. This probably goes without saying, but using SAPI
voices you can change the voice, pitch, rate, and volume of the
default voice in the Control Panel meaning if you don't like the
default voice you can always switch to a different one or buy a better
one.

This was always a bit of a problem in prior test releases. The voice
was too fast, too slow, it had an accent, or whatever and I was going
crazy trying to find a voice that everyone liked. So using SAPI you,
the end user, can set it up anyway you like in the Windows Control
Panel.

4. Its very inexpensive. If you hire voice actors to read the menus,
status messages, items, etc that can cost lots of money not to mention
require time to edit and use. Even if a developer uses Acapela Heather
or Nuance Tom legally the developer is suppose to pay royalties for
the use of that voice in a commercial product. This way the developer
isn't using the voices directly and the customer fits the bill for any
high quality voices like Ivona, Nuance TTS, Cepstral, etc.

5. Its very dynamic and flexible. With prerecorded speech there is
always the problem of speaking dynamic content like a player's name or
speaking a message with a number of variables involved. Here you just
create a message string using the dynamic content, give it to sAPI,
and forget about it.

For example, in my wrestling game there are a number of messages of
play by play action like this. "John Cena quickly moves forward, picks
up the Rock, and slams him to the mat." In a case like this the speech
output has to be flexible enough to use the same message from match to
match only substituting the name of the performers in the match. You
can't really do that easily with prerecorded speech clips, but you can
easily do it with SAPI just by using a couple of string variables in
place of the performers name. Therefore it doesn't matter who is in
the match it will always speak the information no matter what, and the
developer doesn't have to spend a month writing a bunch of if
statements to load this or that speech clip on demand. :D

So I think after seeing the results in person I think I am going to be
using SAPI output from now on in my Windows games. I only regret I
didn't do this earlier. I could have saved myself a lot of wasted time
and energy trying to make prerecorded speech clips.

Cheers!

---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Vector Projection

2013-05-04 Thread James Bartlett

hI

   I think that will be awsom. Can't wait to see them on there.

bfn
James

--
From: "Thomas Ward" 
Sent: Saturday, May 04, 2013 8:38 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Vector Projection


Hi John,

Already done. I've been archiving them, and plan to add them to the
Audyssey developers section as soon as I find a bit of time to work on
it. Lol.

Cheers!

On 5/3/13, john  wrote:

This was really interesting. Time to start archiving these for
the future heh.

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Re: [Audyssey] Vector Projection

2013-05-04 Thread Thomas Ward
Hi John,

Already done. I've been archiving them, and plan to add them to the
Audyssey developers section as soon as I find a bit of time to work on
it. Lol.

Cheers!

On 5/3/13, john  wrote:
> This was really interesting. Time to start archiving these for
> the future heh.
>
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Re: [Audyssey] asmodean.net down

2013-05-04 Thread enes

hi,
it seems to work fine now
On 5/4/2013 2:45 PM, Lisa Hayes wrote:

The site works fine here.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - From: "enes" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 6:53 PM
Subject: [Audyssey] asmodean.net down



hi,
www.asmodean.net seems to be down  at the moment
is it just on my end or is it a server issue?

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Re: [Audyssey] Vector Projection

2013-05-04 Thread Cara Quinn
HI John, thank you so much!

Glad this is helpful to you!!!

Smiles,

Cara :)
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On May 3, 2013, at 4:33 PM, john  wrote:

This was really interesting. Time to start archiving these for the future heh.

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